To bring the Rogue-like grid to life, we can integrate an HTML5 Canvas
visualizer directly into the dashboard. This approach reads the spatial
constraints directly from the JSON-Lisp AST in memory and paints the 2D arena
dynamically, keeping the visual map perfectly synchronized with both the MUD
REPL and the temporal event stream.
Here is the complete, updated index.html.
Key Upgrades:
Geometric AST Injection: The mockAST now includes a grid: {x, y, w, h}
property for both the Living Room and the Kitchen.
HTML5 Canvas Renderer: A 5th panel has been added. The new renderMap()
function draws a classic Rogue-like view. It first plots the corridor lines
between connected exits, then overlays the room floors and walls.
Reactive Entities: The player is rendered as a blue @, and the Goblin is
rendered as a red g. Because renderMap() is hooked into executeCommand and
processTimeline, sliding the timeline to Tick 15 will instantly draw the
goblin in the living room, and sliding it to 30 will move him to the kitchen.