Replace spawn-based map transitions with explicit bidirectional door
links. Every exit now requires targetX/targetY — spawn is only used
for initial game start. Remove returnPoints stack from worldState.
Editor improvements:
- New "Bi-Link" tool creates paired exits on both maps at once
- Exit list shows target coordinates and warns if missing
- Canvas renders target info labels below exit tiles
- Properties panel handles game ID ↔ editor ID mapping
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
When entering an interior (e.g. lab from town), the game saves the
player's current position as a return point. When exiting, if the
exit has no explicit targetX/targetY, the system pops the stored
return point and warps back to that exact position.
This means interior exits just need targetMap — the player always
returns to the specific door they entered from, not a hardcoded
position. Falls back to the destination map's spawn if no return
point is stored.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
When exiting the lab, appear one tile below the town's entrance door
instead of ON the door tile, which caused an infinite re-trigger loop.
Same pattern for all map transitions — land adjacent to the exit, not
on top of it.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Press F3 to toggle a debug overlay that shows:
- Red tiles: walls (collision)
- Green tiles: exits (map transitions)
- Yellow tiles: interactions (workshop, signs, doors)
- Purple tiles: NPCs
- Green border: current player tile
- Coordinate labels on nearby tiles
- Legend bar with player position and current map
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- Player sprite: render 32x32 char at 1 tile (TILE_PX) instead of
2x2 tiles (32*SCALE), matching NPC size on the game grid
- Wall data: completely rebuilt for both lab and town maps based on
actual PNG layouts. Previous walls blocked spawn point, NPC access,
and all exits. Now uses Set for O(1) collision lookups
- NPC dialog: was unreachable due to wall layout, causing player to
interact with workshop tiles instead. Fixed by opening corridors
- Canvas: use window.innerWidth/Height directly instead of
offsetWidth which gave wrong values before CSS recompute
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Assets were 404ing because relative paths resolved against the wrong
base when the page was served from a subdirectory.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Replace pixel-art drawing with pre-rendered PNG map backgrounds and
character/NPC sprite images from pokemon-js reference. Maps now use
coordinate-based wall arrays instead of tile grids.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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>