Local-First Persistence (Dexie.js):
- gameStore via @manacore/local-store: worlds, areas, items, inventories
- Guest seed data: demo village with street + 2-story house
- World loader bridge: converts between DB format and engine format
- Base64 encoding for pixel data (Dexie-compatible)
- Auto-loads first world on startup, supports ?world= URL param
World Templates + "New World" UI:
- 5 templates: Village, Dungeon, Arena, House, Empty
- Each template generates pre-built areas with pixel data
- /worlds route: browse own worlds, create new, delete
- New World dialog: name input + template selection grid
- Navigation: "Worlds" button in HUD links to world browser
- Game engine accepts world data from DB instead of hardcoded demo
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
- Inventory class: 8 slots, hold/select, add/remove, rarity-based borders
- GameItem type with sprite data, properties, and rarity
- Inventory UI component with canvas-rendered item thumbnails (Svelte action)
- Rarity border colors (common→legendary), held item highlight
- Right-click to drop items, number keys 1-8 to select slots
- Sprite editor now creates GameItems and adds them to inventory
- Inventory bar always visible at bottom of screen
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
- AreaManager: load/unload areas, portal detection, fade transitions,
floor switching for multi-story interiors
- Demo street (10cm): cobblestone road, brick/wood buildings, trees, torches
- Demo interior (5cm): 2-floor house with table, fireplace, bed, windows
- TilemapRenderer: dynamic tileSize per resolution, clear(), setWorldSize()
- Game engine: E key for doors, F key for stairs, area name + floor in HUD
- Fade overlay for smooth area transitions
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>