feat: character/NPC management system with spritesheet support

Add drag & drop spritesheet upload in editor, character registry in
sprites.js, character selector for NPCs, sprite rendering on editor
canvas, server API for character persistence, and game-side character
loading via characterLoader.js.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
Jose Luis
2026-03-20 21:15:28 +01:00
parent 9d218c8728
commit 9ffd9c113e
7 changed files with 354 additions and 20 deletions

View File

@@ -7,5 +7,6 @@ COPY editor.html public/
COPY css/ public/css/
COPY js/ public/js/
COPY assets/ public/assets/
RUN mkdir -p public/data
EXPOSE 80
CMD ["node", "server.js"]

View File

@@ -63,6 +63,23 @@ body { background: var(--bg); color: var(--text); font-family: 'Segoe UI', syste
#status-bar span { font-family: monospace; }
#zoom-info { margin-left: auto; }
/* Characters section */
#char-section { border-bottom: 1px solid var(--border); max-height: 200px; overflow-y: auto; }
#char-section h3 { padding: 4px 16px; font-size: 11px; color: var(--text2); text-transform: uppercase; letter-spacing: 0.5px; display: flex; align-items: center; gap: 6px; }
#char-section h3 button { background: var(--bg); border: 1px solid var(--border); color: var(--accent); border-radius: 3px; padding: 1px 6px; cursor: pointer; font-size: 10px; }
#char-section h3 button:hover { background: var(--accent); color: #000; }
.char-drop-zone { margin: 4px 12px 8px; padding: 12px; border: 2px dashed var(--border); border-radius: 6px; text-align: center; font-size: 11px; color: var(--text2); cursor: pointer; transition: all 0.2s; }
.char-drop-zone.dragover { border-color: var(--accent); background: rgba(0,229,153,0.08); color: var(--accent); }
.char-card { display: flex; align-items: center; gap: 8px; padding: 5px 12px; cursor: pointer; border-left: 3px solid transparent; font-size: 12px; }
.char-card:hover { background: rgba(255,255,255,0.04); }
.char-card.selected { background: rgba(0,229,153,0.1); border-left-color: var(--accent); }
.char-card canvas { border: 1px solid var(--border); border-radius: 2px; image-rendering: pixelated; flex-shrink: 0; }
.char-card .char-info { flex: 1; overflow: hidden; }
.char-card .char-name { color: var(--text); font-weight: 500; white-space: nowrap; overflow: hidden; text-overflow: ellipsis; }
.char-card .char-meta { font-size: 10px; color: var(--text2); }
.char-card .char-delete { background: none; border: none; color: var(--red); cursor: pointer; font-size: 14px; opacity: 0.5; padding: 2px 4px; }
.char-card .char-delete:hover { opacity: 1; }
/* Toast */
#toast { position: fixed; top: 16px; right: 16px; padding: 10px 18px; background: var(--accent); color: #000; border-radius: 6px; font-weight: 600; font-size: 13px; opacity: 0; transition: opacity 0.3s; pointer-events: none; z-index: 999; }
#toast.show { opacity: 1; }
@@ -195,6 +212,14 @@ body { background: var(--bg); color: var(--text); font-family: 'Segoe UI', syste
<button class="tool-btn" data-tool="select" title="Click entity to select/move">🔍 Select</button>
<button class="tool-btn danger" data-tool="delete" title="Click entity to delete">✕ Delete</button>
</div>
<div id="char-section">
<h3>Characters <button id="btn-add-char" title="Add character from file">+ Add</button></h3>
<div id="char-list"></div>
<div class="char-drop-zone" id="char-drop-zone">
Drop spritesheet PNG here<br><span style="font-size:10px;color:#555;">3 cols (still, walk1, walk2) × 4 rows (↓↑←→)</span>
</div>
<input type="file" id="char-file-input" accept="image/png" style="display:none;">
</div>
<div id="entity-section">
<h3>Spawn</h3>
<div id="spawn-list"></div>
@@ -320,6 +345,8 @@ const mapConfigs = {
let currentMapId = 'lab';
let mapData = {}; // { [mapId]: { walls: Set, spawn, npcs, exits, interactions } }
let characters = {}; // { [charId]: { id, name, spritesheet (base64), frameW, frameH, img (HTMLImageElement) } }
let selectedCharId = null;
let selectedTool = 'wall';
let selectedEntity = null; // { type, index }
let isPainting = false;
@@ -391,10 +418,122 @@ function init() {
document.getElementById('btn-load-server').addEventListener('click', loadFromServer);
document.getElementById('btn-do-bilink').addEventListener('click', createBiLink);
initCharacterUI();
resizeCanvas();
updateEntityList();
}
// ==================== Character management ====================
function addCharacterFromFile(file) {
const reader = new FileReader();
reader.onload = (e) => {
const base64 = e.target.result;
const img = new Image();
img.onload = () => {
// Auto-detect frame size: assume 3 cols × 4 rows
const frameW = Math.floor(img.width / 3);
const frameH = Math.floor(img.height / 4);
const id = file.name.replace(/\.png$/i, '').replace(/[^a-zA-Z0-9_-]/g, '_').toLowerCase();
const name = id.replace(/[_-]/g, ' ').replace(/\b\w/g, c => c.toUpperCase());
characters[id] = { id, name, spritesheet: base64, frameW, frameH, img };
updateCharList();
selectCharacter(id);
toast(`Character "${name}" added (${frameW}×${frameH}px frames)`);
};
img.src = base64;
};
reader.readAsDataURL(file);
}
function removeCharacter(charId) {
delete characters[charId];
if (selectedCharId === charId) selectedCharId = null;
// Remove charId from NPCs that reference it
for (const md of Object.values(mapData)) {
for (const npc of (md.npcs || [])) {
if (npc.charId === charId) delete npc.charId;
}
}
updateCharList();
updateEntityList();
render();
}
function selectCharacter(charId) {
selectedCharId = charId;
updateCharList();
}
function updateCharList() {
const container = document.getElementById('char-list');
const ids = Object.keys(characters);
if (ids.length === 0) {
container.innerHTML = '';
return;
}
container.innerHTML = ids.map(id => {
const c = characters[id];
const sel = id === selectedCharId ? ' selected' : '';
return `<div class="char-card${sel}" data-char-id="${id}">
<canvas class="char-preview" data-char-id="${id}" width="32" height="32"></canvas>
<div class="char-info">
<div class="char-name">${c.name}</div>
<div class="char-meta">${c.frameW}×${c.frameH}px · ${id}</div>
</div>
<button class="char-delete" data-char-id="${id}" title="Delete">✕</button>
</div>`;
}).join('');
// Draw sprite previews (down-still frame)
container.querySelectorAll('.char-preview').forEach(cvs => {
const c = characters[cvs.dataset.charId];
if (!c || !c.img) return;
const pctx = cvs.getContext('2d');
pctx.imageSmoothingEnabled = false;
pctx.clearRect(0, 0, 32, 32);
// Draw the down-still frame (row 0, col 0)
pctx.drawImage(c.img, 0, 0, c.frameW, c.frameH, 0, 0, 32, 32);
});
// Wire click events
container.querySelectorAll('.char-card').forEach(card => {
card.addEventListener('click', (e) => {
if (e.target.classList.contains('char-delete')) return;
selectCharacter(card.dataset.charId);
});
});
container.querySelectorAll('.char-delete').forEach(btn => {
btn.addEventListener('click', () => removeCharacter(btn.dataset.charId));
});
}
// Wire drag & drop + file input
function initCharacterUI() {
const dropZone = document.getElementById('char-drop-zone');
const fileInput = document.getElementById('char-file-input');
const addBtn = document.getElementById('btn-add-char');
dropZone.addEventListener('dragover', (e) => { e.preventDefault(); dropZone.classList.add('dragover'); });
dropZone.addEventListener('dragleave', () => dropZone.classList.remove('dragover'));
dropZone.addEventListener('drop', (e) => {
e.preventDefault();
dropZone.classList.remove('dragover');
for (const file of e.dataTransfer.files) {
if (file.type === 'image/png') addCharacterFromFile(file);
}
});
dropZone.addEventListener('click', () => fileInput.click());
addBtn.addEventListener('click', () => fileInput.click());
fileInput.addEventListener('change', () => {
for (const file of fileInput.files) {
if (file.type === 'image/png') addCharacterFromFile(file);
}
fileInput.value = '';
});
}
// ==================== Load game data ====================
function loadCurrentGameData() {
@@ -596,12 +735,22 @@ function render() {
// NPCs
md.npcs.forEach((npc, i) => {
ctx.fillStyle = 'rgba(200, 50, 255, 0.35)';
ctx.fillRect(npc.x * TILE_PX, npc.y * TILE_PX, TILE_PX, TILE_PX);
const sx = npc.x * TILE_PX, sy = npc.y * TILE_PX;
const char = npc.charId ? characters[npc.charId] : null;
if (char && char.img) {
// Draw spritesheet frame: down-still (row 0, col 0)
const dirRow = { down: 0, up: 1, left: 2, right: 3 };
const row = dirRow[npc.facing] ?? 0;
ctx.imageSmoothingEnabled = false;
ctx.drawImage(char.img, 0, row * char.frameH, char.frameW, char.frameH, sx, sy, TILE_PX, TILE_PX);
} else {
ctx.fillStyle = 'rgba(200, 50, 255, 0.35)';
ctx.fillRect(sx, sy, TILE_PX, TILE_PX);
drawLabel(ctx, '👤', npc.x, npc.y);
}
ctx.strokeStyle = selectedEntity?.type === 'npc' && selectedEntity.index === i ? '#fff' : '#cc55ff';
ctx.lineWidth = selectedEntity?.type === 'npc' && selectedEntity.index === i ? 2.5 : 1.5;
ctx.strokeRect(npc.x * TILE_PX, npc.y * TILE_PX, TILE_PX, TILE_PX);
drawLabel(ctx, '👤', npc.x, npc.y);
ctx.strokeRect(sx, sy, TILE_PX, TILE_PX);
});
// Tile coordinates (when zoomed in enough)
@@ -686,11 +835,14 @@ function onMouseDown(e) {
}
updateEntityList(); updateProps(); render();
break;
case 'npc':
md.npcs.push({ id: `npc_${Date.now()}`, x: tile.x, y: tile.y, facing: 'down', dialog: ['Hello!'] });
case 'npc': {
const npcData = { id: `npc_${Date.now()}`, x: tile.x, y: tile.y, facing: 'down', dialog: ['Hello!'] };
if (selectedCharId && characters[selectedCharId]) npcData.charId = selectedCharId;
md.npcs.push(npcData);
selectedEntity = { type: 'npc', index: md.npcs.length - 1 };
updateEntityList(); updateProps(); render();
break;
}
case 'exit': {
// Default to a different map than the current one
const otherMaps = Object.keys(mapConfigs).filter(id => id !== currentMapId);
@@ -893,9 +1045,10 @@ function updateEntityList() {
? makeEntityItem('spawn', 0, '🏠', `Spawn`, md.spawn.x, md.spawn.y)
: '<div style="padding:4px 16px;color:var(--text2);font-size:11px;">None (use 🏠 tool to place)</div>';
document.getElementById('npc-list').innerHTML = md.npcs.map((n, i) =>
makeEntityItem('npc', i, '👤', n.id, n.x, n.y, '#cc55ff')
).join('') || '<div style="padding:4px 16px;color:var(--text2);font-size:11px;">None</div>';
document.getElementById('npc-list').innerHTML = md.npcs.map((n, i) => {
const charLabel = n.charId && characters[n.charId] ? ` [${characters[n.charId].name}]` : '';
return makeEntityItem('npc', i, '👤', n.id + charLabel, n.x, n.y, '#cc55ff');
}).join('') || '<div style="padding:4px 16px;color:var(--text2);font-size:11px;">None</div>';
document.getElementById('exit-list').innerHTML = md.exits.map((e, i) => {
const hasCoords = e.targetX != null && e.targetY != null;
@@ -965,6 +1118,9 @@ function updateProps() {
if (t === 'npc') {
html += propText('ID', 'id', ent.id);
html += propSelect('Facing', 'facing', ent.facing, ['down','up','left','right']);
// Character selector
const charOpts = ['(none)', ...Object.keys(characters)];
html += propSelect('Character', 'charId', ent.charId || '(none)', charOpts);
html += propTextarea('Dialog', 'dialog', (ent.dialog || []).join('\n'));
} else if (t === 'exit') {
// Show map options with both editor ID and game ID
@@ -1036,7 +1192,10 @@ function applyPropChange(prop, value, inputType) {
const ent = getSelectedEntityData();
if (!ent) return;
if (prop === 'dialog') {
if (prop === 'charId') {
if (value === '(none)') delete ent.charId;
else ent.charId = value;
} else if (prop === 'dialog') {
ent.dialog = value.split('\n').filter(l => l.trim());
} else if (prop === 'requiredOutputs') {
ent.requiredOutputs = value.split(',').map(Number);
@@ -1136,7 +1295,10 @@ function generateMapsJS() {
// NPCs
out += ` npcs: [\n`;
for (const n of md.npcs) {
out += ` { id: '${n.id}', x: ${n.x}, y: ${n.y}, facing: '${n.facing}', dialog: ${JSON.stringify(n.dialog)} },\n`;
let npcLine = ` { id: '${n.id}', x: ${n.x}, y: ${n.y}, facing: '${n.facing}'`;
if (n.charId) npcLine += `, charId: '${n.charId}'`;
npcLine += `, dialog: ${JSON.stringify(n.dialog)} },\n`;
out += npcLine;
}
out += ` ],\n\n`;
@@ -1256,14 +1418,28 @@ function toast(msg) {
async function saveToServer() {
const code = generateMapsJS();
try {
// Save maps.js
const res = await fetch('/api/maps', {
method: 'PUT',
headers: { 'Content-Type': 'application/json' },
body: JSON.stringify({ content: code })
});
const data = await res.json();
// Save characters
const charData = {};
for (const [id, c] of Object.entries(characters)) {
charData[id] = { id: c.id, name: c.name, spritesheet: c.spritesheet, frameW: c.frameW, frameH: c.frameH };
}
await fetch('/api/characters', {
method: 'PUT',
headers: { 'Content-Type': 'application/json' },
body: JSON.stringify({ characters: charData })
});
if (data.ok) {
toast(`Saved maps.js (${data.bytes} bytes)`);
const charCount = Object.keys(charData).length;
toast(`Saved maps.js (${data.bytes}b) + ${charCount} character(s)`);
} else {
toast('Error: ' + (data.error || 'Unknown'));
}
@@ -1279,11 +1455,26 @@ async function loadFromServer() {
if (!data.content) { toast('No maps.js found on server'); return; }
// Parse the maps.js to extract wall data and entities
// We parse the JS source to extract the wall objects and map definitions
const src = data.content;
parseAndLoadMapsJS(src);
// Load characters
try {
const charRes = await fetch('/api/characters');
const charData = await charRes.json();
if (charData.characters) {
characters = {};
for (const [id, c] of Object.entries(charData.characters)) {
const img = new Image();
img.src = c.spritesheet;
characters[id] = { id: c.id, name: c.name, spritesheet: c.spritesheet, frameW: c.frameW, frameH: c.frameH, img };
}
updateCharList();
}
} catch (ce) { console.warn('[editor] Character load failed:', ce); }
updateEntityList(); updateProps(); render();
toast('Loaded maps.js from server');
toast('Loaded maps.js + characters from server');
} catch (e) {
toast('Load failed: ' + e.message);
}

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@@ -0,0 +1,26 @@
// characterLoader.js - Loads character spritesheets from server and registers them
import { registerCharacter } from './sprites.js';
/**
* Fetch character data from the server and register all characters
* with the sprite system so NPCs can use them.
* @returns {Promise<number>} number of characters loaded
*/
export async function loadCharacters() {
try {
const res = await fetch('/api/characters');
const data = await res.json();
if (!data.characters) return 0;
const entries = Object.entries(data.characters);
const promises = entries.map(([id, c]) =>
registerCharacter(id, c.name, c.spritesheet, c.frameW, c.frameH)
);
await Promise.all(promises);
console.log(`[characterLoader] loaded ${entries.length} character(s)`);
return entries.length;
} catch (e) {
console.warn('[characterLoader] failed to load characters:', e);
return 0;
}
}

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@@ -5,6 +5,7 @@ import { initWorldInput, destroyWorldInput, setInteractionHandler } from './worl
import { getMap } from './maps.js';
import { saveGadget, openBackpack, getGadgets, openNamingScreen, showNotification } from './inventory.js';
import { openWiringPanel } from './wiringPanel.js';
import { loadCharacters } from './characterLoader.js';
// Circuit editor stop function (to stop its render loop when switching modes)
import { stopCircuitLoop } from '../renderer.js';
@@ -28,7 +29,10 @@ export function registerCircuitEditor(initFn, destroyFn) {
/**
* Boot the game — start in world mode
*/
export function startGame() {
export async function startGame() {
// Load character spritesheets before entering world
await loadCharacters();
// Set spawn
const map = getMap(worldState.currentMap);
if (map && map.spawn) {

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@@ -67,6 +67,73 @@ export async function preloadAssets() {
console.log('[sprites] all assets loaded');
}
// ==================== Character Registry ====================
// Characters are stored as spritesheets: 3 cols (still, walk1, walk2) × 4 rows (down, up, left, right)
const characterRegistry = {};
/**
* Register a character from a spritesheet image (or base64 data URL).
* @param {string} charId - unique character ID
* @param {string} name - display name
* @param {string|HTMLImageElement} source - image URL, base64 data URL, or Image element
* @param {number} frameW - frame width in px (default 16)
* @param {number} frameH - frame height in px (default 16)
* @returns {Promise} resolves when character is loaded
*/
export function registerCharacter(charId, name, source, frameW = 16, frameH = 16) {
return new Promise((resolve) => {
const char = { id: charId, name, frameW, frameH, img: null };
if (source instanceof HTMLImageElement) {
char.img = source;
characterRegistry[charId] = char;
resolve(char);
} else {
const img = new Image();
img.onload = () => { char.img = img; characterRegistry[charId] = char; resolve(char); };
img.onerror = () => { console.warn(`[sprites] failed to load char: ${charId}`); resolve(null); };
img.src = source;
}
});
}
/** Get a registered character definition */
export function getCharacter(charId) { return characterRegistry[charId] || null; }
/** Get all registered characters */
export function getAllCharacters() { return { ...characterRegistry }; }
/** Remove a character from the registry */
export function removeCharacter(charId) { delete characterRegistry[charId]; }
// Direction → row index in spritesheet
const DIR_ROW = { down: 0, up: 1, left: 2, right: 3 };
/**
* Draw a character from the registry using its spritesheet.
* @param {CanvasRenderingContext2D} ctx
* @param {string} charId - character ID from registry
* @param {number} screenX - top-left X on screen
* @param {number} screenY - top-left Y on screen
* @param {string} facing - 'up'|'down'|'left'|'right'
* @param {number} walkFrame - 0=still, 1=walk-1, 2=walk-2
*/
export function drawCharacter(ctx, charId, screenX, screenY, facing, walkFrame = 0) {
const char = characterRegistry[charId];
if (!char || !char.img) {
// Fallback: magenta box
ctx.fillStyle = '#ff44aa';
ctx.fillRect(screenX, screenY, TILE_PX, TILE_PX);
return;
}
const row = DIR_ROW[facing] ?? 0;
const col = Math.min(walkFrame, 2);
const sx = col * char.frameW;
const sy = row * char.frameH;
ctx.imageSmoothingEnabled = false;
ctx.drawImage(char.img, sx, sy, char.frameW, char.frameH, screenX, screenY, TILE_PX, TILE_PX);
}
// ==================== Direction mapping ====================
// Map game direction to character sprite prefix
@@ -128,24 +195,31 @@ export function drawPlayer(ctx, screenX, screenY, direction, walkFrame) {
}
/**
* Draw an NPC
* Draw an NPC — if it has a charId, uses the character registry spritesheet.
* Otherwise falls back to the default hardcoded NPC sprites.
* @param {CanvasRenderingContext2D} ctx
* @param {number} screenX - top-left X on screen
* @param {number} screenY - top-left Y on screen
* @param {string} facing - 'up'|'down'|'left'|'right'
* @param {string} [charId] - optional character ID from registry
* @param {number} [walkFrame=0] - animation frame (0=still, 1=walk-1, 2=walk-2)
*/
export function drawNPC(ctx, screenX, screenY, facing) {
export function drawNPC(ctx, screenX, screenY, facing, charId, walkFrame = 0) {
// If a character is registered, use the spritesheet renderer
if (charId && characterRegistry[charId]) {
drawCharacter(ctx, charId, screenX, screenY, facing, walkFrame);
return;
}
// Fallback: legacy hardcoded sprites
const dir = DIR_TO_NPC[facing] || 'down';
const key = `npc:a-${dir}`;
const img = imageCache[key];
if (!img) {
// Fallback
ctx.fillStyle = '#ff44aa';
ctx.fillRect(screenX, screenY, TILE_PX, TILE_PX);
return;
}
ctx.imageSmoothingEnabled = false;
// NPC is 16x16 native = 1 tile
ctx.drawImage(img, screenX, screenY, TILE_PX, TILE_PX);
}

View File

@@ -103,7 +103,7 @@ export function renderWorld(timestamp) {
if (map.npcs) {
for (const npc of map.npcs) {
const pos = tileToScreen(npc.x, npc.y);
drawNPC(ctx, pos.x, pos.y, npc.facing || 'down');
drawNPC(ctx, pos.x, pos.y, npc.facing || 'down', npc.charId || null);
}
}

View File

@@ -8,6 +8,7 @@ const path = require('path');
const PORT = process.env.PORT || 80;
const STATIC_DIR = path.join(__dirname, 'public');
const MAPS_FILE = path.join(STATIC_DIR, 'js', 'world', 'maps.js');
const CHARS_FILE = path.join(STATIC_DIR, 'data', 'characters.json');
const MIME = {
'.html': 'text/html',
@@ -92,6 +93,43 @@ const server = http.createServer((req, res) => {
return;
}
// === API: GET /api/characters — read character data ===
if (req.method === 'GET' && req.url === '/api/characters') {
fs.readFile(CHARS_FILE, 'utf-8', (err, data) => {
if (err) {
res.writeHead(200, { 'Content-Type': 'application/json' });
res.end(JSON.stringify({ characters: {} }));
return;
}
res.writeHead(200, { 'Content-Type': 'application/json' });
res.end(data);
});
return;
}
// === API: PUT /api/characters — write character data ===
if (req.method === 'PUT' && req.url === '/api/characters') {
let body = '';
req.on('data', chunk => { body += chunk; });
req.on('end', () => {
try {
const parsed = JSON.parse(body);
// Ensure data dir exists
const dataDir = path.dirname(CHARS_FILE);
if (!fs.existsSync(dataDir)) fs.mkdirSync(dataDir, { recursive: true });
fs.writeFileSync(CHARS_FILE, JSON.stringify(parsed, null, 2), 'utf-8');
const count = Object.keys(parsed.characters || {}).length;
console.log(`[server] characters.json saved (${count} characters)`);
res.writeHead(200, { 'Content-Type': 'application/json' });
res.end(JSON.stringify({ ok: true, count }));
} catch (e) {
res.writeHead(400, { 'Content-Type': 'application/json' });
res.end(JSON.stringify({ error: e.message }));
}
});
return;
}
// === Static file serving ===
let filePath = path.join(STATIC_DIR, req.url === '/' ? 'index.html' : req.url);
// Prevent directory traversal