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-rw-r--r--html/rogue/js/animation.js53
-rw-r--r--html/rogue/js/camera.js93
-rw-r--r--html/rogue/js/config.js97
-rw-r--r--html/rogue/js/debug.js113
-rw-r--r--html/rogue/js/events.js16
-rw-r--r--html/rogue/js/fow.js85
-rw-r--r--html/rogue/js/game.js121
-rw-r--r--html/rogue/js/hex.js98
-rw-r--r--html/rogue/js/inventory-ui.js63
-rw-r--r--html/rogue/js/items.js63
-rw-r--r--html/rogue/js/player.js241
-rw-r--r--html/rogue/js/renderer.js29
-rw-r--r--html/rogue/js/state.js17
-rw-r--r--html/rogue/js/utils.js25
14 files changed, 1114 insertions, 0 deletions
diff --git a/html/rogue/js/animation.js b/html/rogue/js/animation.js
new file mode 100644
index 0000000..d682b01
--- /dev/null
+++ b/html/rogue/js/animation.js
@@ -0,0 +1,53 @@
+const Animation = {
+    // Track loaded images with their paths as keys
+    images: new Map(),
+    
+    // Load an image and return a promise
+    loadImage(path) {
+        if (this.images.has(path)) {
+            return Promise.resolve(this.images.get(path));
+        }
+        
+        return new Promise((resolve, reject) => {
+            const img = new Image();
+            img.onload = () => {
+                this.images.set(path, img);
+                resolve(img);
+            };
+            img.onerror = () => reject(new Error(`Failed to load image: ${path}`));
+            img.src = path;
+        });
+    },
+    
+    // Animation class to handle sprite animations
+    createAnimation(frames, frameTime) {
+        return {
+            frames,
+            frameTime,
+            currentFrame: 0,
+            lastFrameTime: 0,
+            
+            update(currentTime) {
+                if (currentTime - this.lastFrameTime >= this.frameTime) {
+                    this.currentFrame = (this.currentFrame + 1) % this.frames.length;
+                    this.lastFrameTime = currentTime;
+                }
+                return this.frames[this.currentFrame];
+            }
+        };
+    },
+    
+    // Add this new method to scale sprites to fit within bounds
+    scaleToFit(image, maxWidth, maxHeight) {
+        const scale = Math.min(
+            maxWidth / image.width,
+            maxHeight / image.height
+        );
+        
+        return {
+            width: image.width * scale,
+            height: image.height * scale,
+            scale
+        };
+    }
+}; 
\ No newline at end of file
diff --git a/html/rogue/js/camera.js b/html/rogue/js/camera.js
new file mode 100644
index 0000000..05e0f28
--- /dev/null
+++ b/html/rogue/js/camera.js
@@ -0,0 +1,93 @@
+const Camera = {
+    x: 0,
+    y: 0,
+    
+    centerOn(hex) {
+        const pixelCoord = HexGrid.toPixel(hex);
+        
+        // Calculate desired camera position
+        this.x = pixelCoord.x - state.canvas.width / 2;
+        this.y = pixelCoord.y - state.canvas.height / 2;
+        
+        // Calculate grid dimensions
+        const gridPixelWidth = Config.hex.GRID_SIZE * Config.hex.WIDTH;
+        const gridPixelHeight = Config.hex.GRID_SIZE * Config.hex.HEIGHT;
+        
+        // Calculate grid bounds (accounting for centered grid)
+        const minX = -gridPixelWidth / 2;
+        const maxX = gridPixelWidth / 2 - state.canvas.width;
+        const minY = -gridPixelHeight / 2;
+        const maxY = gridPixelHeight / 2 - state.canvas.height;
+        
+        // Keep camera within grid bounds
+        this.x = Math.max(minX, Math.min(this.x, maxX));
+        this.y = Math.max(minY, Math.min(this.y, maxY));
+        
+        // Round to prevent sub-pixel rendering
+        this.x = Math.round(this.x);
+        this.y = Math.round(this.y);
+    },
+
+    smoothFollow(target) {
+        const targetPixel = HexGrid.toPixel(target);
+        const screenX = Math.round(targetPixel.x - this.x);
+        const screenY = Math.round(targetPixel.y - this.y);
+        
+        const centerX = state.canvas.width / 2;
+        const centerY = state.canvas.height / 2;
+        
+        // Determine if we're on a narrow screen
+        const isNarrowScreen = state.canvas.width <= Config.camera.NARROW_SCREEN_THRESHOLD;
+        
+        // Calculate dynamic deadzones based on screen size
+        const deadzoneX = Math.min(
+            Math.max(
+                state.canvas.width * (
+                    isNarrowScreen ? 
+                    Config.camera.DEADZONE_RATIO_X.NARROW : 
+                    Config.camera.DEADZONE_RATIO_X.WIDE
+                ),
+                Config.camera.MIN_DEADZONE
+            ),
+            Config.camera.MAX_DEADZONE
+        );
+        
+        const deadzoneY = Math.min(
+            Math.max(state.canvas.height * Config.camera.DEADZONE_RATIO_Y, 
+                Config.camera.MIN_DEADZONE
+            ),
+            Config.camera.MAX_DEADZONE
+        );
+        
+        const deltaX = screenX - centerX;
+        const deltaY = screenY - centerY;
+        
+        // Use more aggressive follow speed for narrow screens
+        const followSpeed = isNarrowScreen ? 
+            Config.camera.FOLLOW_SPEED * 1.5 : 
+            Config.camera.FOLLOW_SPEED;
+        
+        // Ensure camera moves if player is near screen edges
+        if (Math.abs(deltaX) > deadzoneX) {
+            const adjustX = deltaX - (deltaX > 0 ? deadzoneX : -deadzoneX);
+            this.x += Math.round(adjustX * followSpeed);
+        }
+        
+        if (Math.abs(deltaY) > deadzoneY) {
+            const adjustY = deltaY - (deltaY > 0 ? deadzoneY : -deadzoneY);
+            this.y += Math.round(adjustY * followSpeed);
+        }
+        
+        // Calculate grid bounds (accounting for centered grid)
+        const gridPixelWidth = Config.hex.GRID_SIZE * Config.hex.WIDTH;
+        const gridPixelHeight = Config.hex.GRID_SIZE * Config.hex.HEIGHT;
+        const minX = -gridPixelWidth / 2;
+        const maxX = gridPixelWidth / 2 - state.canvas.width;
+        const minY = -gridPixelHeight / 2;
+        const maxY = gridPixelHeight / 2 - state.canvas.height;
+        
+        // Keep camera within grid bounds
+        this.x = Math.max(minX, Math.min(this.x, maxX));
+        this.y = Math.max(minY, Math.min(this.y, maxY));
+    }
+}; 
\ No newline at end of file
diff --git a/html/rogue/js/config.js b/html/rogue/js/config.js
new file mode 100644
index 0000000..6ed925f
--- /dev/null
+++ b/html/rogue/js/config.js
@@ -0,0 +1,97 @@
+const Config = {
+    colors: {
+        BACKGROUND: 'rgba(135, 207, 235, 1)',
+        GRID: 'rgba(0, 0, 0, 0.25)',
+        PLAYER: 'red',
+        HEX_FILL: '#ffffff',
+        FOG: {
+            HIDDEN: 'rgba(0, 0, 0, 1)',
+            REVEALED: 'rgba(0, 0, 0, 0.25)',
+            GRID_DIM: 'rgba(0, 0, 0, 0.0)'
+        },
+        UI: {
+            INVENTORY: {
+                BACKGROUND: 'rgba(0, 0, 0, 0.7)',
+                WINDOW: '#ffffff',
+                TEXT: '#000000'
+            }
+        },
+        ITEMS: {
+            COIN: '#FFD700',
+            GEM: '#50C878'
+        }
+    },
+    
+    hex: {
+        SIZE: 40, // Size of a single hex
+        GRID_SIZE: 30, // Number of hexes in the grid (width/height)
+        get WIDTH() { // Computed hex width
+            return this.SIZE * 2;
+        },
+        get HEIGHT() { // Computed hex height
+            return Math.sqrt(3) * this.SIZE;
+        }
+    },
+
+    game: {
+        FPS: 60,
+        get FRAME_TIME() {
+            return 1000 / this.FPS;
+        }
+    },
+
+    player: {
+        MOVE_SPEED: 0.1,
+        SIZE_RATIO: 1/3,
+        VISION_RANGE: 3,
+        SPRITE_SCALE: 0.8,
+        ANIMATION_SPEED: 500
+    },
+
+    camera: {
+        FOLLOW_SPEED: 0.1,
+        DEADZONE_RATIO_X: {
+            NARROW: 0.1,
+            WIDE: 0.2
+        },
+        DEADZONE_RATIO_Y: 0.2,
+        MIN_DEADZONE: 30,
+        MAX_DEADZONE: 200,
+        NARROW_SCREEN_THRESHOLD: 600
+    },
+
+    ui: {
+        inventory: {
+            PADDING: 20,
+            WIDTH: 300,
+            HEIGHT: 400,
+            TITLE_FONT: '20px Arial',
+            ITEM_FONT: '16px Arial',
+            ITEM_SPACING: 30,
+            TITLE_OFFSET: 20,
+            ITEMS_START_OFFSET: 60
+        }
+    },
+    
+    items: {
+        SPAWN_COUNT: 10,
+        types: {
+            COIN: {
+                name: 'Coin',
+                size: 0.2
+            },
+            GEM: {
+                name: 'Gem',
+                size: 0.25
+            }
+        }
+    },
+
+    fog: {
+        states: {
+            HIDDEN: { alpha: 1.0 },
+            REVEALED: { alpha: 0.5 },
+            VISIBLE: { alpha: 0 }
+        }
+    }
+}; 
\ No newline at end of file
diff --git a/html/rogue/js/debug.js b/html/rogue/js/debug.js
new file mode 100644
index 0000000..f2e0b02
--- /dev/null
+++ b/html/rogue/js/debug.js
@@ -0,0 +1,113 @@
+const Debug = {
+    isEnabled: false,
+    lastFrameTime: performance.now(),
+    frameCount: 0,
+    fps: 0,
+    fpsUpdateInterval: 500, // Update FPS display every 500ms
+    lastFpsUpdate: 0,
+    
+    init() {
+        // Add keyboard listener for debug toggle
+        window.addEventListener('keydown', (e) => {
+            if (e.key.toLowerCase() === 'd') {
+                this.isEnabled = !this.isEnabled;
+            }
+        });
+    },
+    
+    update(currentTime) {
+        if (!this.isEnabled) return;
+        
+        this.frameCount++;
+        
+        // Update FPS counter every 500ms
+        if (currentTime - this.lastFpsUpdate >= this.fpsUpdateInterval) {
+            this.fps = Math.round((this.frameCount * 1000) / (currentTime - this.lastFpsUpdate));
+            this.frameCount = 0;
+            this.lastFpsUpdate = currentTime;
+        }
+        
+        this.lastFrameTime = currentTime;
+    },
+    
+    draw(ctx) {
+        if (!this.isEnabled) return;
+        
+        const padding = 30;
+        const lineHeight = 20;
+        let y = padding;
+        
+        // Save context state
+        ctx.save();
+        
+        // Set up debug text style
+        ctx.fillStyle = 'rgba(0, 0, 0, 0.7)';
+        ctx.fillRect(0, 0, 300, 200);
+        ctx.font = '14px monospace';
+        ctx.fillStyle = '#00FF00';
+        
+        // Display debug information
+        const debugInfo = [
+            `FPS: ${this.fps}`,
+            `Camera: (${Math.round(Camera.x)}, ${Math.round(Camera.y)})`,
+            `Player Hex: (${player.position.q}, ${player.position.r})`,
+            `Screen: ${state.canvas.width}x${state.canvas.height}`,
+            `Inventory Items: ${player.inventory.length}`,
+            `Revealed Hexes: ${FogOfWar.revealed.size}`,
+            `Moving: ${player.target ? 'Yes' : 'No'}`,
+            `Narrow Screen: ${state.canvas.width <= Config.camera.NARROW_SCREEN_THRESHOLD}`
+        ];
+        
+        debugInfo.forEach(info => {
+            ctx.fillText(info, padding, y);
+            y += lineHeight;
+        });
+        
+        // Draw deadzone visualization
+        if (player.target) {
+            const isNarrowScreen = state.canvas.width <= Config.camera.NARROW_SCREEN_THRESHOLD;
+            const deadzoneX = Math.min(
+                Math.max(
+                    state.canvas.width * (
+                        isNarrowScreen ? 
+                        Config.camera.DEADZONE_RATIO_X.NARROW : 
+                        Config.camera.DEADZONE_RATIO_X.WIDE
+                    ),
+                    Config.camera.MIN_DEADZONE
+                ),
+                Config.camera.MAX_DEADZONE
+            );
+            const deadzoneY = Math.min(
+                Math.max(state.canvas.height * Config.camera.DEADZONE_RATIO_Y, 
+                    Config.camera.MIN_DEADZONE
+                ),
+                Config.camera.MAX_DEADZONE
+            );
+            
+            // Draw camera deadzone
+            ctx.strokeStyle = 'rgba(255, 162, 0, 1)';
+            ctx.lineWidth = 2;
+            ctx.strokeRect(
+                state.canvas.width/2 - deadzoneX,
+                state.canvas.height/2 - deadzoneY,
+                deadzoneX * 2,
+                deadzoneY * 2
+            );
+
+            // Draw a small cross at the center of the camera deadzone
+            const centerX = state.canvas.width / 2;
+            const centerY = state.canvas.height / 2;
+            const crossSize = 10; // Size of the cross arms
+
+            ctx.beginPath();
+            ctx.moveTo(centerX - crossSize, centerY);
+            ctx.lineTo(centerX + crossSize, centerY);
+            ctx.moveTo(centerX, centerY - crossSize);
+            ctx.lineTo(centerX, centerY + crossSize);
+            ctx.stroke();
+        }
+        
+        // Restore context state
+        ctx.restore();
+    }
+}; 
\ No newline at end of file
diff --git a/html/rogue/js/events.js b/html/rogue/js/events.js
new file mode 100644
index 0000000..9ae8241
--- /dev/null
+++ b/html/rogue/js/events.js
@@ -0,0 +1,16 @@
+const EventSystem = {
+    listeners: new Map(),
+    
+    on(event, callback) {
+        if (!this.listeners.has(event)) {
+            this.listeners.set(event, new Set());
+        }
+        this.listeners.get(event).add(callback);
+    },
+    
+    emit(event, data) {
+        if (this.listeners.has(event)) {
+            this.listeners.get(event).forEach(callback => callback(data));
+        }
+    }
+}; 
\ No newline at end of file
diff --git a/html/rogue/js/fow.js b/html/rogue/js/fow.js
new file mode 100644
index 0000000..291c862
--- /dev/null
+++ b/html/rogue/js/fow.js
@@ -0,0 +1,85 @@
+const FogOfWar = {
+    // Set of revealed hex coordinates (as strings)
+    revealed: new Set(),
+    
+    // Configuration
+    VISION_RANGE: Config.player.VISION_RANGE,
+    
+    init() {
+        this.revealed.clear();
+        this.updateVisibility(player.position);
+    },
+    
+    // Convert hex to string key for Set storage
+    hexToKey(hex) {
+        return `${hex.q},${hex.r}`;
+    },
+    
+    // Check if a hex is currently visible
+    isVisible(hex) {
+        const playerPos = player.getCurrentPosition();
+        const distance = this.getHexDistance(hex, playerPos);
+        return distance <= this.VISION_RANGE;
+    },
+    
+    // Check if a hex has been revealed
+    isRevealed(hex) {
+        return this.revealed.has(this.hexToKey(hex));
+    },
+    
+    // Calculate distance between two hexes
+    getHexDistance(a, b) {
+        return Math.max(
+            Math.abs(a.q - b.q),
+            Math.abs(a.r - b.r),
+            Math.abs((a.q + a.r) - (b.q + b.r))
+        );
+    },
+    
+    // Update visibility based on player position
+    updateVisibility(center) {
+        // Get all hexes within vision range
+        for (let q = -this.VISION_RANGE; q <= this.VISION_RANGE; q++) {
+            for (let r = -this.VISION_RANGE; r <= this.VISION_RANGE; r++) {
+                const hex = {
+                    q: center.q + q,
+                    r: center.r + r
+                };
+                
+                if (this.getHexDistance(center, hex) <= this.VISION_RANGE) {
+                    this.revealed.add(this.hexToKey(hex));
+                }
+            }
+        }
+    },
+    
+    getFogState(hex) {
+        if (!this.isRevealed(hex)) return Config.fog.states.HIDDEN;
+        if (!this.isVisible(hex)) return Config.fog.states.REVEALED;
+        return Config.fog.states.VISIBLE;
+    },
+    
+    // Draw fog of war effect
+    draw(ctx) {
+        HexGrid.getViewportHexes().forEach(hex => {
+            const fogState = this.getFogState(hex);
+            if (fogState.alpha > 0) {
+                const screen = HexGrid.toScreenCoordinates(hex, Camera);
+                
+                // Draw fog fill
+                ctx.fillStyle = fogState === Config.fog.states.HIDDEN ? 
+                    Config.colors.FOG.HIDDEN : 
+                    Config.colors.FOG.REVEALED;
+                HexGrid.drawHexPath(ctx, screen.x, screen.y, HexGrid.SIZE, 1);
+                ctx.fill();
+                
+                // Draw grid lines only for revealed but not visible hexes
+                if (fogState === Config.fog.states.REVEALED) {
+                    ctx.strokeStyle = Config.colors.FOG.GRID_DIM;
+                    ctx.lineWidth = 1;
+                    ctx.stroke();
+                }
+            }
+        });
+    }
+}; 
\ No newline at end of file
diff --git a/html/rogue/js/game.js b/html/rogue/js/game.js
new file mode 100644
index 0000000..48133d8
--- /dev/null
+++ b/html/rogue/js/game.js
@@ -0,0 +1,121 @@
+const FPS = 60;
+const FRAME_TIME = 1000 / FPS;
+let lastFrameTime = 0;
+
+const state = {
+    canvas: null,
+    ctx: null
+};
+
+async function init() {
+    state.canvas = document.getElementById('gameCanvas');
+    state.ctx = state.canvas.getContext('2d');
+    
+    await player.init();
+    Debug.init();
+    
+    function resize() {
+        state.canvas.width = window.innerWidth;
+        state.canvas.height = window.innerHeight;
+        Camera.centerOn(player.position);
+    }
+    
+    window.addEventListener('resize', resize);
+    resize();
+    state.canvas.addEventListener('click', handleClick);
+    
+    requestAnimationFrame(gameLoop);
+    FogOfWar.init();
+    Items.init();
+}
+
+function drawHex(ctx, x, y, hex) {
+    const screen = HexGrid.toScreenCoordinates(hex, Camera);
+    
+    // Only draw if hex is visible on screen (with padding)
+    if (!HexGrid.isInViewport(screen.x, screen.y, state.canvas)) {
+        return;
+    }
+    
+    // Skip drawing completely if hex hasn't been revealed
+    if (!FogOfWar.isRevealed(hex)) {
+        return;
+    }
+    
+    // Draw the hex fill
+    HexGrid.drawHexPath(ctx, screen.x, screen.y);
+    ctx.fillStyle = Config.colors.HEX_FILL;
+    ctx.fill();
+    
+    // Only draw grid lines for currently visible hexes
+    // (fog of war will handle the grid lines for revealed but not visible hexes)
+    if (FogOfWar.isVisible(hex)) {
+        ctx.strokeStyle = Config.colors.GRID;
+        ctx.lineWidth = 1;
+        ctx.stroke();
+    }
+}
+
+function gameLoop(currentTime) {
+    requestAnimationFrame(gameLoop);
+    
+    if (currentTime - lastFrameTime < Config.game.FRAME_TIME) {
+        return;
+    }
+    
+    const deltaTime = Math.min(currentTime - lastFrameTime, Config.game.FRAME_TIME * 2);
+    lastFrameTime = currentTime;
+
+    // Update debug information
+    Debug.update(currentTime);
+
+    // Clear with background
+    state.ctx.fillStyle = Config.colors.BACKGROUND;
+    state.ctx.fillRect(0, 0, state.canvas.width, state.canvas.height);
+    
+    // Round camera position to prevent sub-pixel rendering
+    Camera.x = Math.round(Camera.x);
+    Camera.y = Math.round(Camera.y);
+    
+    player.update();
+    Camera.smoothFollow(player.getCurrentPosition());
+    
+    if (player.hasMoved) {
+        FogOfWar.updateVisibility(player.position);
+        player.hasMoved = false;
+    }
+    
+    // Draw everything in one pass to prevent flicker
+    HexGrid.getViewportHexes().forEach(hex => {
+        const pixel = HexGrid.toPixel(hex);
+        drawHex(state.ctx, Math.round(pixel.x), Math.round(pixel.y), hex);
+    });
+    
+    Items.draw(state.ctx, HexGrid.toPixel.bind(HexGrid), Camera, HexGrid.SIZE);
+    player.draw(state.ctx, HexGrid.toPixel.bind(HexGrid), Camera, HexGrid.SIZE);
+    FogOfWar.draw(state.ctx);
+    InventoryUI.draw(state.ctx);
+    Debug.draw(state.ctx);
+}
+
+function handleClick(event) {
+    if (InventoryUI.isOpen) {
+        InventoryUI.toggleInventory();
+        return;
+    }
+    
+    const rect = state.canvas.getBoundingClientRect();
+    const x = event.clientX - rect.left;
+    const y = event.clientY - rect.top;
+    
+    const hexCoord = HexGrid.fromPixel(x + Camera.x, y + Camera.y);
+    
+    // Check if clicking on player's position
+    if (hexCoord.q === player.position.q && hexCoord.r === player.position.r) {
+        InventoryUI.toggleInventory();
+    } else {
+        player.moveTo(hexCoord);
+    }
+}
+
+init().catch(console.error);
\ No newline at end of file
diff --git a/html/rogue/js/hex.js b/html/rogue/js/hex.js
new file mode 100644
index 0000000..fa08e3d
--- /dev/null
+++ b/html/rogue/js/hex.js
@@ -0,0 +1,98 @@
+// This that witchy shit -- we be hexin!
+
+const HexGrid = {
+    get SIZE() { return Config.hex.SIZE },
+    get WIDTH() { return Config.hex.WIDTH },
+    get HEIGHT() { return Config.hex.HEIGHT },
+    get GRID_SIZE() { return Config.hex.GRID_SIZE },
+    COLOR: Config.colors.GRID,
+
+    // hex to pixel
+    toPixel(hex) {
+        const x = this.SIZE * (3/2 * hex.q);
+        const y = this.SIZE * (Math.sqrt(3)/2 * hex.q + Math.sqrt(3) * hex.r);
+        return {x, y};
+    },
+
+    // pixel to hex
+    fromPixel(x, y) {
+        const q = (2/3 * x) / this.SIZE;
+        const r = (-1/3 * x + Math.sqrt(3)/3 * y) / this.SIZE;
+        return this.round(q, r);
+    },
+
+    // Round hex coordinates to nearest hex
+    round(q, r) {
+        let x = q;
+        let z = r;
+        let y = -x-z;
+
+        let rx = Math.round(x);
+        let ry = Math.round(y);
+        let rz = Math.round(z);
+
+        const x_diff = Math.abs(rx - x);
+        const y_diff = Math.abs(ry - y);
+        const z_diff = Math.abs(rz - z);
+
+        if (x_diff > y_diff && x_diff > z_diff) {
+            rx = -ry-rz;
+        } else if (y_diff > z_diff) {
+            ry = -rx-rz;
+        } else {
+            rz = -rx-ry;
+        }
+
+        return {q: rx, r: rz};
+    },
+
+    // Is this hex in the viewport?
+    getViewportHexes() {
+        const hexes = [];
+        const halfGrid = Math.floor(this.GRID_SIZE / 2);
+        
+        for (let r = -halfGrid; r < halfGrid; r++) {
+            for (let q = -halfGrid; q < halfGrid; q++) {
+                hexes.push({q, r});
+            }
+        }
+        return hexes;
+    },
+
+    // Check if a hex is passable
+    isPassable(hex) {
+        const halfGrid = Math.floor(this.GRID_SIZE / 2);
+        return Math.abs(hex.q) <= halfGrid && Math.abs(hex.r) <= halfGrid;
+    },
+
+    // Centralized hex drawing function
+    drawHexPath(ctx, x, y, size = this.SIZE, padding = 0) {
+        ctx.beginPath();
+        for (let i = 0; i < 6; i++) {
+            const angle = 2 * Math.PI / 6 * i;
+            const xPos = Math.round(x + (size + padding) * Math.cos(angle));
+            const yPos = Math.round(y + (size + padding) * Math.sin(angle));
+            if (i === 0) {
+                ctx.moveTo(xPos, yPos);
+            } else {
+                ctx.lineTo(xPos, yPos);
+            }
+        }
+        ctx.closePath();
+    },
+
+    toScreenCoordinates(hex, camera) {
+        const pixel = this.toPixel(hex);
+        return {
+            x: Math.round(pixel.x - camera.x),
+            y: Math.round(pixel.y - camera.y)
+        };
+    },
+
+    isInViewport(screenX, screenY, canvas) {
+        return !(screenX < -this.WIDTH || 
+                screenX > canvas.width + this.WIDTH ||
+                screenY < -this.HEIGHT || 
+                screenY > canvas.height + this.HEIGHT);
+    }
+}; 
\ No newline at end of file
diff --git a/html/rogue/js/inventory-ui.js b/html/rogue/js/inventory-ui.js
new file mode 100644
index 0000000..c7ce63c
--- /dev/null
+++ b/html/rogue/js/inventory-ui.js
@@ -0,0 +1,63 @@
+const InventoryUI = {
+    isOpen: false,
+    
+    toggleInventory() {
+        this.isOpen = !this.isOpen;
+    },
+    
+    // Helper function to count items by type
+    getItemCounts() {
+        const counts = new Map();
+        
+        player.inventory.forEach(item => {
+            const itemName = item.type.name;
+            counts.set(itemName, (counts.get(itemName) || 0) + 1);
+        });
+        
+        return counts;
+    },
+    
+    draw(ctx) {
+        if (!this.isOpen) return;
+        
+        // Draw semi-transparent background
+        ctx.fillStyle = Config.colors.UI.INVENTORY.BACKGROUND;
+        ctx.fillRect(0, 0, state.canvas.width, state.canvas.height);
+        
+        // Calculate positions ensuring integer values
+        const padding = Config.ui.inventory.PADDING;
+        const width = Config.ui.inventory.WIDTH;
+        const height = Config.ui.inventory.HEIGHT;
+        const x = Math.round((state.canvas.width - width) / 2);
+        const y = Math.round((state.canvas.height - height) / 2);
+        
+        // Draw window background
+        ctx.fillStyle = Config.colors.UI.INVENTORY.WINDOW;
+        ctx.fillRect(x, y, width, height);
+        
+        // Set text rendering properties for sharper text
+        ctx.textBaseline = 'top';
+        ctx.textAlign = 'left';
+        ctx.imageSmoothingEnabled = false;
+        
+        // Draw title
+        ctx.fillStyle = Config.colors.UI.INVENTORY.TEXT;
+        ctx.font = Config.ui.inventory.TITLE_FONT;
+        const titleX = Math.round(x + padding);
+        const titleY = Math.round(y + padding);
+        ctx.fillText('Inventory', titleX, titleY);
+        
+        // Get item counts and draw items with quantities
+        const itemCounts = this.getItemCounts();
+        let index = 0;
+        
+        itemCounts.forEach((count, itemName) => {
+            const itemX = Math.round(x + padding);
+            const itemY = Math.round(y + Config.ui.inventory.ITEMS_START_OFFSET + 
+                                   (index * Config.ui.inventory.ITEM_SPACING));
+            ctx.font = Config.ui.inventory.ITEM_FONT;
+            ctx.fillText(`${itemName} x${count}`, itemX, itemY);
+            index++;
+        });
+    }
+}; 
\ No newline at end of file
diff --git a/html/rogue/js/items.js b/html/rogue/js/items.js
new file mode 100644
index 0000000..dc6dc1e
--- /dev/null
+++ b/html/rogue/js/items.js
@@ -0,0 +1,63 @@
+const Items = {
+    items: new Map(), // Map of items on the grid, key is "q,r"
+    
+    // Item types
+    TYPES: {
+        COIN: {
+            name: 'Coin',
+            color: '#FFD700',
+            size: 0.2 // Size relative to hex
+        },
+        GEM: {
+            name: 'Gem',
+            color: '#50C878',
+            size: 0.25
+        }
+    },
+    
+    // Initialize items on the map
+    init() {
+        this.items.clear();
+        
+        // Add some random items
+        for (let i = 0; i < 10; i++) {
+            const q = Math.floor(Math.random() * HexGrid.GRID_SIZE - HexGrid.GRID_SIZE/2);
+            const r = Math.floor(Math.random() * HexGrid.GRID_SIZE - HexGrid.GRID_SIZE/2);
+            
+            // Don't place items at player start position
+            if (q !== 0 || r !== 0) {
+                const type = Math.random() < 0.5 ? this.TYPES.COIN : this.TYPES.GEM;
+                this.addItem(q, r, type);
+            }
+        }
+    },
+    
+    // Add an item to the map
+    addItem(q, r, type) {
+        this.items.set(`${q},${r}`, { type, q, r });
+    },
+    
+    // Remove an item from the map
+    removeItem(q, r) {
+        return this.items.delete(`${q},${r}`);
+    },
+    
+    // Get item at position
+    getItem(q, r) {
+        return this.items.get(`${q},${r}`);
+    },
+    
+    // Draw all items
+    draw(ctx, hexToPixel, camera, HEX_SIZE) {
+        this.items.forEach(item => {
+            const pixelPos = hexToPixel({ q: item.q, r: item.r });
+            const screenX = pixelPos.x - camera.x;
+            const screenY = pixelPos.y - camera.y;
+            
+            ctx.fillStyle = item.type.color;
+            ctx.beginPath();
+            ctx.arc(screenX, screenY, HEX_SIZE * item.type.size, 0, Math.PI * 2);
+            ctx.fill();
+        });
+    }
+}; 
\ No newline at end of file
diff --git a/html/rogue/js/player.js b/html/rogue/js/player.js
new file mode 100644
index 0000000..efecbdf
--- /dev/null
+++ b/html/rogue/js/player.js
@@ -0,0 +1,241 @@
+// Player state and controls
+const player = {
+    position: { q: 0, r: 0 },    // Current hex position
+    target: null,                 // Target hex to move to
+    path: [],                     // Array of hex coordinates to follow
+    movementProgress: 0,          // Progress of current movement (0 to 1)
+    moveSpeed: Config.player.MOVE_SPEED,              // Movement speed (0 to 1 per frame)
+    inventory: [],
+    
+    // Animation properties
+    animation: null,
+    sprites: [],
+    
+    // Initialize player
+    async init() {
+        this.position = { q: 0, r: 0 };
+        this.target = null;
+        this.path = [];
+        this.inventory = [];
+        
+        // Load sprites
+        try {
+            const [sprite1, sprite2] = await Promise.all([
+                Animation.loadImage('assets/home/goblin-01.png'),
+                Animation.loadImage('assets/home/goblin-02.png')
+            ]);
+            
+            this.sprites = [sprite1, sprite2];
+            this.animation = Animation.createAnimation(this.sprites, 500); // 500ms per frame
+        } catch (error) {
+            console.error('Failed to load player sprites:', error);
+        }
+        
+        return this;
+    },
+
+    // Check if a hex coordinate is within grid bounds
+    isValidHex(hex) {
+        const halfGrid = Math.floor(HexGrid.GRID_SIZE / 2);
+        return Math.abs(hex.q) <= halfGrid && Math.abs(hex.r) <= halfGrid;
+    },
+
+    // Get neighbors that share an edge with the given hex
+    getEdgeNeighbors(hex) {
+        const directions = [
+            {q: 1, r: 0},   // East
+            {q: 0, r: 1},   // Southeast
+            {q: -1, r: 1},  // Southwest
+            {q: -1, r: 0},  // West
+            {q: 0, r: -1},  // Northwest
+            {q: 1, r: -1}   // Northeast
+        ];
+        
+        // Only return neighbors that are within grid bounds
+        return directions
+            .map(dir => ({
+                q: hex.q + dir.q,
+                r: hex.r + dir.r
+            }))
+            .filter(hex => this.isValidHex(hex));
+    },
+
+    // Find path from current position to target
+    findPath(targetHex) {
+        const start = this.position;
+        const goal = targetHex;
+        
+        // Simple breadth-first search
+        const queue = [[start]];
+        const visited = new Set();
+        const key = hex => `${hex.q},${hex.r}`;
+        visited.add(key(start));
+        
+        while (queue.length > 0) {
+            const path = queue.shift();
+            const current = path[path.length - 1];
+            
+            if (current.q === goal.q && current.r === goal.r) {
+                return path;
+            }
+            
+            const neighbors = this.getEdgeNeighbors(current);
+            for (const neighbor of neighbors) {
+                const neighborKey = key(neighbor);
+                if (!visited.has(neighborKey)) {
+                    visited.add(neighborKey);
+                    queue.push([...path, neighbor]);
+                }
+            }
+        }
+        
+        return null; // No path found
+    },
+
+    // Start moving to a target hex
+    moveTo(targetHex) {
+        // Only start new movement if we're not already moving and target is valid
+        if (!this.target) {
+            // Check if target is within grid bounds
+            if (!this.isValidHex(targetHex)) {
+                return; // Ignore movement request if target is out of bounds
+            }
+
+            const path = this.findPath(targetHex);
+            if (path) {
+                // Filter out any path points that would go out of bounds
+                this.path = path.slice(1).filter(hex => this.isValidHex(hex));
+                if (this.path.length > 0) {
+                    this.target = this.path.shift();
+                    this.movementProgress = 0;
+                }
+            }
+        }
+    },
+
+    // Add item to inventory
+    addToInventory(item) {
+        this.inventory.push(item);
+    },
+
+    // Check for and collect items
+    checkForItems() {
+        const item = Items.getItem(this.position.q, this.position.r);
+        if (item) {
+            Items.removeItem(this.position.q, this.position.r);
+            this.addToInventory(item);
+        }
+    },
+
+    // Update player position
+    update() {
+        if (this.target) {
+            this.movementProgress += this.moveSpeed;
+            
+            if (this.movementProgress >= 1) {
+                this.position = this.target;
+                this.target = null;
+                this.movementProgress = 0;
+                this.hasMoved = true;
+                
+                // Check for items when reaching new position
+                this.checkForItems();
+                
+                if (this.path.length > 0) {
+                    this.target = this.path.shift();
+                    this.movementProgress = 0;
+                }
+            }
+        }
+    },
+
+    // Get current interpolated position
+    getCurrentPosition() {
+        if (!this.target) {
+            return this.position;
+        }
+
+        // Interpolate between current position and target
+        return {
+            q: this.position.q + (this.target.q - this.position.q) * this.movementProgress,
+            r: this.position.r + (this.target.r - this.position.r) * this.movementProgress
+        };
+    },
+
+    // Draw the player
+    draw(ctx, hexToPixel, camera, HEX_SIZE) {
+        const currentPos = this.getCurrentPosition();
+        const pixelPos = hexToPixel(currentPos);
+        const screenX = pixelPos.x - camera.x;
+        const screenY = pixelPos.y - camera.y;
+
+        if (this.animation && this.sprites.length > 0) {
+            // Get current sprite from animation
+            const currentSprite = this.animation.update(performance.now());
+            
+            // Scale sprite to fit within hex
+            // Use slightly smaller than hex size to ensure it fits visually
+            const hexInnerSize = HEX_SIZE * 0.8; // 80% of hex size
+            const { width, height, scale } = Animation.scaleToFit(
+                currentSprite, 
+                hexInnerSize * 2, // width
+                hexInnerSize * Math.sqrt(3) // height (hex height)
+            );
+            
+            // Calculate position to center the sprite in the hex
+            const spriteX = screenX - width / 2;
+            const spriteY = screenY - height / 2;
+            
+            // Save context state
+            ctx.save();
+            
+            // Optional: add a small bounce effect when moving
+            if (this.target) {
+                const bounce = Math.sin(performance.now() / 100) * 2;
+                ctx.translate(spriteX, spriteY + bounce);
+            } else {
+                ctx.translate(spriteX, spriteY);
+            }
+            
+            // Draw the sprite
+            ctx.drawImage(
+                currentSprite,
+                0, 0,
+                width,
+                height
+            );
+            
+            // Restore context state
+            ctx.restore();
+            
+            // Debug: draw hex bounds if debug is enabled
+            if (Debug.isEnabled) {
+                ctx.strokeStyle = 'rgba(255, 0, 0, 0.5)';
+                ctx.beginPath();
+                HexGrid.drawHexPath(ctx, screenX, screenY, HEX_SIZE * 0.8);
+                ctx.stroke();
+            }
+        } else {
+            // Fallback to circle if sprites aren't loaded
+            ctx.fillStyle = Config.colors.PLAYER;
+            ctx.beginPath();
+            ctx.arc(screenX, screenY, HEX_SIZE * Config.player.SIZE_RATIO, 0, Math.PI * 2);
+            ctx.fill();
+        }
+        
+        // Draw path if needed
+        if (this.path.length > 0) {
+            ctx.strokeStyle = Config.colors.PLAYER + '4D';
+            ctx.beginPath();
+            let lastPos = this.target || this.position;
+            this.path.forEach(point => {
+                const from = hexToPixel(lastPos);
+                const to = hexToPixel(point);
+                ctx.moveTo(from.x - camera.x, from.y - camera.y);
+                ctx.lineTo(to.x - camera.x, to.y - camera.y);
+                lastPos = point;
+            });
+            ctx.stroke();
+        }
+    }
+}; 
\ No newline at end of file
diff --git a/html/rogue/js/renderer.js b/html/rogue/js/renderer.js
new file mode 100644
index 0000000..3e64666
--- /dev/null
+++ b/html/rogue/js/renderer.js
@@ -0,0 +1,29 @@
+const Renderer = {
+    drawHex(ctx, hex, x, y, size, fillStyle, strokeStyle) {
+        ctx.beginPath();
+        for (let i = 0; i < 6; i++) {
+            const angle = 2 * Math.PI / 6 * i;
+            const xPos = x + size * Math.cos(angle);
+            const yPos = y + size * Math.sin(angle);
+            if (i === 0) ctx.moveTo(xPos, yPos);
+            else ctx.lineTo(xPos, yPos);
+        }
+        ctx.closePath();
+        
+        if (fillStyle) {
+            ctx.fillStyle = fillStyle;
+            ctx.fill();
+        }
+        if (strokeStyle) {
+            ctx.strokeStyle = strokeStyle;
+            ctx.stroke();
+        }
+    },
+    
+    drawCircle(ctx, x, y, radius, fillStyle) {
+        ctx.fillStyle = fillStyle;
+        ctx.beginPath();
+        ctx.arc(x, y, radius, 0, Math.PI * 2);
+        ctx.fill();
+    }
+}; 
\ No newline at end of file
diff --git a/html/rogue/js/state.js b/html/rogue/js/state.js
new file mode 100644
index 0000000..f5c713d
--- /dev/null
+++ b/html/rogue/js/state.js
@@ -0,0 +1,17 @@
+const GameState = {
+    canvas: null,
+    ctx: null,
+    lastFrameTime: 0,
+    
+    init() {
+        this.canvas = document.getElementById('gameCanvas');
+        this.ctx = this.canvas.getContext('2d');
+        this.lastFrameTime = 0;
+    },
+    
+    resize() {
+        this.canvas.width = window.innerWidth;
+        this.canvas.height = window.innerHeight;
+        Camera.centerOn(player.position);
+    }
+}; 
\ No newline at end of file
diff --git a/html/rogue/js/utils.js b/html/rogue/js/utils.js
new file mode 100644
index 0000000..bd329fb
--- /dev/null
+++ b/html/rogue/js/utils.js
@@ -0,0 +1,25 @@
+const Utils = {
+    hexToKey(hex) {
+        return `${hex.q},${hex.r}`;
+    },
+    
+    keyToHex(key) {
+        const [q, r] = key.split(',').map(Number);
+        return { q, r };
+    },
+    
+    // Screen/canvas coordinate utilities
+    screenToCanvas(x, y, camera) {
+        return {
+            x: x + camera.x,
+            y: y + camera.y
+        };
+    },
+    
+    canvasToScreen(x, y, camera) {
+        return {
+            x: x - camera.x,
+            y: y - camera.y
+        };
+    }
+}; 
\ No newline at end of file