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featureNew featureNew featureiso-2.0-experimentIsometric Rendering 2.0 clean-sheet experimentIsometric Rendering 2.0 clean-sheet experimentrenderingRendering engineRendering engineworld-generationWorld/tile generationWorld/tile generation
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Spec reference
IsoRenderingPlanV2.1.md §5.2 Walkable Logic; §5.3 Gate/Quiz Integration
Goal
Feature tiles have walkability states:
fence,stone-wall: walkable=never (blocks movement)gate: walkable=conditionally (locked=blocked, unlocked=passable)troll-bridge,bridge: walkable=always
Solver places gates at fence run openings. Quiz unlock changes gate state.
BFS pathfinder respects walkable map.
Technical requirements
WalkableRule = { type: 'never' | 'always' | 'conditional', conditionFn?: () => boolean }walkableMap[row][col]= boolean (true = can enter)solver.placeGatesInFenceRuns()→ inserts gate nano at calculated opening- Gate locked state → walkable=false; unlocked → walkable=true
- Quiz trigger: player approaches gate → quiz UI opens → correct answer → unlocks
Acceptance criteria (ALL required to close)
-
render_nano_tile gate straight-h→ gate graphic clearly visible (locked appearance). -
render_nano_tile troll-bridge straight-h→ bridge visible, spans negative-Z gap. -
render_nano_scenewith fence perimeter + gate opening → gate at correct position in perimeter. - In live demo: player cannot walk through locked gate, can walk through after quiz.
- BFS pathfind from inside to outside fence perimeter: path = null when gate locked, valid path when unlocked.
- PNGs committed:
ProgressEvaluations/nano-gate-locked.png,scene-fence-with-gate.png,nano-troll-bridge.png.
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featureNew featureNew featureiso-2.0-experimentIsometric Rendering 2.0 clean-sheet experimentIsometric Rendering 2.0 clean-sheet experimentrenderingRendering engineRendering engineworld-generationWorld/tile generationWorld/tile generation