// Refactored Game Object - Main game controller using modular architecture // This provides a mock socket when the real one isn't available if (typeof window !== 'undefined' && !window.socket) { window.socket = { emit: function(event, data) { console.log("[Mock Socket] Would emit:", event, data); } }; } var Game = { _screenWidth: 25, // Default values, will be updated from options _screenHeight: 19, _inputEnabled: true, _messageLog: [], _maxLogMessages: 5, init: function() { // Update screen dimensions from options if (typeof window.options !== 'undefined') { this._screenWidth = window.options.width || 25; this._screenHeight = window.options.height || 19; } // Initialize all modules if (!DisplayManager.init(this._screenWidth, this._screenHeight)) { return false; } ScreenManager.init(this._screenWidth, this._screenHeight); RenderEngine.init(this._screenWidth, this._screenHeight); GameState.init(); // Start block simulation and draw welcome screen ScreenManager.startBlockSimulation(); ScreenManager.drawWelcomeScreen(); return true; }, _ensureDisplay: function() { return DisplayManager.ensureDisplay(); }, _isFirefox: function() { return navigator.userAgent.toLowerCase().indexOf('firefox') > -1; }, startGame: function(playerData, mapData, monsterData, itemData, initialVisibleTiles) { if (!this._ensureDisplay()) { return false; } DisplayManager.clearDisplay(); try { GameState.setGameActive(true); // Initialize player GameState.initializePlayer(playerData); // Initialize other game objects GameState._monster = monsterData; GameState._items = itemData; GameState._entrance = null; GameState._exit = null; GameState._treasure = null; // Initialize map and validate player position GameState.initializeMap(mapData, initialVisibleTiles, this._screenWidth, this._screenHeight); if (!GameState.validatePlayerPosition(this._screenWidth, this._screenHeight)) { ScreenManager.drawCenteredText(10, "Error: Map invalid / No player start!"); return false; } // Compute field of view GameState.computeFieldOfView(); // Setup scheduler and engine if (!GameState._scheduler) GameState._scheduler = new ROT.Scheduler.Simple(); else GameState._scheduler.clear(); if (!GameState._engine) GameState._engine = new ROT.Engine(GameState._scheduler); GameState._scheduler.add(GameState._player, true); console.log("Player coordinates before drawing game screen:", GameState._player.x, GameState._player.y); if (!GameState._map[GameState._player.y] || GameState._map[GameState._player.y][GameState._player.x] === undefined) { console.error(`Player position (${GameState._player.x}, ${GameState._player.y}) is STILL invalid before drawing. Map issue?`); ScreenManager.drawCenteredText(10, "Error: Player invalid for draw!"); return false; } this._drawGameScreen(); return true; } catch (err) { console.error("Error during Game.startGame:", err); console.error("Error name:", err.name, "Error message:", err.message, "Stack:", err.stack); if (err.message && (err.message.includes("_map") || err.message.includes("Cannot read properties of undefined"))) { console.error("Detailed error info: Player:", GameState._player, "Map keys:", Object.keys(GameState._map || {}).length); } try { ScreenManager.drawCenteredText(10, "Error starting game!"); ScreenManager.drawCenteredText(12, "Check console (F12) for details."); } catch (drawError) { console.error("Failed to draw error message on screen:", drawError); } return false; } }, // Update game state with new data from server updateGameState: function(data) { const needsRedraw = GameState.updateGameState(data); // Redraw the game screen if any relevant data changed if (needsRedraw) { this._drawGameScreen(); } }, clearDisplay: function() { DisplayManager.clearDisplay(); }, _drawGameScreen: function() { if (!this._ensureDisplay()) return; const gameState = GameState.getGameStateForRender(); RenderEngine.drawGameScreen(gameState); }, // Screen drawing methods - delegate to ScreenManager _drawWelcomeScreen: function() { ScreenManager.drawWelcomeScreen(); }, drawWinScreen: function(hasTreasure) { ScreenManager.drawWinScreen(hasTreasure); }, drawLoseScreen: function(reason) { ScreenManager.drawLoseScreen(reason); }, drawWaitingScreen: function() { ScreenManager.drawWaitingScreen(); }, stopWaitingScreen: function() { ScreenManager.stopWaitingScreen(); }, // Player movement - delegate to GameState movePlayer: function(dx, dy) { const moved = GameState.movePlayer(dx, dy, this._screenWidth, this._screenHeight); if (moved) { this._drawGameScreen(); } }, // Debug functions - delegate to GameState debugPrintMap: function() { GameState.debugPrintMap(this._screenWidth, this._screenHeight); }, debugTileMapping: function() { GameState.debugTileMapping(); }, // Properties for backward compatibility get _gameActive() { return GameState.isGameActive(); }, set _gameActive(value) { GameState.setGameActive(value); }, get _player() { return GameState._player; }, get _monster() { return GameState._monster; }, get _map() { return GameState._map; }, get _items() { return GameState._items; }, get _visibleTiles() { return GameState._visibleTiles; }, get _exploredTiles() { return GameState._exploredTiles; } }; // Debug utility functions (keep as-is for compatibility) const GameDebug = { log: function(message) { this.updateDebugDisplay(message); this.sendToServer(message); }, updateDebugDisplay: function(message) { const debugContent = document.getElementById('debug-content'); if (debugContent) { const timestamp = new Date().toLocaleTimeString(); debugContent.innerHTML += `