feat: arrow-key room navigation, neighbor visibility, map UX improvements

- Exploration uses Up/Down + Enter instead of number keys
- Adjacent rooms shown with cursor selection in HUD
- Neighboring rooms visible on fog of war map
- Room numbers displayed on tile map with type-colored markers

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-03-24 01:04:08 +09:00
parent 26784479b7
commit f2ac4dbded
7 changed files with 96 additions and 35 deletions

BIN
catacombs.exe~ Normal file

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@@ -23,5 +23,13 @@ func GetRoomVisibility(floor *Floor, roomIdx int) Visibility {
if floor.Rooms[roomIdx].Visited {
return Visited
}
// Neighbors of current room are dimly visible (so player can see where to go)
if floor.CurrentRoom >= 0 && floor.CurrentRoom < len(floor.Rooms) {
for _, n := range floor.Rooms[floor.CurrentRoom].Neighbors {
if n == roomIdx {
return Visited
}
}
}
return Hidden
}

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@@ -112,8 +112,18 @@ func RenderFloor(floor *Floor, currentRoom int, showFog bool) string {
cx := room.X + room.W/2
cy := room.Y + room.H/2
vis := GetRoomVisibility(floor, i)
if !showFog || vis != Hidden {
sym, col := roomMarker(room, i == currentRoom)
// Show current room and its neighbors (so player knows where to go)
showRoom := !showFog || vis != Hidden
if !showRoom && currentRoom >= 0 && currentRoom < len(floor.Rooms) {
for _, n := range floor.Rooms[currentRoom].Neighbors {
if n == i {
showRoom = true
break
}
}
}
if showRoom {
sym, col := roomMarker(room, i, i == currentRoom)
markers[[2]int{cy, cx}] = marker{sym, col}
}
}
@@ -202,24 +212,26 @@ func RenderFloor(floor *Floor, currentRoom int, showFog bool) string {
return string(buf)
}
func roomMarker(room *Room, isCurrent bool) (string, string) {
func roomMarker(room *Room, roomIdx int, isCurrent bool) (string, string) {
// Show room index number so player knows which key to press
num := fmt.Sprintf("%d", roomIdx)
if room.Cleared {
return ".", ansiFgGray
return num, ansiFgGray
}
switch room.Type {
case RoomCombat:
return "D", ansiFgRed
return num, ansiFgRed
case RoomTreasure:
return "$", ansiFgYellow
return num, ansiFgYellow
case RoomShop:
return "S", ansiFgCyan
return num, ansiFgCyan
case RoomEvent:
return "?", ansiFgMagenta
return num, ansiFgMagenta
case RoomBoss:
return "B", ansiFgBrRed
return num, ansiFgBrRed
case RoomEmpty:
return ".", ansiFgGray
return num, ansiFgGray
default:
return " ", ansiReset
return num, ansiReset
}
}

12
main.go
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@@ -3,8 +3,6 @@ package main
import (
"log"
"os"
"os/signal"
"syscall"
"github.com/tolelom/catacombs/game"
"github.com/tolelom/catacombs/server"
@@ -22,16 +20,8 @@ func main() {
lobby := game.NewLobby()
go func() {
log.Println("Catacombs server starting on :2222")
if err := server.Start("0.0.0.0", 2222, lobby, db); err != nil {
log.Fatal(err)
}
}()
log.Println("Catacombs server running on :2222")
c := make(chan os.Signal, 1)
signal.Notify(c, os.Interrupt, syscall.SIGTERM)
<-c
log.Println("Shutting down...")
}

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@@ -21,6 +21,9 @@ func Start(host string, port int, lobby *game.Lobby, db *store.DB) error {
wish.WithPublicKeyAuth(func(_ ssh.Context, _ ssh.PublicKey) bool {
return true // accept all keys
}),
wish.WithPasswordAuth(func(_ ssh.Context, _ string) bool {
return true // accept any password (game server, not secure shell)
}),
wish.WithMiddleware(
bubbletea.Middleware(func(s ssh.Session) (tea.Model, []tea.ProgramOption) {
pty, _, _ := s.Pty()

View File

@@ -11,9 +11,9 @@ import (
"github.com/tolelom/catacombs/game"
)
func renderGame(state game.GameState, width, height int, targetCursor int) string {
func renderGame(state game.GameState, width, height int, targetCursor int, moveCursor int) string {
mapView := renderMap(state.Floor)
hudView := renderHUD(state, targetCursor)
hudView := renderHUD(state, targetCursor, moveCursor)
logView := renderCombatLog(state.CombatLog)
return lipgloss.JoinVertical(lipgloss.Left,
@@ -32,7 +32,7 @@ func renderMap(floor *dungeon.Floor) string {
return header + "\n" + dungeon.RenderFloor(floor, floor.CurrentRoom, true)
}
func renderHUD(state game.GameState, targetCursor int) string {
func renderHUD(state game.GameState, targetCursor int, moveCursor int) string {
var sb strings.Builder
border := lipgloss.NewStyle().
Border(lipgloss.NormalBorder()).
@@ -112,7 +112,32 @@ func renderHUD(state game.GameState, targetCursor int) string {
}
}
} else if state.Phase == game.PhaseExploring {
sb.WriteString("\nChoose a room to enter (number) or [Q] quit")
if state.Floor != nil && state.Floor.CurrentRoom >= 0 && state.Floor.CurrentRoom < len(state.Floor.Rooms) {
current := state.Floor.Rooms[state.Floor.CurrentRoom]
if len(current.Neighbors) > 0 {
sb.WriteString("\n")
selectedStyle := lipgloss.NewStyle().Foreground(lipgloss.Color("46")).Bold(true)
normalStyle := lipgloss.NewStyle().Foreground(lipgloss.Color("255"))
for i, n := range current.Neighbors {
if n >= 0 && n < len(state.Floor.Rooms) {
r := state.Floor.Rooms[n]
status := r.Type.String()
if r.Cleared {
status = "Cleared"
}
marker := " "
style := normalStyle
if i == moveCursor {
marker = "> "
style = selectedStyle
}
sb.WriteString(style.Render(fmt.Sprintf("%sRoom %d: %s", marker, n, status)))
sb.WriteString("\n")
}
}
}
}
sb.WriteString("[Up/Down] Select [Enter] Move [Q] Quit")
}
return border.Render(sb.String())

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@@ -46,6 +46,7 @@ type Model struct {
classState classSelectState
inputBuffer string
targetCursor int
moveCursor int // selected neighbor index during exploration
}
func NewModel(width, height int, fingerprint string, lobby *game.Lobby, db *store.DB) Model {
@@ -115,7 +116,7 @@ func (m Model) View() string {
case screenClassSelect:
return renderClassSelect(m.classState, m.width, m.height)
case screenGame:
return renderGame(m.gameState, m.width, m.height, m.targetCursor)
return renderGame(m.gameState, m.width, m.height, m.targetCursor, m.moveCursor)
case screenShop:
return renderShop(m.gameState, m.width, m.height)
case screenResult:
@@ -312,16 +313,27 @@ func (m Model) updateGame(msg tea.Msg) (tea.Model, tea.Cmd) {
if key, ok := msg.(tea.KeyMsg); ok {
switch m.gameState.Phase {
case game.PhaseExploring:
if key.String() >= "0" && key.String() <= "9" {
idx := int(key.String()[0] - '0')
if m.session != nil {
m.session.EnterRoom(idx)
neighbors := m.getNeighbors()
if isUp(key) {
if m.moveCursor > 0 {
m.moveCursor--
}
} else if isDown(key) {
if m.moveCursor < len(neighbors)-1 {
m.moveCursor++
}
} else if isEnter(key) {
if m.session != nil && len(neighbors) > 0 {
roomIdx := neighbors[m.moveCursor]
m.session.EnterRoom(roomIdx)
m.gameState = m.session.GetState()
// If combat started, begin polling
m.moveCursor = 0
if m.gameState.Phase == game.PhaseCombat {
return m, m.pollState()
}
}
} else if isQuit(key) {
return m, tea.Quit
}
case game.PhaseCombat:
isPlayerDead := false
@@ -361,6 +373,17 @@ func (m Model) updateGame(msg tea.Msg) (tea.Model, tea.Cmd) {
return m, nil
}
func (m Model) getNeighbors() []int {
if m.gameState.Floor == nil {
return nil
}
cur := m.gameState.Floor.CurrentRoom
if cur < 0 || cur >= len(m.gameState.Floor.Rooms) {
return nil
}
return m.gameState.Floor.Rooms[cur].Neighbors
}
func (m Model) updateShop(msg tea.Msg) (tea.Model, tea.Cmd) {
if key, ok := msg.(tea.KeyMsg); ok {
switch key.String() {