Add a new "module" interaction type where doors/devices define ports
(in/out) and a JS verify function. Players wire their gadget's I/O
to the module's ports via a canvas-rendered wiring panel, then execute
to verify the circuit logic.
- New wiringPanel.js: full wiring UI with keyboard nav, bezier wires,
mini circuit evaluator, and verify execution
- AND-gate example door in Circuit Lab (tile 9,1)
- Editor support: module type with ports editor and JS verify textarea
- Integrated into gameMode, worldInput, worldRenderer
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Save Gadget and Back to World buttons were overlapping Export/Import.
Now they are dynamically inserted into .toolbar-right when entering
workshop mode, sitting inline with the other toolbar buttons.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Remove prompt() and alert() calls that broke game immersion. Add:
- Pokemon-style naming screen with character grid + direct typing
- Canvas-rendered notification toasts (with fade-out animation)
- Both render on top of workshop AND world mode canvases
- Workshop keyboard handler yields to naming screen when active
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Add Pokemon-style inventory where players save crafted circuits as
"gadgets" in a backpack. Gadgets can be used on puzzle doors to solve
them by testing their truth table against required outputs.
New files:
- js/world/inventory.js: gadget data model, backpack UI (list with
scroll, action menu, detail panel), keyboard navigation
Changes:
- Workshop gets "Save as Gadget" button (pink, top-right)
- I key opens backpack overlay in world mode
- Puzzle doors open backpack to select a gadget to try
- HUD shows gadget count instead of old component count
- worldState gains gadgets[] array
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Spawn can now be deleted in the editor (click same tile with Spawn tool,
use Delete tool, or press Delete key). Interior maps no longer have
spawn objects. The editor shows "None" when no spawn is set, and the
generated maps.js omits the spawn field for maps without one.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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>