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    <title>DEV Community: YT Low</title>
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      <title>I Built a Malaysian Cultural RPG in a Single HTML File — Here's What Broke</title>
      <dc:creator>YT Low</dc:creator>
      <pubDate>Thu, 13 Aug 2026 06:05:10 +0000</pubDate>
      <link>https://dev.to/ytlow/i-built-a-malaysian-cultural-rpg-in-a-single-html-file-heres-what-broke-43eb</link>
      <guid>https://dev.to/ytlow/i-built-a-malaysian-cultural-rpg-in-a-single-html-file-heres-what-broke-43eb</guid>
      <description>&lt;blockquote&gt;
&lt;p&gt;&lt;strong&gt;This is a cross-post.&lt;/strong&gt; Original article on &lt;a href="https://www.onlywebpro.com/tutorials/game-development/i-built-a-cultural-rpg-in-a-single-html-file-heres-what-broke" rel="noopener noreferrer"&gt;onlyWebPro&lt;/a&gt;.&lt;/p&gt;
&lt;/blockquote&gt;

&lt;p&gt;Budak Kampung is a browser-based, top-down RPG set across a 1440×1440 world map with Malay, Chinese, and Indian cultural zones — built entirely in &lt;strong&gt;one self-contained HTML file&lt;/strong&gt;. No engine, no npm, no build step.&lt;/p&gt;

&lt;p&gt;This is the honest devlog: every decision I made, and every bug that nearly broke it.&lt;/p&gt;




&lt;h2&gt;
  
  
  Why build this at all
&lt;/h2&gt;

&lt;p&gt;I'd already built AstroHop — a vertical space platformer — as a single-file HTML game, mostly as a challenge. That worked out well enough that I wanted to push further, this time with something culturally personal: a top-down RPG set in Malaysia.&lt;/p&gt;

&lt;p&gt;The single-file constraint matters to me. It means the game is genuinely portable — drag it to your desktop, email it, open it in any browser on any device. No CDN dependencies that disappear, no broken npm installs. Just one file.&lt;/p&gt;




&lt;h2&gt;
  
  
  The concept: a One Malaysia RPG in the browser
&lt;/h2&gt;

&lt;p&gt;Malaysia is unusually rich material for an RPG world because the culture is genuinely multicultural — Malay, Chinese, and Indian communities each with distinct food, architecture, festivals, and traditions. A game that leans into that rather than a generic fantasy setting felt worth making.&lt;/p&gt;

&lt;p&gt;The scope: a top-down 2D RPG with a single continuous world, three cultural zones, enterable buildings, NPC dialogue, a persistent save system, and mobile-first controls. All in one HTML file.&lt;/p&gt;

&lt;div class="table-wrapper-paragraph"&gt;&lt;table&gt;
&lt;thead&gt;
&lt;tr&gt;
&lt;th&gt;Feature&lt;/th&gt;
&lt;th&gt;Details&lt;/th&gt;
&lt;/tr&gt;
&lt;/thead&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td&gt;🗺️ 1440×1440 World&lt;/td&gt;
&lt;td&gt;One continuous map, no loading screens&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;🏘️ 3 Cultural Zones&lt;/td&gt;
&lt;td&gt;Kampung Melayu, Pekan Cina, Little India&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;🚪 Enterable Buildings&lt;/td&gt;
&lt;td&gt;Kopitiam, surau, kovil — each with their own interior&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;💾 localStorage Save&lt;/td&gt;
&lt;td&gt;Position, visited buildings, dialogue flags&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;📱 Mobile-First&lt;/td&gt;
&lt;td&gt;Zone-based d-pad, HUD that doesn't eat your taps&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;🎨 Vector NPCs&lt;/td&gt;
&lt;td&gt;Hand-drawn canvas paths, no emoji, no sprites&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;&lt;/div&gt;




&lt;h2&gt;
  
  
  Designing the world map
&lt;/h2&gt;

&lt;p&gt;The world is 1440×1440 pixels of logical canvas space. Large enough to feel explorable, small enough to hand-code coordinates. The camera follows the player and clamps to world edges — only tiles within the camera view rectangle are drawn each frame. Basic culling, necessary from day one.&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight javascript"&gt;&lt;code&gt;&lt;span class="kd"&gt;function&lt;/span&gt; &lt;span class="nf"&gt;updateCamera&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="nx"&gt;cam&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;x&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;player&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;x&lt;/span&gt; &lt;span class="o"&gt;-&lt;/span&gt; &lt;span class="nx"&gt;canvas&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;width&lt;/span&gt;  &lt;span class="o"&gt;/&lt;/span&gt; &lt;span class="mi"&gt;2&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="nx"&gt;cam&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;y&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;player&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;y&lt;/span&gt; &lt;span class="o"&gt;-&lt;/span&gt; &lt;span class="nx"&gt;canvas&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;height&lt;/span&gt; &lt;span class="o"&gt;/&lt;/span&gt; &lt;span class="mi"&gt;2&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

  &lt;span class="c1"&gt;// Clamp so camera never goes outside world bounds&lt;/span&gt;
  &lt;span class="nx"&gt;cam&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;x&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nb"&gt;Math&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;max&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nb"&gt;Math&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;min&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;cam&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;x&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;WORLD_W&lt;/span&gt; &lt;span class="o"&gt;-&lt;/span&gt; &lt;span class="nx"&gt;canvas&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;width&lt;/span&gt;&lt;span class="p"&gt;));&lt;/span&gt;
  &lt;span class="nx"&gt;cam&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;y&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nb"&gt;Math&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;max&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nb"&gt;Math&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;min&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;cam&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;y&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;WORLD_H&lt;/span&gt; &lt;span class="o"&gt;-&lt;/span&gt; &lt;span class="nx"&gt;canvas&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;height&lt;/span&gt;&lt;span class="p"&gt;));&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;I got this wrong early: I used CSS canvas dimensions instead of actual pixel dimensions, which caused the camera to drift on HiDPI displays. That fed directly into Bug #1.&lt;/p&gt;




&lt;h2&gt;
  
  
  Bug #1 — The blurry canvas (HiDPI hell)
&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;Symptom:&lt;/strong&gt; Sharp on a 1080p monitor, visibly blurry on any Retina display or modern phone. Tap coordinates were also wrong — tapping a door triggered an interaction zone two tiles away.&lt;/p&gt;

&lt;p&gt;The browser has two separate size systems for a canvas: the CSS display size and the actual drawing buffer size. On a Retina display, &lt;code&gt;devicePixelRatio&lt;/code&gt; is 2, meaning one CSS pixel maps to a 2×2 block of real screen pixels. Draw at CSS size without accounting for this and the browser upscales — blurry.&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight javascript"&gt;&lt;code&gt;&lt;span class="kd"&gt;function&lt;/span&gt; &lt;span class="nf"&gt;setupCanvas&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;dpr&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nb"&gt;window&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;devicePixelRatio&lt;/span&gt; &lt;span class="o"&gt;||&lt;/span&gt; &lt;span class="mi"&gt;1&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;cssW&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nb"&gt;window&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;innerWidth&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;cssH&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nb"&gt;window&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;innerHeight&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

  &lt;span class="c1"&gt;// Drawing buffer — scaled up by dpr&lt;/span&gt;
  &lt;span class="nx"&gt;canvas&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;width&lt;/span&gt;  &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;cssW&lt;/span&gt; &lt;span class="o"&gt;*&lt;/span&gt; &lt;span class="nx"&gt;dpr&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="nx"&gt;canvas&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;height&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;cssH&lt;/span&gt; &lt;span class="o"&gt;*&lt;/span&gt; &lt;span class="nx"&gt;dpr&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

  &lt;span class="c1"&gt;// Visual CSS size stays the same&lt;/span&gt;
  &lt;span class="nx"&gt;canvas&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;style&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;width&lt;/span&gt;  &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;cssW&lt;/span&gt; &lt;span class="o"&gt;+&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;px&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="nx"&gt;canvas&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;style&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;height&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;cssH&lt;/span&gt; &lt;span class="o"&gt;+&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;px&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

  &lt;span class="c1"&gt;// Scale context so all draw calls use CSS pixel coordinates&lt;/span&gt;
  &lt;span class="nx"&gt;ctx&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;scale&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;dpr&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;dpr&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;

  &lt;span class="nx"&gt;viewport&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;w&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;cssW&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="nx"&gt;viewport&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;h&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;cssH&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;blockquote&gt;
&lt;p&gt;⚠️ &lt;strong&gt;Critical:&lt;/strong&gt; After &lt;code&gt;ctx.scale(dpr, dpr)&lt;/code&gt;, use CSS pixel coordinates everywhere — player position, collision, tap detection. Mix raw pixels and CSS pixels anywhere in the game loop and your collision zones go wrong.&lt;/p&gt;
&lt;/blockquote&gt;




&lt;h2&gt;
  
  
  Bug #2 — Emoji rendering killed the game
&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;Symptom:&lt;/strong&gt; Windows showed monochrome glyphs. Some Android phones showed boxes. iOS showed the right size but misaligned. 🌴 and 🏮 looked wildly different across Chrome Mac, Firefox Windows, and Safari iPhone.&lt;/p&gt;

&lt;p&gt;I'd been drawing NPCs with &lt;code&gt;ctx.fillText()&lt;/code&gt; emoji. A Malay grandma is just 👵, right? The problem: emoji rendering in canvas is completely platform-dependent. The browser uses the OS emoji font. Every OS has a different one — different size, baseline, colour rendering, fallback behaviour. No way to normalize this across platforms.&lt;/p&gt;

&lt;p&gt;The fix was throwing out every emoji and drawing vector characters with canvas paths instead.&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight javascript"&gt;&lt;code&gt;&lt;span class="kd"&gt;function&lt;/span&gt; &lt;span class="nf"&gt;drawCharacter&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;ctx&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;x&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;y&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;opts&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="p"&gt;{})&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="nx"&gt;skinTone&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;#c68642&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="nx"&gt;shirtColor&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;#3ecfff&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="nx"&gt;pantColor&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;#2d3a5e&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="nx"&gt;accessory&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="kc"&gt;null&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;   &lt;span class="c1"&gt;// 'songkok' | 'kebaya-headscarf' | 'bindi'&lt;/span&gt;
    &lt;span class="nx"&gt;scale&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="mi"&gt;1&lt;/span&gt;
  &lt;span class="p"&gt;}&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;opts&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

  &lt;span class="nx"&gt;ctx&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;save&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
  &lt;span class="nx"&gt;ctx&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;translate&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;x&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;y&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
  &lt;span class="nx"&gt;ctx&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;scale&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;scale&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;scale&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;

  &lt;span class="c1"&gt;// Legs&lt;/span&gt;
  &lt;span class="nx"&gt;ctx&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;fillStyle&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;pantColor&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="nx"&gt;ctx&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;fillRect&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="o"&gt;-&lt;/span&gt;&lt;span class="mi"&gt;7&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="o"&gt;-&lt;/span&gt;&lt;span class="mi"&gt;20&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;6&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;20&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
  &lt;span class="nx"&gt;ctx&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;fillRect&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="mi"&gt;1&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="o"&gt;-&lt;/span&gt;&lt;span class="mi"&gt;20&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;6&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;20&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;

  &lt;span class="c1"&gt;// Body&lt;/span&gt;
  &lt;span class="nx"&gt;ctx&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;fillStyle&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;shirtColor&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="nx"&gt;ctx&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;fillRect&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="o"&gt;-&lt;/span&gt;&lt;span class="mi"&gt;9&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="o"&gt;-&lt;/span&gt;&lt;span class="mi"&gt;40&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;18&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;22&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;

  &lt;span class="c1"&gt;// Head&lt;/span&gt;
  &lt;span class="nx"&gt;ctx&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;fillStyle&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;skinTone&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="nx"&gt;ctx&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;beginPath&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
  &lt;span class="nx"&gt;ctx&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;arc&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="o"&gt;-&lt;/span&gt;&lt;span class="mi"&gt;52&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;12&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nb"&gt;Math&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;PI&lt;/span&gt; &lt;span class="o"&gt;*&lt;/span&gt; &lt;span class="mi"&gt;2&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
  &lt;span class="nx"&gt;ctx&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;fill&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;

  &lt;span class="k"&gt;if &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;accessory&lt;/span&gt; &lt;span class="o"&gt;===&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;songkok&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="nf"&gt;drawSongkok&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;ctx&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
  &lt;span class="k"&gt;if &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;accessory&lt;/span&gt; &lt;span class="o"&gt;===&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;bindi&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;   &lt;span class="nf"&gt;drawBindi&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;ctx&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;

  &lt;span class="nx"&gt;ctx&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;restore&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;

&lt;span class="kd"&gt;function&lt;/span&gt; &lt;span class="nf"&gt;drawSongkok&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;ctx&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="nx"&gt;ctx&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;fillStyle&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;#1a1a2e&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="nx"&gt;ctx&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;fillRect&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="o"&gt;-&lt;/span&gt;&lt;span class="mi"&gt;13&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="o"&gt;-&lt;/span&gt;&lt;span class="mi"&gt;67&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;26&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;8&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;  &lt;span class="c1"&gt;// brim&lt;/span&gt;
  &lt;span class="nx"&gt;ctx&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;fillRect&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="o"&gt;-&lt;/span&gt;&lt;span class="mi"&gt;10&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="o"&gt;-&lt;/span&gt;&lt;span class="mi"&gt;78&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;20&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;12&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt; &lt;span class="c1"&gt;// crown&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;More work, but the upside is real: characters look identical on every device, you control every pixel, and adding a new cultural accessory is a few canvas draw calls — not a new sprite sheet.&lt;/p&gt;




&lt;h2&gt;
  
  
  NPC dialogue and enterable buildings
&lt;/h2&gt;

&lt;p&gt;Each NPC has an &lt;code&gt;id&lt;/code&gt;, a position, and an array of dialogue strings. Within interaction range + action button → dialogue state flag flips → box renders over the canvas. Simple.&lt;/p&gt;

&lt;p&gt;Buildings were more interesting. An enterable building is a zone rectangle in world space. Walk into it → switch to an interior scene with its own tilemap, furniture, and NPCs. Interiors render exactly the same way as the world — just a different data set.&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight javascript"&gt;&lt;code&gt;&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;BUILDINGS&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="p"&gt;[&lt;/span&gt;
  &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="na"&gt;id&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;kopitiam&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="na"&gt;label&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;Old Town Kopitiam&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="na"&gt;worldZone&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt; &lt;span class="na"&gt;x&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;820&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="na"&gt;y&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;340&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="na"&gt;w&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;48&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="na"&gt;h&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;12&lt;/span&gt; &lt;span class="p"&gt;},&lt;/span&gt;
    &lt;span class="na"&gt;entryPos&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt;  &lt;span class="p"&gt;{&lt;/span&gt; &lt;span class="na"&gt;x&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;200&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="na"&gt;y&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;320&lt;/span&gt; &lt;span class="p"&gt;},&lt;/span&gt;
    &lt;span class="na"&gt;exitPos&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt;   &lt;span class="p"&gt;{&lt;/span&gt; &lt;span class="na"&gt;x&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;820&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="na"&gt;y&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;360&lt;/span&gt; &lt;span class="p"&gt;},&lt;/span&gt;
    &lt;span class="na"&gt;scene&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;interior-kopitiam&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;
  &lt;span class="p"&gt;},&lt;/span&gt;
&lt;span class="p"&gt;];&lt;/span&gt;

&lt;span class="kd"&gt;function&lt;/span&gt; &lt;span class="nf"&gt;checkBuildingEntry&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="k"&gt;for &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;b&lt;/span&gt; &lt;span class="k"&gt;of&lt;/span&gt; &lt;span class="nx"&gt;BUILDINGS&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;if &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nf"&gt;overlaps&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;player&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;b&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;worldZone&lt;/span&gt;&lt;span class="p"&gt;))&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
      &lt;span class="nx"&gt;activeScene&lt;/span&gt;     &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;b&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;scene&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
      &lt;span class="nx"&gt;player&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;x&lt;/span&gt;        &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;b&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;entryPos&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;x&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
      &lt;span class="nx"&gt;player&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;y&lt;/span&gt;        &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;b&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;entryPos&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;y&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
      &lt;span class="nx"&gt;currentBuilding&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;b&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
      &lt;span class="k"&gt;return&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;
  &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;






&lt;h2&gt;
  
  
  The save system with localStorage
&lt;/h2&gt;

&lt;p&gt;Small state object serialised to localStorage. Player position, active scene, visited building IDs, completed dialogue flags. On load, restore or start fresh.&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight javascript"&gt;&lt;code&gt;&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;SAVE_KEY&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;budakkampung_save&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

&lt;span class="kd"&gt;function&lt;/span&gt; &lt;span class="nf"&gt;saveGame&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;state&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="na"&gt;playerX&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;player&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;x&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="na"&gt;playerY&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;player&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;y&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="na"&gt;scene&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt;   &lt;span class="nx"&gt;activeScene&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="na"&gt;visitedBuildings&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt;  &lt;span class="p"&gt;[...&lt;/span&gt;&lt;span class="nx"&gt;visitedBuildings&lt;/span&gt;&lt;span class="p"&gt;],&lt;/span&gt;
    &lt;span class="na"&gt;completedDialogue&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="p"&gt;[...&lt;/span&gt;&lt;span class="nx"&gt;completedDialogue&lt;/span&gt;&lt;span class="p"&gt;],&lt;/span&gt;
    &lt;span class="na"&gt;savedAt&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nb"&gt;Date&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;now&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
  &lt;span class="p"&gt;};&lt;/span&gt;
  &lt;span class="nx"&gt;localStorage&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;setItem&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;SAVE_KEY&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;JSON&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;stringify&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;state&lt;/span&gt;&lt;span class="p"&gt;));&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;

&lt;span class="kd"&gt;function&lt;/span&gt; &lt;span class="nf"&gt;loadGame&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;raw&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;localStorage&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;getItem&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;SAVE_KEY&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
  &lt;span class="k"&gt;if &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="o"&gt;!&lt;/span&gt;&lt;span class="nx"&gt;raw&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="kc"&gt;false&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

  &lt;span class="k"&gt;try&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;s&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;JSON&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;parse&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;raw&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="nx"&gt;player&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;x&lt;/span&gt;          &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;s&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;playerX&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="nx"&gt;player&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;y&lt;/span&gt;          &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;s&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;playerY&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="nx"&gt;activeScene&lt;/span&gt;       &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;s&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;scene&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="nx"&gt;visitedBuildings&lt;/span&gt;  &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nc"&gt;Set&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;s&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;visitedBuildings&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="nx"&gt;completedDialogue&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nc"&gt;Set&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;s&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;completedDialogue&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="kc"&gt;true&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="p"&gt;}&lt;/span&gt; &lt;span class="k"&gt;catch &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;e&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="nx"&gt;localStorage&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;removeItem&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;SAVE_KEY&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="kc"&gt;false&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;blockquote&gt;
&lt;p&gt;The &lt;code&gt;try/catch&lt;/code&gt; around &lt;code&gt;JSON.parse()&lt;/code&gt; is not optional. localStorage can return corrupted data — full storage, manual edits, format changes between game versions. Crashing on load is unforgivable. Silently starting a new game is always the right fallback.&lt;/p&gt;
&lt;/blockquote&gt;




&lt;h2&gt;
  
  
  Bug #3 — The player got permanently stuck
&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;Symptom:&lt;/strong&gt; Player saves inside a building, quits, reloads. Correct interior position restored — but the exit door does nothing. The only escape: delete the save.&lt;/p&gt;

&lt;p&gt;Root cause: one function handled both entering and exiting buildings. Exit detection checked against world-space entry zones — meaningless inside an interior.&lt;/p&gt;

&lt;p&gt;Fix: split into two functions, each only called in the right scene context.&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight javascript"&gt;&lt;code&gt;&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;INTERIOR_EXITS&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;interior-kopitiam&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt; &lt;span class="na"&gt;x&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;180&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="na"&gt;y&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;360&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="na"&gt;w&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;60&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="na"&gt;h&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;20&lt;/span&gt; &lt;span class="p"&gt;},&lt;/span&gt;
&lt;span class="p"&gt;};&lt;/span&gt;

&lt;span class="kd"&gt;function&lt;/span&gt; &lt;span class="nf"&gt;gameTick&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="k"&gt;if &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;activeScene&lt;/span&gt; &lt;span class="o"&gt;===&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;world&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="nf"&gt;checkBuildingEntry&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
  &lt;span class="p"&gt;}&lt;/span&gt; &lt;span class="k"&gt;else&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="nf"&gt;checkBuildingExit&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
  &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;

&lt;span class="kd"&gt;function&lt;/span&gt; &lt;span class="nf"&gt;checkBuildingExit&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;exitZone&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;INTERIOR_EXITS&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="nx"&gt;activeScene&lt;/span&gt;&lt;span class="p"&gt;];&lt;/span&gt;
  &lt;span class="k"&gt;if &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="o"&gt;!&lt;/span&gt;&lt;span class="nx"&gt;exitZone&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="k"&gt;return&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

  &lt;span class="k"&gt;if &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nf"&gt;overlaps&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;player&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;exitZone&lt;/span&gt;&lt;span class="p"&gt;))&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="nx"&gt;player&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;x&lt;/span&gt;        &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;currentBuilding&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;exitPos&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;x&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="nx"&gt;player&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;y&lt;/span&gt;        &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;currentBuilding&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;exitPos&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;y&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="nx"&gt;activeScene&lt;/span&gt;     &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;world&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="nx"&gt;currentBuilding&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="kc"&gt;null&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;






&lt;h2&gt;
  
  
  Bug #4 — The HUD was eating all my clicks
&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;Symptom:&lt;/strong&gt; Save button works fine. Tapping the lower game world does nothing — even though the HUD buttons aren't visually there. The game feels broken in the bottom third.&lt;/p&gt;

&lt;p&gt;The HUD is an absolutely-positioned &lt;code&gt;&amp;lt;div&amp;gt;&lt;/code&gt; over the canvas. It spans full screen height, but the buttons only sit in the corners. The transparent container was intercepting all pointer events in its area.&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight css"&gt;&lt;code&gt;&lt;span class="nf"&gt;#hud&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="nl"&gt;position&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nb"&gt;absolute&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="py"&gt;inset&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="nl"&gt;z-index&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="m"&gt;10&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="nl"&gt;pointer-events&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nb"&gt;none&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="c"&gt;/* container is click-through */&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;

&lt;span class="c"&gt;/* Re-enable only on actual interactive children */&lt;/span&gt;
&lt;span class="nf"&gt;#hud&lt;/span&gt; &lt;span class="nt"&gt;button&lt;/span&gt;&lt;span class="o"&gt;,&lt;/span&gt;
&lt;span class="nf"&gt;#hud&lt;/span&gt; &lt;span class="nc"&gt;.dpad-zone&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="nl"&gt;pointer-events&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nb"&gt;auto&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;&lt;code&gt;pointer-events: none&lt;/code&gt; on the container, &lt;code&gt;auto&lt;/code&gt; on the children. One-liner fix for a genuinely confusing bug — the element isn't visually blocking anything, it's just intercepting pointer events invisibly.&lt;/p&gt;




&lt;h2&gt;
  
  
  What I learned
&lt;/h2&gt;

&lt;div class="table-wrapper-paragraph"&gt;&lt;table&gt;
&lt;thead&gt;
&lt;tr&gt;
&lt;th&gt;Problem&lt;/th&gt;
&lt;th&gt;Lesson&lt;/th&gt;
&lt;/tr&gt;
&lt;/thead&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td&gt;HiDPI blurriness&lt;/td&gt;
&lt;td&gt;Multiply canvas buffer by &lt;code&gt;devicePixelRatio&lt;/code&gt; first, before any draw calls&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Emoji inconsistency&lt;/td&gt;
&lt;td&gt;Never use &lt;code&gt;ctx.fillText()&lt;/code&gt; with emoji. Draw with canvas paths&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Player stuck&lt;/td&gt;
&lt;td&gt;Scene-aware functions. Entry logic only in world scene. Exit logic only in interior scene&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;HUD eating taps&lt;/td&gt;
&lt;td&gt;
&lt;code&gt;pointer-events: none&lt;/code&gt; on the container, &lt;code&gt;auto&lt;/code&gt; on children&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Save corruption&lt;/td&gt;
&lt;td&gt;Always wrap &lt;code&gt;JSON.parse()&lt;/code&gt; in try/catch. Fail gracefully to a new game&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Building transitions&lt;/td&gt;
&lt;td&gt;Separate entry and exit into clearly named functions. Don't unify what has different conditions&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;&lt;/div&gt;

&lt;p&gt;The single-file constraint forced me to fight for every feature. No build step, no module system, no "I'll just add a dependency." Everything has to justify its weight. That pressure produces surprisingly clean code.&lt;/p&gt;

&lt;p&gt;The game works. It plays identically on every device. It has zero dependencies. For a side project that started as "can I build an RPG in pure HTML?" — that feels like success.&lt;/p&gt;




&lt;p&gt;&lt;em&gt;Originally published at &lt;a href="https://www.onlywebpro.com/tutorials/game-development/i-built-a-cultural-rpg-in-a-single-html-file-heres-what-broke" rel="noopener noreferrer"&gt;onlyWebPro&lt;/a&gt;&lt;/em&gt;&lt;/p&gt;

</description>
      <category>javascript</category>
      <category>gamedev</category>
      <category>webdev</category>
      <category>beginners</category>
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