Removes uiMenuOpen/uiMenuClose calls from openNisseInfoPanel() and
closeNisseInfoPanel() — the info panel is an observational overlay and
should not interrupt the game loop. Closes#15.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Clicking a Nisse opens a top-left panel showing name, AI status,
energy bar, active job, job priority buttons, and a live work log
(last 10 of 20 runtime-only entries). Closes via ESC, ✕, or clicking
another Nisse. Dynamic parts (status/energy/job/log) refresh each
frame without rebuilding the full group.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
ESC key follows priority stack: confirm dialog → context menu →
build menu → villager panel → ESC menu → open ESC menu.
Menu items: Save Game, Load Game, Settings (placeholder), New Game
(with confirmation dialog).
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
F3 toggles a debug overlay with:
- FPS
- Mouse world/tile coordinates
- Tile type under cursor
- Resources, buildings, crops on hovered tile
- Nisse count broken down by AI state (idle/walking/working/sleeping)
- Active jobs by type (chop/mine/farm)
- Pathfinding visualization: cyan lines + destination highlight
drawn in world space via DebugSystem
Added DebugSystem to GameScene. VillagerSystem exposes
getActivePaths() for the path visualization. JSDoc added to all
previously undocumented methods in VillagerSystem, WorldSystem,
GameScene, and UIScene.