Reuse held Spine poses and redeploy countdown textures (#434)

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sganggs committed 2026-10-09 17:14:50 +08:00
1 parent 48f5159357
commit 2fdc565c7c
9 files changed
+351 -25

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@@ -7,6 +7,7 @@
// * FX atlas (one base texture ⇒ particles batch / fit a ParticleContainer),
// * status icons, tier chips, backdrop gradients,
// * HUD rings: the element discs of the element gauge row and the redeploy countdown ring (hudRings / ringArc),
// and the ring's labels (downLabel: one rasterised Text per label, shared by every ring),
// * avatar-in-rarity-diamond composites (cached per unit asset id) for the Spine fallback.
// Everything procedural is deterministic (seeded noise) and generated lazily on first use. Requires
// globalThis.PIXI and a DOM canvas at call time (never at import time).
@@ -1424,3 +1425,33 @@ export function ringArc(frac) {
if (k === 0 && f > 0) k = 1;
return r.arcs[k];
}
/** Redeploy-ring label style (the seconds left, "DP", "!"); `fill` is set per label. */
export const DOWN_LABEL_STYLE = Object.freeze({ fontFamily: 'Bender, Oxanium, "Noto Sans SC", sans-serif', fontSize: 32, fontWeight: '700', fill: '#ffffff', stroke: '#0b0f0e', strokeThickness: 6 });
const _downLabels = new Map();
/**
* The texture of a redeploy-ring label: one rasterised PIXI.Text per (label, fill, resolution), shared by every ring
* that shows it (render/units.js _updateDownRing draws it as a Sprite, anchor 0.5). A ring's own Text re-rasterised its
* canvas and re-uploaded its texture on every change, once a second per knocked-out operator, though rings mostly show the
* same few numbers; the shared one is drawn once and kept, the same pixels. At most 80 counts (the longest respawn in
* chess.json) + "DP" + "!" per resolution, ≈ 2.5 MB at resolution 2.
*/
export function downLabel(label, fill, resolution = 1) {
const key = `${label}|${fill}|${resolution}`;
let t = _downLabels.get(key);
if (!t) {
t = new (PIXI().Text)(label, { ...DOWN_LABEL_STYLE, fill });
t.resolution = resolution;
t.updateText(false);
_downLabels.set(key, t);
}
return t.texture;
}
/** Redraw the shared ring labels in place (web fonts that landed after some were drawn); their textures stay the same. */
export function refreshDownLabels() {
for (const t of _downLabels.values()) {
try { t.updateText(false); } catch { /* keep the old glyphs */ }
}
}