Commit Graph
20 Commits
Author SHA1 Message Date
jwinterm 89398335c7 feat: productionize paid modes and PvP capture 2026-07-21 20:41:27 -04:00
jwinterm 534e713010 feat(iso): floor pip on every walkable cell (dark gaps are clearly not floor)
Marking only the adjacent walkable cells was not enough — a dark wall-gap/void still read as a
hole you could walk into. Now every visible floor cell gets a soft cyan pip, so the WALKABLE
ground is explicit everywhere; a dark gap with no pip is unambiguously not floor. Keeps the
stronger pulsing outline on the immediately-adjacent walkable cells.
2026-07-18 03:50:07 -04:00
jwinterm d54c906dec feat(iso): highlight walkable adjacent cells (openings vs wall-gaps)
The Kenney iso wall tiles are single-cell segments that leave triangular gaps between slabs, which
read as doorways but are solid wall. Rather than chase perfect wall continuity, flag the cells the
player can actually step to: a soft pulsing cyan diamond outline on each orthogonally-adjacent
walkable+explored floor cell. A reliable "you can go here" cue regardless of wall rendering.
2026-07-18 03:40:04 -04:00
jwinterm 0a98e297c2 fix(iso): fog of war — skip unexplored + distance-fade explored
Iso revealed the WHOLE map from move 0: unexplored (dark) cells fell back to the floor tile
(_tileUrl(dark) -> tiles.floor) and rendered as floor. Now skip dark cells entirely (unexplored =
void), and dim explored tiles by the lightGrid brightness (globalAlpha, floor to 0.16) so the
remembered area fades to black with distance — parity with the 2D modes and 3D (which already
skips dark + uses THREE distance fog).
2026-07-16 04:09:18 -04:00
jwinterm 175effd6fa fix(iso): zoom direction + wall cutaway for readable openings
Zoom: the wheel handler based its step on a hardcoded 1.7, but iso defaults to 1.0 — so the first
scroll (either direction) jumped up to ~1.7 and read as "always zoom in". Base the step on the
CURRENT effective zoom via SP._defaultZoom() instead. Same mode-aware default now used by the camera.

Iso occlusion: tall walls (184px) hide the floor/openings behind them (inherent to iso painter
order). Add a cutaway — walls between the camera and the player (higher x+y, within ~3 cells) draw
at 0.28 alpha so you can see yourself and the openings right in front of you.
2026-07-16 03:23:46 -04:00
jwinterm df6a270d2d fix(iso): infer facing (not always down) + render features as tiles not avatars
Two iso bugs from reusing the tavern renderer for the SP dungeon:
- Character always faced down/SW: sceneFromGameState hardcoded facing:"down", so the renderers
  ignored their movement-inferred facing (truthy default won). Now facing defaults to null (SP
  server sends none) so iso/3D infer it from movement; facingDelta(null)=down keeps tiled fine.
- "Copy of himself at the origin": the iso renderer drew EVERY entity via _charFrame, so the
  entrance feature rendered as a male character at the start. Features/items now draw as pack tiles
  (stairs/chest) or a glyph; monsters get a red tint so they do not read as a second player.
2026-07-14 14:45:50 -04:00
jwinterm 263bfb1cf4 fix(render): iso/3d face movement dir; 3d crash-proof; brighter ASCII walls
- 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).
2026-07-14 14:24:51 -04:00
jwinterm b45c0851c5 fix(render): 3D lazy-loads THREE; ASCII torch lights; iso never-black placeholder
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.
2026-07-13 14:55:26 -04:00
jwinterm 03fd82c44c fix(camera): sticky focusPoint + per-frame camera loop (stop corner-snap mid-run)
The player-centered camera snapped the dungeon to the top-left corner after a while: the
renderer nulled focusPoint on a transient player-less frame, so the transform lost its
translate. Fix: focusPoint is now sticky (keep the last if the player is momentarily
absent), and the SP bridge re-applies the camera every frame via its own RAF loop, so a
canvas resize or a stale frame can no longer break centering.
2026-07-12 12:32:35 -04:00
jwinterm d925df1ae9 feat(render): re-enable render-kit SP dungeon with player-centered camera + goblin monster
Commit to the render kit as THE single-player renderer (legacy = hard fallback only). Fixes
the two things that broke it:
- CAMERA: each renderer now exposes focusPoint (the player's pixel pos); the SP bridge mounts
  a self-sizing 16:10 viewport host and CSS-transforms the canvas to centre the player at a
  readable zoom (wheel to zoom). Renderer-agnostic (tiled/iso/3d). No more whole-level-in-a-corner.
- MONSTER: the tiled renderer drew a hardcoded red dot; now it draws the Goblin character sprite
  (char-goblin, the same path the tavern draws characters), red orb only as last-resort fallback.
Re-enabled: _drawGameScreen prefers RK.SPGame; spRenderPicker ENABLED. Suite 62/435 green.

NEXT (still owed): make the splash + both waiting animations render through the kit too, so
they use the chosen pack/mode instead of the ROT text screens.
2026-07-12 10:56:14 -04:00
jwinterm 11de46a7e4 feat(fx): RK.fx juice engine — animated torch/hearth flame + glow, hazard tiles
The shared "juice" layer, pure-canvas (CSP-safe, no WebGL/shaders), driven off a
clock so both renderers light a scene the same way:

- html/js/render/fxLayer.js (NEW): RK.fx — layered-sine flame flicker, additive
  warm glow, a dancing two-layer canvas flame, and pulsing hazard overlays
  (lava/poison/spikes) with a footprint-clip callback so it fits square cells
  and iso diamonds alike.
- Tavern now has FIRE: 4 corner braziers + a hearth on the left wall throw real
  flickering light. Placed along walls, clear of spawn/aisles/tables.
- Both renderers: torch/hearth/hazard tiles draw only their FLOOR base in the
  static pass (no more solid amber block), then RK.fx paints the animated flame
  / hazard pulse in the live loop. Tiled caches emitter positions and draws them
  over the vignette so light punches through the dark edges; iso adds them as
  depth-sorted fx items and keeps its RAF alive while any fire/hazard is onscreen.
- Dungeon hazard zones wired end-to-end in the scene model (lava L / poison P /
  spikes ^ chars -> pulsing tiles) — they render the moment the generator emits
  them; no client-authoritative fakes.
- fxLayer.js included in tavern.html + match.html.

Suite 58/419 green; render files node --check clean.
2026-07-11 17:00:43 -04:00
jwinterm 4d673748df feat(iso): orientation-aware walls + floor variety + juice (shadows/vignette)
Fixes the "thin disconnected slabs" on the top-left/bottom-right walls and juices
the iso scene:
- Wall facing: iso walls have an orientation. A run along grid-x uses the _S
  rotation, a run along grid-y uses the perpendicular _W (I viewed the tiles:
  _S faces SW, _W faces SE — the two camera-facing rotations), and true corners
  use the corner tile. The renderer picks per-cell from neighbours. Enclosing
  walls now read as continuous faces on all four edges. Same logic gives
  windows/doors a Y rotation.
- Floor variety: deterministic per-cell hash sprinkles planksBroken into wood
  floors and stoneTile/stoneUneven into stone — no more flat identical sea.
- Juice: soft contact shadows ground every prop + character, and a warm radial
  vignette lights the room instead of it looking pasted onto black.
- Tavern map: barrels/crates line the side walls (clear of windows/spawn, via
  the wall-safe put()) so the lobby reads lived-in in every render mode.

Suite 58/419 green.
2026-07-11 15:11:26 -04:00
jwinterm be8594282b feat(iso): rich Kenney Isometric Dungeon set + correct facing + ASCII picker
A — RICH ISO. The old iso-dungeon was a 7-tile sliver of Kenney Isometric
Dungeon; wire the full set so town/dungeon are RICH and interchangeable:
- Real architecture: full stoneWall, stoneWallWindow (actual window),
  stoneWallDoorOpen (real door), archway, wood column, stairs.
- Distinct furniture per kind: table -> tableShortChairs (table+chairs),
  keg/barrel -> real barrel, crate -> woodenCrate, shelf -> woodenCrates,
  chest -> chestClosed (added to the floor+prop compositor). No more
  everything-is-a-chest.

Facing (was 90 deg off, twice): verified against live movement the sprites are
angled CLOCKWISE from NE (0=NE,2=SE,4=SW,6=NW), so up->Male_0, right->Male_2,
down->Male_4, left->Male_6. Now the run anim points the way you actually move.

ASCII picker no-op: ASCII draws glyphs and consumes no tile pack, so
projForMode(ascii)=null and the packbar hides for it (it only ever made sense
for Tiled/Iso).

Suite 58/419 green.
2026-07-11 14:53:24 -04:00
jwinterm 11b7fb1272 feat(render): pack registry — multi-pack, interchangeable render environments
The engine behind 'add more 2D tilesets / iso packs / 3D skins as products'. A
pack is a self-contained render environment for a projection (topdown/iso/3d);
because scenes are kind-based, the SAME pack renders both town and dungeon
(interchangeable), and each maps to a catalog id (monetizable, entitlement-gated).

- packRegistry.js: registerPack / packsForProjection / unlockedPacks (canUsePack)
  / activePackId (saved-if-unlocked else first unlocked) / setActivePack /
  activePackAssets. Per-projection active-pack selection, persisted. In-memory
  store fallback so it's testable under Node.
- assetPacks: registers the 3 built-ins (roguelike-interior topdown, iso-dungeon,
  kenney-3d-characters) + activeIsoAssets()/activeThreeAssets() resolvers; RK.theme()
  now defaults to the active topdown pack.
- isoRenderer + avatarVisuals (iso/3d character lookup) read the ACTIVE pack.
- packRegistry loaded before assetPacks in tavern + game.

Backward-compatible: one pack per projection resolves to today's defaults — nothing
changes visually. Adding a pack now = registerPack(...) + assets + a catalog row.
Tests: +5 (register/list, unlock filter, active/saved/fallback, refuse locked).
Suite 58 suites / 419 tests green.
2026-07-11 13:40:29 -04:00
jwinterm 6d0334f4f2 feat(iso): furniture props in isometric mode (bar/kegs, tables, chairs, barrels)
The iso renderer only drew floor+wall (bar/table hardcoded). Generalize the
floor-base + prop compositing to all furniture kinds (bar/table/chair/keg/shelf/
barrel/crate) and map them to the iso-dungeon tiles: stacked barrels = the bar +
kegs, chest = tables/crates/shelves, chair = chairs. Half walls kept (full walls
would occlude the front row). Same coherent iso-dungeon art set. Client-only.
2026-07-11 12:57:11 -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 cb9efbe66c refactor: route render packs through avatar visuals 2026-07-06 03:53:13 -04:00
jwinterm 454e6ab69a feat: add tavern render kit and character entitlements 2026-07-05 20:57:46 -04:00