Files
wownerogue/html/js/display/screenManager.js
T
jwinterm 1325b49b42 feat(render): single-player dungeon renders through the render kit (packs in gameplay)
The migration that makes the pack ladder pay off IN the dungeon, not just the tavern.
The SP game now draws via RK (Tiled/ASCII/Iso/3D + unlocked packs) instead of the
legacy ROT display.

- Adapter: sceneFromGameState now consumes the CLIENT state shape (sparse {y:{x:v}}
  tile maps, not just server arrays) via maxDims(). Verified + unit-tested.
- Bug fix: RK.sceneFromGameState was never actually exposed (only RK.scene.*), so
  matchClient + tavern spectator were silently no-op-ing. Aliased onto RK.
- Bridge (spGameRenderer.js, RK.SPGame): mounts an RK renderer in a dedicated host
  inside #game-display, toggles the legacy ROT canvases, zoom-enabled. Game._draw
  GameScreen prefers it and FALLS BACK to RenderEngine on any failure, so the live
  game can never blank. ROT still draws the splash/win/lose text screens.
- Picker (spRenderPicker.js): homepage mode + pack selector, gated by entitlements
  (free = Tiled/Original + ASCII; ladder unlocks Iso/3D/packs), rebuilds on identity.
- index.html loads the render-kit renderers + the bridge/picker.

Bundled with the catalog ladder (migration 028): free Original bare pack, ladder
1/5/10/20/40/50. Deploying makes the free tavern bare (by design) AND the dungeon
render-kit-ed. v1 renders the whole explored level + zoom (player-centered camera is
the next polish). Suite 62/435 green; adapter smoke-verified.
2026-07-12 10:14:56 -04:00

460 lines
18 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 (>, ~, $) or the 2-cell player avatar sprite.
const legendItems = [
{ tile: "@2", text: "This is you", role: "player" },
{ tile: ">", text: "Escape the dungeon" },
{ tile: "~", text: "Avoid the monster" },
{ tile: treasureTile, text: "Secure the bag" }
];
if (window.SinglePlayerAvatar && window.SinglePlayerAvatar.clearOverlay) {
window.SinglePlayerAvatar.clearOverlay();
}
const ICON_COLS = 2; // uniform icon slot width
const centerX = Math.floor(this._screenWidth / 2) - 10;
const textX = centerX + ICON_COLS + 1; // one fixed text column for every row
for (let item of legendItems) {
let iconDrawn = false;
if (item.role === "player" && window.SinglePlayerAvatar && window.SinglePlayerAvatar.drawLegendIcon) {
iconDrawn = window.SinglePlayerAvatar.drawLegendIcon(centerX, y, {
fallbackTile: item.tile,
cols: ICON_COLS
});
}
// Grid-tile icons: centre the (1-cell) glyph within the 2-cell slot so it aligns under
// the player sprite above it.
if (!iconDrawn) {
const glyph = window.options?.tileMap?.hasOwnProperty(item.tile) ? item.tile : "?";
const gx = centerX + Math.floor((ICON_COLS - (glyph.length || 1)) / 2);
display.draw(gx, y, glyph, "transparent", "transparent");
}
this.drawText(textX, y, item.text);
y++;
}
// Draw current block info on two lines
y += 2;
this.drawCenteredText(y, "Current Block:");
y += 1;
this.drawCenteredText(y, `${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) {
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;
}