feat: add Pokemon-style world mode with workshop integration

Two-mode game: explore a tile-based cyberpunk world, then enter
Workshop mode (the existing circuit editor) to craft components.

New modules (js/world/):
- sprites.js: programmatic pixel-art renderer (16x16 tiles, 3x scale)
- maps.js: tile-based map definitions (lab + town)
- worldState.js: player position, inventory, dialog, puzzle state
- worldRenderer.js: camera-following world renderer on shared canvas
- worldInput.js: WASD movement, E interaction, dialog system
- gameMode.js: central mode switcher (world ↔ workshop)

Changes to existing code:
- app.js: boots into world mode, registers circuit editor for workshop
- renderer.js: circuit draw loop now stoppable (start/stopCircuitLoop)
- index.html: added "Back to World" button for workshop mode

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
Jose Luis
2026-03-20 15:52:13 +01:00
parent bbde11dfc7
commit e4cf35701e
9 changed files with 1903 additions and 14 deletions

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js/world/worldRenderer.js Normal file
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// worldRenderer.js - Renders the tile-based game world on canvas
import { drawPlayer, drawTile, drawNPC, drawInteractionPrompt, drawDialogBox, TILE_SIZE, SCALE } from './sprites.js';
import { worldState } from './worldState.js';
import { getMap, getTile, getInteraction, getNPC } from './maps.js';
import { updateMovement } from './worldInput.js';
let canvas = null;
let ctx = null;
let animFrameId = null;
let lastTime = 0;
const TILE_PX = TILE_SIZE * SCALE; // 48px per tile on screen
export function initWorldRenderer() {
canvas = document.getElementById('canvas');
ctx = canvas.getContext('2d');
resizeCanvas();
window.addEventListener('resize', resizeCanvas);
return true;
}
function resizeCanvas() {
if (!canvas) return;
canvas.width = canvas.offsetWidth || window.innerWidth;
canvas.height = canvas.offsetHeight || window.innerHeight;
}
/** Convert tile coords → screen pixel coords (camera-relative) */
export function worldToScreen(tileX, tileY) {
const p = worldState.player;
const cx = canvas.width / 2;
const cy = canvas.height / 2;
// Player world position with interpolation
const pwx = (p.x + p.px) * TILE_PX;
const pwy = (p.y + p.py) * TILE_PX;
return {
x: cx + (tileX * TILE_PX - pwx),
y: cy + (tileY * TILE_PX - pwy)
};
}
/** Visible tile range for culling */
function getVisibleBounds() {
const p = worldState.player;
const halfW = canvas.width / 2;
const halfH = canvas.height / 2;
const pwx = (p.x + p.px) * TILE_PX;
const pwy = (p.y + p.py) * TILE_PX;
return {
minX: Math.floor((pwx - halfW) / TILE_PX) - 1,
minY: Math.floor((pwy - halfH) / TILE_PX) - 1,
maxX: Math.ceil((pwx + halfW) / TILE_PX) + 1,
maxY: Math.ceil((pwy + halfH) / TILE_PX) + 1
};
}
/** Tile the player is facing */
function getFacingTile() {
const p = worldState.player;
let x = p.x, y = p.y;
if (p.direction === 'up') y--;
else if (p.direction === 'down') y++;
else if (p.direction === 'left') x--;
else if (p.direction === 'right') x++;
return { x, y };
}
/** Main render frame */
export function renderWorld(timestamp) {
const dt = (timestamp - lastTime) / 1000;
lastTime = timestamp;
// Update movement interpolation
updateMovement(dt);
// Resize check
if (canvas.width !== canvas.offsetWidth || canvas.height !== canvas.offsetHeight) {
resizeCanvas();
}
// Clear
ctx.fillStyle = '#0a0a0f';
ctx.fillRect(0, 0, canvas.width, canvas.height);
const map = getMap(worldState.currentMap);
if (!map) return;
const bounds = getVisibleBounds();
// === Layer 1: Tiles ===
for (let ty = bounds.minY; ty <= bounds.maxY; ty++) {
for (let tx = bounds.minX; tx <= bounds.maxX; tx++) {
const tileType = getTile(worldState.currentMap, tx, ty);
if (tileType === null) continue;
const pos = worldToScreen(tx, ty);
drawTile(ctx, pos.x, pos.y, tileType);
}
}
// === Layer 2: NPCs ===
if (map.npcs) {
for (const npc of map.npcs) {
const pos = worldToScreen(npc.x, npc.y);
drawNPC(ctx, pos.x, pos.y, npc.type, 0);
}
}
// === Layer 3: Player ===
const pp = worldToScreen(worldState.player.x + worldState.player.px,
worldState.player.y + worldState.player.py);
// Adjust: worldToScreen already offsets from player, so player is always at center
const pcx = canvas.width / 2 - TILE_PX / 2;
const pcy = canvas.height / 2 - TILE_PX / 2;
const frame = worldState.player.moving ? (Math.floor(Date.now() / 120) % 2) : 0;
drawPlayer(ctx, pcx, pcy, worldState.player.direction, frame);
// === Layer 4: Interaction prompt ===
if (!worldState.dialog && !worldState.player.moving) {
const ft = getFacingTile();
const inter = getInteraction(worldState.currentMap, ft.x, ft.y);
const npc = getNPC(worldState.currentMap, ft.x, ft.y);
if (inter || npc) {
const pos = worldToScreen(ft.x, ft.y);
drawInteractionPrompt(ctx, pos.x, pos.y);
}
}
// === Layer 5: Dialog box ===
if (worldState.dialog) {
const line = worldState.dialog.lines[worldState.dialog.currentLine] || '';
const speaker = worldState.dialog.speakerName || '';
drawDialogBox(ctx, canvas.width, canvas.height, line, speaker);
}
// === HUD ===
drawHUD();
}
function drawHUD() {
const map = getMap(worldState.currentMap);
const mapName = map ? map.name : worldState.currentMap;
// Background bar
ctx.fillStyle = 'rgba(10, 10, 15, 0.75)';
ctx.fillRect(0, 0, canvas.width, 32);
ctx.font = 'bold 13px "Segoe UI", system-ui, sans-serif';
ctx.textBaseline = 'middle';
// Map name
ctx.fillStyle = '#00e599';
ctx.textAlign = 'left';
ctx.fillText(`📍 ${mapName}`, 12, 16);
// Inventory
ctx.fillStyle = '#ff44aa';
ctx.textAlign = 'right';
ctx.fillText(`🔧 Components: ${worldState.inventory.length}`, canvas.width - 12, 16);
// Controls hint
ctx.fillStyle = '#555';
ctx.textAlign = 'center';
ctx.font = '11px "Segoe UI", system-ui, sans-serif';
ctx.fillText('WASD: Move | E: Interact | TAB: Workshop', canvas.width / 2, 16);
}
export function startWorldLoop() {
lastTime = performance.now();
function loop(ts) {
renderWorld(ts);
animFrameId = requestAnimationFrame(loop);
}
animFrameId = requestAnimationFrame(loop);
}
export function stopWorldLoop() {
if (animFrameId !== null) {
cancelAnimationFrame(animFrameId);
animFrameId = null;
}
}