Files
wownerogue/html/js/display/screenManager.js
jwinterm ed24d43b56 chore: prepare the repository for public release
Removes operator-private material from the shipped tree, corrects documentation
that had drifted from the code, deletes dead code, and applies a consistent
prose style.

Private material moved out of the public tree (docs/private/, git-ignored):
  - the wallet keyfile recovery runbook and its helper scripts, which together
    published the mainnet wallet file path, the service account, backup snapshot
    filenames, and the wallet RPC listener state. The helper duplicated the same
    constants, so relocating the document alone would not have removed them.
  - the stagenet parallel-candidate runbook and its fixtures.
  - the dated production-state record, the internal remediation plan, and the
    TODO list. None are reference documentation for an outside reader.

Redacted or genericised:
  - operator home-directory paths in shipped scripts and units. The asset build
    script now takes KENNEY_ASSETS_DIR instead of a hard-coded path.
  - private LAN addresses in tests, env examples and deploy docs, replaced with
    RFC 5737 documentation addresses.
  - the default alert sender and the notification hub example.
  - the Monero wallet unit now matches the Wownero one: a dedicated service
    account and a config file, instead of the operator's login account with the
    wallet password in argv where any local user can read it from /proc.

Ignore rules now cover every .env variant rather than the bare name, plus local
agent state. The deployment docs instruct operators to create .env.mainnet and
.env.stagenet, which the exact-name rule would have allowed to be committed.

Documentation corrected against the code: per-chain dungeon level counts, the
premium unlock rule, Tavern chat scope, backup retention, the chain-profile
fallback, the environment template location, and several sections describing
shipped work as pending.

Dead code removed: configPersistence, rpccalls, a duplicate vendored ROT.js
bundle, the unused tile-picker overlay, the unreachable legacy game-size path
and its vestigial parameter, spectator stubs that shadowed the real
SpectatorManager, and commented-out debugging. nip98 now imports the shared
nostr loader rather than duplicating it.

Prose style: em-dashes removed throughout in favour of colons, semicolons and
commas; comments restated as present-tense descriptions of the code rather than
narration of past changes.

127 suites / 1015 tests pass.
2026-07-27 06:40:38 -04:00

450 lines
17 KiB
JavaScript

// ScreenManager - Handles different screen states and UI drawing
var ScreenManager = {
defaultFg: "#FFF",
_currentBlockHeight: 0,
_blockTimer: null,
_updateInterval: null, // Track the update interval separately
_waitingForBlock: false,
_isShowingWaitingScreen: false, // Track if waiting screen is active
_cryptoType: 'WOW', // Default to WOW, updated on game mode info
_ambientFXOn: false, // GFX3: FX overlay ambient state (guarded, no-op unless window.FX)
// Get the game title based on crypto type
getGameTitle: function() {
return this._cryptoType === 'XMR' ? 'MONEROGUE' : 'WOWNEROGUE';
},
// Set crypto type (called from socket handlers)
setCryptoType: function(cryptoType) {
this._cryptoType = cryptoType || 'WOW';
},
// Check if waiting screen is currently being shown
isShowingWaitingScreen: function() {
return this._isShowingWaitingScreen;
},
init: function(screenWidth, screenHeight) {
this._screenWidth = screenWidth;
this._screenHeight = screenHeight;
this._currentBlockHeight = 0;
this._waitingForBlock = false;
this._isShowingWaitingScreen = false;
this._updateInterval = null; // Initialize update interval tracker
this._cryptoType = 'WOW';
this._ambientFXOn = false; // GFX3: reset FX overlay ambient state
// Initialize the waiting screen animator
if (typeof WaitingScreenAnimator !== 'undefined') {
WaitingScreenAnimator.init();
}
},
// ===== GFX3: FX overlay helpers (additive, always guarded) =====
_fxBaseCanvas: function() {
try {
var d = (typeof DisplayManager !== 'undefined' && DisplayManager.getDisplay)
? DisplayManager.getDisplay() : null;
return (d && d.getContainer) ? d.getContainer() : null;
} catch (e) { return null; }
},
// Subtle vignette + slow ambient embers behind the teletype title.
_startAmbientFX: function() {
if (!window.FX) return;
if (this._ambientFXOn) return;
var canvas = this._fxBaseCanvas();
if (!canvas) return;
try {
if (window.FX.attach) window.FX.attach(canvas);
if (window.FX.syncTo) window.FX.syncTo(canvas);
if (window.FX.setAmbient) window.FX.setAmbient(true);
if (window.FX.start) window.FX.start();
this._ambientFXOn = true;
} catch (e) { /* additive: never break the screen */ }
},
_stopAmbientFX: function() {
this._ambientFXOn = false;
if (!window.FX) return;
try {
if (window.FX.setAmbient) window.FX.setAmbient(false);
if (window.FX.stop) window.FX.stop();
if (window.FX.clear) window.FX.clear();
} catch (e) { /* ignore */ }
},
// One-shot celebratory/somber flash as an end screen appears.
_screenFlash: function(color, alpha, ms) {
if (!window.FX) return;
var canvas = this._fxBaseCanvas();
if (!canvas) return;
try {
if (window.FX.attach) window.FX.attach(canvas);
if (window.FX.syncTo) window.FX.syncTo(canvas);
if (window.FX.start) window.FX.start();
if (window.FX.flash) window.FX.flash(color, alpha, ms);
} catch (e) { /* ignore */ }
},
drawText: function(x, y, text) {
if (!DisplayManager.ensureDisplay()) return;
const display = DisplayManager.getDisplay();
for (let i = 0; i < text.length; i++) {
const char = text[i];
if (window.options?.tileMap?.hasOwnProperty(char) || char === ' ') {
display.draw(x + i, y, char, "transparent", "transparent");
} else {
display.draw(x + i, y, "?", "transparent", "transparent");
}
}
},
drawCenteredText: function(y, text) {
const x = Math.floor((this._screenWidth - text.length) / 2);
this.drawText(x, y, text);
},
drawBorder: function() {
if (!DisplayManager.ensureDisplay()) return;
const display = DisplayManager.getDisplay();
// Use wall tiles (#) for borders - these are guaranteed to exist in tileMap
const borderChar = "#"; // Wall tile at [64, 32]
// Draw top and bottom borders
for (var i = 0; i < this._screenWidth; i++) {
display.draw(i, 0, borderChar, "transparent", "transparent");
display.draw(i, this._screenHeight - 1, borderChar, "transparent", "transparent");
}
// Draw left and right borders
for (var j = 1; j < this._screenHeight - 1; j++) {
display.draw(0, j, borderChar, "transparent", "transparent");
display.draw(this._screenWidth - 1, j, borderChar, "transparent", "transparent");
}
},
drawWelcomeScreen: function() {
if (window.RK && RK.SPGame) RK.SPGame.hide(); // full-screen text → hide the render-kit dungeon
if (!DisplayManager.ensureDisplay()) return;
// Mark that we're NOT showing the waiting screen
this._isShowingWaitingScreen = false;
DisplayManager.clearDisplay();
// Draw the border
this.drawBorder();
// GFX3: subtle vignette + slow ambient embers behind the teletype title
this._startAmbientFX();
// Draw content - use dynamic title based on crypto type
let y = 3;
this.drawCenteredText(y, this.getGameTitle());
y += 3;
// Draw instructions
this.drawCenteredText(y, "Type enter to queue!");
this.drawCenteredText(y + 1, "Or use START GAME");
y += 3;
// Draw legend with special tile handling
const display = DisplayManager.getDisplay();
// Use dynamic treasure tile based on crypto type
const treasureTile = (typeof GameTiles !== 'undefined' && GameTiles.getTreasureTile)
? GameTiles.getTreasureTile()
: (this._cryptoType === 'XMR' ? '$M' : '$W');
// Every row uses a uniform icon slot at `centerX` and a single fixed text column, so the
// icons share a left edge and all four descriptions line up, regardless of whether the
// icon is a 1-cell glyph (>, ~, $) or the 2-cell player avatar sprite.
const legendItems = [
{ tile: "@2", text: "This is you", role: "player" },
{ tile: ">", text: "Escape the dungeon" },
{ tile: "~", text: "Avoid the monster" },
{ tile: treasureTile, text: "Secure the bag" }
];
if (window.SinglePlayerAvatar && window.SinglePlayerAvatar.clearOverlay) {
window.SinglePlayerAvatar.clearOverlay();
}
const ICON_COLS = 2; // uniform icon slot width
const centerX = Math.floor(this._screenWidth / 2) - 10;
const textX = centerX + ICON_COLS + 1; // one fixed text column for every row
for (let item of legendItems) {
// Draw EVERY icon (incl. the player's original hero tile) as a grid tile, no avatar
// overlay, so all four share a left edge + baseline and the hero is the plain tile.
const glyph = window.options?.tileMap?.hasOwnProperty(item.tile) ? item.tile : "?";
const gx = centerX + Math.floor((ICON_COLS - (glyph.length || 1)) / 2);
display.draw(gx, y, glyph, "transparent", "transparent");
this.drawText(textX, y, item.text);
y++;
}
// Draw current block info on two lines
y += 2;
this.drawCenteredText(y, "Current Block:");
y += 1;
this.drawCenteredText(y, `${this._currentBlockHeight}`);
// Control HTML button visibility
const startButton = document.getElementById('startButton');
if (startButton) {
startButton.style.display = 'block';
}
// Hide animation button on welcome screen
this.hideAnimationButton();
// Debug mode detection (for future use)
const isDebugMode = window.location.hostname === 'localhost' ||
window.location.hostname === '127.0.0.1' ||
window.location.protocol === 'file:';
},
toggleAnimation: function() {
if (typeof WaitingScreenAnimator !== 'undefined') {
WaitingScreenAnimator.toggleAnimation();
}
},
// Start simulated block mining (30 second intervals)
startBlockSimulation: function() {
this._currentBlockHeight = Math.floor(Math.random() * 1000000) + 3200000; // Realistic Wownero block height
this._waitingForBlock = true;
// Update welcome screen every second during mining
this._updateInterval = setInterval(() => {
if (this._waitingForBlock && !GameState.isGameActive()) {
this.drawWelcomeScreen();
} else {
if (this._updateInterval) {
clearInterval(this._updateInterval);
this._updateInterval = null;
}
}
}, 1000);
// Simulate new block every 30 seconds
this._blockTimer = setInterval(() => {
if (!GameState.isGameActive()) { // Only continue if game is not active
this._currentBlockHeight++;
this._waitingForBlock = false;
this.drawWelcomeScreen();
// Show block found message briefly
setTimeout(() => {
if (!DisplayManager.ensureDisplay() || GameState.isGameActive()) return;
let y = Math.floor(this._screenHeight / 2);
this.drawCenteredText(y, "*** NEW BLOCK FOUND! ***");
this.drawCenteredText(y + 1, "You may now enter the dungeon!");
// Allow entry for 5 seconds
setTimeout(() => {
if (!GameState.isGameActive()) {
this._waitingForBlock = true;
this.drawWelcomeScreen();
}
}, 5000);
}, 500);
}
}, 30000); // 30 second intervals
},
// Stop block simulation
stopBlockSimulation: function() {
if (this._blockTimer) {
clearInterval(this._blockTimer);
this._blockTimer = null;
}
if (this._updateInterval) {
clearInterval(this._updateInterval);
this._updateInterval = null;
}
this._waitingForBlock = false;
},
// Check if player can enter (not waiting for block or debug mode)
canEnterGame: function() {
const isDebugMode = window.location.hostname === 'localhost' ||
window.location.hostname === '127.0.0.1' ||
window.location.protocol === 'file:';
return !this._waitingForBlock || isDebugMode;
},
drawWinScreen: function(hasTreasure) {
if (window.RK && RK.SPGame) RK.SPGame.hide();
if (!DisplayManager.ensureDisplay()) return;
DisplayManager.clearDisplay();
// GFX3: brief celebratory gold flash + burst as the win screen appears
if (window.FX) {
this._stopAmbientFX();
this._screenFlash('#ffd700', 0.45, 700);
var winCanvas = this._fxBaseCanvas();
if (winCanvas && window.FX.burst) {
try {
window.FX.burst(winCanvas.width / 2, winCanvas.height / 2, '#ffd700', 24);
} catch (e) { /* ignore */ }
}
}
let y = Math.floor(this._screenHeight / 3);
this.drawCenteredText(y, "CONGRATULATIONS!");
if (hasTreasure) {
this.drawCenteredText(y + 2, "You got the treasure!");
} else {
this.drawCenteredText(y + 2, "You escaped alive!");
}
this.drawCenteredText(y + 3, "Hero of Wownero!");
},
drawLoseScreen: function(reason) {
if (window.RK && RK.SPGame) RK.SPGame.hide();
if (!DisplayManager.ensureDisplay()) return;
DisplayManager.clearDisplay();
// GFX3: brief somber red flash as the lose screen appears
if (window.FX) {
this._stopAmbientFX();
this._screenFlash('#ff2a2a', 0.4, 700);
}
let y = Math.floor(this._screenHeight / 3);
this.drawCenteredText(y, "YOU HAVE PERISHED");
if (reason === 'monster') {
this.drawCenteredText(y + 2, "Slain by a beast.");
} else if (reason === 'timeout') {
this.drawCenteredText(y + 2, "Time ran out.");
} else {
this.drawCenteredText(y + 2, "Your adventure ends.");
}
this.drawCenteredText(y + 3, "Better luck next time.");
},
drawWaitingScreen: function(_internalLoopCall = false) {
// The waiting screen is the beloved ROT "treasure hunt" scripted animation (chase / grab /
// escape-or-devoured drama). Hide the render-kit host so the ROT display owns the screen.
if (window.RK && RK.SPGame) RK.SPGame.hide();
if (!DisplayManager.ensureDisplay()) return;
// Mark that we're showing the waiting screen
this._isShowingWaitingScreen = true;
DisplayManager.clearDisplay();
const animationEnabled = (typeof WaitingScreenAnimator !== 'undefined') ?
WaitingScreenAnimator.isAnimationEnabled() : false;
// Delegate to WaitingScreenAnimator with proper parameters
if (typeof WaitingScreenAnimator !== 'undefined') {
if (animationEnabled) {
WaitingScreenAnimator.drawAnimatedWaitingScreen(
this._screenWidth,
this._screenHeight,
this.drawBorder.bind(this),
this.drawCenteredText.bind(this)
);
} else {
WaitingScreenAnimator.drawStaticWaitingScreen(
this._screenWidth,
this._screenHeight,
this.drawBorder.bind(this),
this.drawCenteredText.bind(this)
);
}
} else {
// Fallback if WaitingScreenAnimator is not available
this.drawFallbackWaitingScreen();
}
// Show the animation toggle button
this.showAnimationButton();
// Start animation loop if not already running
// Only start the animator if this wasn't invoked from inside the animator loop
if (! _internalLoopCall && animationEnabled && typeof WaitingScreenAnimator !== 'undefined') {
WaitingScreenAnimator.startAnimation();
}
},
showAnimationButton: function() {
// First ensure the button exists
if (!this.ensureAnimationButton()) {
console.error("❌ Cannot show animation button - element missing from DOM");
return;
}
const animButton = document.getElementById('animationToggleButton');
if (animButton) {
animButton.style.display = 'inline-block';
animButton.style.visibility = 'visible';
const animationEnabled = (typeof WaitingScreenAnimator !== 'undefined') ?
WaitingScreenAnimator.isAnimationEnabled() : false;
animButton.textContent = animationEnabled ? '🎬 DISABLE ANIMATION' : '🎬 ENABLE ANIMATION';
} else {
// Animation button element not found - non-critical warning
// console.warn("❌ Animation button element not found!");
}
},
hideAnimationButton: function() {
const animButton = document.getElementById('animationToggleButton');
if (animButton) {
animButton.style.display = 'none';
}
},
ensureAnimationButton: function() {
let animButton = document.getElementById('animationToggleButton');
if (!animButton) {
// Animation button not found - create or handle missing button
const statusDiv = document.querySelector('.status');
if (statusDiv) {
const existingButtons = statusDiv.querySelectorAll('button');
// Check existing buttons for debugging
for (let btn of existingButtons) {
// Button discovery for debugging
}
}
return false;
}
return true;
},
stopWaitingScreen: function() {
if (typeof WaitingScreenAnimator !== 'undefined') {
WaitingScreenAnimator.stopAnimation();
}
// GFX3: waiting animator tears down the shared FX overlay; clear our flag
// so ambient FX can restart when the welcome screen is shown again.
this._ambientFXOn = false;
this.hideAnimationButton();
if (!DisplayManager.ensureDisplay()) return;
DisplayManager.clearDisplay();
},
drawFallbackWaitingScreen: function() {
this.drawBorder();
let y = Math.floor(this._screenHeight / 2) - 1;
this.drawCenteredText(y, "Waiting for next block...");
this.drawCenteredText(y + 1, "Loading animation module...");
}
};
// Make it available globally
if (typeof window !== 'undefined') {
window.ScreenManager = ScreenManager;
}