42d872df6db562b065dbc00314effd70c688d9a9
Clicks in the first-person view now act. The renderer keeps what the last frame knew — per-column depth, warp bends, every wall hit's edge, every sprite's screen rect with its identity — and hitTest inverts the projection: the nearest visible sprite answers as its wizard or creature, a struck wall or door answers as its edge, and the ground answers as the square under the pixel, warp-bent columns mapping their virtual floor back to real cells through the warp's own rigid motion. The pane hands each target to the very functions the top-down board's clicks use, so pane and map can never disagree: click the floor ahead and you walk there; click a door with a key selected and the lock turns; click a wizard with an attack and the spell flies. The keymap token now wears a golden wedge showing the camera's compass quadrant — the cockpit and the chart always agree on which way you face. Verified live: a floor click became a real move command in the room ledger, edge clicks resolve and defer correctly, and the wedge tracks quarter-turns. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
Description
A web port of the 6th edition Wiz-War by Jolly Games / Chessex
274 MiB
Languages
TypeScript
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27.4%
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