Two tavern rendering bugs in Tiled mode:
1. The 'you' cell looked like a flaming dot. The warm torch light + drifting
embers are a DUNGEON effect (the player carries the torch) but _composite/
_ensureEmbers ran on every scene, so in the tavern they painted a flame on
the 'you' avatar while other players rendered normally. Gate both to
scene.isDungeon.
2. Tavern tiles showed as flat 'blocks' that never refreshed. The tile atlas
image loads async; switching INTO the tiled renderer (e.g. entering the
tavern) before it's ready paints the flat-colour fallback once and never
repaints until the next scene update. Hook atlas.onReady to re-render the
last scene the moment the atlas is ready.
Client-only; no server change. Deploy = git pull + restart (or just pull, it's
static assets).
- tavernLife.js: client-side NPCs (bartender, patrons, cat) with autonomous
movement, random speech bubbles, and real-player chat bubbles
- T2b: spectator camera — watch live dungeon runs from inside the tavern
(game list, spectate_start/update, ESC to leave)
- R1: sceneFromGameState adapter — converts dungeon game state to render-kit
Scene with lighting grid and entity mapping
- R2: pre-populated Kenney roguelikeSheet tile defaults for the tiled renderer
- Dungeon renderer support: TileRenderer + AsciiRenderer handle lightGrid,
dungeon features/items/monster entities
- 3 new tests (242 total, 36 suites, all passing)