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implement keys and locked doors

For example, to place a door and key:

  1. Pick one of the corridors in the critical path
  2. Traverse {(room graph) - (chosen corridor)} starting from the start of the critical path in order to find the rooms where the key can possibly go and determine whether the chosen corridor is actually a blocker.
  3. If all rooms on the critical path were traversed, then blocking the chosen corridor would not create unreachable rooms and the player could just ignore the locked door. Go back to step (1) and try a different corridor
  4. If some but not all rooms were traversed, then place a key in one of the traversed rooms.

optimize fog of war

Currently we create one sprite mask per revealed tile. We could instead create one mesh for the entire revealed area and use that as a mask

implement a quest system

For example:

  • kill (x) of a certain type of monster
  • explore the entire map
  • find (x) of a certain type of item
  • collect (x) gold

Player should be able to track quest progress and be rewarded somehow for completing quests

implement combat and enemies

  • player should have hit points and enemies should be able to hurt the player
  • items like chicken/beer should be able to recover hit points
  • enemies should take turns as the player makes their turns
  • enemies should also have hit points and be killable
  • enemies should be able to drop loot

Fix unreachable room/corridor pruning

Currently unreachable rooms are pruned, but not the corridors that connected them.
Also, the way it works currently, we don't discover that some rooms are unreachable until we try to connect corridors between them. Then we run a final pruning pass and need to erase all the unreachable tiles. It would be better to traverse reachable rooms, draw corridors, and prune all in the same graph search pass.

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