Title: C# Bug: Dungeon Crawler - Menu does not respond after character creation
Severity: High
Mode: Dungeon Crawler
Lesson ID / File: Dungeon Crawler (C# course game)
Environment: Browser (specify version), OS (specify version)
Date/Time: 2026-05-22
Source Code
(Not applicable � game menu functionality issue)
Steps to Reproduce
1. Launch the Dungeon Crawler game.
2. The game prompts to create a new character.
3. Press the button to create the character.
4. The new game menu appears.
5. Attempt to interact with any button on the new game menu.
Expected Output
All buttons on the new game menu should be interactive and respond to clicks, allowing the player to proceed with the game.
Actual Output
After the new game menu appears, none of the buttons respond to interaction. The menu appears to be frozen or stuck.
Suggested Priority
High � This blocks all gameplay in Dungeon Crawler mode. The player cannot progress past character creation.
Additional Notes
The issue occurs consistently every time a new character is created. The menu renders visually but is unresponsive to any input.
Title: C# Bug: Dungeon Crawler - Menu does not respond after character creation
Severity: High
Mode: Dungeon Crawler
Lesson ID / File: Dungeon Crawler (C# course game)
Environment: Browser (specify version), OS (specify version)
Date/Time: 2026-05-22
Source Code
(Not applicable � game menu functionality issue)
Steps to Reproduce
1. Launch the Dungeon Crawler game.
2. The game prompts to create a new character.
3. Press the button to create the character.
4. The new game menu appears.
5. Attempt to interact with any button on the new game menu.
Expected Output
All buttons on the new game menu should be interactive and respond to clicks, allowing the player to proceed with the game.
Actual Output
After the new game menu appears, none of the buttons respond to interaction. The menu appears to be frozen or stuck.
Suggested Priority
High � This blocks all gameplay in Dungeon Crawler mode. The player cannot progress past character creation.
Additional Notes
The issue occurs consistently every time a new character is created. The menu renders visually but is unresponsive to any input.
Zhekrom
changed title from C# Bug: Dungeon Crawler - Menu does not respond after character creation to Bug: Dungeon Crawler - Menu does not respond after character creation2026-05-22 18:08:40 +00:00
Resolved in spikersoft-angular commit c29e583 ("fixes for dungeon-crawler game"), already on master and live (v2026.06.10a).
Root cause: In dungeon-crawler.component.tsupdateNativeHUD(), the per-frame modal-HUD visibility sync (updateModalHUDs()) ran after an if (!inGame) return; early-return. During the character flow inGame is false (a character modal is open), so the early return fired and modal HUD visibility was never synced. After creating a character and returning to the select menu, the correct HUD never had setVisible() applied — so the menu rendered but didn't receive input (exactly the "renders visually but unresponsive" symptom here).
Fix:updateModalHUDs() now runs every frame, before the inGame early-return, so modal transitions (Main Menu → Character Select → Name/Creation → back to Select) always propagate their visibility/input state. The commit also reworked input gating via the new isModalBlockingInput computed.
Timeline: this issue was filed 2026-05-22 ~13:24 EDT; the fix landed the same day ~14:27 EDT, so the reported build predated it. Closing as fixed.
Resolved in `spikersoft-angular` commit `c29e583` ("fixes for dungeon-crawler game"), already on `master` and live (`v2026.06.10a`).
**Root cause:** In `dungeon-crawler.component.ts` `updateNativeHUD()`, the per-frame modal-HUD visibility sync (`updateModalHUDs()`) ran *after* an `if (!inGame) return;` early-return. During the character flow `inGame` is false (a character modal is open), so the early return fired and modal HUD visibility was never synced. After creating a character and returning to the select menu, the correct HUD never had `setVisible()` applied — so the menu rendered but didn't receive input (exactly the "renders visually but unresponsive" symptom here).
**Fix:** `updateModalHUDs()` now runs every frame, before the `inGame` early-return, so modal transitions (Main Menu → Character Select → Name/Creation → back to Select) always propagate their visibility/input state. The commit also reworked input gating via the new `isModalBlockingInput` computed.
**Timeline:** this issue was filed 2026-05-22 ~13:24 EDT; the fix landed the same day ~14:27 EDT, so the reported build predated it. Closing as fixed.
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Source Code
(Not applicable � game menu functionality issue)
Steps to Reproduce
Expected Output
All buttons on the new game menu should be interactive and respond to clicks, allowing the player to proceed with the game.
Actual Output
After the new game menu appears, none of the buttons respond to interaction. The menu appears to be frozen or stuck.
Suggested Priority
High � This blocks all gameplay in Dungeon Crawler mode. The player cannot progress past character creation.
Additional Notes
The issue occurs consistently every time a new character is created. The menu renders visually but is unresponsive to any input.
C# Bug: Dungeon Crawler - Menu does not respond after character creationto Bug: Dungeon Crawler - Menu does not respond after character creationResolved in
spikersoft-angularcommitc29e583("fixes for dungeon-crawler game"), already onmasterand live (v2026.06.10a).Root cause: In
dungeon-crawler.component.tsupdateNativeHUD(), the per-frame modal-HUD visibility sync (updateModalHUDs()) ran after anif (!inGame) return;early-return. During the character flowinGameis false (a character modal is open), so the early return fired and modal HUD visibility was never synced. After creating a character and returning to the select menu, the correct HUD never hadsetVisible()applied — so the menu rendered but didn't receive input (exactly the "renders visually but unresponsive" symptom here).Fix:
updateModalHUDs()now runs every frame, before theinGameearly-return, so modal transitions (Main Menu → Character Select → Name/Creation → back to Select) always propagate their visibility/input state. The commit also reworked input gating via the newisModalBlockingInputcomputed.Timeline: this issue was filed 2026-05-22 ~13:24 EDT; the fix landed the same day ~14:27 EDT, so the reported build predated it. Closing as fixed.