Commit Graph
15 Commits
Author SHA1 Message Date
jwinterm a05a10efd7 fix(ui): tavern floor, play-area focus border, and Smirk locked-wallet UX
Tavern: revert the per-cell 'varied floor/wall' tiles to coherent single tiles — mixing wood/stone/plank per cell read as visual noise (assetPacks.js).

Play area: draw the keyboard-focus outline inset (outline-offset -2px) so the yellow border shows on the right edge, which the container's overflow:hidden was clipping (ui.js).

Smirk: a locked wallet now shows a friendly 'unlock in the extension, then Retry' hint instead of a red error, and the LOCKED error code is preserved through connect()/signMessage(). Current Smirk builds auto-open the unlock popup on connect(); older builds throw LOCKED, which the Retry button re-invokes (smirkAuth.js).
2026-07-10 08:46:38 -04:00
jwinterm 71ce16a384 fix(char): render characters in native art on Tiles; drop sprite color tinting
The skin/hair/cloth-base/gear palette-ramp recoloring on the top-down Tiles character sprites looked bad, so it's disabled: tintedTileCanvas() now returns null, making every caller (drawCharTileCanvas, charTileTexture, in-game + customizer preview + Pixi) fall through to the native Kenney sprite art.

The customizer's top-down editor drops the Cloth/Skin/Hair and per-gear color rows and keeps only equipment PIECE selection (body/head/shield/weapon). The ASCII '@' color picker is unchanged (shown in the ascii/color branch, driven by colors.base via avatarVisuals.tintColorFor). Iso skin tint and premium generated-skins are untouched. Suite 46/317 green.
2026-07-09 21:47:49 -04:00
jwinterm a62eefb47b fix: resolve security/correctness review + AAA graphics pass
Backend (Tier 0/1/3): single-payout double-pay -> needs_review; admin-retry tx_hash guard; UNIQUE index on games.payment_id (migration 023) + atomic claim; reconnect no longer resets block-timeout; completeGame keys on user_id+dungeon_seed (not socket_id); token-gated /api/user/:socketId/* endpoints; payout min/max enforcement; orphaned-active-game boot recovery; sessionManager cleanup FK fix; XFF rightmost-hop; global uncaughtException/unhandledRejection guard; server binds 127.0.0.1; provably-fair client-seed (HMAC) + RNG [0,1) bound; difficulty preset ranges reach the digger; chat no longer leaks full socket.id; removed dangerous-keyword SQL theater.

Match mode (Tier 2, still MATCH_ENABLED-gated): fixed match_queue/match_move crash paths + scheduler dead-code + leaked ceiling timer; pot collected before start with abort+refund; BigInt/basis-point fee math, capped payout; no-address winner claimable; winnerId==placement[0]; finalize schema + payout-first isolation; reconnect re-key with ownership; refunds on all cancel paths; real countdown; map/timer cleanup. +16 tests.

Graphics: new overlay FX layer (torch light, vignette, embers, sparkle/burst/flash/shake, self-suspending rAF); gameplay juice; atmospheric screens; CSS design-token chrome with framed modals; richer Kenney tile renderer; imported Kenney dungeon/interior sheets + fx particles.

Verification: 45 suites / 312 tests pass; 40 changed JS files parse; 20 server modules load clean; no regressions.
2026-07-09 17:46:58 -04:00
jwinterm 8fa8b06b20 feat: lively tavern (NPCs + speech bubbles), spectator camera, dungeon render adapter
- 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)
2026-07-09 06:31:35 -04:00
jwinterm 4ee03f24a6 fix: char customizer flakiness + wire real render-mode entitlement gating
- Equipment option tiles register for async redraw (were stuck on '...')
  - Render mode switching no longer silently mutates avatar identity
  - Dungeon renderer falls back to @ tile when overlay draw fails
  - Main-game customizer locked to topdown (no confusing render-mode picker)
  - equipRedrawers prevents unbounded redraw array growth
  - RENDER_MODE_TEST_UNLOCKS flipped to false; ASCII made free (accessible fallback)
  - Documented COSMETIC_PRODUCTS in .env.example
  - 5 new tests (239 total, 36 suites, all passing)
2026-07-09 06:15:00 -04:00
jwinterm fa18e99a94 correct iso avatar customization 2026-07-06 07:26:12 -04:00
jwinterm 49ea01606e fix designed-room iso character rendering 2026-07-06 07:04:26 -04:00
jwinterm f505a4fb8a make character customization projection aware 2026-07-06 06:38:19 -04:00
jwinterm c89c01e5f1 improve gear tinting and unlock render tests 2026-07-06 04:38:28 -04:00
jwinterm 83020f6c08 polish character customizer render choices 2026-07-06 04:26:00 -04:00
jwinterm 1ca18dfdbc fix: render visible animated 3d tavern avatars 2026-07-06 04:11:43 -04:00
jwinterm cb9efbe66c refactor: route render packs through avatar visuals 2026-07-06 03:53:13 -04:00
jwinterm 3195386ba1 refactor: resolve avatar visuals through render kit 2026-07-06 03:41:11 -04:00
jwinterm 07cfe80591 feat: improve character customization colors 2026-07-05 21:09:52 -04:00
jwinterm 454e6ab69a feat: add tavern render kit and character entitlements 2026-07-05 20:57:46 -04:00