This update improves movement and navigation across desktop and mobile; you can now tap a tile to move there. The game calculates a path and moves the player toward the destination, stopping when an enemy comes within range. This is integrated with the existing Run logic, so movement feels consistent whether you’re using the keyboard or the touchscreen.

Tapping an enemy attacks with the currently equipped weapon if it’s within range, while tapping a chest opens it when you’re standing adjacent. To make these interactions clearer, the selected destination and its calculated path are briefly highlighted.
Tap-to-move also works when targeting unexplored territory. Since the game can’t calculate a path through areas it doesn’t know about, the character simply heads straight toward the destination instead.
I also experimented with selecting a destination on touch-up and then dragging to adjust it, with a preview of the target. In practice, fingers covered too much of the screen, making this awkward to use, so I rolled the experiment back in favor of straightforward tapping.
Also added debug messages showing why Run was interrupted, both for pathfinding and Shift+Direction movement. These should make it easier to diagnose unexpected stops.
Related to this, added pinch-to-zoom and vertical map panning, making it easier to navigate larger areas on a phone.
Finally, fixed an issue where tap-to-move stopped working after dying and starting a new game and also made the inventory close automatically when the player dies. This prevents the game from getting stuck if an item use consumes a turn and causes death while the inventory is still open.

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