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    <title>DEV Community: YT Low</title>
    <description>The latest articles on DEV Community by YT Low (@ytlow).</description>
    <link>https://dev.to/ytlow</link>
    <image>
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      <title>DEV Community: YT Low</title>
      <link>https://dev.to/ytlow</link>
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    <language>en</language>
    <item>
      <title>List Virtualization — How to Render 100,000 Rows Without Killing Your Browser</title>
      <dc:creator>YT Low</dc:creator>
      <pubDate>Sun, 06 Sep 2026 02:12:37 +0000</pubDate>
      <link>https://dev.to/ytlow/list-virtualization-how-to-render-100000-rows-without-killing-your-browser-55k5</link>
      <guid>https://dev.to/ytlow/list-virtualization-how-to-render-100000-rows-without-killing-your-browser-55k5</guid>
      <description>&lt;blockquote&gt;
&lt;p&gt;Full guide with a live 100,000-row demo, step-by-step code, and library comparison on &lt;a href="https://www.onlywebpro.com/tutorials/javascript/list-virtualization-how-to-render-100000-rows-without-killing-your-browser" rel="noopener noreferrer"&gt;onlyWebPro&lt;/a&gt;.&lt;/p&gt;
&lt;/blockquote&gt;

&lt;p&gt;Throw 50,000 &lt;code&gt;&amp;lt;div&amp;gt;&lt;/code&gt;s at a browser and watch it choke.&lt;/p&gt;

&lt;p&gt;A list of 50,000 items with no virtualization: ~850MB of DOM. The same list with virtualization: ~1.2MB. Same data. Same scroll experience. Completely different DOM cost.&lt;/p&gt;

&lt;p&gt;Here's how the technique works — in 7 steps, plain JavaScript, no library.&lt;/p&gt;




&lt;h2&gt;
  
  
  The core idea
&lt;/h2&gt;

&lt;p&gt;Only create real DOM elements for the rows the user can actually see — typically 15–20 at any time. Everything else stays as plain JavaScript data. As the user scrolls, you reuse those same elements, update their content, and reposition them. No creating or destroying thousands of nodes.&lt;/p&gt;




&lt;h2&gt;
  
  
  The 7 steps
&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;Step 1 — Scrollable container&lt;/strong&gt;&lt;br&gt;
A fixed-height div with &lt;code&gt;overflow-y: auto&lt;/code&gt; and &lt;code&gt;position: relative&lt;/code&gt;. This is the viewport the user scrolls inside.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Step 2 — The spacer (the non-obvious one)&lt;/strong&gt;&lt;br&gt;
If you only put 15 real rows inside the container, the scrollbar thinks the list is tiny. Fix: add one invisible div whose height equals &lt;code&gt;total items × row height&lt;/code&gt;. It takes up space without rendering anything. The scrollbar now correctly represents 50,000 rows.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Step 3 — The maths&lt;/strong&gt;&lt;br&gt;
&lt;code&gt;scrollTop / ITEM_HEIGHT&lt;/code&gt; tells you which row is at the top of the screen. &lt;code&gt;containerHeight / ITEM_HEIGHT&lt;/code&gt; tells you how many rows fit. That's your visible range.&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;getVisibleRange&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;scrollTop&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;containerHeight&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;startIndex&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;floor&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;scrollTop&lt;/span&gt; &lt;span class="o"&gt;/&lt;/span&gt; &lt;span class="nx"&gt;ITEM_HEIGHT&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;visibleCount&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;ceil&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;containerHeight&lt;/span&gt; &lt;span class="o"&gt;/&lt;/span&gt; &lt;span class="nx"&gt;ITEM_HEIGHT&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;endIndex&lt;/span&gt;     &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;startIndex&lt;/span&gt; &lt;span class="o"&gt;+&lt;/span&gt; &lt;span class="nx"&gt;visibleCount&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="nx"&gt;startIndex&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;endIndex&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;strong&gt;Step 4 — Render only the visible slice&lt;/strong&gt;&lt;br&gt;
Loop from &lt;code&gt;startIndex&lt;/code&gt; to &lt;code&gt;endIndex&lt;/code&gt; only — not across all 50,000 items.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Step 5 — Absolute positioning (the other non-obvious one)&lt;/strong&gt;&lt;br&gt;
If row #20,000 is the first one you render, the browser puts it at the top of the container by default. Wrong. Fix: &lt;code&gt;top: index × ITEM_HEIGHT&lt;/code&gt;. Every row positions itself exactly where it would be if everything above it were rendered.&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="nx"&gt;row&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;position&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;absolute&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;span class="nx"&gt;row&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;top&lt;/span&gt;      &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;i&lt;/span&gt; &lt;span class="o"&gt;*&lt;/span&gt; &lt;span class="nx"&gt;ITEM_HEIGHT&lt;/span&gt;&lt;span class="p"&gt;)&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;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;&lt;strong&gt;Step 6 — Re-render on scroll&lt;/strong&gt;&lt;br&gt;
One scroll listener wrapped in &lt;code&gt;requestAnimationFrame&lt;/code&gt;. Recalculate, re-render.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Step 7 — Overscan&lt;/strong&gt;&lt;br&gt;
Render 3 extra rows above and below the visible area as a buffer. Fast scrolls won't outrun your rendering.&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;OVERSCAN&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="mi"&gt;3&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;startIndex&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;floor&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;scrollTop&lt;/span&gt; &lt;span class="o"&gt;/&lt;/span&gt; &lt;span class="nx"&gt;ITEM_HEIGHT&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;-&lt;/span&gt; &lt;span class="nx"&gt;OVERSCAN&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;endIndex&lt;/span&gt;   &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;startIndex&lt;/span&gt; &lt;span class="o"&gt;+&lt;/span&gt; &lt;span class="nx"&gt;visibleCount&lt;/span&gt; &lt;span class="o"&gt;+&lt;/span&gt; &lt;span class="nx"&gt;OVERSCAN&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;/code&gt;&lt;/pre&gt;

&lt;/div&gt;






&lt;h2&gt;
  
  
  When to use a library instead
&lt;/h2&gt;

&lt;p&gt;The technique above is what every virtualization library builds on. But for production apps, you'll likely want:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;TanStack Virtual&lt;/strong&gt; — framework-agnostic, handles variable heights, grids, horizontal lists. Best default in 2026.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;react-window&lt;/strong&gt; — lightweight, React-only, &lt;code&gt;FixedSizeList&lt;/code&gt; maps directly to what we built here.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;react-virtuoso&lt;/strong&gt; — auto-measured heights, most "batteries included" option.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Build from scratch when you need zero dependencies, full rendering control, or want to understand what the library is doing under the hood.&lt;/p&gt;




&lt;h2&gt;
  
  
  When you don't need this
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;Under 100 items → just render normally&lt;/li&gt;
&lt;li&gt;100–500 items → consider pagination first&lt;/li&gt;
&lt;li&gt;500+ items with continuous scroll → virtualization is the right tool&lt;/li&gt;
&lt;li&gt;Chat history, logs, activity feeds → classic use case, always virtualize&lt;/li&gt;
&lt;/ul&gt;




&lt;p&gt;The full guide on onlyWebPro has a &lt;strong&gt;live 100,000-row demo&lt;/strong&gt; you can scroll while inspecting the DOM in DevTools — the node count stays at ~18 no matter how far you scroll.&lt;/p&gt;

&lt;p&gt;👉 &lt;a href="https://www.onlywebpro.com/tutorials/javascript/list-virtualization-how-to-render-100000-rows-without-killing-your-browser" rel="noopener noreferrer"&gt;Read the full guide + live demo&lt;/a&gt;&lt;/p&gt;




&lt;p&gt;What's your go-to approach for large lists — roll your own or reach for a library?&lt;/p&gt;

</description>
      <category>javascript</category>
      <category>webdev</category>
      <category>beginners</category>
      <category>performance</category>
    </item>
    <item>
      <title>AI-Driven Workflows for Frontend Developers — The Practical 2026 Guide</title>
      <dc:creator>YT Low</dc:creator>
      <pubDate>Sun, 30 Aug 2026 00:49:30 +0000</pubDate>
      <link>https://dev.to/ytlow/ai-driven-workflows-for-frontend-developers-the-practical-2026-guide-pfe</link>
      <guid>https://dev.to/ytlow/ai-driven-workflows-for-frontend-developers-the-practical-2026-guide-pfe</guid>
      <description>&lt;p&gt;Most "AI workflow" posts are either pure hype or pure dismissal. This one is neither.&lt;/p&gt;

&lt;p&gt;I wrote a practical guide covering the exact workflow I use — which tool for which job, 5 copy-paste prompt templates, and what AI gets dangerously wrong. Here's the short version.&lt;/p&gt;




&lt;h2&gt;
  
  
  The tool split
&lt;/h2&gt;

&lt;p&gt;No single tool wins everything. Here's how the work gets divided in 2026:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;GitHub Copilot&lt;/strong&gt; — daily inline completions&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Cursor&lt;/strong&gt; — React/Next.js daily driver, Agent mode for multi-file work&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Claude Code&lt;/strong&gt; — large refactors, complex bugs, security audits&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Vercel v0&lt;/strong&gt; — UI scaffolding from a prompt or design spec&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;The most productive developers combine them rather than committing to one.&lt;/p&gt;




&lt;h2&gt;
  
  
  The 5-stage workflow
&lt;/h2&gt;

&lt;div class="table-wrapper-paragraph"&gt;&lt;table&gt;
&lt;thead&gt;
&lt;tr&gt;
&lt;th&gt;Stage&lt;/th&gt;
&lt;th&gt;What you do&lt;/th&gt;
&lt;th&gt;Best tool&lt;/th&gt;
&lt;/tr&gt;
&lt;/thead&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td&gt;🎨 Component generation&lt;/td&gt;
&lt;td&gt;Scaffold from a full spec prompt&lt;/td&gt;
&lt;td&gt;v0 → Cursor&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;🐛 Debugging&lt;/td&gt;
&lt;td&gt;Ask for root cause before a fix&lt;/td&gt;
&lt;td&gt;Cursor / Claude Code&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;🧪 Test generation&lt;/td&gt;
&lt;td&gt;Generate + mutation-test every suite&lt;/td&gt;
&lt;td&gt;Cursor / Copilot&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;♿ Accessibility audit&lt;/td&gt;
&lt;td&gt;WCAG 2.2 AA against specific criteria&lt;/td&gt;
&lt;td&gt;Any, with the right prompt&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;🔍 Code review&lt;/td&gt;
&lt;td&gt;Senior engineer framing, not a checklist&lt;/td&gt;
&lt;td&gt;Claude Code / Cursor&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;&lt;/div&gt;




&lt;h2&gt;
  
  
  The one thing most posts don't say
&lt;/h2&gt;

&lt;p&gt;AI-generated fetch logic routinely omits CSRF headers and input sanitisation. Any code touching auth, forms, or API calls needs a manual human review before it ships. No exceptions.&lt;/p&gt;




&lt;h2&gt;
  
  
  What's in the full guide
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;Complete prompt templates for all 5 stages (copy-paste ready)&lt;/li&gt;
&lt;li&gt;The "AI handles well vs AI gets wrong" breakdown&lt;/li&gt;
&lt;li&gt;Ground rules before you connect AI to a real codebase&lt;/li&gt;
&lt;li&gt;The tool comparison table with specific task recommendations&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;👉 &lt;a href="https://www.onlywebpro.com/articles-inspirations/ai-driven-workflows-for-frontend-developers-the-practical-2026-guide" rel="noopener noreferrer"&gt;Read the full guide on onlyWebPro&lt;/a&gt;&lt;/p&gt;




&lt;p&gt;Which AI tools are you actually using in your frontend workflow? Drop it in the comments.&lt;/p&gt;

</description>
      <category>javascript</category>
      <category>react</category>
      <category>webdev</category>
      <category>productivity</category>
    </item>
    <item>
      <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>
    </item>
  </channel>
</rss>
