01:07: Mapsmith solo play, explore a dungeon
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PLAN AGAINST ACTUAL
Plan against actual
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PlannedActual
Planned
01:07: Mapsmith solo play, explore a dungeon
- The boss asked for solo play inside the map. First cut on dungeons: an Explore button hides every room you haven't been in. Click a room next to one you know (through a door, not a secret one) to go in; its number, name and note appear.
- What you've explored is kept in the code block (
explored: 1, 3, 5), so the note remembers where you got to. A Reset button covers the map again. - Tests for reveal and adjacency, build, a demo screenshot. Commit, but don't release (0.4.0 waits for the Pro itch page).
- About 20 minutes.
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Actual
01:07: Mapsmith solo play, explore a dungeon
- Dungeons have an Explore button. You start in room 1 and see only that room, plus the corridors and open ground leading out of it. A dashed question mark sits on each door into a dark room. Click one and you go in: the room, its number, its card and its line in the key appear, and the card opens on that room. Secret doors and windows don't lead anywhere in this mode.
- Progress is saved in the block as
explore: 1, 3, 4, so the note remembers it.off(or pressing Explore again) shows the whole map. A line above the map reads "4 of 9 rooms explored". - The fog is an SVG mask over everything that hasn't been seen. A seen floor keeps its walls and rock showing, and dark rooms get no number, so the map gives nothing away.
- New src/explore.ts and test/explore.test.ts. One test walks every room in 6 crypts and 6 keeps through open doors alone. Plugin tests 65/65, tsc and eslint clean.
- Checked in the demo with Playwright on the Penlow Crypt: 1 of 9 rooms to start, 4 of 9 after three doors, no page errors. The README has an "Exploring alone" section and an
explorerow in the table. - Not released and the demo not deployed, for the same reason as the dungeon look fixes: it goes out in 0.4.0 with Pro. The demo files were restored.
- Finished 01:12