feedback5: merge R5 — client split: ui/gameLogic/*, render/fx/*, render/app/* (prelude), screens/game/* (same exports)
# Conflicts: # .git-blame-ignore-revs # public/js/ui/gameLogic.js
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@@ -123,10 +123,11 @@ public/
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data.js fetches /data/*.json, same indexes as server/data.js
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audio.js BGM/SFX manager (Web Audio), volume settings
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assets.js asset URLs, image cache, Spine loader with LRU + fallback
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screens/ title.js, lobby.js, room.js, briefing.js, bandDraft.js, game.js, result.js
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screens/ title.js, lobby.js, room.js, briefing.js, bandDraft.js, game.js (entry; game/*.js plates, marks, early events), result.js
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ui/ hud.js, bondStrip.js, bondPopup.js, shopBar.js, teamPanel.js, detailPanel.js,
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tooltip.js, choiceOverlay.js, rewardOverlay.js, ticker.js, emotes.js, settings.js, toasts.js
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render/ app.js, projection.js, tiles.js, units.js, spine.js, fx.js, interp.js, drag.js, pick.js, promote.js (API §9)
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tooltip.js, choiceOverlay.js, rewardOverlay.js, ticker.js, emotes.js, settings.js, toasts.js,
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gameLogic.js (barrel; gameLogic/*.js placement, bonds, phases, shop, loadout)
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render/ app.js (field view; app/*.js helpers), projection.js, tiles.js, units.js, spine.js, fx.js (effects; fx/*.js), interp.js, drag.js, pick.js, promote.js (API §9)
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vendor/ pixi, pixi-spine, preact, hooks, htm (copied from node_modules by tools/vendor.mjs)
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assets/ downloaded art/audio (git-ignored), see docs/ASSETS.md
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fonts/ self-hosted fonts
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@@ -505,7 +506,7 @@ view.holdPiece(uid, {row,col}|null) // keep a dropped piece on a tile w
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view.setPieceDir(uid, dir) // show a prep piece facing UP|RIGHT|DOWN|LEFT (wheel preview / stored dir)
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view.resize() ; view.destroy()
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```
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Visuals: oblique perspective board (tilted ~30°, trapezoid tiles), raised highland blocks with side faces, road/floor/forbidden styles per research 07 §7, pulsing red gates, blue objective, dashed hand pads. Units: Spine (Front/Back rule, feet anchored, shadow sprite), elite gold outline glow, tier chip, HP bar (green ally / red enemy), SP bar (skill ready glow), status icons, the element gauge row under the bars — icon + white bar of the remaining 元素值, element-coloured refill during a 爆发冷却 (§18.3, §20.8); enemies drawn × their official prefab factor (enemies.json `modelScale`, §20.4); an enemy's mode — the `form` of a sim fx (`shared/protocol.js fxForm`), or UnitInfo `form` for a view built later through `render/app.js renderInfo` — switches clip sets (`render/units.js FORMS`: 掠海漂移体 crawl, 暴鸰 bombed, 转译基底's forms, the 逐火 embers, the leaders' 重生, 守墓石像; closing clips timed from the fx `dur`), a one-off cast (`PROJ[kind].once`) plays once, and a local-only model's web alias is tinted (`ALIAS_TINT`: 灼热 / 炽焰源石虫, §21.14); damage numbers (phys orange-white, arts purple, true white, heal green); projectiles drawn per kind, hit sparks and melee slashes, skill activation bursts and auras (§17.3); death fade for enemies, summons and devices — a knocked-out operator stays on its tile in its held Die pose under a redeploy ring (§18.3); leak flash at the objective. Fallback when Spine missing/failed: avatar in a rarity-coloured diamond with bob/lunge tweens — a failed or timed-out model is loaded again (bounded), and a view re-resolves its model and avatar when the asset manifest arrives late or the tab is shown again (§21.27). 60 fps target with ≤ 120 units. Picking (which unit a press / hover / dropped item is on) and the drag target follow one rule, `render/pick.js` — the tile under the pointer (§18.1); the Spine store never hands out a skeleton whose unload is in flight (§17.1).
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Visuals: oblique perspective board (tilted ~30°, trapezoid tiles), raised highland blocks with side faces, road/floor/forbidden styles per research 07 §7, pulsing red gates, blue objective, dashed hand pads. Units: Spine (Front/Back rule, feet anchored, shadow sprite), elite gold outline glow, tier chip, HP bar (green ally / red enemy), SP bar (skill ready glow), status icons, the element gauge row under the bars — icon + white bar of the remaining 元素值, element-coloured refill during a 爆发冷却 (§18.3, §20.8); enemies drawn × their official prefab factor (enemies.json `modelScale`, §20.4); an enemy's mode — the `form` of a sim fx (`shared/protocol.js fxForm`), or UnitInfo `form` for a view built later through `render/app/info.js renderInfo` — switches clip sets (`render/units.js FORMS`: 掠海漂移体 crawl, 暴鸰 bombed, 转译基底's forms, the 逐火 embers, the leaders' 重生, 守墓石像; closing clips timed from the fx `dur`), a one-off cast (`PROJ[kind].once`) plays once, and a local-only model's web alias is tinted (`ALIAS_TINT`: 灼热 / 炽焰源石虫, §21.14); damage numbers (phys orange-white, arts purple, true white, heal green); projectiles drawn per kind, hit sparks and melee slashes, skill activation bursts and auras (§17.3); death fade for enemies, summons and devices — a knocked-out operator stays on its tile in its held Die pose under a redeploy ring (§18.3); leak flash at the objective. Fallback when Spine missing/failed: avatar in a rarity-coloured diamond with bob/lunge tweens — a failed or timed-out model is loaded again (bounded), and a view re-resolves its model and avatar when the asset manifest arrives late or the tab is shown again (§21.27). 60 fps target with ≤ 120 units. Picking (which unit a press / hover / dropped item is on) and the drag target follow one rule, `render/pick.js` — the tile under the pointer (§18.1); the Spine store never hands out a skeleton whose unload is in flight (§17.1).
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---
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