- Iso & 3D character faced the wrong way: the SP game never sends player.facing (only the tavern
does) so it defaulted to down/SW. Both renderers now INFER facing from the movement delta they
already track (explicit e.facing still wins for the tavern).
- 3D could break the game: wrap ThreeRenderer construction (createRenderer) and the _animate RAF
body in try/catch — a 3D failure now falls back to Tiled / stops the loop instead of throwing.
- ASCII walls/floors were near-invisible (legend colours are near-black, tuned for tile fog): use
brighter glyph colours for wall/floor in ASCII (features keep their own colours).
Three mode-switch issues:
- Picking 3D gave "original": SP._ensureRenderer used the sync createRenderer, which falls back to
Tiled when THREE (lazy CDN load) is not ready. Now it kicks off RK.ensureThree and re-mounts as
real 3D once loaded (renders Tiled meanwhile so it is not blank).
- ASCII torches were inert glyphs: they now draw a warm flickering radial glow (actual light source)
with the glyph at full brightness, driven by a throttled ~22fps RAF (cancelled on destroy).
- Switching to iso could show black while the pack images load: tiles now draw a legend-coloured iso
diamond placeholder until the real image is ready, so the dungeon shape + camera always read.
The ASCII renderer never set focusPoint, so switching to it mid-game left the SP camera with no
focus → scale-only transform pinned the grid to the corner and the explored area sat off-screen
(black). AsciiRenderer.render now sets focusPoint on the player cell (sticky), and the camera
fallback covers name==="ascii" too (cell-based, same as tiled). Iso already reports focusPoint.
3D drives its own THREE camera + sizes its canvas to the level, so _applyCamera now scale-to-FITS
the 3D canvas into the host (centered, no player-follow) instead of applying a broken zoom.
- 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)