mirror of
https://github.com/Such-Software/wownerogue.git
synced 2026-10-18 06:41:27 +02:00
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.
360 lines
16 KiB
JavaScript
360 lines
16 KiB
JavaScript
// Roguelike top-down characters (free tier). Each character is a SINGLE sprite on Kenney's
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// character sheet (adjacent columns are DIFFERENT characters, not walk frames). We animate
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// entirely procedurally: a vertical bob + squash while moving, horizontal flip when facing left.
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(function (root) {
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'use strict';
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var RK = root.RK = root.RK || {};
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var COLS = 54, TILE = 16, SHEET = 'assets/kenney/roguelikeChar.png';
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var EQUIP_SLOTS = ['body', 'head', 'shield', 'weapon'];
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// Kenney's sheet includes recolour-friendly purple/magenta pixels. We remap only those
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// exact source pixels so skin, outlines, wood, and metal keep their authored colours.
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var TINT_SOURCE = {
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'160,132,196': 0, // dark purple
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'181,159,206': 1,
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'199,182,220': 2,
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'213,201,228': 3,
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'255,153,204': 2 // hot-pink accent used by a few weapon overlays
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};
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var SKIN_SOURCE = {
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'156,118,80': 0,
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'161,125,82': 0,
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'170,143,111': 1,
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'176,128,82': 1,
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'200,164,128': 2,
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'229,196,157': 3
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};
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var HAIR_SOURCE = {
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'114,88,57': 0,
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'149,92,24': 1,
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'163,84,34': 1,
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'177,92,35': 2,
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'192,117,28': 2,
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'198,101,39': 3
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};
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RK.CHAR_TINTS = {
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none: { id: 'none', label: 'Natural', color: null, ramp: null },
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rose: { id: 'rose', label: 'Rose', color: '#d85c78', ramp: ['#8f3d54', '#b84f6b', '#d96f8c', '#f4aac0'] },
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teal: { id: 'teal', label: 'Teal', color: '#37aaa5', ramp: ['#1f6360', '#287d79', '#37aaa5', '#99dee3'] },
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moss: { id: 'moss', label: 'Moss', color: '#7bad2c', ramp: ['#4f721d', '#639535', '#7bad2c', '#95ce3e'] },
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gold: { id: 'gold', label: 'Gold', color: '#d29922', ramp: ['#8d6640', '#b08052', '#d29922', '#eee3b3'] },
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violet: { id: 'violet', label: 'Violet', color: '#a084c4', ramp: ['#74558f', '#8f6eb0', '#a084c4', '#d5c9e4'] },
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ash: { id: 'ash', label: 'Ash', color: '#878787', ramp: ['#4f4f4f', '#646464', '#878787', '#cacaca'] }
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};
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RK.CHAR_SKIN_TONES = {
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natural: { id: 'natural', label: 'Natural', color: '#e5c49d', ramp: ['#9c7650', '#aa8f6f', '#c8a480', '#e5c49d'] },
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fair: { id: 'fair', label: 'Fair', color: '#f2d6b3', ramp: ['#b38361', '#c9a07a', '#e2be94', '#f2d6b3'] },
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warm: { id: 'warm', label: 'Warm', color: '#c78355', ramp: ['#704226', '#9a5d37', '#c78355', '#e0a777'] },
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umber: { id: 'umber', label: 'Umber', color: '#8b5a3c', ramp: ['#3e291d', '#5b3a28', '#8b5a3c', '#b7825c'] },
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olive: { id: 'olive', label: 'Olive', color: '#9f9a64', ramp: ['#5b5a38', '#777246', '#9f9a64', '#c2bb83'] },
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ash: { id: 'ash', label: 'Ash', color: '#a7a7a7', ramp: ['#585858', '#767676', '#a7a7a7', '#d1d1d1'] }
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};
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RK.CHAR_HAIR_COLORS = {
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copper: { id: 'copper', label: 'Copper', color: '#c66527', ramp: ['#724627', '#a35424', '#c66527', '#d8893d'] },
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brown: { id: 'brown', label: 'Brown', color: '#7b5437', ramp: ['#34261b', '#573a28', '#7b5437', '#a47a53'] },
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black: { id: 'black', label: 'Black', color: '#333333', ramp: ['#111111', '#202020', '#333333', '#555555'] },
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blond: { id: 'blond', label: 'Blond', color: '#d7b45a', ramp: ['#80662d', '#a9863a', '#d7b45a', '#f0d98a'] },
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silver: { id: 'silver', label: 'Silver', color: '#c8c8c8', ramp: ['#686868', '#929292', '#c8c8c8', '#ececec'] },
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violet: { id: 'violet', label: 'Violet', color: '#9f7aea', ramp: ['#46315f', '#694c93', '#9f7aea', '#d8c4ff'] }
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};
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var DEFAULT_COLORS = {
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base: 'none',
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skin: 'natural',
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hair: 'copper',
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body: 'none',
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head: 'none',
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shield: 'none',
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weapon: 'none'
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};
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RK.CHAR_DEFAULT_COLORS = DEFAULT_COLORS;
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RK.CHAR_EQUIPMENT = {
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body: {
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none: { id: 'none', label: 'None', frame: null },
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robe: { id: 'robe', label: 'Robe', frame: 14 },
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jerkin: { id: 'jerkin', label: 'Jerkin', frame: 122 },
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mail: { id: 'mail', label: 'Mail', frame: 230 },
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sash: { id: 'sash', label: 'Sash', frame: 440 }
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},
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head: {
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none: { id: 'none', label: 'None', frame: null },
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hood: { id: 'hood', label: 'Hood', frame: 24 },
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helm: { id: 'helm', label: 'Helm', frame: 454 },
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horns: { id: 'horns', label: 'Horns', frame: 354 },
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cap: { id: 'cap', label: 'Cap', frame: 462 }
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},
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shield: {
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none: { id: 'none', label: 'None', frame: null },
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round: { id: 'round', label: 'Round', frame: 254 },
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kite: { id: 'kite', label: 'Kite', frame: 304 },
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tower: { id: 'tower', label: 'Tower', frame: 202 },
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buckler:{ id: 'buckler', label: 'Buckler', frame: 411 }
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},
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weapon: {
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none: { id: 'none', label: 'None', frame: null },
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staff: { id: 'staff', label: 'Staff', frame: 154 },
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sword: { id: 'sword', label: 'Sword', frame: 369 },
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axe: { id: 'axe', label: 'Axe', frame: 375 },
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bow: { id: 'bow', label: 'Bow', frame: 107 }
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}
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};
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RK.CHAR_EQUIPMENT_SLOTS = EQUIP_SLOTS.slice();
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// Curated humanoid characters (verified non-empty, by sight), one tile index each.
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RK.CHARS = {
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'char-villager': { id: 'char-villager', label: 'Villager', frame: 270 },
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'char-elder': { id: 'char-elder', label: 'Elder', frame: 271 },
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'char-barbarian': { id: 'char-barbarian', label: 'Barbarian', frame: 324 },
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'char-monk': { id: 'char-monk', label: 'Monk', frame: 379 },
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'char-ranger': { id: 'char-ranger', label: 'Ranger', frame: 432 },
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'char-bard': { id: 'char-bard', label: 'Bard', frame: 486 },
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'char-rogue': { id: 'char-rogue', label: 'Rogue', frame: 540 },
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'char-merchant': { id: 'char-merchant', label: 'Merchant', frame: 541 },
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'char-wizard': { id: 'char-wizard', label: 'Wizard', frame: 595 },
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'char-goblin': { id: 'char-goblin', label: 'Goblin', frame: 162 }
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};
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RK.isChar = function (id) { return !!(id && RK.CHARS[id]); };
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function validTint(id) {
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return (id && RK.CHAR_TINTS[id]) ? id : 'none';
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}
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function validSkin(id) {
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return (id && RK.CHAR_SKIN_TONES[id]) ? id : 'natural';
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}
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function validHair(id) {
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return (id && RK.CHAR_HAIR_COLORS[id]) ? id : 'copper';
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}
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RK.normalizeCharColors = function (colors, legacyTint) {
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var input = colors || {};
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function tintFor(slot) {
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return validTint(Object.prototype.hasOwnProperty.call(input, slot) ? input[slot] : legacyTint);
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}
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return {
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base: tintFor('base'),
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skin: validSkin(input.skin),
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hair: validHair(input.hair),
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body: tintFor('body'),
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head: tintFor('head'),
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shield: tintFor('shield'),
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weapon: tintFor('weapon')
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};
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};
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function validEquipment(slot, id) {
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var catalog = RK.CHAR_EQUIPMENT[slot] || {};
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return (id && catalog[id]) ? id : 'none';
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}
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RK.normalizeCharEquipment = function (equipment) {
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equipment = equipment || {};
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var out = {};
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EQUIP_SLOTS.forEach(function (slot) {
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out[slot] = validEquipment(slot, equipment[slot]);
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});
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return out;
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};
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RK.charAppearance = function (e) {
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e = e || {};
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var ap = e.appearance || {};
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var avatar = e.avatar || ap.avatar || 'char-villager';
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var colors = RK.normalizeCharColors(ap.colors, ap.tint);
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return {
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avatar: avatar,
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tint: colors.base,
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equipment: RK.normalizeCharEquipment(ap.equipment),
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colors: colors
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};
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};
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RK.charRenderKey = function (e) {
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var ap = RK.charAppearance(e);
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return [
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ap.avatar, ap.tint,
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ap.colors.base, ap.colors.skin, ap.colors.hair,
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ap.colors.body, ap.colors.head, ap.colors.shield, ap.colors.weapon,
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ap.equipment.body, ap.equipment.head, ap.equipment.shield, ap.equipment.weapon
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].join('|');
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};
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var atlas = null;
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var tintedTiles = {};
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var tintedTextures = {};
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RK.loadCharAtlas = function (cb) {
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if (!atlas) atlas = new RK.TilesetAtlas(SHEET, { tile: TILE, spacing: 1 });
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atlas.onReady(function () { if (cb) cb(atlas); });
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return atlas;
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};
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RK.charAtlas = function () { return (atlas && atlas.ready) ? atlas : null; };
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var last = {}; // procedural animation state per entity
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RK.charFrame = function (ch, e, nowMs) {
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var st = last[e.id] || (last[e.id] = { x: e.x, y: e.y, t: 0 });
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if (e.x !== st.x || e.y !== st.y) { st.x = e.x; st.y = e.y; st.t = nowMs; }
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var moving = (nowMs - st.t) < 300;
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return {
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idx: ch.frame,
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bob: moving ? -Math.abs(Math.sin(nowMs / 100)) * 2.5 : Math.sin(nowMs / 480) * 0.6,
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squash: moving ? 1 + Math.sin(nowMs / 100) * 0.07 : 1,
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flip: e.facing === 'left',
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moving: moving
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};
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};
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RK.charTexture = function (idx) {
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var a = RK.charAtlas();
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if (!a) return null;
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return a.texture(idx % a.cols, Math.floor(idx / a.cols));
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};
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function hexToRgb(hex) {
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var n = parseInt(String(hex).replace('#', ''), 16);
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return { r: (n >> 16) & 255, g: (n >> 8) & 255, b: n & 255 };
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}
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function applyRamp(img, source, ramp) {
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if (!ramp) return;
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for (var i = 0; i < img.data.length; i += 4) {
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if (img.data[i + 3] === 0) continue;
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var k = img.data[i] + ',' + img.data[i + 1] + ',' + img.data[i + 2];
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var ri = source[k];
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if (ri == null) continue;
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var rgb = ramp[Math.min(ri, ramp.length - 1)];
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img.data[i] = rgb.r; img.data[i + 1] = rgb.g; img.data[i + 2] = rgb.b;
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}
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}
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function tintedTileCanvas(idx, tintId, colors, slot) {
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// Sprite recoloring (skin / hair / cloth-base / gear tinting) is intentionally disabled:
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// characters and equipment render in their native Kenney art. Returning null makes every
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// caller (drawCharTileCanvas, charTileTexture) fall through to the untinted sprite. The
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// ASCII '@' colour is unaffected: it uses colors.base via avatarVisuals.tintColorFor,
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// a separate path. To restore tinting, delete this early return.
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return null;
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var a = RK.charAtlas();
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tintId = validTint(tintId);
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colors = RK.normalizeCharColors(colors, tintId);
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slot = slot || 'base';
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var skin = RK.CHAR_SKIN_TONES[colors.skin];
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var hair = RK.CHAR_HAIR_COLORS[colors.hair];
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var slotTint = RK.CHAR_TINTS[slot === 'base' ? colors.base : (colors[slot] || tintId)];
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var slotRamp = slotTint && slotTint.ramp ? slotTint.ramp.map(hexToRgb) : null;
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var needsSlotTint = !!slotRamp && (slot !== 'base' || colors.base !== 'none');
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var needsBodyPalette = slot === 'base' && ((skin && colors.skin !== 'natural') || (hair && colors.hair !== 'copper') || needsSlotTint);
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if (!a || (!needsBodyPalette && !needsSlotTint)) return null;
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var key = idx + '|' + slot + '|' + JSON.stringify(colors);
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if (tintedTiles[key]) return tintedTiles[key];
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var cv = document.createElement('canvas');
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cv.width = cv.height = TILE;
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var ctx = cv.getContext('2d');
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var src = a.px(idx % a.cols, Math.floor(idx / a.cols));
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ctx.drawImage(a.img, src.x, src.y, TILE, TILE, 0, 0, TILE, TILE);
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var img = ctx.getImageData(0, 0, TILE, TILE);
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if (slot === 'base') {
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applyRamp(img, SKIN_SOURCE, skin && colors.skin !== 'natural' ? skin.ramp.map(hexToRgb) : null);
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applyRamp(img, HAIR_SOURCE, hair && colors.hair !== 'copper' ? hair.ramp.map(hexToRgb) : null);
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}
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applyRamp(img, TINT_SOURCE, slotRamp);
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ctx.putImageData(img, 0, 0);
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tintedTiles[key] = cv;
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return cv;
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}
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RK.charTileTexture = function (idx, tintId, colors, slot) {
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tintId = validTint(tintId);
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if (typeof PIXI === 'undefined') return null;
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colors = RK.normalizeCharColors(colors, tintId);
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slot = slot || 'base';
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var key = idx + '|' + slot + '|' + JSON.stringify(colors);
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if (tintedTextures[key]) return tintedTextures[key];
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var cv = tintedTileCanvas(idx, tintId, colors, slot);
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if (!cv) return RK.charTexture(idx);
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var tx = PIXI.Texture.from(cv);
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if (tx.baseTexture) tx.baseTexture.scaleMode = PIXI.SCALE_MODES.NEAREST;
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tintedTextures[key] = tx;
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return tx;
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};
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RK.drawCharTileCanvas = function (ctx, idx, tintId, dx, dy, dw, dh, colors, slot) {
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var a = RK.charAtlas();
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if (!a) return false;
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var tinted = tintedTileCanvas(idx, tintId, colors, slot);
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ctx.imageSmoothingEnabled = false;
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if (tinted) {
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ctx.drawImage(tinted, 0, 0, TILE, TILE, dx, dy, dw, dh);
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return true;
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}
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var src = a.px(idx % a.cols, Math.floor(idx / a.cols));
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ctx.drawImage(a.img, src.x, src.y, TILE, TILE, dx, dy, dw, dh);
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return true;
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};
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RK.charOverlayParts = function (appearance) {
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appearance = appearance || {};
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var colors = RK.normalizeCharColors(appearance.colors, appearance.tint);
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var tint = colors.base;
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var eq = RK.normalizeCharEquipment(appearance.equipment);
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var out = [];
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EQUIP_SLOTS.forEach(function (slot) {
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var item = RK.CHAR_EQUIPMENT[slot][eq[slot]];
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if (!item || item.frame == null) return;
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var colorable = item.colorable === true;
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out.push({ slot: slot, id: item.id, frame: item.frame, tint: colorable ? tint : 'none', colorable: colorable });
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});
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return out;
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};
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// Canvas draw (TileRenderer + thumbnails). Returns false (and lazy-loads) if not ready.
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RK.drawCharCanvas = function (ctx, e, cell, nowMs) {
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var a = RK.charAtlas();
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if (!a) { RK.loadCharAtlas(); return false; }
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var appearance = RK.charAppearance(e);
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var ch = RK.CHARS[appearance.avatar];
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if (!ch) return false;
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var f = RK.charFrame(ch, e, nowMs);
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var dw = cell * 1.8, dh = dw * f.squash;
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var cx = e.x * cell + cell / 2;
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var dy = (e.y * cell + cell) - dh + f.bob; // feet at tile bottom, squashed upward
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ctx.imageSmoothingEnabled = false;
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if (e.you) {
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ctx.strokeStyle = 'rgba(255,255,255,0.85)'; ctx.lineWidth = 2;
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ctx.beginPath(); ctx.ellipse(cx, e.y * cell + cell - 2, dw * 0.3, cell * 0.16, 0, 0, Math.PI * 2); ctx.stroke();
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}
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function drawComposite(dx, dy2) {
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RK.drawCharTileCanvas(ctx, f.idx, appearance.tint, dx, dy2, dw, dh, appearance.colors, 'base');
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RK.charOverlayParts(appearance).forEach(function (part) {
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RK.drawCharTileCanvas(ctx, part.frame, part.tint, dx, dy2, dw, dh, part.colorable ? appearance.colors : null, part.slot);
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});
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}
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if (f.flip) {
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ctx.save();
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ctx.translate(cx + dw / 2, dy); ctx.scale(-1, 1);
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drawComposite(0, 0);
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ctx.restore();
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} else {
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drawComposite(cx - dw / 2, dy);
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}
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if (e.label) {
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ctx.fillStyle = '#d7dbe0'; ctx.font = '11px monospace'; ctx.textAlign = 'center';
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ctx.fillText(e.label, cx, dy - 2);
|
|
}
|
|
return true;
|
|
};
|
|
|
|
RK.drawCharCompositeCanvas = function (ctx, appearance, dx, dy, size) {
|
|
var a = RK.charAtlas();
|
|
if (!a) { RK.loadCharAtlas(); return false; }
|
|
var ap = RK.charAppearance({ avatar: appearance && appearance.avatar, appearance: appearance });
|
|
var ch = RK.CHARS[ap.avatar];
|
|
if (!ch) return false;
|
|
RK.drawCharTileCanvas(ctx, ch.frame, ap.tint, dx, dy, size, size, ap.colors, 'base');
|
|
RK.charOverlayParts(ap).forEach(function (part) {
|
|
RK.drawCharTileCanvas(ctx, part.frame, part.tint, dx, dy, size, size, part.colorable ? ap.colors : null, part.slot);
|
|
});
|
|
return true;
|
|
};
|
|
})(window);
|