Feat: Weighted dungeon generation, Minimap, and robust movement logic
- Implemented weighted room generation with size limits. - Added HUD with Minimap (God Mode view). - Fixed texture stretching and wall rendering for variable room sizes. - Implemented 'detectRoomChange' for robust entity room transition.
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@@ -25,9 +25,47 @@ canvas {
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display: block;
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}
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/* HUD Wrapper */
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#hud {
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position: absolute;
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top: 0;
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left: 0;
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width: 100%;
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height: 100%;
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pointer-events: none;
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/* Dejar pasar clics al juego 3D */
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z-index: 999;
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}
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/* UI Elements inside HUD (reactivate pointer events) */
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#hud>* {
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pointer-events: auto;
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}
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/* Minimap */
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#minimap-container {
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position: absolute;
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top: 20px;
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left: 20px;
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width: 200px;
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height: 200px;
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background: rgba(0, 0, 0, 0.7);
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border: 2px solid #444;
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border-radius: 8px;
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box-shadow: 0 0 10px rgba(0, 0, 0, 0.5);
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display: flex;
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justify-content: center;
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align-items: center;
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}
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#minimap {
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width: 100%;
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height: 100%;
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}
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/* Compass UI */
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#compass {
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position: fixed;
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position: absolute;
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top: 20px;
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right: 20px;
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width: 100px;
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@@ -36,7 +74,6 @@ canvas {
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grid-template-columns: 1fr 1fr 1fr;
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grid-template-rows: 1fr 1fr 1fr;
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gap: 2px;
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z-index: 1000;
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}
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.compass-btn {
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