Files
jwinterm fad2a695bd Wownerogue
A browser-based roguelike synchronized with crypto block timing. A run is a race
against the next block: reach the exit before the block lands, or the house wins.
The same codebase runs the solo dungeon, the social Tavern, and operator-selected
PvP and race rulesets, with separate free and paid leaderboards.

Self-hostable under the MIT License. See README.md to run it, docs/ARCHITECTURE.md
for the design, and docs/DEPLOY.md to operate an instance.
2026-07-27 08:23:01 -04:00

575 lines
22 KiB
JavaScript

// Main game controller. Modules (DisplayManager, ScreenManager, RenderEngine, GameState) hold the
// implementation; this object wires them together and owns the game lifecycle.
// Stub socket so emit() is always callable when the real socket has not been created yet.
if (typeof window !== 'undefined' && !window.socket) {
window.socket = {
emit: function(event, data) {}
};
}
var Game = {
_screenWidth: 25, // Overridden from options when available
_screenHeight: 19,
_inputEnabled: true,
_messageLog: [],
_maxLogMessages: 5,
_unconfirmedPayment: false,
_unconfirmedPaymentInfo: null,
_awaitingPayment: false,
_isSpectating: false, // True when viewing someone else's game
_gameActive: false, // True when game is running (playing or spectating)
init: function() {
if (typeof options !== 'undefined') {
this._screenWidth = options.width || 25;
this._screenHeight = options.height || 19;
}
if (!DisplayManager.init(this._screenWidth, this._screenHeight)) {
return false;
}
ScreenManager.init(this._screenWidth, this._screenHeight);
RenderEngine.init(this._screenWidth, this._screenHeight);
GameState.init();
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, lightingData, torchData) {
if (!this._ensureDisplay()) {
console.error("Game: Cannot start game, display not ready.");
return false;
}
DisplayManager.clearDisplay();
// Drop cached display glyphs so no welcome-screen artifacts survive into the level.
if (typeof DisplayManager !== 'undefined' && DisplayManager.forceClearToBlack) {
DisplayManager.forceClearToBlack();
}
// The welcome screen's block simulation draws on the same display and must be stopped first.
if (typeof ScreenManager !== 'undefined' && ScreenManager.stopBlockSimulation) {
ScreenManager.stopBlockSimulation();
}
try {
GameState.setGameActive(true);
// Clear previous game state. _visibleTiles is left alone: initializeMap seeds it from
// the server's initial visible set.
GameState._exploredTiles = {};
GameState._map = {};
GameState._items = {};
GameState._monster = null;
GameState._entrance = null;
GameState._exit = null;
GameState._treasure = null;
GameState.initializePlayer(playerData);
GameState._monster = monsterData;
GameState._items = itemData;
GameState._entrance = null;
GameState._exit = null;
GameState._treasure = null;
if (lightingData) {
GameState._lighting = lightingData;
}
if (torchData) {
GameState._torches = torchData;
}
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;
}
GameState.computeFieldOfView();
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);
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();
// Starts the FX overlay (ambient embers, flicker, particle loop). No-op without window.FX.
this._fxStart();
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;
}
},
// Apply a state update pushed by the server.
updateGameState: function(data) {
// Snapshot of the treasure/item count; a drop after the update means a pickup happened.
const prevTreasureCount = (window.FX) ? this._fxTreasureCells().length : 0;
const needsRedraw = GameState.updateGameState(data);
if (needsRedraw) {
this._drawGameScreen();
}
if (window.FX && needsRedraw) {
try {
const newTreasureCount = this._fxTreasureCells().length;
if (newTreasureCount < prevTreasureCount) {
// An item vanished: gold burst for the pickup.
const pp = this._playerScreenPixel();
window.FX.burst(pp.x, pp.y, '#ffd700', 28);
} else {
// Proximity effects for server-authoritative moves.
this._fxOnPlayerMoved();
}
} catch (e) { /* FX is best-effort; never break gameplay */ }
}
},
// Alias kept for handlers that call updateGame.
updateGame: function(data) {
return this.updateGameState(data);
},
// Handle the game-over event from the server.
endGame: function(data) {
try {
GameState.setGameActive(false);
if (data && data.reason === 'monster') {
if (ScreenManager.drawLoseScreen) ScreenManager.drawLoseScreen('monster');
} else if (data && data.reason === 'escaped') {
if (ScreenManager.drawWinScreen) ScreenManager.drawWinScreen(data.treasure || false);
} else if (data && data.reason === 'timeout') {
if (ScreenManager.drawLoseScreen) ScreenManager.drawLoseScreen('timeout');
} else {
if (ScreenManager.drawLoseScreen) ScreenManager.drawLoseScreen('other');
}
// Outcome FX. The loop stays running so the burst/shake renders; it is torn down on
// return-to-title below.
if (window.FX) {
try {
const pp = this._playerScreenPixel();
const escaped = !!(data && data.reason === 'escaped');
if (escaped) {
window.FX.burst(pp.x, pp.y, '#ffd700', 40);
window.FX.flash('rgba(255,215,0,1)', 0.35, 400);
if (data && data.treasure) {
window.FX.burst(pp.x, pp.y, '#fbbf24', 24);
}
} else {
// Monster, timeout or other loss.
window.FX.shake(12, 500);
window.FX.flash('rgba(255,0,0,1)', 0.4, 450);
}
// Gameplay is over, so quiet the ambient torch embers.
if (window.FX.setAmbient) window.FX.setAmbient(false);
} catch (e) { /* best-effort */ }
}
const score = data && typeof data.score === 'number' ? data.score : 0;
const treasure = !!(data && data.treasure);
if (ScreenManager && ScreenManager.drawCenteredText && DisplayManager.ensureDisplay()) {
const baseY = Math.floor(ScreenManager._screenHeight / 2) + 5;
ScreenManager.drawCenteredText(baseY, `Score: ${score}`);
if (treasure) {
ScreenManager.drawCenteredText(baseY + 1, 'Treasure secured!');
}
}
// Restart accepts Enter only after activateDelay, so a keypress in flight at game over
// cannot skip the outcome screen.
this._awaitingRestart = false;
const activateDelay = 800;
const autoReturnDelay = 10000;
setTimeout(() => {
this._awaitingRestart = true;
if (ScreenManager && ScreenManager.drawCenteredText && DisplayManager.ensureDisplay()) {
const y = ScreenManager._screenHeight - 2;
const fullHint = 'Press Enter to return to title';
const shortHint = 'Press Enter';
const maxLen = ScreenManager._screenWidth - 2; // Leaves a one-cell margin each side
const hint = fullHint.length > maxLen ? shortHint : fullHint;
ScreenManager.drawCenteredText(y, hint);
}
}, activateDelay);
clearTimeout(this._autoReturnTimer);
this._autoReturnTimer = setTimeout(() => {
if (this._awaitingRestart) {
this._awaitingRestart = false;
this._fxStop(); // Tears down the FX loop so requestAnimationFrame does not leak
if (ScreenManager && ScreenManager.drawWelcomeScreen) {
ScreenManager.drawWelcomeScreen();
}
}
}, autoReturnDelay);
// The keydown listener is attached once and gated on _awaitingRestart, so repeated
// game-overs do not stack handlers.
if (!this._restartListenerAttached) {
this._restartListenerAttached = true;
document.addEventListener('keydown', (e) => {
if (!this._awaitingRestart) return;
if (e.key === 'Enter') {
this._awaitingRestart = false;
clearTimeout(this._autoReturnTimer);
this._fxStop(); // Tears down the FX loop so requestAnimationFrame does not leak
if (ScreenManager && ScreenManager.drawWelcomeScreen) {
ScreenManager.drawWelcomeScreen();
}
const chatInput = document.getElementById('chatInput');
if (chatInput) chatInput.focus();
}
});
}
} catch (err) {
console.error('Error handling endGame:', err);
}
},
clearDisplay: function() {
DisplayManager.clearDisplay();
},
_drawGameScreen: function() {
const gameState = GameState.getGameStateForRender();
// The dungeon renders through the render kit (Tiled / ASCII / Iso / 3D plus unlocked packs)
// with a player-centered camera. RenderEngine is the fallback path, used only when the kit
// is unavailable or a render fails, so a live game never blanks.
var rk = false;
if (window.RK && RK.SPGame && RK.SPGame.available()) {
RK.SPGame.show();
rk = RK.SPGame.render(gameState, {
cryptoType: (window.ScreenManager && ScreenManager._cryptoType) || undefined,
playerAppearance: (window.SinglePlayerAvatar && SinglePlayerAvatar.currentAppearance)
? SinglePlayerAvatar.currentAppearance() : null,
isSpectating: this._isSpectating
});
}
if (!rk) {
if (window.RK && RK.SPGame) RK.SPGame.hide();
if (!this._ensureDisplay()) return;
RenderEngine.drawGameScreen(gameState);
if (window.FX) {
try { this._fxSyncLighting(); } catch (e) { /* best-effort */ }
}
}
},
// Screen drawing delegates to ScreenManager.
_drawWelcomeScreen: function() {
ScreenManager.drawWelcomeScreen();
},
drawWinScreen: function(hasTreasure) {
ScreenManager.drawWinScreen(hasTreasure);
},
drawLoseScreen: function(reason) {
ScreenManager.drawLoseScreen(reason);
},
drawWaitingScreen: function() {
ScreenManager.drawWaitingScreen();
if (this._unconfirmedPayment && typeof ScreenManager !== 'undefined' && DisplayManager.ensureDisplay()) {
const display = DisplayManager.getDisplay();
const badgeText = 'Unconfirmed (mempool)';
const xStart = Math.max(1, Math.floor((this._screenWidth - badgeText.length) / 2));
const y = 1; // First row inside the border
for (let i = 0; i < badgeText.length; i++) {
display.draw(xStart + i, y, badgeText[i], 'rgba(180,230,255,0.9)', 'transparent');
}
const pulse = 0.4 + Math.sin(Date.now()/300)*0.4;
display.draw(xStart - 2, y, '*', `rgba(120,200,255,${pulse})`, 'transparent');
}
},
stopWaitingScreen: function() {
this._awaitingPayment = false;
this._unconfirmedPayment = false;
ScreenManager.stopWaitingScreen();
},
// Display mode switching delegates to DisplayManager.
switchToAsciiMode: function() {
DisplayManager.switchToAsciiMode();
},
switchToTileMode: function() {
DisplayManager.switchToTileMode();
},
// Player movement delegates to GameState.
movePlayer: function(dx, dy) {
const moved = GameState.movePlayer(dx, dy, this._screenWidth, this._screenHeight);
if (moved) {
this._drawGameScreen();
if (window.FX) {
try { this._fxOnPlayerMoved(); } catch (e) { /* best-effort */ }
}
}
},
// ------------------------------------------------------------------
// FX helpers. These only consume the window.FX overlay API and never define it. Every call is
// guarded, so the game stays fully functional where the FX module is absent (match.html,
// tavern.html). Coordinates use the same camera-centered mapping as the renderer: the player is
// always drawn at the center of the view.
// ------------------------------------------------------------------
// The ROT.js display container is the base canvas that FX layers sit above.
_baseCanvas: function() {
if (typeof DisplayManager === 'undefined' || !DisplayManager.getDisplay) return null;
var display = DisplayManager.getDisplay();
return (display && display.getContainer) ? display.getContainer() : null;
},
// Convert a world cell to its center pixel in base-canvas space.
_cellToScreenPixel: function(wx, wy) {
var cell = (window.options && window.options.tileWidth) ? window.options.tileWidth : 32;
var centerX = Math.floor(this._screenWidth / 2);
var centerY = Math.floor(this._screenHeight / 2);
var player = (GameState && GameState._player) ? GameState._player : { x: wx, y: wy };
var sx = wx - player.x + centerX;
var sy = wy - player.y + centerY;
return { x: sx * cell + cell / 2, y: sy * cell + cell / 2, cell: cell };
},
// The player is camera-centered, so this is always the center of the view.
_playerScreenPixel: function() {
var p = (GameState && GameState._player) ? GameState._player : { x: 0, y: 0 };
return this._cellToScreenPixel(p.x, p.y);
},
// Chebyshev (king-move) distance, matching movement on the grid.
_fxDist: function(ax, ay, bx, by) {
return Math.max(Math.abs(ax - bx), Math.abs(ay - by));
},
// Collect every treasure/item world cell currently known.
_fxTreasureCells: function() {
var cells = [];
if (typeof GameState === 'undefined') return cells;
var t = GameState._treasure;
if (t && typeof t[0] === 'number' && typeof t[1] === 'number') {
cells.push({ x: t[0], y: t[1] });
}
var items = GameState._items;
if (items) {
for (var k in items) {
if (items.hasOwnProperty(k)) {
var it = items[k];
if (it && typeof it.x === 'number' && typeof it.y === 'number') {
cells.push({ x: it.x, y: it.y });
}
}
}
}
return cells;
},
// Fire proximity/pickup FX for the player's current position.
_fxOnPlayerMoved: function() {
if (!window.FX) return;
var player = (GameState && GameState._player) ? GameState._player : null;
if (!player) return;
var pp = this._playerScreenPixel();
// Treasure proximity: on the cell gives a gold burst, within two cells gives a sparkle.
var cells = this._fxTreasureCells();
var onTreasure = false, nearTreasure = false;
for (var i = 0; i < cells.length; i++) {
var d = this._fxDist(player.x, player.y, cells[i].x, cells[i].y);
if (d === 0) onTreasure = true;
else if (d <= 2) nearTreasure = true;
}
if (onTreasure && window.FX.burst) {
window.FX.burst(pp.x, pp.y, '#ffd700', 24);
} else if (nearTreasure && window.FX.sparkle) {
window.FX.sparkle(pp.x, pp.y, '#fbbf24');
}
// Monster proximity deliberately triggers no screen flash: the monster is usually within a
// few tiles and already visible on screen, so a per-step flash would fire almost constantly.
// FX.flash is reserved for one-shot events such as win and lose.
},
// Attach + start the FX loop for a fresh game.
_fxStart: function() {
if (!window.FX) return;
this._fxLastMonsterFlash = 0;
try {
var base = this._baseCanvas();
if (base && window.FX.attach) window.FX.attach(base);
if (window.FX.setAmbient) window.FX.setAmbient(true);
if (window.FX.start) window.FX.start();
} catch (e) { /* best-effort */ }
},
// Stop and clear the FX loop so requestAnimationFrame does not leak.
_fxStop: function() {
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) { /* best-effort */ }
},
// Keep the overlay aligned and feed it the camera-centered player position.
_fxSyncLighting: function() {
if (!window.FX) return;
var base = this._baseCanvas();
if (!base) return;
if (window.FX.syncTo) window.FX.syncTo(base);
if (window.FX.renderLighting && GameState && GameState._player) {
var pp = this._playerScreenPixel();
window.FX.renderLighting(pp.x, pp.y, pp.cell, { torches: GameState._torches || [] });
}
},
// Debug helpers delegate to GameState.
debugPrintMap: function() {
GameState.debugPrintMap(this._screenWidth, this._screenHeight);
},
debugTileMapping: function() {
GameState.debugTileMapping();
},
// Accessors forwarding to GameState, kept for callers that read Game.* directly.
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;
}
};
// Payment state helpers
Game._pendingPaymentDetected = function(info) {
this._unconfirmedPayment = true;
this._unconfirmedPaymentInfo = info || {};
this._awaitingPayment = false; // A transaction exists, so this is no longer awaiting creation
};
Game._pendingPaymentConfirmed = function() {
this._unconfirmedPayment = false;
this._unconfirmedPaymentInfo = null;
this._awaitingPayment = false;
};
Game._paymentRequested = function() {
this._awaitingPayment = true;
};
// Debug utilities: log to console, to the on-page debug panel, and to the server.
const GameDebug = {
log: function(message) {
console.log(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 += `<div>[${timestamp}] ${message}</div>`;
// Cap the panel at the ten most recent messages.
const lines = debugContent.children;
if (lines.length > 10) {
debugContent.removeChild(lines[0]);
}
const debugDisplay = document.getElementById('debug-display');
debugDisplay.scrollTop = debugDisplay.scrollHeight;
}
},
sendToServer: function(message) {
try {
fetch('/debug', {
method: 'POST',
headers: {
'Content-Type': 'application/json',
},
body: JSON.stringify({ message: message })
}).catch(err => {
// Debug reporting is best-effort; an unavailable server must not surface an error.
});
} catch (err) {
// Debug reporting is best-effort.
}
}
};
if (typeof window !== 'undefined') {
window.Game = Game;
window.GameDebug = GameDebug;
}