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- tavernLife.js: client-side NPCs (bartender, patrons, cat) with autonomous
movement, random speech bubbles, and real-player chat bubbles
- T2b: spectator camera — watch live dungeon runs from inside the tavern
(game list, spectate_start/update, ESC to leave)
- R1: sceneFromGameState adapter — converts dungeon game state to render-kit
Scene with lighting grid and entity mapping
- R2: pre-populated Kenney roguelikeSheet tile defaults for the tiled renderer
- Dungeon renderer support: TileRenderer + AsciiRenderer handle lightGrid,
dungeon features/items/monster entities
- 3 new tests (242 total, 36 suites, all passing)
218 lines
8.2 KiB
JavaScript
218 lines
8.2 KiB
JavaScript
// Shared scene model + adapters for the render kit (RK).
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//
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// A Scene is a renderer-agnostic description of a grid world + entities. Any renderer
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// (ASCII / tiled / fancy) draws the same Scene, and any surface (tavern / main game) can
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// produce one via an adapter. This file is DOM-free so the adapters stay unit-testable.
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(function (root) {
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'use strict';
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// Tile kinds and how each renderer treats them (glyph for ASCII, colour for tiled/fancy).
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var TAVERN_LEGEND = {
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wall: { char: '#', color: '#20262e', solid: true },
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floor: { char: '·', color: '#0c1410', solid: false },
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bar: { char: '=', color: '#5a4632', solid: true },
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table: { char: 'o', color: '#4a3a28', solid: true }
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};
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// Layout character -> tile kind.
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var TAVERN_TILE_OF = { '#': 'wall', '.': 'floor', '@': 'floor', '=': 'bar', 'o': 'table' };
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var AVATAR_COLORS = { 'default': '#9aa4b2', green: '#3fb950', amber: '#d29922', red: '#f85149' };
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// Build a Scene from a tavern room state ({ layout, cols, rows, occupants }).
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function sceneFromTavern(state, youId) {
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state = state || {};
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var layout = state.layout || [];
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var walkable = state.walkable || null;
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var rows = state.rows || layout.length;
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var cols = state.cols || (layout[0] ? layout[0].length : 0);
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var grid = [];
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for (var y = 0; y < rows; y++) {
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var srcRow = layout[y] || '';
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var row = [];
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for (var x = 0; x < cols; x++) {
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if (layout[y]) row.push(TAVERN_TILE_OF[srcRow[x]] || 'wall');
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else if (walkable && walkable[y]) row.push(walkable[y][x] ? 'floor' : 'wall');
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else row.push('wall');
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}
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grid.push(row);
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}
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var occ = state.occupants || [];
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var entities = occ.map(function (o) {
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var appearance = o.appearance || (o.avatar ? { avatar: o.avatar } : null);
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var avatar = (appearance && appearance.avatar) || o.avatar;
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return {
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id: o.id,
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x: o.x,
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y: o.y,
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kind: 'avatar',
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avatar: avatar, // preserved so renderers can detect premium skins
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appearance: appearance,
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color: AVATAR_COLORS[avatar] || AVATAR_COLORS.default,
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char: '@',
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facing: o.facing || 'down',
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label: o.name || null,
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you: !!youId && o.id === youId
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};
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});
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return {
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cols: cols,
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rows: rows,
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grid: grid,
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legend: TAVERN_LEGEND,
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entities: entities,
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background: '#0a0c0f'
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};
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}
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var api = {
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sceneFromTavern: sceneFromTavern,
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TAVERN_LEGEND: TAVERN_LEGEND,
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AVATAR_COLORS: AVATAR_COLORS
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};
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// ---- Dungeon game-state adapter ------------------------------------------------
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// Converts a game state (from the server's game_start/game_update/spectator_update) into a
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// renderer-agnostic Scene, so the render kit can draw the dungeon just like the tavern.
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// This is the bridge for milestone R1 (main game → render kit) and T2b (tavern spectator).
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var DUNGEON_LEGEND = {
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wall: { char: '#', color: '#2a2f38', solid: true },
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floor: { char: '·', color: '#15191f', solid: false },
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floor2: { char: '·', color: '#181c22', solid: false },
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entrance: { char: '<', color: '#3fb950', solid: false },
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exit: { char: '>', color: '#d29922', solid: false },
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treasure: { char: '$', color: '#fbbf24', solid: false },
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torch: { char: '#', color: '#3a3028', solid: true },
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dark: { char: ' ', color: '#0a0c0f', solid: true }
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};
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// Map dungeon tile characters to scene tile kinds.
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function dungeonTileKind(ch) {
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if (ch === '#') return 'wall';
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if (ch === 'torch') return 'torch';
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if (ch === "'1" || ch === 0) return 'floor';
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if (ch === "'2") return 'floor2';
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if (ch === '<') return 'entrance';
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if (ch === '>') return 'exit';
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if (ch === '$' || ch === '$W' || ch === '$M') return 'treasure';
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return 'floor';
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}
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function sceneFromGameState(state, opts) {
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state = state || {};
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opts = opts || {};
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var visible = state.visibleTiles || {};
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var explored = state.exploredTiles || {};
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var lighting = state.lighting || {};
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var rows = visible.length || (state.dungeonRows || 0);
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var cols = 0;
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for (var y = 0; y < rows; y++) {
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if (visible[y]) cols = Math.max(cols, visible[y].length);
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if (explored[y]) cols = Math.max(cols, explored[y].length);
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}
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if (!cols && state.dungeonCols) cols = state.dungeonCols;
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var grid = [];
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var lightGrid = [];
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for (var y = 0; y < rows; y++) {
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var row = [];
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var lrow = [];
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for (var x = 0; x < cols; x++) {
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var ch = null;
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var isVisible = visible[y] && visible[y][x] !== undefined;
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if (isVisible) {
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ch = visible[y][x];
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} else if (explored[y] && explored[y][x] !== undefined) {
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ch = explored[y][x];
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}
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if (ch === null || ch === undefined || ch === ' ') {
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row.push('dark');
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lrow.push(0);
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} else {
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row.push(dungeonTileKind(ch));
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// Lighting: 0 = fully lit, higher = darker. Convert to brightness (1 = lit).
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var la = (lighting[y] && lighting[y][x]) || 0;
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lrow.push(isVisible ? Math.max(0.15, 1 - Math.min(la, 0.8)) : 0.25);
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}
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}
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grid.push(row);
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lightGrid.push(lrow);
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}
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var entities = [];
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// Entrance / exit / treasure as entities (so they layer above tiles).
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if (state.entrance) {
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entities.push({ id: 'entrance', x: state.entrance[0], y: state.entrance[1], kind: 'feature', char: '<', color: '#3fb950', label: null });
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}
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if (state.exit) {
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entities.push({ id: 'exit', x: state.exit[0], y: state.exit[1], kind: 'feature', char: '>', color: '#d29922', label: null });
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}
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if (state.treasure) {
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var tChar = opts.cryptoType === 'XMR' ? '$M' : '$W';
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entities.push({ id: 'treasure', x: state.treasure[0], y: state.treasure[1], kind: 'feature', char: tChar, color: '#fbbf24', label: null });
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}
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// Items.
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if (state.items) {
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for (var key in state.items) {
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if (state.items.hasOwnProperty(key)) {
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var item = state.items[key];
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if (item && typeof item.x === 'number') {
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entities.push({ id: 'item:' + key, x: item.x, y: item.y, kind: 'item', char: '$', color: '#fbbf24', label: null });
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}
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}
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}
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}
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// Monster.
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if (state.monster) {
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entities.push({
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id: 'monster', x: state.monster.x, y: state.monster.y,
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kind: 'monster', char: '~', color: '#f85149', label: null
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});
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}
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// Player.
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if (state.player) {
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var playerEntity = {
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id: 'player', x: state.player.x, y: state.player.y,
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kind: 'player', char: '@', color: '#9aa4b2',
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facing: state.player.facing || 'down', label: null,
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you: !state.isSpectating
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};
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// Attach the player's appearance if available (for render-kit character rendering).
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if (opts.playerAppearance) {
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playerEntity.avatar = opts.playerAppearance.avatar || 'default';
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playerEntity.appearance = opts.playerAppearance;
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} else {
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playerEntity.avatar = 'default';
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playerEntity.appearance = { avatar: 'default', tint: 'none', equipment: { body: 'none', head: 'none', shield: 'none', weapon: 'none' } };
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}
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entities.push(playerEntity);
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}
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return {
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cols: cols,
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rows: rows,
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grid: grid,
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legend: DUNGEON_LEGEND,
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entities: entities,
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lightGrid: lightGrid,
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background: '#0a0c0f',
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isDungeon: true
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};
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}
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api.sceneFromGameState = sceneFromGameState;
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api.DUNGEON_LEGEND = DUNGEON_LEGEND;
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root.RK = root.RK || {};
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root.RK.scene = api;
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if (typeof module !== 'undefined' && module.exports) module.exports = api;
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})(typeof window !== 'undefined' ? window : this);
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