Commit Graph
7 Commits
Author SHA1 Message Date
jwinterm 1325b49b42 feat(render): single-player dungeon renders through the render kit (packs in gameplay)
The migration that makes the pack ladder pay off IN the dungeon, not just the tavern.
The SP game now draws via RK (Tiled/ASCII/Iso/3D + unlocked packs) instead of the
legacy ROT display.

- Adapter: sceneFromGameState now consumes the CLIENT state shape (sparse {y:{x:v}}
  tile maps, not just server arrays) via maxDims(). Verified + unit-tested.
- Bug fix: RK.sceneFromGameState was never actually exposed (only RK.scene.*), so
  matchClient + tavern spectator were silently no-op-ing. Aliased onto RK.
- Bridge (spGameRenderer.js, RK.SPGame): mounts an RK renderer in a dedicated host
  inside #game-display, toggles the legacy ROT canvases, zoom-enabled. Game._draw
  GameScreen prefers it and FALLS BACK to RenderEngine on any failure, so the live
  game can never blank. ROT still draws the splash/win/lose text screens.
- Picker (spRenderPicker.js): homepage mode + pack selector, gated by entitlements
  (free = Tiled/Original + ASCII; ladder unlocks Iso/3D/packs), rebuilds on identity.
- index.html loads the render-kit renderers + the bridge/picker.

Bundled with the catalog ladder (migration 028): free Original bare pack, ladder
1/5/10/20/40/50. Deploying makes the free tavern bare (by design) AND the dungeon
render-kit-ed. v1 renders the whole explored level + zoom (player-centered camera is
the next polish). Suite 62/435 green; adapter smoke-verified.
2026-07-12 10:14:56 -04:00
jwinterm d8abe89cb7 fix(home): align splash legend + make the character creator discoverable
- Splash legend (screenManager.js): every row now uses a uniform 2-cell icon slot at
  a shared left edge and a single fixed text column, so the four icons + descriptions
  line up regardless of glyph width (was: per-row span math + leading-space hacks →
  ragged columns, player sprite offset).
- Character creator was already on the homepage but read like an admin control: the
  button showed the DEFAULT character label "Operator". Renamed the default to
  "Adventurer" (charCustomize.js), switched the icon 🧍→🎭, and gave it a clear
  "Create / customize your character" tooltip so it announces itself.
2026-07-12 08:55:24 -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 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 83020f6c08 polish character customizer render choices 2026-07-06 04:26:00 -04:00
jwinterm 3195386ba1 refactor: resolve avatar visuals through render kit 2026-07-06 03:41:11 -04:00
jwinterm be780c17e6 feat: use character identity in single player 2026-07-06 03:16:26 -04:00