From c1b8292f92f5f07581342babe84ba0ac8a1dcf82 Mon Sep 17 00:00:00 2001 From: sganggs Date: Mon, 5 Oct 2026 17:13:07 +0800 Subject: [PATCH] feedback5 R5: split the battle effect system into modules public/js/render/fx.js becomes a re-export barrel. Speeds, camera heights, fonts, the kind table and the shared tunables move verbatim into public/js/render/fx/*.js. FxSystem keeps its constructor, clear, update, counts and destroy; the other methods move verbatim into container classes installed on FxSystem.prototype in source order. simSpeeds and fontsReady each stay one instance. The dynamic import of /sim/constants.js stays next to setSimProjectileSpeeds. --- public/js/render/fx.js | 2234 +--------------------------- public/js/render/fx/arrivals.js | 120 ++ public/js/render/fx/beams.js | 172 +++ public/js/render/fx/camera.js | 28 + public/js/render/fx/fonts.js | 21 + public/js/render/fx/kinds.js | 145 ++ public/js/render/fx/limits.js | 13 + public/js/render/fx/locks.js | 104 ++ public/js/render/fx/numbers.js | 368 +++++ public/js/render/fx/particles.js | 139 ++ public/js/render/fx/projectiles.js | 464 ++++++ public/js/render/fx/rings.js | 136 ++ public/js/render/fx/simfx.js | 298 ++++ public/js/render/fx/speeds.js | 38 + public/js/render/fx/system.js | 174 +++ public/js/render/fx/zones.js | 155 ++ 16 files changed, 2385 insertions(+), 2224 deletions(-) create mode 100644 public/js/render/fx/arrivals.js create mode 100644 public/js/render/fx/beams.js create mode 100644 public/js/render/fx/camera.js create mode 100644 public/js/render/fx/fonts.js create mode 100644 public/js/render/fx/kinds.js create mode 100644 public/js/render/fx/limits.js create mode 100644 public/js/render/fx/locks.js create mode 100644 public/js/render/fx/numbers.js create mode 100644 public/js/render/fx/particles.js create mode 100644 public/js/render/fx/projectiles.js create mode 100644 public/js/render/fx/rings.js create mode 100644 public/js/render/fx/simfx.js create mode 100644 public/js/render/fx/speeds.js create mode 100644 public/js/render/fx/system.js create mode 100644 public/js/render/fx/zones.js diff --git a/public/js/render/fx.js b/public/js/render/fx.js index 14034cb4..9e0c9650 100644 --- a/public/js/render/fx.js +++ b/public/js/render/fx.js @@ -33,2227 +33,13 @@ // flashes, afterimages, debris, scorch marks, aura motes — are skipped at quality 'low' and under heavy load // (adaptive load level ≥ 2), and trails yield to bursts near the particle cap (SOFT_CAP). -import { fxAtlas } from './textures.js'; -import { DMG_STYLE, dmgStyleKey, HIT_TINT, PROJ, COLORS } from './style.js'; - -/** - * The sim's projectile speeds (server/sim/constants.js PROJECTILE_SPEEDS — pure data, served read-only at - * /sim/constants.js with the rest of the client-side sim, DESIGN §14): a shot's visual flight ends when the sim lands it, - * i.e. with its damage number. Loaded once in a browser (the game already has the module from its battle runner); - * until it arrives — and in Node, where '/sim/' is no module path — style.js PROJ speeds (a copy the unit tests keep - * equal to the sim's) stand in. - */ -let simSpeeds = null; -/** - * Use the sim's speeds (tiles per game second): `table` = PROJECTILE_SPEEDS by kind, `boomerangReturn` = - * BOOMERANG_RETURN_SPEED (the sim's visual kind of a boomerang flying back); null = style.js PROJ only. - */ -export function setSimProjectileSpeeds(table, boomerangReturn = null) { - if (!table || typeof table !== 'object') { simSpeeds = null; return; } - simSpeeds = Object.assign({}, table); - if (Number(boomerangReturn) > 0) simSpeeds.boomerangReturn = Number(boomerangReturn); -} -if (typeof window !== 'undefined' && typeof window.location?.origin === 'string') { - import('/sim/constants.js').then((m) => { if (m?.PROJECTILE_SPEEDS) setSimProjectileSpeeds(m.PROJECTILE_SPEEDS, m.BOOMERANG_RETURN_SPEED); }, () => {}); -} -/** - * Tiles per game second of a projectile kind ('boomerangReturn': a boomerang's way back): the sim's value, else - * style.js PROJ (`speed`; the boomerang's `back`), else 15 for a boomerang (the sim's outbound speed) / 12. - */ -export function projSpeed(kind) { - const v = simSpeeds ? Number(simSpeeds[kind]) : NaN; - if (v > 0) return v; - if (kind === 'boomerangReturn') return PROJ.boomerang?.back > 0 ? PROJ.boomerang.back : projSpeed('boomerang'); - const f = PROJ[kind]?.speed; - return f > 0 ? f : kind === 'boomerang' ? 15 : 12; -} - -const MAX_PARTICLES = { high: 1400, medium: 800, low: 360 }; -const MAX_NUMBERS = 90; -/** Particle cap multiplier per adaptive load level (render/app.js loadLevel). */ -const LOAD_PARTICLES = Object.freeze([1, 0.75, 0.55, 0.4]); -const NUM_RISE = 0.45; // tiles a damage number rises over NUM_RISE_T (easeOut), then it stays -const NUM_RISE_T = 0.9; // seconds of the rise -const NUM_LIFE = 0.9; // seconds a number lives (a merged running total lives longer, ≤ NUM_MAX_LIFE) -const NUM_MAX_LIFE = 1.8; -const NUM_FADE_T = 0.27; // fade-out at the end of its life -const NUM_LINE_EM = 0.95; // vertical room of one line of digits, in em of the 24 px bitmap font -const NUM_MAX_LINES = 5; // a number starts at most this many lines above the head -const NUM_DIGIT_EM = 0.66; // advance of one digit of the damage font, in em (Bender 700: 0.56–0.66, the widest kept) -const NUM_POP = 1.35; // birth / merge pop scale (the layout reserves the popped size) -const NUM_GAP_PX = 7; // horizontal gap between two numbers side by side (never read as one number) -const NUM_MERGE_GAP = 0.3; // s: same-style hits on one unit closer than this join its running total -const NUM_PER_TARGET = 4; // live numbers per unit (then hits join / the oldest fades) -const NUM_CROWD = 6; // more live numbers than this around a spot → shorter lives there -const NUM_LANES = Object.freeze([0, -1, 1, -2, 2]); // lane order (lane widths from the unit's head) -/** Screen scale of a number's text (24 px font) at `s` px per tile. */ -const numScale = (s, big, style) => clamp(s / 115, 0.42, 1.05) * (big ? 1.35 : 1) * (style === 'heal' ? 0.9 : 1); -const MAX_PROJ = 260; -/** Trail particles (and boomerang afterimages) per real second of one flying projectile (cosmetic). */ -const TRAIL_HZ = 36; -/** Cosmetic particles stop at this share of the particle cap: the headroom stays for hits and bursts. */ -const SOFT_CAP = 0.75; -/** Real seconds a shot lingers after arriving: the tracer shrinks into the target, the head fades (short shots read). */ -const SHOT_FADE = 0.08; -/** Boomerang: spin (rad per real s), sideways bow of each leg (tiles, at ≥ 2 tiles range), safety lifetime (real s). */ -const BOOM_SPIN = 22, BOOM_BOW = 0.35, BOOM_MAX_T = 6; -/** - * Lock reticle: how long (game s) a lock outlives the last sign of its shooter's S3 going on — its latest lock, shell or - * bombard (a lock whose shell / shot never comes) — its fade-out (real s), and the most reticles kept at once (a long - * S3: ammo grants / reloads lock far more than the 5 base shots, ≤ 33 shells). - */ -const LOCK_T = 5, LOCK_FADE = 0.2, MAX_LOCKS = 48; -// 炎佑 fire jet: real s a jet burns past its tick's `dur` (the next 1 game s tick re-aims and extends it before it fades: -// one continuous stream), its fade-out, the most jets at once, the fire colours -const FLAME_TAIL = 0.2, FLAME_FADE = 0.15, MAX_FLAMES = 8; -const FLAME_TINTS = Object.freeze([0xffd27a, 0xffa94d, 0xff8a3d, 0xff5a2a]); -/** Bombard shell: share of its flight spent rising from the shooter, and the height it climbs / falls from (tiles). */ -const SHELL_RISE = 0.34, SHELL_UP = 5.5; -/** 蕾缪安 S3 shell (fx 'bombardShell'); `look` 'mortar' is its own flight (_stepMortar). */ -const BOMBARD_SHELL = Object.freeze({ look: 'mortar', tint: 0xfff2d8, glow: 0xff9c33, trail: 0xffb35c, smoke: 0x3a3430, len: 1.3, width: 0.3, head: 0.56 }); -/** - * An fx anchored on a unit (extra.id) is drawn at that unit's rendered position while the event's own (x, y) is within - * this many tiles of it (it happens on the unit); farther away the fx happens at (x, y) — the sim puts the caster in - * `id` of many area / target effects (an 'aoe' ahead of the caster, a 'crit' on the victim, 蕾缪安's 'bombard'). - */ -const ANCHOR_SNAP = 0.75; -const SKILL_GOLD = 0xffd45a; -const NO_OPTS = Object.freeze({}); -const clamp = (v, lo, hi) => (v < lo ? lo : v > hi ? hi : v); -/** - * Shot heights (GitHub #61): where a shot or beam leaves a unit (`launch`, ≈ its hands) and where shots, beams and lock - * marks meet a unit (`aim`, ≈ its chest), as shares of the drawn model's height above the feet (`_headTiles`). The - * models are upright screen billboards, so these are heights on screen, solved into world heights through the camera - * (projection.js liftFor, `bodyZ`): 0.45 × the head height taken as a WORLD height drew at ≈ 18 % of the model under the - * 30° pitch — shots left the hips and aimed at the targets' hips. [ASSUMED] the shares (a battle chibi's hands / chest; - * the data has no official muzzle points). - */ -export const SHOT_HEIGHT = Object.freeze({ launch: 0.45, aim: 0.5 }); -/** World height of the point `frac` of a unit's drawn model height above its feet (SHOT_HEIGHT), seen through `cam`. */ -export function bodyZ(cam, v, frac) { - const z0 = (v.z || 0) + (v.hover || 0); - const h = (v._headTiles || 1.2) * frac; - if (!cam || typeof cam.liftFor !== 'function') return z0 + h; - const dz = cam.liftFor(v.x, v.y, z0, h * cam.scaleAt(v.x, v.y, z0)); - return Number.isFinite(dz) ? z0 + dz : z0 + h; -} -/** World height just above a unit's feet (where shells land). */ -const feetZ = (v) => (v.z || 0) + (v.hover || 0) + 0.2; -/** Cheap fingerprint of a camera's framing (the damage-number layout cache is reused only while it is unchanged). */ -const camKey = (c) => (c ? c.tx + c.ty * 1e3 + c.tz * 1e6 + c.tilt * 7.13 + c.dist * 1e4 + c.scale * 3.7e-2 + c.cx * 1.1e-5 + c.cy * 1.3e-8 : 0); -/** Characters of a damage number as drawn (heals get a '+'). */ -const numChars = (v, style) => String(Math.round(v)).length + (style === 'heal' ? 1 : 0); - -/** Sub-professions whose attacks splash around the struck target (the 阵法术师 / 轰击术师 strike every enemy in range). */ -const SPLASH_SUBS = new Set(['aoesniper', 'splashcaster', 'bombarder', 'fortress', 'hammer']); - -let fontsReady = false; -/** Generate the damage-number bitmap fonts (after web fonts loaded, if possible). */ -export function ensureDamageFonts() { - if (fontsReady) return; - const P = globalThis.PIXI; - for (const st of Object.values(DMG_STYLE)) { - try { - P.BitmapFont.from(st.font, { - fontFamily: ['Bender', 'Oxanium', 'Rajdhani', 'Arial Black', 'sans-serif'], fontSize: 44, fontWeight: '700', - fill: st.fill, fillGradientStops: [0.25, 1], stroke: st.stroke, strokeThickness: 7, - dropShadow: true, dropShadowColor: '#000000', dropShadowAlpha: 0.45, dropShadowDistance: 2, dropShadowBlur: 2, - }, { chars: [['0', '9'], '+-×!'], resolution: 2, padding: 6 }); - } catch (err) { console.warn('[fx] bitmap font', st.font, err?.message || err); } - } - fontsReady = true; -} - -const num = (v, d) => { const n = typeof v === 'number' ? v : typeof v === 'string' && v.trim() !== '' ? Number(v) : NaN; return Number.isFinite(n) ? n : d; }; - -/** - * Sim fx kind → visual archetype (`a`), colour (`c`) and defaults (`r` radius, `dur` game s, `tex`, `smoke`). - * Covers every kind emitted by server/sim (Battle, kits, tokens, enemies, bosses, devices, bonds, items); unknown - * kinds fall back to a keyword guess, then to a generic sparkle (fxSpec). - */ -export const FX_KINDS = Object.freeze({ - // blasts - aoe: { a: 'blast', c: 0xffb35c }, explode: { a: 'blast', c: 0xff7a33 }, explosion: { a: 'blast', c: 0xff7a33 }, - // `pt`: always at the event's (x, y) (its `id` is the shooter); `heavy`: debris + scorch - bombard: { a: 'blast', c: 0xffa04a, r: 1.5, pt: true, heavy: true }, bombardShell: { a: 'shell', c: 0xff5a3a, r: 1.5, pt: true }, - airstrike: { a: 'blast', c: 0xff8a3d, r: 1.5, heavy: true }, splash: { a: 'blast', c: 0xffc27a }, - scorchBurst: { a: 'blast', c: 0xff6a2a }, champagneBomb: { a: 'blast', c: 0xffd27a }, shockBlast: { a: 'blast', c: 0x9fd4ff, smoke: 0x1c2630 }, - frostNova: { a: 'blast', c: 0x9fe6ff, smoke: 0x1c2630 }, sunBurst: { a: 'blast', c: 0xffe28a }, meltdown: { a: 'blast', c: 0xff5a2a, r: 1.5, heavy: true }, - iceSpike: { a: 'blast', c: 0xbfeeff, smoke: 0x1c2630 }, rockfall: { a: 'blast', c: 0xc8a878, smoke: 0x4a3f33 }, rockslide: { a: 'blast', c: 0xc8a878, smoke: 0x4a3f33 }, - finale: { a: 'blast', c: 0xffd45a, r: 1.5 }, swordStorm: { a: 'blast', c: 0xdfe8ff }, swordRain: { a: 'blast', c: 0xdfe8ff }, liberate: { a: 'blast', c: 0xffffff }, - quadShot: { a: 'volley', c: 0xfff2d0 }, featherArrow: { a: 'counter', c: 0xfff2d0 }, - burst: { a: 'element', c: 0xd0a0ff }, - // areas - zone: { a: 'zone', c: 0xffb35c, dur: 3 }, healField: { a: 'zone', c: 0x62f08a, dur: 4 }, firewall: { a: 'wall', c: 0xff6a2a, dur: 4 }, - firewallBlock: { a: 'counter', c: 0xff6a2a }, tide: { a: 'zone', c: 0x5fe0ff, dur: 3, r: 2 }, storm: { a: 'zone', c: 0xd8c8a0, dur: 3 }, - tornado: { a: 'zone', c: 0xd8e8ff, dur: 3 }, snow: { a: 'zone', c: 0xe8f6ff, dur: 3 }, telegraph: { a: 'telegraph', c: 0xff3b30, dur: 1.2 }, - coldWind: { a: 'chill', c: 0x9fd4ff }, - // support - heal: { a: 'heal', c: 0x62f08a }, healAoe: { a: 'healAoe', c: 0x62f08a, r: 1.5 }, bandage: { a: 'heal', c: 0x62f08a }, blessing: { a: 'healAoe', c: 0xfff0a8 }, - cleanse: { a: 'healAoe', c: 0xdfffff, r: 0.9 }, revive: { a: 'summon', c: 0xfff0a8 }, reborn: { a: 'summon', c: 0xffd45a }, hpShare: { a: 'heal', c: 0xff9aa6 }, - spGift: { a: 'sp', c: 0x6fd3ff }, spGain: { a: 'sp', c: 0x6fd3ff }, reload: { a: 'sp', c: 0xffe066 }, - shield: { a: 'shield', c: 0xdfe8ff }, catShield: { a: 'shield', c: 0xffe0a8 }, saltWard: { a: 'shield', c: 0xbfeeff }, shell: { a: 'shield', c: 0xc8b890 }, - vest: { a: 'shield', c: 0xdfe8ff }, sleepGuard: { a: 'shield', c: 0xa8b6ff }, truesilver: { a: 'shield', c: 0xfff3b8 }, shieldBreak: { a: 'shatter', c: 0xdfe8ff }, - // arrivals / departures - summon: { a: 'summon', c: 0x9ff0dc }, drones: { a: 'summon', c: 0x8fe6ff }, drone: { a: 'summon', c: 0x8fe6ff }, sentry: { a: 'summon', c: 0x9ff0dc }, - turretOnline: { a: 'summon', c: 0xff8a6a }, yanyouSummon: { a: 'summon', c: 0xffb347 }, device: { a: 'summon', c: 0xc0c8cc }, - appear: { a: 'summon', c: 0xb36bff }, copy: { a: 'summon', c: 0xd8b0ff }, manifoldCopy: { a: 'summon', c: 0xd8b0ff }, split: { a: 'summon', c: 0xff9a6a }, - disappear: { a: 'vanish', c: 0xb36bff }, stealth: { a: 'vanish', c: 0x8fa0b0 }, camouflage: { a: 'vanish', c: 0x8fb08f }, phase: { a: 'vanish', c: 0xb36bff }, - substitute: { a: 'vanish', c: 0xd8b0ff }, swap: { a: 'blink', c: 0xd8b0ff }, blink: { a: 'blink', c: 0xb36bff }, teleport: { a: 'blink', c: 0xb36bff }, - // a dollkeeper knocked out as its <替身> (sim professions.js): only its model form goes back to the 本体 for the - // redeploy — the 替身's death clip already shows the knock-out, nothing is drawn - dollEnd: { a: 'none', c: 0xd8b0ff }, - ulpiaReturn: { a: 'blink', c: 0x9ff0dc }, manifoldSplit: { a: 'blink', c: 0xd8b0ff }, - // displacement - pull: { a: 'move', c: 0x9fd4ff }, push: { a: 'move', c: 0xffd9a0 }, displace: { a: 'move', c: 0xd0c0a0 }, lure: { a: 'move', c: 0xffb3ec }, - charge: { a: 'move', c: 0xff9c33 }, dash: { a: 'move', c: 0xffd9a0 }, slippery: { a: 'move', c: 0x9fe6ff }, - // pulses - sonic: { a: 'wave', c: 0xc9a2ff, r: 1.5 }, pulse: { a: 'wave', c: 0x9ff0dc }, sermon: { a: 'wave', c: 0xffe28a, r: 1.5 }, ripple: { a: 'wave', c: 0x5fe0ff }, - tornadoPulse: { a: 'wave', c: 0xd8e8ff }, wake: { a: 'wave', c: 0x5fe0ff }, wolfShadow: { a: 'wave', c: 0x8fa0b0 }, wolfShadowLost: { a: 'vanish', c: 0x8fa0b0 }, - redistribute: { a: 'wave', c: 0x62f08a }, dilemma: { a: 'wave', c: 0xc9a2ff }, - // marks - taunt: { a: 'mark', c: 0xff9c33 }, palsy: { a: 'mark', c: 0xc77dff }, emergency: { a: 'mark', c: 0xff5a4a }, - lock: { a: 'reticle', c: 0xff5a4a }, droneLock: { a: 'reticle', c: 0x8fe6ff }, wanted: { a: 'reticle', c: 0xffc600 }, expose: { a: 'reticle', c: 0xff7b8a }, - reveal: { a: 'reticle', c: 0x9fd4ff }, anchor: { a: 'reticle', c: 0x9fd4ff }, - // buffs - buff: { a: 'buff', c: 0xffd45a }, overload: { a: 'buff', c: 0xff7a33 }, overclock: { a: 'buff', c: 0xff9c33 }, talent: { a: 'buff', c: 0xffd45a }, - knack: { a: 'buff', c: 0xffd45a }, bloodBattle: { a: 'buff', c: 0xff4b3e }, sword: { a: 'buff', c: 0xdfe8ff }, equip: { a: 'buff', c: 0x4ed8af }, - garrisonGrant: { a: 'buff', c: 0x4ed8af }, extraAttack: { a: 'buff', c: 0xffe066 }, soul: { a: 'buff', c: 0xb36bff }, jungleSoul: { a: 'buff', c: 0x7fd37a }, - candle: { a: 'buff', c: 0xffb347 }, mote: { a: 'buff', c: 0xfff0a8 }, ember: { a: 'buff', c: 0xff7a33 }, ignite: { a: 'buff', c: 0xff6a2a }, - flame: { a: 'buff', c: 0xff6a2a }, grow: { a: 'buff', c: 0x7fd37a }, weightlessBuff: { a: 'buff', c: 0xcfe0ff }, - // 炎佑 祛恶之焰: a continuous jet from the dragon (`id`) onto its locked target (`target`) + a burning disc (_flame) - yanyouFlame: { a: 'flame', c: 0xff8a3d, r: 1 }, - // states - takeoff: { a: 'lift', c: 0xcfe0ff }, levitate: { a: 'lift', c: 0xcfe0ff }, weightless: { a: 'lift', c: 0xcfe0ff }, - sleep: { a: 'sleep', c: 0xa8b6ff }, crit: { a: 'crit', c: 0xffe066 }, - dodge: { a: 'dodge', c: 0xffffff }, riposte: { a: 'counter', c: 0xffd9a0 }, counter: { a: 'counter', c: 0xffd9a0 }, block: { a: 'counter', c: 0xdfe8ff }, - thorns: { a: 'counter', c: 0xff9aa6 }, downed: { a: 'down', c: 0xbfeee2 }, stone: { a: 'down', c: 0xc0b8a8, smoke: 0x5a5448 }, - dp: { a: 'dp', c: 0x9fd4ff }, coin: { a: 'coin', c: 0xffc600 }, steal: { a: 'coin', c: 0xffc600 }, crateBreak: { a: 'crate', c: 0xc89a5a }, - lpLoss: { a: 'lp', c: 0xff3b30 }, - // 限伤 (sim/damage.js leaderHitCancelled): a leader's hit of ≥ 300000 dealt nothing — the official shows no number and - // no effect [ASSUMED], so nothing is drawn (`a: 'none'`) - hitCap: { a: 'none', c: 0xffffff }, - // beams - beam: { a: 'beam', c: 0xff7a5a }, link: { a: 'beam', c: 0x9ff0dc }, lightning: { a: 'bolt', c: 0xc9a2ff }, tentacle: { a: 'beam', c: 0x5fe0ff }, - sandChains: { a: 'beam', c: 0xd8c8a0 }, sandChainsCharged: { a: 'beam', c: 0xffd45a }, - strike: { a: 'strike', c: 0xffe6a8 }, volley: { a: 'volley', c: 0xfff2d0 }, column: { a: 'pillar', c: 0x9ff0dc }, obelisk: { a: 'pillar', c: 0xc9a2ff }, - duskDragon: { a: 'blast', c: 0x9dff6a, r: 1.5 }, shadowWeave: { a: 'vanish', c: 0x8f7bff }, reweave: { a: 'summon', c: 0x8f7bff }, - slash: { a: 'counter', c: 0xfff0d0 }, devour: { a: 'vanish', c: 0xff4b3e }, undying: { a: 'shield', c: 0xffd45a }, - // summon arrival bursts (content/tokens.js burst(): 沙之碑 default, 迷迭香 gear stun, 耀阳 sword, 纸偶) - summonBurst: { a: 'blast', c: 0xe8c878, smoke: 0x4a3f33 }, summonStun: { a: 'blast', c: 0xcfe0ff, smoke: 0x2a2e36 }, - radiantSword: { a: 'pillar', c: 0xffe8a0 }, paperDoll: { a: 'blast', c: 0xc9a2ff, smoke: 0x2c2436 }, - // bonds / garrisons (support/index.js fxOn) - bondMilestone: { a: 'buff', c: 0xffc600 }, bondProc: { a: 'buff', c: 0x4ed8af }, bondShare: { a: 'wave', c: 0x4ed8af }, - garrison: { a: 'buff', c: 0x4ed8af }, layer: { a: 'buff', c: 0xffe066 }, sp: { a: 'sp', c: 0x6fd3ff }, -}); - -/** Keyword guesses for kinds added later (checked in order), before the generic sparkle. */ -const FX_GUESS = [ - [/heal|cure|mend|regen/i, 'heal'], [/shield|ward|barrier|guard/i, 'shield'], [/summon|spawn|call|deploy/i, 'summon'], - [/blast|bomb|explo|burst|boom|nova|strike/i, 'blast'], [/zone|field|area|wall|mist|fog|pool/i, 'zone'], - [/buff|boost|power|rage|charge|up$/i, 'buff'], [/mark|lock|target|wanted|expose/i, 'reticle'], [/teleport|blink|warp|swap/i, 'blink'], - [/stealth|hide|vanish|cloak/i, 'vanish'], [/pull|push|knock|dash|leap/i, 'move'], [/pulse|wave|ring|sonic/i, 'wave'], -]; - -/** - * 'phase' (an enemy's mode change, render/units.js FORMS) kinds the model shows on its own: 暴鸰 'bombed' — its bomb is - * the 'droneBomb' projectile of the same moment, a puff on the drone would read as something else (feedback D4). - */ -const SILENT_PHASES = new Set(['bombed']); - -/** Visual spec of an fx kind (see FX_KINDS); `extra.kind` / `extra.element` may pick a better colour. */ -export function fxSpec(kind, extra = {}) { - const k = typeof kind === 'string' ? kind : ''; - if (k === 'phase' && SILENT_PHASES.has(extra && extra.kind)) return { a: 'none', c: 0xffffff }; - let spec = FX_KINDS[k]; - if (!spec) { - const g = FX_GUESS.find(([re]) => re.test(k)); - spec = g ? { ...FX_KINDS[{ heal: 'heal', shield: 'shield', summon: 'summon', blast: 'aoe', zone: 'zone', buff: 'buff', reticle: 'lock', blink: 'blink', vanish: 'disappear', move: 'displace', wave: 'pulse' }[g[1]]] } : { a: 'generic', c: 0xfff2d0 }; - } - const el = extra && extra.element; - if (el && (spec.a === 'blast' || spec.a === 'zone' || spec.a === 'element')) { - const c = el === 'burn' ? 0xff7a33 : el === 'neural' ? 0xff5ad0 : el === 'necrosis' || el === 'apoptosis' ? 0x9dff6a : el === 'erosion' ? 0x6fe0ff : null; - if (c) spec = { ...spec, c }; - } - if (extra && (extra.dmgType === 'arts' || /arts|magic/i.test(String(extra.kind || ''))) && spec.a === 'blast') spec = { ...spec, c: 0xc77dff }; - return spec; -} - -/** Tiles covered by a blast / telegraph: `tiles` = [[r,c]…] or 'box' (Chebyshev ⌊r⌋ around the centre) or 'disc'. */ -export function tilesAround(x, y, r, tiles) { - if (Array.isArray(tiles)) return tiles.filter((t) => Array.isArray(t) && Number.isInteger(t[0]) && Number.isInteger(t[1])).slice(0, 80); - const cr = Math.round(y), cc = Math.round(x), R = Math.max(0, Math.min(6, Math.floor(r))); - const out = []; - for (let dr = -R; dr <= R; dr++) for (let dc = -R; dc <= R; dc++) { - if (tiles === 'box' || dr * dr + dc * dc <= r * r + 0.25) out.push([cr + dr, cc + dc]); - } - return out; -} - -/** - * Tiles of a straight wall through tile (round(y), round(x)): `axis` 'col' = that column, 'row' = that row (余 S3 - * fire wall: perpendicular to his facing, sim/content/kits/ops/chess_char_6_03-yu.js). Clipped to the field `rect` (inclusive - * { r0, r1, c0, c1 }); without one ±4 tiles. - */ -export function wallTiles(x, y, axis, rect) { - const R = Math.round(Number(y)), C = Math.round(Number(x)); - if (!Number.isFinite(R) || !Number.isFinite(C)) return []; - const ok = rect && [rect.r0, rect.r1, rect.c0, rect.c1].every(Number.isFinite); - const out = []; - if (axis === 'row') { - const [a, b] = ok ? [rect.c0, rect.c1] : [C - 4, C + 4]; - for (let c = a; c <= b; c++) out.push([R, c]); - } else { - const [a, b] = ok ? [rect.r0, rect.r1] : [R - 4, R + 4]; - for (let r = a; r <= b; r++) out.push([r, C]); - } - return out.filter(([r, c]) => r >= 0 && r <= 18 && c >= 0 && c <= 20); -} - -export class FxSystem { - /** - * @param {{ P, layers: { groundFx, fxAdd, fxNormal, text, screen }, cam: () => any, view: (id) => any, - * heightAt: (r,c)=>number, settings: object, assets: any, timeScale: () => number, - * subProfOf: (defId) => string|null, screenSize: () => {width,height}, fieldTop: () => number }} ctx - */ - constructor(ctx) { - const P = ctx.P; - this.ctx = ctx; - this.P = P; - this.atlas = fxAtlas(); - this.tex = this.atlas.tex; - ensureDamageFonts(); - const props = { vertices: true, position: true, rotation: true, uvs: true, tint: true }; - this.addPc = new P.ParticleContainer(MAX_PARTICLES.high, props, 512, true); - this.addPc.blendMode = P.BLEND_MODES.ADD; - this.normPc = new P.ParticleContainer(MAX_PARTICLES.high, props, 512, true); - // ground shadows of flying shells / boomerangs: normal blend, under the units and the smoke - this.shadowLayer = new P.Container(); - ctx.layers.fxNormal.addChild(this.shadowLayer, this.normPc); - ctx.layers.fxAdd.addChild(this.addPc); - this.parts = []; // active particle records { sp, add, x, y, vx, … } - this.freeAdd = []; this.freeNorm = []; // pooled particle records (their sprites stay in the containers) - this.projs = []; - this.projFree = []; - this.projLayer = new P.Container(); - ctx.layers.fxAdd.addChild(this.projLayer); - this.locks = []; // lock-on reticles { view, id, src, x, y, z, t, idle, max, out, ring, core, shell } - this.lockFree = []; - this._po = {}; // options of the per-frame emitters (see _o) - this.beams = new P.Graphics(); - this.beams.blendMode = P.BLEND_MODES.ADD; - ctx.layers.fxAdd.addChild(this.beams); - this.beamList = []; - this.flames = []; // fire jets (炎佑 祛恶之焰) { src, tgt, x, y, z, r, col, t, end, disc, edge, … } - this.nums = []; - this._numPools = new Map(); // bitmap font → free number records - this.auras = new Map(); // unit id → { sprite, ring, t } - this.rings = []; // ground rings { sprite, x, y, z, t, dur, r0, r1, tint } - this.ringFree = []; - this.pops = []; // screen-space pops (bond glyphs, coins) - this.zones = []; // persistent ground areas (zone / telegraph fx) - this.labels = []; // floating '!' / '+n' labels - this.tileFlashes = []; // flashing tile sets (telegraphed boxes) - this.tileGfx = new P.Graphics(); - this.tileGfx.blendMode = P.BLEND_MODES.ADD; - ctx.layers.groundFx.addChild(this.tileGfx); - this.tintSprite = new P.Sprite(P.Texture.WHITE); - this.tintSprite.alpha = 0; - this.tintSprite.blendMode = P.BLEND_MODES.ADD; - ctx.layers.screen.addChild(this.tintSprite); - this.tintT = 0; this.tintDur = 1; this.tintA = 0; - this.vignette = new P.Sprite(ctx.redVignette || P.Texture.EMPTY); - this.vignette.alpha = 0; - ctx.layers.screen.addChild(this.vignette); - this.vigT = 0; - this.time = 0; - this._p = { x: 0, y: 0, s: 0, depth: 0 }; - this._q = { x: 0, y: 0, s: 0, depth: 0 }; - this._g = { x: 0, y: 0, s: 0, depth: 0 }; - } - - get quality() { return this.ctx.settings?.quality || 'high'; } - /** The view's adaptive load level (0–3, render/app.js): a struggling device gets fewer particles / numbers. */ - get load() { return this.ctx.loadLevel ? this.ctx.loadLevel() | 0 : 0; } - get maxParticles() { return Math.round((MAX_PARTICLES[this.quality] || MAX_PARTICLES.high) * LOAD_PARTICLES[Math.min(3, this.load)]); } - /** Cosmetic extras on (trails, muzzle flashes, afterimages, debris, scorch, motes): not at 'low', not under heavy load. */ - get rich() { return this.quality !== 'low' && this.load < 2; } - /** Room for one more cosmetic particle (SOFT_CAP keeps the rest of the cap for hits and bursts). */ - _room() { return this.parts.length < this.maxParticles * SOFT_CAP; } - /** Battle clock rate (game s per real s, ≈ 2 in combat). */ - _ts() { const r = this.ctx.timeScale ? Number(this.ctx.timeScale()) : 2; return r > 0.25 ? r : 0.25; } - /** Ground height of the tile under (x, y). */ - _groundZ(x, y) { return this.ctx.heightAt ? (this.ctx.heightAt(Math.round(y), Math.round(x)) || 0) : 0; } - - // ---- particles ------------------------------------------------------------------------------------------ - - /** - * Spawn a screen-space particle; returns its record (set `sx` on it to mirror). `o` is only read (the per-frame - * emitters pass the shared _o() object). Records are pooled with their sprite; at the cap the oldest is recycled. - */ - particle(tex, x, y, o = NO_OPTS) { - if (this.parts.length >= this.maxParticles) this._freeParticle(this.parts.shift()); - const add = o.add !== false; - const t = this.tex[tex] || this.tex.dot; - let p = (add ? this.freeAdd : this.freeNorm).pop(); - if (!p) { - const sp = new this.P.Sprite(t); - (add ? this.addPc : this.normPc).addChild(sp); - p = { sp, add }; - } - const sp = p.sp; - sp.texture = t; - sp.anchor.set(o.anchorX ?? 0.5, o.ay ?? 0.5); - sp.visible = true; - sp.position.set(x, y); - sp.tint = o.tint ?? 0xffffff; - sp.rotation = o.rot ?? 0; - p.x = x; p.y = y; p.vx = o.vx || 0; p.vy = o.vy || 0; p.g = o.g || 0; p.drag = o.drag ?? 0; p.life = 0; p.max = o.life || 0.5; - p.s0 = o.s0 ?? 1; p.s1 = o.s1 ?? o.s0 ?? 1; p.sx = o.sx ?? 1; p.a0 = o.a0 ?? 1; p.a1 = o.a1 ?? 0; p.spin = o.spin || 0; p.fadeIn = o.fadeIn || 0; - sp.scale.set(p.s0 * p.sx, p.s0); - sp.alpha = p.fadeIn > 0 ? 0 : p.a0; - this.parts.push(p); - return p; - } - - /** The shared options object of the per-frame emitters, reset to the defaults (particle() never keeps it). */ - _o() { - const o = this._po; - o.add = true; o.tint = 0xffffff; o.vx = 0; o.vy = 0; o.g = 0; o.drag = 0; o.life = 0.5; o.s0 = 1; o.s1 = 1; o.sx = 1; - o.a0 = 1; o.a1 = 0; o.spin = 0; o.fadeIn = 0; o.rot = 0; o.anchorX = 0.5; o.ay = 0.5; - return o; - } - - _freeParticle(p) { - // Pixi's ParticleRenderer draws every child of the container (it never reads `visible`): a freed sprite becomes a - // zero-size, fully transparent quad — no pixels, no fill cost — until the record is reused - const sp = p.sp; - sp.visible = false; - sp.alpha = 0; - sp.scale.set(0, 0); - (p.add ? this.freeAdd : this.freeNorm).push(p); - } - - _updateParticles(dt) { - const list = this.parts; - let w = 0; - for (let i = 0; i < list.length; i++) { - const p = list[i]; - p.life += dt; - if (p.life >= p.max) { this._freeParticle(p); continue; } - const k = p.life / p.max; - if (p.drag) { const d = Math.max(0, 1 - p.drag * dt); p.vx *= d; p.vy *= d; } - p.vy += p.g * dt; - p.x += p.vx * dt; p.y += p.vy * dt; - const sp = p.sp; - sp.position.set(p.x, p.y); - const s = p.s0 + (p.s1 - p.s0) * k; - sp.scale.set(s * p.sx, s); - if (p.spin) sp.rotation += p.spin * dt; - let a = p.a0 + (p.a1 - p.a0) * k; - if (p.fadeIn > 0 && p.life < p.fadeIn) a *= p.life / p.fadeIn; - sp.alpha = clamp(a, 0, 1); - list[w++] = p; - } - list.length = w; - } - - // ---- helpers ------------------------------------------------------------------------------------------ - - _proj(x, y, z, out = this._p) { return this.ctx.cam().project(x, y, z, out); } - - /** Ground decals: on a raised top they are drawn with that block row (tiles.surfaceLayer), else in groundFx. */ - _onGround(sp, y, z) { - let layer = this.ctx.layers.groundFx; - if (z > 0.12 && this.ctx.surfaceLayer) layer = this.ctx.surfaceLayer(Math.round(y)) || layer; - if (sp.parent !== layer) layer.addChild(sp); - } - - _chest(view, out = this._p) { - const z = (view.z || 0) + (view.hover || 0) + (view._headTiles ? view._headTiles * 0.45 : 0.5); - return this._proj(view.x, view.y, z, out); - } - - /** Screen point `frac` of a unit's drawn model height above its feet (SHOT_HEIGHT: beams, a mortar's muzzle). */ - _bodyPt(view, frac, out = this._p) { - const p = this._proj(view.x, view.y, (view.z || 0) + (view.hover || 0), out); - p.y -= (view._headTiles || 1.2) * frac * p.s; - return p; - } - - /** `n` sparks flying out of a screen point (halved at quality 'low'); o: speed, up, g, life, size, tex. */ - burst(x, y, s, n, tint, o = NO_OPTS) { - const q = this.quality === 'low' ? Math.ceil(n / 2) : n; - const speed = o.speed ?? 2.2, up = o.up ?? 0, g = (o.g ?? 0) * s, life = o.life ?? 0.35, size = (s / 64) * (o.size ?? 0.45), tex = o.tex || 'spark'; - for (let i = 0; i < q; i++) { - const a = Math.random() * Math.PI * 2, v = s * speed * (0.4 + Math.random() * 0.8); - const po = this._o(); - po.tint = tint; po.vx = Math.cos(a) * v; po.vy = Math.sin(a) * v * 0.7 - up * s; po.drag = 3; po.g = g; - po.life = life * (0.7 + Math.random() * 0.6); po.s0 = size; po.s1 = (s / 64) * 0.05; po.spin = (Math.random() - 0.5) * 8; - this.particle(tex, x, y, po); - } - } - - // ---- projectiles ----------------------------------------------------------------------------------------- - - /** b.ev 'atk' visual. src/tgt are views (tgt may be null). */ - attack(src, tgt, kind) { - if (!src) return; - // chain: the source is the previous target of the bounce (sim ai.js), so the arc hops unit to unit - if (kind === 'chain' || kind === 'chainHeal') { if (tgt && tgt !== src) this._beam(src, tgt, kind === 'chainHeal' ? 0x7dffa8 : 0xc9a2ff, 0.22, 1, true); return; } - if (kind === 'beam') { if (tgt && tgt !== src) this._beam(src, tgt, src.isEnemy ? 0xff7a5a : 0xffe6a8, 0.18, 0.15); return; } - const spec = PROJ[kind]; - if (!spec || !tgt) { - if (kind === 'none' || !kind) this._slashAt = src.id; - return; - } - const pr = this._takeProj(); - const cam = this.ctx.cam(); - const dx = tgt.x - src.x, dy = tgt.y - src.y; - const dist = Math.hypot(dx, dy); - const ux = dist > 1e-6 ? dx / dist : (src.facing || 1) >= 0 ? 1 : -1, uy = dist > 1e-6 ? dy / dist : 0; - const hand = Math.min(0.28, dist * 0.3); // the weapon is in front of the body - const look = spec.look; - pr.kind = kind; pr.spec = spec; pr.src = src; pr.tgt = tgt; pr.rise = 0; - pr.x0 = src.x + ux * hand; pr.y0 = src.y + uy * hand; pr.z0 = bodyZ(cam, src, SHOT_HEIGHT.launch); - pr.tx = tgt.x; pr.ty = tgt.y; pr.tz = look === 'shell' ? feetZ(tgt) : bodyZ(cam, tgt, SHOT_HEIGHT.aim); - pr.t = 0; pr.fade = 0; pr.hit = false; pr.emit = Math.random(); pr.ang = Math.atan2(-uy, ux); // ≈ on screen (rows run up) - pr.dur = clamp(dist / projSpeed(kind) / this._ts(), 0.04, 1.5); - pr.arc = spec.arc ? spec.arc * clamp(0.45 + dist * 0.18, 0.6, 1.8) : 0; - pr.glow = spec.glow; - pr.trailTint = spec.trail ?? spec.glow; - // boomerang legs: kinematic, from (bx, by, bz) at constant speed towards the target, then back to the thrower - pr.phase = 0; pr.bx = pr.x0; pr.by = pr.y0; pr.bz = pr.z0; pr.trav = 0; pr.d0 = Math.max(0.1, dist); pr.ux = ux; pr.uy = uy; - pr.spin = Math.random() * 6; - this._dressProj(pr); - this.projs.push(pr); - if (this.rich) this._muzzle(pr); - } - - /** A pooled projectile record: trail + halo + core sprites (additive, above units) and a ground shadow. */ - _takeProj() { - if (this.projs.length >= MAX_PROJ) this._releaseProj(this.projs.shift()); - let pr = this.projFree.pop(); - if (!pr) { - const P = this.P; - const add = (tex, ax) => { - const sp = new P.Sprite(this.tex[tex]); - sp.anchor.set(ax, 0.5); - sp.blendMode = P.BLEND_MODES.ADD; - sp.visible = false; - return sp; - }; - const trail = add('tracer', 1), halo = add('glow', 0.5), core = add('orb', 0.5); - this.projLayer.addChild(trail, halo, core); - const shadow = new P.Sprite(this.tex.soft); - shadow.anchor.set(0.5); - shadow.tint = 0x000000; - shadow.visible = false; - this.shadowLayer.addChild(shadow); - pr = { trail, halo, core, shadow }; - } - return pr; - } - - /** Textures / tints of a projectile's sprites for its look (shown from its first update). */ - _dressProj(pr) { - const spec = pr.spec, look = spec.look; - const thin = look === 'tracer' || look === 'dart'; - const { trail, halo, core, shadow } = pr; - trail.texture = this.tex[thin ? 'tracer' : 'streak']; - trail.tint = thin ? spec.tint : pr.trailTint; - trail.visible = look !== 'boomerang'; - halo.texture = this.tex.glow; - halo.tint = pr.glow; - halo.visible = true; - core.texture = this.tex[look === 'boomerang' ? 'boomerang' : thin ? 'dot' : 'orb']; - core.tint = spec.tint; - core.rotation = 0; - core.visible = true; - shadow.visible = look === 'shell' || look === 'boomerang'; - trail.alpha = halo.alpha = core.alpha = shadow.alpha = 0; - } - - _releaseProj(pr) { - pr.trail.visible = pr.halo.visible = pr.core.visible = pr.shadow.visible = false; - pr.src = pr.tgt = null; - this.projFree.push(pr); - } - - _updateProjs(dt) { - if (!this.projs.length) return; - const cam = this.ctx.cam(); - const rich = this.rich; - let w = 0; - for (let i = 0; i < this.projs.length; i++) { - const pr = this.projs[i]; - const look = pr.spec.look; - const live = look === 'boomerang' ? this._stepBoomerang(pr, dt, cam, rich) - : look === 'mortar' ? this._stepMortar(pr, dt, cam, rich) : this._stepShot(pr, dt, cam, rich); - if (!live) { this._releaseProj(pr); continue; } - this.projs[w++] = pr; - } - this.projs.length = w; - } - - /** Screen point of a straight / lobbed shot at flight fraction k (a parabola of height `arc` over the line). */ - _shotPoint(pr, k, cam, out) { - const x = pr.x0 + (pr.tx - pr.x0) * k, y = pr.y0 + (pr.ty - pr.y0) * k; - const z = pr.z0 + (pr.tz - pr.z0) * k + (pr.arc ? pr.arc * 4 * k * (1 - k) : 0); - return cam.project(x, y, z, out); - } - - /** - * One frame of a tracer / orb / shell / dart: placed by flight time (homing on the target), trail behind the head - * along the path (never longer than the part flown), an arrival burst, then a SHOT_FADE linger in the target. - */ - _stepShot(pr, dt, cam, rich) { - const spec = pr.spec, look = spec.look; - pr.t += dt; - const tg = pr.tgt; - if (tg && !tg.destroyed && tg.alive !== false) { pr.tx = tg.x; pr.ty = tg.y; pr.tz = look === 'shell' ? feetZ(tg) : bodyZ(cam, tg, SHOT_HEIGHT.aim); } - const k = Math.min(1, pr.t / pr.dur); - if (k >= 1 && !pr.hit) { pr.hit = true; pr.fade = 0; this._impact(pr, cam); } - let fk = 0; - if (pr.hit) { pr.fade += dt; fk = pr.fade / SHOT_FADE; if (fk >= 1) return false; } - const p = this._shotPoint(pr, k, cam, this._p); - const kb = Math.max(0, k - (pr.arc ? 0.12 : 0.25)); - const q = this._shotPoint(pr, kb, cam, this._q); - const s = p.s, px = p.x, py = p.y; - const seg = Math.hypot(px - q.x, py - q.y); - if (seg > 0.5) pr.ang = Math.atan2(py - q.y, px - q.x); - const thin = look === 'tracer' || look === 'dart'; - const flown = k > kb ? seg * (k / (k - kb)) : 0; - const L = Math.min(spec.len * s, flown) * (1 - fk); - const tr = pr.trail; - tr.position.set(px, py); - tr.rotation = pr.ang; - tr.scale.set(Math.max(0.001, L / 128), (spec.width * s) / (thin ? 16 : 20)); - tr.alpha = (thin ? 1 : 0.85) * (1 - fk); - const hs = spec.head * s; - const halo = pr.halo; - halo.position.set(px, py); - halo.scale.set((hs / 128) * (1 + 0.12 * Math.sin(pr.t * 40))); - halo.alpha = 0.85 * (1 - fk); - const core = pr.core; - core.position.set(px, py); - if (thin) core.scale.set((hs * 0.5) / 32); - else if (look === 'shell') { core.rotation = pr.ang; core.scale.set((hs * 0.85) / 64, (hs * 0.55) / 64); } // a shell along its flight - else core.scale.set((hs * 0.62) / 64); - core.alpha = 1 - fk; - if (look === 'shell') { - // its shadow on the ground under it: bigger and darker the lower it flies - const gx = pr.x0 + (pr.tx - pr.x0) * k, gy = pr.y0 + (pr.ty - pr.y0) * k; - const g = cam.project(gx, gy, this._groundZ(gx, gy) + 0.01, this._g); - const near = 1 - clamp((pr.arc * 4 * k * (1 - k)) / Math.max(0.3, pr.arc), 0, 1); - const r = g.s * (0.17 + 0.13 * near); - const sh = pr.shadow; - sh.position.set(g.x, g.y); - sh.scale.set((r * 2) / 128, (r * 0.9) / 128); - sh.alpha = (0.32 + 0.3 * near) * (1 - fk); - } - if (rich && !pr.hit && !thin) { - pr.emit += dt * TRAIL_HZ; - for (let n = 0; pr.emit >= 1 && n < 2; n++) { - pr.emit -= 1; - if (!this._room()) { pr.emit = 0; break; } - if (look === 'shell') this._puff(px, py, s, pr.trailTint, spec.smoke, n); - else this._mote(px, py, s, pr.trailTint, spec.width); - } - } - return true; - } - - /** - * 回环射手 (sim ai.js throwBoomerang): out to the (moving) target at the boomerang speed, a hit flash, then back to the - * thrower's current position at the return speed (PRTS 跃跃: 15 out, 3.75 back); gone when caught — or at once when - * the thrower's view is gone (the sim drops a boomerang whose thrower left). Each leg bows sideways (left of its own - * direction, so out and back form a loop); it spins, leaves afterimages and a shadow. - */ - _stepBoomerang(pr, dt, cam, rich) { - const spec = pr.spec; - pr.t += dt; - if (pr.t > BOOM_MAX_T) return false; - const step = projSpeed(pr.phase ? 'boomerangReturn' : pr.kind) * this._ts() * dt; - let gx, gy, gz; - if (pr.phase === 0) { - const tg = pr.tgt; - if (tg && !tg.destroyed && tg.alive !== false) { pr.tx = tg.x; pr.ty = tg.y; pr.tz = bodyZ(cam, tg, SHOT_HEIGHT.aim); } - gx = pr.tx; gy = pr.ty; gz = pr.tz; - } else { - const sv = pr.src; - if (!sv || sv.destroyed || sv.alive === false) return false; - gx = sv.x; gy = sv.y; gz = bodyZ(cam, sv, SHOT_HEIGHT.launch); - } - const dx = gx - pr.bx, dy = gy - pr.by, dz = gz - pr.bz; - const d = Math.hypot(dx, dy, dz); - if (d <= step) { - pr.bx = gx; pr.by = gy; pr.bz = gz; - if (pr.phase === 1) { this._catch(pr, cam); return false; } - this._impact(pr, cam); - // turn back: the next leg runs from here to the thrower (a thrower already gone gets nothing back) - const sv = pr.src; - if (!sv || sv.destroyed || sv.alive === false) return false; - const bx = sv.x - gx, by = sv.y - gy; - const bd = Math.hypot(bx, by); - pr.phase = 1; pr.trav = 0; pr.d0 = Math.max(0.1, bd); - if (bd > 1e-6) { pr.ux = bx / bd; pr.uy = by / bd; } else { pr.ux = -pr.ux; pr.uy = -pr.uy; } - } else { - pr.bx += (dx / d) * step; pr.by += (dy / d) * step; pr.bz += (dz / d) * step; - pr.trav += step; - } - const arcK = Math.sin(clamp(pr.trav / pr.d0, 0, 1) * Math.PI); - const bow = arcK * BOOM_BOW * Math.min(1, pr.d0 / 2); - const x = pr.bx - pr.uy * bow, y = pr.by + pr.ux * bow, z = pr.bz + arcK * 0.12; - const p = cam.project(x, y, z, this._p); - const px = p.x, py = p.y, hs = spec.head * p.s; - pr.spin += BOOM_SPIN * dt; - const core = pr.core; - core.position.set(px, py); - core.rotation = pr.spin; - core.scale.set(hs / 64); - core.alpha = 1; - const halo = pr.halo; - halo.position.set(px, py); - halo.scale.set((hs * 1.5) / 128); - halo.alpha = 0.4; - const g = cam.project(x, y, this._groundZ(x, y) + 0.01, this._g); - const sh = pr.shadow; - sh.position.set(g.x, g.y); - sh.scale.set((g.s * 0.4) / 128, (g.s * 0.18) / 128); - sh.alpha = 0.22; - if (rich) { - pr.emit += dt * TRAIL_HZ; - if (pr.emit >= 1) { - pr.emit = Math.min(1, pr.emit - 1); - if (this._room()) { - const o = this._o(); - o.tint = spec.glow; o.life = 0.14; o.s0 = hs / 64; o.s1 = (hs / 64) * 0.9; o.a0 = 0.4; o.rot = pr.spin; - this.particle('boomerang', px, py, o); - } - } - } - return true; - } - - /** - * One frame of a 蕾缪安 bombard shell: a long flight first streaks up out of the shooter (`rise` of it, following - * her); then it falls onto its spot, faster and faster, its shadow growing there. It ends at the impact — the - * explosion (and the end of its lock) is the sim's own 'bombard' fx. - */ - _stepMortar(pr, dt, cam, rich) { - const spec = pr.spec; - pr.t += dt; - const k = pr.t / pr.dur; - if (k >= 1) return false; - let x, y, z, zq; - if (k < pr.rise) { - const u = k / pr.rise, ub = Math.max(0, u - 0.25); - const sv = pr.src; - if (sv && !sv.destroyed) { pr.x0 = sv.x; pr.y0 = sv.y; } - x = pr.x0; y = pr.y0; - z = pr.z0 + SHELL_UP * (1 - (1 - u) * (1 - u)); // out of the barrel fast, slowing as it climbs - zq = pr.z0 + SHELL_UP * (1 - (1 - ub) * (1 - ub)); - } else { - const u = (k - pr.rise) / (1 - pr.rise), ub = Math.max(0, u - 0.25); - x = pr.tx; y = pr.ty; - z = pr.tz + SHELL_UP * (1 - u * u); // falling faster and faster - zq = pr.tz + SHELL_UP * (1 - ub * ub) + 0.3; - const g = cam.project(x, y, pr.tz + 0.01, this._g); - const r = g.s * (0.12 + 0.3 * u); - const sh = pr.shadow; - sh.visible = true; - sh.position.set(g.x, g.y); - sh.scale.set((r * 2) / 128, (r * 0.9) / 128); - sh.alpha = 0.12 + 0.36 * u; - } - const p = cam.project(x, y, z, this._p); - const q = cam.project(x, y, zq, this._q); - const s = p.s, px = p.x, py = p.y; - const seg = Math.hypot(px - q.x, py - q.y); - if (seg > 0.5) pr.ang = Math.atan2(py - q.y, px - q.x); - const tr = pr.trail; - tr.position.set(px, py); - tr.rotation = pr.ang; - tr.scale.set(Math.max(0.001, Math.min(spec.len * s, seg * 1.6) / 128), (spec.width * s) / 20); - tr.alpha = 0.95; - const hs = spec.head * s; - pr.halo.position.set(px, py); - pr.halo.scale.set((hs / 128) * (1 + 0.15 * Math.sin(pr.t * 50))); - pr.halo.alpha = 0.95; - pr.core.position.set(px, py); - pr.core.rotation = pr.ang; - pr.core.scale.set((hs * 0.85) / 64, (hs * 0.5) / 64); - pr.core.alpha = 1; - if (rich) { - pr.emit += dt * TRAIL_HZ; - for (let n = 0; pr.emit >= 1 && n < 2; n++) { - pr.emit -= 1; - if (!this._room()) { pr.emit = 0; break; } - this._puff(px, py, s, spec.trail, spec.smoke, n); - } - } - return true; - } - - /** Trail mote behind an orb (additive dot, drifting a little). */ - _mote(x, y, s, tint, width) { - const o = this._o(); - const j = s * width * 0.25; - o.tint = tint; o.life = 0.28; o.s0 = (s * width * 0.75) / 32; o.s1 = 0; o.a0 = 0.8; - o.vx = (Math.random() - 0.5) * s * 0.25; o.vy = (Math.random() - 0.5) * s * 0.25; - this.particle('dot', x + (Math.random() - 0.5) * j, y + (Math.random() - 0.5) * j, o); - } - - /** Trail of a shell: alternately a hot ember (additive) and a grey smoke puff (normal blend). */ - _puff(x, y, s, tint, smoke, n) { - const o = this._o(); - if ((n + (this.parts.length & 1)) & 1) { - o.tint = tint; o.life = 0.24; o.s0 = (s * 0.16) / 32; o.s1 = 0; o.a0 = 0.9; - this.particle('dot', x, y, o); - } else { - o.add = false; o.tint = smoke ?? 0x3a3430; o.life = 0.55; o.s0 = (s * 0.22) / 128; o.s1 = (s * 0.55) / 128; o.a0 = 0.45; - o.vy = -s * 0.25; o.spin = (Math.random() - 0.5) * 2; o.rot = Math.random() * 6; - this.particle('smoke', x, y, o); - } - } - - /** Flash at the shooter as a shot leaves (tracers: an oriented muzzle cone). Cosmetic. */ - _muzzle(pr) { - const spec = pr.spec, look = spec.look; - if (!spec.muzzle) return; - const cam = this.ctx.cam(); - const p = cam.project(pr.x0, pr.y0, pr.z0, this._g); - const px = p.x, py = p.y, s = p.s; - if (look === 'tracer') { - const q = cam.project(pr.tx, pr.ty, pr.tz, this._q); - this.particle('muzzle', px, py, { tint: spec.muzzle, life: 0.09, s0: (s / 64) * 0.55, s1: (s / 64) * 0.72, a0: 1, a1: 0, rot: Math.atan2(q.y - py, q.x - px), anchorX: 0.19 }); - this.particle('glow', px, py, { tint: spec.muzzle, life: 0.1, s0: (s / 128) * 0.45, s1: (s / 128) * 0.7, a0: 0.9, a1: 0 }); - } else { - this.particle('glow', px, py, { tint: pr.glow === spec.glow ? spec.muzzle : pr.glow, life: 0.16, s0: (s / 128) * 0.45, s1: (s / 128) * 0.8, a0: 0.9, a1: 0 }); - if (look === 'shell') this.smoke(px, py, s * 0.28, spec.smoke ?? 0x2a2522, 0.3); - } - } - - /** Arrival burst of a shot (PROJ `hit`): at the target, or the ground under it for shells. */ - _impact(pr, cam) { - const spec = pr.spec; - const p = cam.project(pr.tx, pr.ty, pr.tz, this._g); - const x = p.x, y = p.y, s = p.s; - const rich = this.rich; - switch (spec.hit) { - case 'arts': - this.particle('glow', x, y, { tint: pr.glow, life: 0.24, s0: (s / 128) * 0.7, s1: (s / 128) * 1.2, a0: 0.95, a1: 0 }); - this.particle('shock', x, y, { tint: pr.glow, life: 0.26, s0: (s / 128) * 0.25, s1: (s / 128) * 1.05, a0: 0.9, a1: 0 }); - if (rich) this.burst(x, y, s, 4, pr.trailTint, { speed: 2.2, life: 0.3, tex: 'dot', size: 0.35 }); - break; - case 'heal': { - this.particle('glow', x, y, { tint: spec.glow, life: 0.3, s0: (s / 128) * 0.6, s1: (s / 128) * 1.1, a0: 0.9, a1: 0 }); - this.particle('flare', x, y, { tint: 0xc8ffd8, life: 0.22, s0: (s / 128) * 0.9, s1: (s / 128) * 0.3, a0: 1, a1: 0, rot: Math.random() }); - const n = rich ? 3 : 1; - for (let i = 0; i < n; i++) { - this.particle('plus', x + (Math.random() - 0.5) * s * 0.45, y - Math.random() * s * 0.2, { tint: 0x7dffa8, vy: -s * 0.8, life: 0.6, s0: (s / 64) * 0.26, s1: (s / 64) * 0.14, a0: 0.95, a1: 0, fadeIn: 0.05 }); - } - break; - } - case 'boom': this.explosion(pr.tx, pr.ty, this._groundZ(pr.tx, pr.ty), 1, pr.glow, { smoke: spec.smoke, small: true }); break; - case 'splash': this.explosion(pr.tx, pr.ty, this._groundZ(pr.tx, pr.ty), 0.7, pr.glow, { smoke: spec.smoke, small: true }); break; - case 'zap': - this.particle('flare', x, y, { tint: spec.glow, life: 0.16, s0: (s / 128) * 0.7, s1: (s / 128) * 0.25, a0: 1, a1: 0, rot: Math.random() }); - if (rich) this.burst(x, y, s, 3, spec.glow, { speed: 2.4, life: 0.22, size: 0.35 }); - break; - case 'enemy': - this.particle('glow', x, y, { tint: spec.glow, life: 0.2, s0: (s / 128) * 0.6, s1: (s / 128) * 1.0, a0: 0.9, a1: 0 }); - this.particle('flare', x, y, { tint: 0xffb0a0, life: 0.16, s0: (s / 128) * 0.8, s1: (s / 128) * 0.3, a0: 1, a1: 0, rot: Math.random() }); - break; - default: // 'spark': bullets, boomerang hits (the hit's own sparks come with its damage number) - this.particle('flare', x, y, { tint: spec.glow, life: 0.11, s0: (s / 128) * 0.55, s1: (s / 128) * 0.2, a0: 1, a1: 0, rot: Math.random() }); - } - } - - /** The thrower caught its boomerang: a small flash in its hands. */ - _catch(pr, cam) { - const p = cam.project(pr.bx, pr.by, pr.bz, this._g); - this.particle('flare', p.x, p.y, { tint: pr.spec.glow, life: 0.12, s0: (p.s / 128) * 0.6, s1: (p.s / 128) * 0.2, a0: 0.9, a1: 0, rot: Math.random() }); - } - - /** - * 蕾缪安 S3 shell (fx 'bombardShell'): fired now by `src` (its view, or null) at the spot (x, y), where it lands after - * `flight` real seconds (_stepMortar; the sim's shells fly 0.3 game s — they drop out of the sky, a launch streak - * leaving the shooter; a flight ≥ 0.45 real s climbs out of her first). The spot gets a thin ring closing in and - * brightening plus the blast radius throbbing until the impact. The shell takes the shooter's lock on that spot: the - * lock ends with this shell's 'bombard' (_landed). - */ - mortar(src, x, y, r, flight) { - const pr = this._takeProj(); - const gz = this._groundZ(x, y); - pr.kind = 'bombardShell'; pr.spec = BOMBARD_SHELL; pr.src = src; pr.tgt = null; - pr.x0 = src ? src.x : x; pr.y0 = src ? src.y : y; pr.z0 = src ? bodyZ(this.ctx.cam(), src, SHOT_HEIGHT.launch) : gz + 0.5; - pr.tx = x; pr.ty = y; pr.tz = gz; - pr.t = 0; pr.dur = clamp(flight, 0.1, 4); pr.fade = 0; pr.hit = false; pr.emit = 0; pr.arc = 0; pr.ang = Math.PI / 2; - pr.rise = pr.dur >= 0.45 ? SHELL_RISE : 0; - pr.glow = BOMBARD_SHELL.glow; pr.trailTint = BOMBARD_SHELL.trail; - const L = this._nearestLock(src ? src.id : null, x, y, 3, true); - if (L) { L.shell = true; L.sx = x; L.sy = y; } - this._dressProj(pr); - pr.shadow.visible = false; - this.projs.push(pr); - const rr = Math.max(0.5, r); - this.ring(x, y, gz, rr, rr * 0.22, 0xff5a3a, pr.dur, 'shock', 'in'); - this.ring(x, y, gz, rr * 0.96, rr, 0xff7a4a, pr.dur, 'ring', 'pulse'); - if (src && this.rich) { - // the shot leaves her upwards: a muzzle flash and a streak climbing out of sight - const p = this._bodyPt(src, SHOT_HEIGHT.launch, this._g); - const s = p.s; - this.particle('muzzle', p.x, p.y, { tint: 0xffc27a, life: 0.1, s0: (s / 64) * 0.6, s1: (s / 64) * 0.8, a0: 1, a1: 0, rot: -Math.PI / 2, anchorX: 0.19 }); - this.particle('glow', p.x, p.y, { tint: 0xffb35c, life: 0.14, s0: (s / 128) * 0.5, s1: (s / 128) * 0.9, a0: 0.9, a1: 0 }); - this.particle('tracer', p.x, p.y, { tint: 0xffe0b0, life: 0.16, vy: -s * 16, s0: (s * 0.3) / 16, s1: (s * 0.24) / 16, sx: (1.3 * 16) / (0.3 * 128), a0: 1, a1: 0.2, rot: -Math.PI / 2, anchorX: 1 }); - } - return pr; - } - - /** - * fx 'bombard' (the impact) at (x, y) by shooter `src`: the shell falling there has landed (ended now if still in - * the air) and its lock goes — the lock that shell took, found by the landing point (the sim uses the same spot for - * both events); a sim without 'bombardShell' releases the shooter's lock nearest to the spot. - */ - _landed(src, x, y, r) { - for (const pr of this.projs) { - if (pr.spec !== BOMBARD_SHELL || (src != null && pr.src && pr.src.id !== src)) continue; - if (Math.hypot(pr.tx - x, pr.ty - y) < 0.05) pr.t = Math.max(pr.t, pr.dur); - } - let best = null, bd = Infinity; - for (const L of this.locks) { - if (L.out >= 0 || (src != null && L.src != null && L.src !== src)) continue; - const d = L.shell ? Math.hypot(L.sx - x, L.sy - y) : Math.hypot(L.x - x, L.y - y) + 0.5; - if (d < bd) { bd = d; best = L; } - } - if (best && bd <= r + 1.5) this._releaseLock(best); - } - - /** A beam from view `a` to view `b`; `chain`: a bounce, `a` is the previous target (it leaves from its chest). */ - _beam(a, b, color, dur = 0.22, jitter = 1, chain = false) { - this.beamList.push({ a, b, color, t: 0, dur, jitter, chain, seed: Math.random() * 1000 }); - if (this.beamList.length > 40) this.beamList.shift(); - const q = this._bodyPt(b, SHOT_HEIGHT.aim, this._g); - this.particle('flare', q.x, q.y, { tint: color, life: 0.16, s0: (q.s / 128) * 0.7, s1: (q.s / 128) * 0.25, a0: 1, a1: 0, rot: Math.random() }); - } - - _updateBeams(dt) { - const g = this.beams; - g.clear(); - let w = 0; - const p = this._p, q = this._q; - for (const bm of this.beamList) { - bm.t += dt; - if (bm.t >= bm.dur || !bm.a || !bm.b) continue; - // a chain bounce leaves the previous target where the shot met it (its chest), a beam leaves the shooter's hands - this._bodyPt(bm.a, bm.chain ? SHOT_HEIGHT.aim : SHOT_HEIGHT.launch, p); const px = p.x, py = p.y, s = p.s; - this._bodyPt(bm.b, SHOT_HEIGHT.aim, q); - const k = 1 - bm.t / bm.dur; - const segs = 7; - // soft glow, coloured body, white-hot core - for (let pass = 0; pass < 3; pass++) { - const wd = pass === 0 ? s * 0.16 : pass === 1 ? s * 0.065 : s * 0.026; - g.lineStyle(Math.max(1, wd), pass === 2 ? 0xffffff : bm.color, (pass === 0 ? 0.22 : pass === 1 ? 0.6 : 0.95) * k); - g.moveTo(px, py); - for (let i = 1; i < segs; i++) { - const f = i / segs; - const j = Math.sin(bm.seed + i * 12.9 + bm.t * 40) * s * 0.12 * (bm.jitter ?? 1); - g.lineTo(px + (q.x - px) * f + j, py + (q.y - py) * f - j * 0.5); - } - g.lineTo(q.x, q.y); - } - this.beamList[w++] = bm; - } - this.beamList.length = w; - } - - // ---- fire jets (炎佑 祛恶之焰) --------------------------------------------------------------------------------- - - /** - * fx 'yanyouFlame' (sim/content/tokens.js yanyouKit; user playtest #4 item 12 "一段持续时间的喷火"): the sim emits one - * event per game second of the channel; each keeps the jet of dragon `srcId` burning for `dur` real s + FLAME_TAIL - * onto its locked target `tgtId` (else the spot (x, y)), so the 1 s ticks join into ONE continuous stream, with a - * burning disc of radius `r` tiles following the target. One jet per dragon (a new tick re-aims and extends it). - */ - _flame(srcId, tgtId, x, y, r, col, dur) { - if (!Number.isFinite(x) || !Number.isFinite(y)) return; - let F = srcId != null ? this.flames.find((f) => f.src === srcId) : null; - if (!F) { - const P = this.P; - const disc = new P.Sprite(this.tex.soft); - disc.anchor.set(0.5); disc.blendMode = P.BLEND_MODES.ADD; disc.alpha = 0; - const edge = new P.Sprite(this.tex.ring); - edge.anchor.set(0.5); edge.blendMode = P.BLEND_MODES.ADD; edge.alpha = 0; - F = { src: srcId, disc, edge, t: 0, end: 0, jet: 0, fire: 0, smoke: 0, seed: Math.random() * 100 }; - this.flames.push(F); - if (this.flames.length > MAX_FLAMES) this._freeFlame(this.flames.shift()); - } - F.tgt = tgtId; F.x = x; F.y = y; F.z = this._groundZ(x, y); F.r = r; F.col = col; - F.end = Math.max(F.end, F.t + dur + FLAME_TAIL); - F.disc.tint = F.edge.tint = col; - } - - _freeFlame(F) { F.disc.destroy(); F.edge.destroy(); } - - _updateFlames(dt) { - if (!this.flames.length) return; - const cam = this.ctx.cam(); - const g = this.beams; // drawn after _updateBeams cleared it - const p = this._p, q = this._q, m = this._g; - const low = this.quality === 'low'; - let w = 0; - for (const F of this.flames) { - F.t += dt; - const sv = this._viewOf(F.src); - // the channel is over (no tick kept it going) or the dragon is gone - if (F.t >= F.end || (F.src != null && this.ctx.view && (!sv || sv.alive === false))) { this._freeFlame(F); continue; } - const tv = this._viewOf(F.tgt); - if (tv && tv.alive !== false && Number.isFinite(tv.x) && Number.isFinite(tv.y)) { F.x = tv.x; F.y = tv.y; F.z = tv.z || 0; } - const fade = Math.min(1, F.t / 0.12, (F.end - F.t) / FLAME_FADE); - const flick = 0.82 + 0.18 * Math.sin(F.t * 23 + F.seed) * Math.sin(F.t * 7.3); - // burning disc on the ground around the target - this._onGround(F.disc, F.y, F.z); this._onGround(F.edge, F.y, F.z); - cam.project(F.x, F.y, F.z + 0.02, p); - cam.project(F.x, F.y + F.r, F.z + 0.02, q); - const cx = p.x, cy = p.y, s = p.s; - const rx = s * F.r, ry = Math.max(1, cy - q.y); - F.disc.position.set(cx, cy); F.disc.scale.set((rx * 2) / 128, (ry * 2) / 128); F.disc.alpha = 0.5 * fade * flick; - F.edge.position.set(cx, cy); F.edge.scale.set((rx * 2.05) / 128, (ry * 2.05) / 128); F.edge.alpha = 0.7 * fade * flick; - // flame tongues and embers rising from the disc - F.fire += dt * (low ? 14 : 34) * fade; - while (F.fire >= 1) { - F.fire -= 1; - if (!this._room()) { F.fire = 0; break; } - const a = Math.random() * Math.PI * 2, d = Math.sqrt(Math.random()) * 0.9; - const px = cx + Math.cos(a) * rx * d, py = cy + Math.sin(a) * ry * d; - const ember = Math.random() < 0.3; - const po = this._o(); - po.tint = ember ? 0xffd27a : FLAME_TINTS[(Math.random() * FLAME_TINTS.length) | 0]; - po.vx = (Math.random() - 0.5) * s * 0.3; po.vy = -s * (ember ? 1.6 : 0.9 + Math.random() * 0.6); po.drag = ember ? 0.5 : 1.5; - po.life = ember ? 0.7 : 0.35 + Math.random() * 0.25; - po.s0 = (s / 128) * (ember ? 0.06 : 0.28 + Math.random() * 0.12); po.s1 = (s / 128) * (ember ? 0.02 : 0.08); - po.a0 = 0.9; po.a1 = 0; po.fadeIn = 0.05; - this.particle(ember ? 'dot' : 'soft', px, py, po); - } - if (this.rich) { - F.smoke += dt * 5 * fade; - while (F.smoke >= 1) { - F.smoke -= 1; - if (!this._room()) { F.smoke = 0; break; } - const po = this._o(); - po.add = false; po.tint = 0x3a3430; po.vx = (Math.random() - 0.5) * s * 0.2; po.vy = -s * 0.5; po.drag = 1; - po.life = 0.9; po.s0 = (s / 128) * 0.35; po.s1 = (s / 128) * 0.8; po.a0 = 0.32; po.a1 = 0; po.fadeIn = 0.15; - this.particle('smoke', cx + (Math.random() - 0.5) * rx, cy - s * 0.2, po); - } - } - // the jet: from the dragon's chest onto the target (its chest; the disc centre without a target view) - if (sv) { - this._chest(sv, m); - const mx = m.x, my = m.y; - if (tv && tv.alive !== false) this._chest(tv, q); else { q.x = cx; q.y = cy - s * 0.15; } - const tx = q.x, ty = q.y; - const segs = 6; - for (let pass = 0; pass < 3; pass++) { - const col = pass === 2 ? 0xfff2c0 : pass === 1 ? 0xffb347 : F.col; - const alpha = (pass === 0 ? 0.3 : pass === 1 ? 0.55 : 0.8) * fade * flick; - let x0 = mx, y0 = my; - for (let i = 1; i <= segs; i++) { - const f = i / segs; - // widens towards the target (a cone of fire), wobbling - const wd = s * (pass === 0 ? 0.1 + 0.22 * f : pass === 1 ? 0.05 + 0.1 * f : 0.02 + 0.03 * f); - const j = i < segs ? Math.sin(F.seed + i * 3.1 + F.t * 30) * s * 0.05 * f : 0; - const x1 = mx + (tx - mx) * f + j, y1 = my + (ty - my) * f - j * 0.5; - g.lineStyle(Math.max(1, wd), col, alpha); - g.moveTo(x0, y0); g.lineTo(x1, y1); - x0 = x1; y0 = y1; - } - } - // fire puffs streaming along it - F.jet += dt * (low ? 18 : 42) * fade; - const T = 0.2; - while (F.jet >= 1) { - F.jet -= 1; - if (!this._room()) { F.jet = 0; break; } - const a = Math.random() * Math.PI * 2, d = Math.random() * 0.5; - const gx = tx + Math.cos(a) * rx * d, gy = ty + Math.sin(a) * ry * d; - const po = this._o(); - po.tint = FLAME_TINTS[(Math.random() * FLAME_TINTS.length) | 0]; - po.vx = (gx - mx) / T; po.vy = (gy - my) / T; - po.life = T * (0.9 + Math.random() * 0.3); - po.s0 = (s / 128) * 0.1; po.s1 = (s / 128) * (0.38 + Math.random() * 0.2); po.a0 = 0.85; po.a1 = 0.15; - this.particle('soft', mx, my, po); - } - } - this.flames[w++] = F; - } - this.flames.length = w; - } - - // ---- lock-on reticles (蕾缪安) ------------------------------------------------------------------------------- - - /** - * fx 'lock': a reticle on the locked enemy (following its view; at the last spot once it is gone) until its shell - * lands (mortar / _landed) or the aimed shot fires ('crit' from the same shooter); at most LOCK_T game seconds after - * the shooter's last lock / shell / bombard (_touchLocks). - */ - _lock(view, src, x, y, z) { - let L = this.lockFree.pop(); - if (!L) { - const P = this.P; - const ring = new P.Sprite(this.tex.reticle); - ring.anchor.set(0.5); - ring.blendMode = P.BLEND_MODES.ADD; - const core = new P.Sprite(this.tex.glow); - core.anchor.set(0.5); - core.blendMode = P.BLEND_MODES.ADD; - this.projLayer.addChild(ring, core); - L = { ring, core }; - } - L.view = view; L.id = view ? view.id : null; L.src = src ?? null; L.x = x; L.y = y; L.z = z; - L.t = 0; L.idle = 0; L.max = LOCK_T / this._ts(); L.out = -1; L.shell = false; L.sx = x; L.sy = y; - L.ring.tint = L.core.tint = FX_KINDS.lock.c; - L.ring.alpha = L.core.alpha = 0; - L.ring.visible = L.core.visible = true; - this.locks.push(L); - if (this.locks.length > MAX_LOCKS) this._freeLock(this.locks.shift()); - return L; - } - - /** Shooter `src` is still at it (a new lock, a shell, a bombard): its live locks restart their LOCK_T wait. */ - _touchLocks(src) { - if (src == null) return; - for (const L of this.locks) if (L.src === src) L.idle = 0; - } - - /** The live lock of shooter `src` nearest to (x, y) within `within` tiles (`free`: only one no shell took yet). */ - _nearestLock(src, x, y, within, free) { - let best = null, bd = Infinity; - for (const L of this.locks) { - if (L.out >= 0 || (free && L.shell) || (src != null && L.src != null && L.src !== src)) continue; - const d = Math.hypot(L.x - x, L.y - y); - if (d < bd - 1e-9) { bd = d; best = L; } - } - return best && bd <= within ? best : null; - } - - /** Fade a lock out (it pops outwards as it goes). */ - _releaseLock(L) { if (L && L.out < 0) L.out = 0; } - - _freeLock(L) { - L.ring.visible = L.core.visible = false; - L.view = null; - this.lockFree.push(L); - } - - _updateLocks(dt) { - if (!this.locks.length) return; - const cam = this.ctx.cam(); - let w = 0; - for (const L of this.locks) { - L.t += dt; - L.idle += dt; - if (L.out < 0 && L.idle >= L.max) L.out = 0; - // the shooter knocked out / withdrawn: the sim fires no more shells — only a shell already in the air still lands - if (L.out < 0 && !L.shell && L.src != null && this.ctx.view) { - const sv = this._viewOf(L.src); - if (!sv || sv.alive === false) L.out = 0; - } - if (L.out >= 0) { L.out += dt; if (L.out >= LOCK_FADE) { this._freeLock(L); continue; } } - const v = L.view; - if (v && !v.destroyed && v.alive !== false) { L.x = v.x; L.y = v.y; L.z = bodyZ(cam, v, SHOT_HEIGHT.aim); } - const p = cam.project(L.x, L.y, L.z, this._p); - const s = p.s; - const out = L.out >= 0 ? L.out / LOCK_FADE : 0; - const pop = L.t < 0.16 ? 1.7 - 0.7 * easeOut(L.t / 0.16) : 1 + 0.05 * Math.sin(L.t * 9); - const a = (L.out >= 0 ? 1 - out : Math.min(1, L.t / 0.06)); - L.ring.position.set(p.x, p.y); - L.ring.rotation = L.t * 1.8; - L.ring.scale.set((s * 0.95 * pop * (1 + out * 0.6)) / 128); - L.ring.alpha = 0.95 * a; - L.core.position.set(p.x, p.y); - L.core.scale.set(((s * 0.4) / 128) * (1 + 0.25 * Math.sin(L.t * 14))); - L.core.alpha = 0.7 * a; - this.locks[w++] = L; - } - this.locks.length = w; - } - - // ---- hits / numbers ----------------------------------------------------------------------------------------- - - /** b.ev 'dmg' visual: glow + sparks in the hit colour; a melee blow (atk 'none' just before) adds its slash. */ - damage(view, amount, type, srcView) { - if (!view) return; - const style = dmgStyleKey(type); - const p = this._chest(view); - const px = p.x, py = p.y, s = p.s; - const tint = HIT_TINT[style] || 0xffffff; - const big = view.maxHp > 0 && amount >= view.maxHp * 0.18; - const melee = !!srcView && this._slashAt === srcView.id; - this.particle('glow', px, py, { tint, life: 0.18, s0: (s / 128) * (big ? 1.0 : 0.6), s1: (s / 128) * (big ? 1.5 : 0.9), a0: 0.9, a1: 0 }); - if (melee) { this._slashAt = null; this._slash(view, srcView, px, py, s, style, big); } - this.burst(px, py, s, big ? 8 : melee ? 6 : 4, tint, { speed: melee ? 2.8 : 2.4, size: big ? 0.6 : 0.46 }); - if (srcView && this.ctx.subProfOf && SPLASH_SUBS.has(this.ctx.subProfOf(srcView.info?.defId))) { - if (!this._lastRing || this.time - this._lastRing > 0.08) { - this._lastRing = this.time; - this.ring(view.x, view.y, view.z || 0, 0.1, 1.1, tint, 0.3); - } - } - view.onHit?.(); - if (this.ctx.settings?.damageNumbers !== false) this.number(view, amount, style, big); - } - - /** - * Melee blow on `view` by `src`: a crescent swept across the victim, bulging along the blow (attacker → victim on - * screen, a little random tilt / mirroring), in the hit colour with a white-hot inner stroke. - */ - _slash(view, src, px, py, s, style, big) { - const q = this._chest(src, this._q); - const dx = px - q.x, dy = py - q.y; - const ang = Math.abs(dx) + Math.abs(dy) > 1 ? Math.atan2(dy, dx) : (src.x > view.x ? Math.PI : 0); - const rot = ang + Math.PI / 2 + (Math.random() - 0.5) * 0.9; - const flip = Math.random() < 0.5 ? -1 : 1; - const k = big ? 1.25 : 1; - const a = this.particle('slash', px, py, { tint: style === 'phys' ? 0xffe2b0 : HIT_TINT[style] || 0xffffff, life: 0.2, s0: (s / 128) * 1.05 * k, s1: (s / 128) * 1.3 * k, a0: 1, a1: 0, rot }); - a.sx = flip; - const b = this.particle('slash', px, py, { tint: 0xffffff, life: 0.12, s0: (s / 128) * 0.8 * k, s1: (s / 128) * 1.0 * k, a0: 0.85, a1: 0, rot }); - b.sx = flip; - } - - heal(view, amount) { - if (!view) return; - const p = this._chest(view); - const s = p.s; - this.particle('glow', p.x, p.y, { tint: 0x62f08a, life: 0.3, s0: (s / 128) * 0.5, s1: (s / 128) * 0.9, a0: 0.55, a1: 0 }); - for (let i = 0; i < (this.quality === 'low' ? 1 : 3); i++) { - this.particle('plus', p.x + (Math.random() - 0.5) * s * 0.5, p.y + (Math.random() - 0.2) * s * 0.3, { - tint: 0x7dffa8, vy: -s * 0.9, life: 0.7, s0: s / 64 * 0.32, s1: s / 64 * 0.2, a0: 0.95, a1: 0, fadeIn: 0.08, - }); - } - if (this.ctx.settings?.damageNumbers !== false) this.number(view, amount, 'heal', false); - } - - /** - * A damage / heal number over `view` (see the header). Layout in screen space, against EVERY live number (the - * '41509' / '201625' overlaps were numbers of neighbouring units standing side by side): - * * merge: a same-style hit on the same unit within NUM_MERGE_GAP of that number's last hit (and while it is still - * young) adds to it — a running total that re-pops and lives a little longer; - * * cap: a unit shows at most NUM_PER_TARGET numbers; past it the hit joins the unit's youngest same-style number, - * else the unit's oldest number fades out at once; - * * lanes: the new number takes the lowest free slot of its unit's lanes (centre, then beside the head, 0 / ±1 / ±2 - * lane widths), stacking upwards at most NUM_MAX_LINES lines; a slot is free when no live number of any unit - * overlaps it now or later (a younger number rises faster: below an older one it must keep that one's rise so - * far as a margin) with a gap wide enough that two numbers never read as one; - * * crowded (> NUM_CROWD numbers near it): it lives shorter; a pair that still ends up overlapping (units walking - * into each other) resolves by fading the older one quickly (_updateNums). - */ - number(view, amount, style, big) { - const n = Math.round(amount); - if (!(n > 0) || !view) return; - const now = this.time; - const cam = this.ctx.cam(); - const base = (view.z || 0) + (view.hover || 0) + (view._headTiles || 1.2) * 0.8; - const a = cam.project(view.x, view.y, base, this._p); - const ax = a.x, ay = a.y, s = a.s > 0 ? a.s : 100; - const pxPerZ = ay - cam.project(view.x, view.y, base + 1, this._q).y; - const risePx = NUM_RISE * (pxPerZ > 1e-3 ? pxPerZ : s * 0.5); - // the live boxes only change between frames: laid out once per frame / camera, not once per hit (a heavy AoE - // lands dozens of hits in one frame — re-projecting every live number for each was O(hits × numbers)) - this._layoutNumsOnce(cam); - // 1. merge into this unit's running total of the same style - let mine = 0, youngest = null, oldest = null; - for (const t of this.nums) { - if (t.unit !== view || t.fading) continue; - mine++; - if (!oldest || t.born < oldest.born) oldest = t; - if (t.style === style && (!youngest || t.born > youngest.born)) youngest = t; - } - const merge = youngest && now - youngest.lastHit < NUM_MERGE_GAP && youngest.life < NUM_RISE_T * 0.55 ? youngest - : (mine >= NUM_PER_TARGET && youngest ? youngest : null); - if (merge && this._growFits(merge, n, big)) { - merge.value += n; - merge.text.text = (style === 'heal' ? '+' : '') + merge.value; - merge.pop = 1; - merge.big = merge.big || big; - merge.lastHit = now; - merge.end = Math.min(merge.life + NUM_LIFE * 0.75, Math.max(merge.end, merge.life + NUM_LIFE * 0.6), NUM_MAX_LIFE); - this._sizeNum(merge); - return; - } - if (mine >= NUM_PER_TARGET && oldest) this._fadeNum(oldest, 0.1); - // 2. a free slot among the unit's lanes - const sc = numScale(s, big, style); - const w = numChars(n, style) * NUM_DIGIT_EM * 24 * sc * NUM_POP + NUM_GAP_PX; - const h = 24 * NUM_LINE_EM * sc * NUM_POP; - const lane = Math.max(w, 24 * NUM_DIGIT_EM * sc * 3.2) * 0.62; - let best = null; - for (const k of NUM_LANES) { - const cx = ax + k * lane; - const cy = this._numSlotPx(cx, ay, w, h, risePx); - const lift = ay - cy; - if (!best || lift < best.lift - 0.5) best = { cx, cy, lift, k }; - if (lift <= h * 1.2) break; // low enough: keep the nearest lane - } - const cap = h * NUM_MAX_LINES; - let { cx, cy } = best; - if (ay - cy > cap) { - // over capacity (a knot of units under fire): join this unit's latest same-style total when it fits, else take - // the capped spot and drop whatever is there (crowded numbers give way at once) - let same = null; - for (const t of this.nums) if (t.unit === view && t.style === style && !t.fading && (!same || t.born > same.born)) same = t; - if (same && this._growFits(same, n, big)) { - same.value += n; - same.text.text = (style === 'heal' ? '+' : '') + same.value; - same.pop = 1; - same.big = same.big || big; - same.lastHit = now; - this._sizeNum(same); - return; - } - // (released at once, not merely ended: they would vanish before the next render anyway, and as obstacles they - // made every further hit of the same frame search a crowd that is no longer there — a knot under AoE) - cx = ax; cy = ay - cap; - let keep = 0; - for (const t of this.nums) { - if (Math.abs(t._x - cx) < (t._w + w) / 2 && t._y > cy - h && t._y - t._h < cy) { this._releaseNum(t); continue; } - this.nums[keep++] = t; - } - this.nums.length = keep; - } - // 3. crowding: numbers around this spot → a shorter life for everyone new here - let near = 0; - for (const t of this.nums) if (!t.fading && Math.abs(t._x - cx) < 150 && Math.abs(t._y - cy) < 110) near++; - const life = near >= NUM_CROWD ? NUM_LIFE * 0.62 : NUM_LIFE; - const maxNums = this.load >= 2 ? MAX_NUMBERS >> 1 : MAX_NUMBERS; - while (this.nums.length >= maxNums) this._releaseNum(this.nums.shift()); - const t = this._takeNum(style); - t.text.visible = true; - t.text.alpha = 1; - t.text.text = (style === 'heal' ? '+' : '') + n; - Object.assign(t, { - unit: view, style, value: n, life: 0, end: life, born: now, lastHit: now, pop: 1, big: !!big, fading: false, - ox: cx - ax, oy: cy - ay, x0: view.x, y0: view.y, z0: base, risePx, _x: cx, _y: cy, _w: w, _h: h, - }); - this.nums.push(t); - } - - /** Whether a merged number's grown text still fits among its neighbours (else a new number is made). */ - _growFits(t, add, big) { - const sc = numScale(t._s || 100, t.big || big, t.style); - const w = numChars(t.value + add, t.style) * NUM_DIGIT_EM * 24 * sc * NUM_POP + NUM_GAP_PX; - for (const o of this.nums) { - if (o === t || o.fading) continue; - if (Math.abs(o._x - t._x) < (o._w + w) / 2 && Math.abs(o._y - t._y) < (o._h + t._h) / 2) return false; - } - return true; - } - - /** - * Lowest (largest screen y) bottom for a number of size w×h centred at x, starting at y0, clear of every live number - * now and later: above one it must sit on its top; below one it must leave that one's rise so far as a margin - * (the new number rises faster and would catch up). - */ - _numSlotPx(x, y0, w, h, risePx) { - let y = y0; - for (let pass = 0; pass <= this.nums.length; pass++) { - let moved = false; - for (const t of this.nums) { - if (t.fading && t.text.alpha < 0.3) continue; // almost gone - if (Math.abs(t._x - x) >= (t._w + w) / 2) continue; - const top = t._y - t._h, bottom = t._y; - const risen = t.risePx * easeOut(Math.min(1, t.life / NUM_RISE_T)); - if (y <= top) continue; // entirely above it (bottom at or over its top) - if (y - h >= bottom + risen) continue; // below it, for good - y = top; - moved = true; - } - if (!moved) break; - } - return y; - } - - /** Screen boxes of the live numbers (their current anchor, rise and size) → t._x, t._y (bottom), t._w, t._h. */ - _layoutNums(cam) { - const p = this._p; - for (const t of this.nums) { - const u = t.unit; - if (u && !u.destroyed) { t.x0 = u.x; t.y0 = u.y; } - cam.project(t.x0, t.y0, t.z0, p); - t._s = p.s; - const k = Math.min(1, t.life / NUM_RISE_T); - t._x = p.x + t.ox; - t._y = p.y + t.oy - t.risePx * easeOut(k); - this._sizeNum(t); - } - this._laidAt = this.time; - this._laidCam = cam; - this._laidKey = camKey(cam); - } - - /** `_layoutNums` unless the boxes are already current: same frame (fx time) and the same camera framing. */ - _layoutNumsOnce(cam) { - if (this._laidAt === this.time && this._laidCam === cam && this._laidKey === camKey(cam)) return; - this._layoutNums(cam); - } - - /** A number's box size from its value, style, pop and the scale of its last layout (t._s px per tile). */ - _sizeNum(t) { - const sc = numScale(t._s || 100, t.big, t.style); - const pop = 1 + t.pop * (NUM_POP - 1); - t._w = numChars(t.value, t.style) * NUM_DIGIT_EM * 24 * sc * pop + NUM_GAP_PX; - t._h = 24 * NUM_LINE_EM * sc * pop; - t._sc = sc; - } - - _fadeNum(t, within) { - if (t.fading) return; - t.fading = true; - t.fadeFrom = t.text.alpha; - t.end = Math.min(t.end, t.life + within); - t.fadeT0 = t.life; - } - - _takeNum(style) { - const P = this.P; - const font = DMG_STYLE[style]?.font || DMG_STYLE.phys.font; - const pool = this._numPools || (this._numPools = new Map()); - const list = pool.get(font); - let t = list && list.length ? list.pop() : null; - if (!t) { - const text = new P.BitmapText('0', { fontName: font, fontSize: 24, align: 'center' }); - text.anchor.set(0.5, 1); - this.ctx.layers.text.addChild(text); - t = { text, font }; - } - return t; - } - - _releaseNum(t) { - t.text.visible = false; - t.unit = null; - const pool = this._numPools || (this._numPools = new Map()); - let list = pool.get(t.font); - if (!list) pool.set(t.font, list = []); - if (list.length < 30) list.push(t); else t.text.destroy(); - } - - _updateNums(dt) { - const cam = this.ctx.cam(); - let w = 0; - for (const t of this.nums) { - t.life += dt; - if (t.life >= t.end) { this._releaseNum(t); continue; } - t.pop = Math.max(0, t.pop - dt * 6); - this.nums[w++] = t; - } - this.nums.length = w; - this._layoutNums(cam); - // a pair still overlapping (their units walked into each other): the older one gives way - const L = this.nums; - for (let i = 0; i < L.length; i++) { - const a = L[i]; - if (a.fading) continue; - for (let j = i + 1; j < L.length; j++) { - const b = L[j]; - if (b.fading) continue; - if (Math.abs(a._x - b._x) < (a._w + b._w) / 2 - NUM_GAP_PX * 0.5 && Math.abs((a._y - a._h / 2) - (b._y - b._h / 2)) < (a._h + b._h) / 2 * 0.9) { - this._fadeNum(a.born <= b.born ? a : b, 0.06); - if (a.fading) break; - } - } - } - for (const t of L) { - const tx = t.text; - tx.scale.set(t._sc * (1 + t.pop * (NUM_POP - 1))); - tx.position.set(t._x, t._y); - let alpha = 1; - const left = t.end - t.life; - if (t.fading) alpha = (t.fadeFrom ?? 1) * clamp(left / Math.max(0.01, t.end - t.fadeT0), 0, 1); - else if (left < NUM_FADE_T) alpha = left / NUM_FADE_T; - tx.alpha = alpha; - } - } - - // ---- rings / auras ----------------------------------------------------------------------------------------- - - /** - * Ground ring going from r0 to r1 tiles over `dur` real seconds (easing out, fading). `mode` 'in': a warning closing - * in — linear, brightening towards its end; 'pulse': throbbing at full size until its end. - */ - ring(x, y, z, r0, r1, tint, dur = 0.4, tex = 'ring', mode = null) { - const P = this.P; - let r = this.ringFree.pop(); - if (!r) { - const sp = new P.Sprite(this.tex[tex]); - sp.anchor.set(0.5); - sp.blendMode = P.BLEND_MODES.ADD; - this.ctx.layers.groundFx.addChild(sp); - r = { sp }; - } - r.sp.texture = this.tex[tex] || this.tex.ring; - r.sp.visible = true; - r.sp.tint = tint; - r.sp.alpha = 0; - this._onGround(r.sp, y, z); - r.x = x; r.y = y; r.z = z; r.r0 = r0; r.r1 = r1; r.t = 0; r.dur = Math.max(0.01, dur); r.mode = mode; - this.rings.push(r); - if (this.rings.length > 80) { const o = this.rings.shift(); o.sp.visible = false; this.ringFree.push(o); } - } - - _updateRings(dt) { - const cam = this.ctx.cam(); - const p = this._p, q = this._q; - let w = 0; - for (const r of this.rings) { - r.t += dt; - if (r.t >= r.dur) { r.sp.visible = false; this.ringFree.push(r); continue; } - const u = r.t / r.dur; - const k = r.mode === 'in' ? u : easeOut(u); - const rad = r.r0 + (r.r1 - r.r0) * k; - cam.project(r.x, r.y, r.z + 0.01, p); - cam.project(r.x, r.y + rad, r.z + 0.01, q); - const rx = p.s * rad, ry = Math.max(1, p.y - q.y); - r.sp.position.set(p.x, p.y); - r.sp.scale.set((rx * 2) / 128, (ry * 2) / 128); - r.sp.alpha = r.mode === 'in' ? 0.35 + 0.65 * u - : r.mode === 'pulse' ? (0.35 + 0.35 * Math.abs(Math.sin(r.t * 9))) * Math.min(1, (r.dur - r.t) / 0.06, r.t / 0.06) - : 1 - u; - this.rings[w++] = r; - } - this.rings.length = w; - } - - /** - * Skill activation (on) / end (off). On: a flash at the body, a gold light pillar with a white-hot core from the - * feet, a shockwave and a hex ring on the ground, rising motes — then the active aura (_aura) until it ends. - */ - skill(view, on) { - if (!view) return; - if (!on) { this._aura(view, false); return; } - const z = (view.z || 0) + (view.hover || 0); - const g = this._proj(view.x, view.y, z, this._g); - const gx = g.x, gy = g.y, s = g.s; - const c = this._chest(view, this._q); - this.particle('pillar', gx, gy, { tint: SKILL_GOLD, life: 0.7, s0: (s / 64) * 1.05, s1: (s / 64) * 1.3, a0: 0.95, a1: 0, sx: 0.8, ay: 1 }); - this.particle('pillar', gx, gy, { tint: 0xffffff, life: 0.38, s0: (s / 64) * 0.9, s1: (s / 64) * 1.15, a0: 0.9, a1: 0, sx: 0.28, ay: 1 }); - this.particle('flare', c.x, c.y, { tint: 0xfff0b0, life: 0.3, s0: (s / 128) * 1.9, s1: (s / 128) * 0.6, a0: 1, a1: 0, rot: Math.random() }); - this.particle('glow', c.x, c.y, { tint: SKILL_GOLD, life: 0.36, s0: (s / 128) * 1.2, s1: (s / 128) * 2.4, a0: 0.9, a1: 0 }); - this.ring(view.x, view.y, z, 0.15, 1.7, 0xffe7a0, 0.45, 'shock'); - this.ring(view.x, view.y, z, 0.3, 1.25, SKILL_GOLD, 0.6, 'hex'); - this.burst(c.x, c.y, s, this.rich ? 10 : 4, 0xffe28a, { speed: 1.4, up: 1.6, life: 0.7, tex: 'dot', size: 0.34 }); - this._aura(view, true); - } - - /** Active-skill aura: a soft gold glow and a slowly turning hex on the ground under the unit (fading in / out). */ - _aura(view, on) { - const P = this.P; - let a = this.auras.get(view.id); - if (on) { - if (!a) { - // the root is squashed onto the ground; the hex turns inside it (so it turns in the ground plane) - const root = new P.Container(); - const disc = new P.Sprite(this.tex.soft); - disc.anchor.set(0.5); disc.blendMode = P.BLEND_MODES.ADD; disc.tint = SKILL_GOLD; - const hex = new P.Sprite(this.tex.hex); - hex.anchor.set(0.5); hex.blendMode = P.BLEND_MODES.ADD; hex.tint = 0xffc94a; - root.addChild(disc, hex); - root.alpha = 0; - this.ctx.layers.groundFx.addChild(root); - a = { sp: root, disc, hex, view, t: 0, mote: 0 }; - this.auras.set(view.id, a); - } - a.view = view; - a.off = false; - } else if (a) a.off = true; - } - - _updateAuras(dt) { - if (!this.auras.size) return; - const cam = this.ctx.cam(); - const p = this._p, q = this._q; - const rich = this.rich; - for (const [id, a] of this.auras) { - a.t += dt; - const v = a.view; - const ending = a.off || !v || v.destroyed || v.alive === false; - if (ending) { - a.sp.alpha -= dt * 3; - if (a.sp.alpha <= 0) { a.sp.destroy({ children: true }); this.auras.delete(id); continue; } - } else a.sp.alpha = Math.min(1, a.sp.alpha + dt * 5); - if (!v || v.destroyed) continue; - const z = (v.z || 0) + 0.01; - this._onGround(a.sp, v.y, v.z || 0); - cam.project(v.x, v.y, z, p); - cam.project(v.x, v.y + 0.55, z, q); - a.sp.position.set(p.x, p.y); - a.sp.scale.set((p.s * 0.95) / 128, (Math.max(1, p.y - q.y) * 1.72) / 128); - a.hex.rotation = a.t * 0.9; - a.hex.alpha = 0.8 + 0.2 * Math.sin(a.t * 4); - a.disc.alpha = 0.42 + 0.1 * Math.sin(a.t * 4); - // now and then a mote rises from the ring - if (rich && !ending && (a.mote += dt) >= 0.3) { - a.mote = 0; - if (this._room()) { - const ang = Math.random() * Math.PI * 2; - const m = cam.project(v.x + Math.cos(ang) * 0.38, v.y + Math.sin(ang) * 0.3, z, this._g); - const o = this._o(); - o.tint = 0xffe28a; o.vy = -m.s * 0.9; o.life = 0.75; o.s0 = (m.s / 32) * 0.14; o.s1 = 0; o.a0 = 0.9; o.fadeIn = 0.1; - this.particle('dot', m.x, m.y, o); - } - } - } - } - - deploy(view) { - if (!view) return; - const p = this._proj(view.x, view.y, view.z || 0); - const s = p.s; - const col = view.isEnemy ? 0xff6a5a : 0x9ff0dc; - this.particle('pillar', p.x, p.y, { tint: col, life: 0.45, s0: s / 64 * 0.7, s1: s / 64 * 0.2, a0: 0.9, a1: 0, sx: 1, ay: 1 }); - this.ring(view.x, view.y, view.z || 0, 0.1, 0.8, col, 0.45); - this.burst(p.x, p.y, s, 6, col, { speed: 1.6, up: 0.4, life: 0.4, tex: 'dot' }); - } - - /** - * Promotion (精锐晋升, a merge) at the elite's spot — the board tile of the consumed copy it replaced (PRTS 卫戍协议/ - * 帮助 "若消耗已部署至作战区的干员,则发送至作战区对应位置") or its bench slot: a gold pillar with a white core, a shockwave - * and a hex ring on the ground, rising motes; `from` = world points of the other consumed copies (gold streaks from - * them to the elite). Counted in `promotions` (render/app.js setPrep; tests). - * @param {any} view - * @param {Array<{ x: number, y: number, z?: number }>} [from] - */ - promote(view, from = []) { - if (!view) return; - this.promotions = (this.promotions || 0) + 1; - const z = view.z || 0; - const g = this._proj(view.x, view.y, z, this._g); - const gx = g.x, gy = g.y, s = g.s; - for (const f of from) if (f && Number.isFinite(f.x) && Number.isFinite(f.y)) this.streak(f.x, f.y, view.x, view.y, Math.max(z, f.z || 0) + 0.3, SKILL_GOLD, 0.45); - this.particle('pillar', gx, gy, { tint: SKILL_GOLD, life: 0.8, s0: (s / 64) * 1.1, s1: (s / 64) * 1.4, a0: 0.95, a1: 0, sx: 0.85, ay: 1 }); - this.particle('pillar', gx, gy, { tint: 0xffffff, life: 0.42, s0: (s / 64) * 0.9, s1: (s / 64) * 1.2, a0: 0.9, a1: 0, sx: 0.3, ay: 1 }); - this.ring(view.x, view.y, z, 0.15, 1.6, 0xffe7a0, 0.5, 'shock'); - this.ring(view.x, view.y, z, 0.3, 1.2, SKILL_GOLD, 0.7, 'hex'); - const c = this._chest(view, this._q); - this.burst(c.x, c.y, s, this.rich ? 12 : 5, 0xffe28a, { speed: 1.5, up: 1.8, life: 0.8, tex: 'dot', size: 0.36 }); - } - - death(view) { - if (!view) return; - const p = this._chest(view); - const s = p.s; - const col = view.isEnemy ? 0xff7a52 : 0xbfeee2; - const n = this.quality === 'low' ? 5 : 12; - for (let i = 0; i < n; i++) { - this.particle(i % 3 ? 'dot' : 'shard', p.x + (Math.random() - 0.5) * s * 0.5, p.y + (Math.random() - 0.3) * s * 0.6, { - tint: col, vx: (Math.random() - 0.5) * s * 0.6, vy: -s * (0.4 + Math.random() * 0.8), drag: 1.5, - life: 0.7 + Math.random() * 0.5, s0: s / 32 * 0.12, s1: 0, a0: 0.9, a1: 0, spin: (Math.random() - 0.5) * 6, - }); - } - this.particle('smoke', p.x, p.y, { add: false, tint: 0x1a1a1a, life: 0.8, s0: s / 128 * 0.6, s1: s / 128 * 1.4, a0: 0.5, a1: 0 }); - } - - crateBreak(x, y, z, tint = null) { - const p = this._proj(x, y, (z || 0) + 0.35); - const s = p.s; - for (let i = 0; i < (this.quality === 'low' ? 4 : 10); i++) { - this.particle('shard', p.x, p.y, { - add: false, tint: tint ?? (i % 2 ? 0xc89a5a : 0x9a6d38), vx: (Math.random() - 0.5) * s * 2.2, vy: -s * (0.6 + Math.random()), g: s * 4, - life: 0.6, s0: s / 32 * 0.25, s1: s / 32 * 0.15, a0: 1, a1: 0.2, spin: (Math.random() - 0.5) * 14, - }); - } - this.particle('smoke', p.x, p.y, { add: false, tint: 0x8a7a60, life: 0.7, s0: s / 128 * 0.6, s1: s / 128 * 1.5, a0: 0.45, a1: 0 }); - } - - // ---- sim fx (b.ev ['fx', kind, x, y, extra]) ------------------------------------------------------------- - - /** Unit view of an fx's `id` / `src` / … (null when unknown or gone). */ - _viewOf(id) { - if (id == null || !this.ctx.view) return null; - const v = this.ctx.view(id); - return v && !v.destroyed ? v : null; - } - - /** - * Where an fx happens: on its anchor unit `ex.id` (at the unit's rendered position, so it sticks to a moving unit) - * when the event's (x, y) is that unit's spot (within ANCHOR_SNAP tiles) or has none; otherwise at (x, y) on the ground - * — the sim often names the caster in `id` of an effect elsewhere ('aoe' at a target or ahead of the caster, 'crit' - * on the victim, 'zone' where a skill lands), which used to be drawn on the caster. - */ - _where(x, y, ex) { - const v = this._viewOf(ex.id); - if (v && Number.isFinite(v.x) && Number.isFinite(v.y)) { - const here = !Number.isFinite(x) || !Number.isFinite(y) || Math.hypot(v.x - x, v.y - y) <= ANCHOR_SNAP; - if (here) return { x: v.x, y: v.y, z: (v.z || 0) + (v.hover || 0), v }; - } - return this._point(x, y); - } - - /** An fx at the sim position (x, y), on the ground there. */ - _point(x, y) { - return { x, y, z: Number.isFinite(x) && Number.isFinite(y) ? this._groundZ(x, y) : 0, v: null }; - } - - /** - * b.ev 'fx': every kind the sim / content emits has a visual (FX_KINDS archetypes: blast, shell, zone, telegraph, - * heal, sp, shield, shatter, summon, vanish, blink, move, wave, mark, reticle, buff, lift, sleep, crit, dodge, - * counter, dp, coin, crate, down, beam, bolt, strike, volley, pillar, lp, chill, element, flame), except kinds whose - * archetype is 'none' (hitCap: a leader hit cancelled by 限伤 draws nothing); unknown kinds get a generic sparkle. `extra` keys used: id (anchor unit — or the shooter of a `pt` kind), r | radius, dur | duration, - * t (shell flight, game s), src / from / to / target / targets (unit ids), fx, fy / fromX, fromY / tx, ty (positions), - * element, n, scale, kind, tiles. - */ - simFx(kind, x, y, extra) { - const ex = extra && typeof extra === 'object' ? extra : {}; - const spec = fxSpec(kind, ex); - if (spec.a === 'none') return; // an event the screen does not show (hitCap) - const at = spec.pt ? this._point(Number(x), Number(y)) : this._where(Number(x), Number(y), ex); - if (!Number.isFinite(at.x) || !Number.isFinite(at.y)) return; - // 蕾缪安 S2: the aimed snipe ('crit' on the locked enemy, from her) ends that aim lock - if (kind === 'crit' && ex.src != null && ex.id != null) { - for (const L of this.locks) if (L.src === ex.src && L.id === ex.id) this._releaseLock(L); - } - const col = spec.c; - const r = clamp(num(ex.r ?? ex.radius, spec.r ?? 1), 0.3, 30); - const ts = this.ctx.timeScale ? Math.max(0.25, this.ctx.timeScale()) : 2; - const dur = num(ex.dur ?? ex.duration, spec.dur ?? 0) / ts; - const cam = this.ctx.cam(); - const chest = (v, out = this._p) => (v ? this._chest(v, out) : cam.project(at.x, at.y, at.z + 0.5, out)); - const p = chest(at.v); - const s = p.s; - switch (spec.a) { - case 'blast': { - if (r >= 12) { this.flashScreen(col, 0.5); break; } - if (kind === 'bombard') { this._touchLocks(ex.id ?? ex.src ?? null); this._landed(ex.id ?? ex.src ?? null, at.x, at.y, r); } - this.explosion(at.x, at.y, at.z, r, col, { smoke: spec.smoke, heavy: !!spec.heavy, tiles: ex.tiles ? tilesAround(at.x, at.y, r, ex.tiles) : null }); - break; - } - case 'shell': { - // 蕾缪安 S3: a shell fired now by `id` that lands at (x, y) after `t` game seconds (its 'bombard' explodes there) - const flight = num(ex.t ?? ex.flight ?? ex.dur ?? ex.duration, 1) / ts; - this._touchLocks(ex.id ?? ex.src ?? null); - this.mortar(this._viewOf(ex.id ?? ex.src), at.x, at.y, r, flight); - break; - } - case 'zone': this.zone(at.x, at.y, at.z, r, col, Math.max(0.6, dur || 1.5), spec.tex); break; - case 'wall': { - // a line of burning tiles through the anchor tile along `axis` ('col' | 'row', from the sim event) - const rect = this.ctx.fieldRect ? this.ctx.fieldRect() : null; - this.tileFlash(wallTiles(Number(x), Number(y), ex.axis === 'row' ? 'row' : 'col', rect), col, Math.max(0.6, dur || 1.5)); - this.zone(at.x, at.y, at.z, 0.6, col, Math.max(0.6, dur || 1.5), spec.tex); - break; - } - case 'telegraph': { - const d = Math.max(0.4, dur || 1); - if (r >= 12) { this.flashScreen(col, 0.45, d); break; } - if (ex.tiles) this.tileFlash(tilesAround(at.x, at.y, r, ex.tiles), col, d, true); - else this.zone(at.x, at.y, at.z, r, col, d, 'ring', true); - break; - } - case 'chill': this.flashScreen(col, 0.35, 0.8); this.snowfall(col); break; - case 'heal': this.heal(at.v || { x: at.x, y: at.y, z: at.z }, 0); break; - case 'healAoe': { - this.ring(at.x, at.y, at.z, 0.2, r, col, 0.6); - const n = this.quality === 'low' ? 4 : 9; - for (let i = 0; i < n; i++) { - const a = Math.random() * Math.PI * 2, d = Math.random() * r * 0.85; - const q = cam.project(at.x + Math.cos(a) * d, at.y + Math.sin(a) * d, at.z + 0.2); - this.particle('plus', q.x, q.y, { tint: col, vy: -q.s * 0.9, life: 0.8, s0: q.s / 64 * 0.3, s1: q.s / 64 * 0.18, a0: 0.9, a1: 0, fadeIn: 0.1 }); - } - break; - } - case 'sp': { - for (let i = 0; i < (this.quality === 'low' ? 3 : 7); i++) { - this.particle('dot', p.x + (Math.random() - 0.5) * s * 0.6, p.y + (Math.random() - 0.2) * s * 0.4, { tint: col, vy: -s * (0.6 + Math.random() * 0.6), life: 0.7, s0: s / 32 * 0.2, s1: 0, a0: 1, a1: 0, fadeIn: 0.05 }); - } - this.particle('glow', p.x, p.y, { tint: col, life: 0.3, s0: s / 128 * 0.6, s1: s / 128 * 1.1, a0: 0.7, a1: 0 }); - break; - } - case 'shield': { - this.particle('hex', p.x, p.y, { tint: col, life: 0.55, s0: s / 128 * 0.9, s1: s / 128 * 1.25, a0: 0.85, a1: 0, sx: 0.85 }); - this.particle('glow', p.x, p.y, { tint: col, life: 0.4, s0: s / 128 * 0.9, s1: s / 128 * 1.3, a0: 0.5, a1: 0 }); - break; - } - case 'shatter': { - this.particle('hex', p.x, p.y, { tint: col, life: 0.25, s0: s / 128 * 1.1, s1: s / 128 * 1.5, a0: 0.9, a1: 0 }); - for (let i = 0; i < (this.quality === 'low' ? 5 : 12); i++) { - const a = Math.random() * Math.PI * 2; - this.particle('shard', p.x + Math.cos(a) * s * 0.3, p.y + Math.sin(a) * s * 0.3, { tint: col, vx: Math.cos(a) * s * 1.6, vy: Math.sin(a) * s * 1.2 - s * 0.3, g: s * 3, life: 0.55, s0: s / 32 * 0.16, s1: s / 32 * 0.05, a0: 1, a1: 0, spin: (Math.random() - 0.5) * 12 }); - } - break; - } - case 'summon': { - const g = cam.project(at.x, at.y, at.z); - this.particle('pillar', g.x, g.y, { tint: col, life: 0.55, s0: g.s / 64 * 0.8, s1: g.s / 64 * 0.3, a0: 0.9, a1: 0, sx: 1, ay: 1 }); - this.ring(at.x, at.y, at.z, 0.1, 0.9, col, 0.5, 'hex'); - this.burst(g.x, g.y - g.s * 0.3, g.s, 8, col, { speed: 1.4, up: 0.8, life: 0.5, tex: 'dot' }); - break; - } - case 'vanish': { - this.particle('glow', p.x, p.y, { tint: col, life: 0.4, s0: s / 128 * 0.7, s1: s / 128 * 1.5, a0: 0.8, a1: 0 }); - this.smoke(p.x, p.y, s * 0.7, 0x2c2436, 0.5); - this.burst(p.x, p.y, s, 7, col, { speed: 1.5, tex: 'dot', life: 0.45 }); - break; - } - case 'blink': { - const fx0 = num(ex.fx ?? ex.fromX, NaN), fy0 = num(ex.fy ?? ex.fromY, NaN); - if (Number.isFinite(fx0) && Number.isFinite(fy0)) { - const q = cam.project(fx0, fy0, at.z + 0.5, this._q); - this.smoke(q.x, q.y, q.s * 0.6, 0x2c2436, 0.45); - this.particle('glow', q.x, q.y, { tint: col, life: 0.3, s0: q.s / 128 * 0.8, s1: q.s / 128 * 0.2, a0: 0.8, a1: 0 }); - this.streak(fx0, fy0, at.x, at.y, at.z + 0.5, col, 0.3); - } - this.particle('glow', p.x, p.y, { tint: col, life: 0.35, s0: s / 128 * 0.3, s1: s / 128 * 1.2, a0: 0.9, a1: 0 }); - this.burst(p.x, p.y, s, 6, col, { speed: 1.4, tex: 'dot', life: 0.4 }); - break; - } - case 'move': { - const fx0 = num(ex.fromX ?? ex.fx ?? ex.x0, NaN), fy0 = num(ex.fromY ?? ex.fy ?? ex.y0, NaN); - const tx = num(ex.tx, NaN), ty = num(ex.ty, NaN); - if (Number.isFinite(fx0) && Number.isFinite(fy0)) this.streak(fx0, fy0, at.x, at.y, at.z + 0.35, col, 0.35); - else if (Number.isFinite(tx) && Number.isFinite(ty)) this.streak(at.x, at.y, tx, ty, at.z + 0.35, col, 0.35); - const g = cam.project(at.x, at.y, at.z + 0.05); - for (let i = 0; i < (this.quality === 'low' ? 2 : 5); i++) { - this.particle('smoke', g.x + (Math.random() - 0.5) * g.s * 0.5, g.y, { add: false, tint: 0x6b6358, vx: (Math.random() - 0.5) * g.s * 0.6, vy: -g.s * 0.2, drag: 2, life: 0.5, s0: g.s / 128 * 0.25, s1: g.s / 128 * 0.55, a0: 0.45, a1: 0 }); - } - break; - } - case 'wave': { - const k = clamp(num(ex.scale, 1), 0.5, 4); - const rr = Math.max(0.8, r * (ex.scale ? Math.min(2, k / 2) : 1)); - for (let i = 0; i < 3; i++) this.ring(at.x, at.y, at.z, 0.15 + i * 0.15, rr * (0.7 + i * 0.25), col, 0.45 + i * 0.12); - this.particle('glow', p.x, p.y, { tint: col, life: 0.3, s0: s / 128 * 0.5, s1: s / 128 * 1.2, a0: 0.7, a1: 0 }); - break; - } - case 'mark': case 'reticle': { - if (kind === 'lock') { - // `id` is always the locked enemy: the reticle sticks to its view even a little off the event's spot - const lv = at.v || this._viewOf(ex.id); - this._touchLocks(ex.src ?? null); - this._lock(lv, ex.src ?? null, lv ? lv.x : at.x, lv ? lv.y : at.y, lv ? bodyZ(cam, lv, SHOT_HEIGHT.aim) : at.z + 0.55); - break; - } - const v = at.v; - const hz = v ? (v.z || 0) + (v.hover || 0) + (v._headTiles || 1.2) + 0.25 : at.z + 1.4; - const q = cam.project(at.x, at.y, hz, this._q); - if (spec.a === 'mark') { - this.particle('glow', q.x, q.y, { tint: col, life: 0.6, s0: q.s / 128 * 0.5, s1: q.s / 128 * 0.7, a0: 0.8, a1: 0 }); - this.numberAt(q.x, q.y, '!', col, 0.8); - } else { - this.particle('ring', p.x, p.y, { tint: col, life: 0.6, s0: s / 128 * 1.3, s1: s / 128 * 0.7, a0: 0.95, a1: 0, spin: 3 }); - this.particle('hex', p.x, p.y, { tint: col, life: 0.6, s0: s / 128 * 0.5, s1: s / 128 * 0.9, a0: 0.8, a1: 0, spin: -2 }); - } - break; - } - case 'buff': { - const g = cam.project(at.x, at.y, at.z + 0.05); - const n = this.quality === 'low' ? 3 : 6; - for (let i = 0; i < n; i++) { - const ox = (Math.random() - 0.5) * g.s * 0.7; - this.particle('chevron', g.x + ox, g.y - g.s * (0.1 + Math.random() * 0.5), { tint: col, vy: -g.s * (1 + Math.random() * 0.5), life: 0.65, s0: g.s / 64 * 0.22, s1: g.s / 64 * 0.12, a0: 0.95, a1: 0, rot: -Math.PI / 2, fadeIn: 0.06 }); - } - this.ring(at.x, at.y, at.z, 0.2, 0.75, col, 0.4); - this.particle('glow', p.x, p.y, { tint: col, life: 0.35, s0: s / 128 * 0.6, s1: s / 128 * 1.1, a0: 0.6, a1: 0 }); - break; - } - case 'lift': { - const g = cam.project(at.x, at.y, at.z); - this.ring(at.x, at.y, at.z, 0.2, 0.8, col, 0.5); - for (let i = 0; i < (this.quality === 'low' ? 3 : 7); i++) { - this.particle('streak', g.x + (Math.random() - 0.5) * g.s * 0.6, g.y - g.s * Math.random() * 0.4, { tint: col, vy: -g.s * 1.8, life: 0.4, s0: g.s / 128 * 0.4, s1: g.s / 128 * 0.2, a0: 0.8, a1: 0, rot: -Math.PI / 2, sx: 1 }); - } - break; - } - case 'sleep': { - const v = at.v; - const hz = v ? (v.z || 0) + (v._headTiles || 1.2) : at.z + 1.2; - const q = cam.project(at.x + 0.2, at.y, hz, this._q); - for (let i = 0; i < 3; i++) this.particle('st_sleep', q.x + i * q.s * 0.12, q.y - i * q.s * 0.12, { add: false, vy: -q.s * 0.5, vx: q.s * 0.15, life: 0.9 + i * 0.2, s0: q.s / 32 * 0.22, s1: q.s / 32 * 0.32, a0: 1, a1: 0, fadeIn: 0.1 * i }); - break; - } - case 'crit': { - this.particle('spark', p.x, p.y, { tint: col, life: 0.28, s0: s / 64 * 1.3, s1: s / 64 * 0.2, a0: 1, a1: 0, rot: Math.random() * Math.PI }); - this.particle('glow', p.x, p.y, { tint: 0xffffff, life: 0.18, s0: s / 128 * 0.9, s1: s / 128 * 1.4, a0: 0.9, a1: 0 }); - this.burst(p.x, p.y, s, 8, col, { speed: 3.2, life: 0.3, size: 0.5 }); - break; - } - case 'dodge': { - this.particle('soft', p.x, p.y, { tint: 0xffffff, life: 0.3, s0: s / 128 * 0.5, s1: s / 128 * 0.9, a0: 0.5, a1: 0 }); - this.particle('slash', p.x, p.y, { tint: col, life: 0.22, s0: s / 128 * 0.8, s1: s / 128 * 1.1, a0: 0.7, a1: 0, rot: -0.5 }); - break; - } - case 'counter': { - this.particle('spark', p.x, p.y, { tint: col, life: 0.22, s0: s / 64 * 0.9, s1: 0, a0: 1, a1: 0 }); - this.particle('slash', p.x, p.y, { tint: col, life: 0.22, s0: s / 128 * 0.9, s1: s / 128 * 1.2, a0: 0.9, a1: 0, rot: 0.6 }); - this.burst(p.x, p.y, s, 4, col, { speed: 2.4, life: 0.25 }); - break; - } - case 'dp': { - const n = Math.round(num(ex.n, 0)); - this.particle('shard', p.x, p.y, { tint: col, vy: -s * 0.6, life: 0.9, s0: s / 32 * 0.28, s1: s / 32 * 0.22, a0: 1, a1: 0 }); - if (n > 0) this.numberAt(p.x + s * 0.2, p.y, `+${n}`, col, 0.7); - break; - } - case 'coin': { - for (let i = 0; i < 4; i++) this.particle('coin', p.x + (Math.random() - 0.5) * s * 0.4, p.y, { add: false, vx: (Math.random() - 0.5) * s, vy: -s * (1.2 + Math.random() * 0.6), g: s * 4, life: 0.7, s0: s / 48 * 0.2, s1: s / 48 * 0.16, a0: 1, a1: 0.2 }); - break; - } - case 'crate': this.crateBreak(at.x, at.y, at.z); break; - case 'down': { - this.smoke(p.x, p.y, s * 0.6, spec.smoke ?? 0x1a1a1a, 0.5); - this.burst(p.x, p.y, s, 5, col, { speed: 1.2, tex: 'dot', life: 0.5, g: 2 }); - break; - } - case 'beam': case 'bolt': { - const a = this._viewOf(ex.from ?? ex.src) || (spec.a === 'bolt' ? null : at.v); - const b = this._viewOf(ex.to ?? ex.target) || (a === at.v ? null : at.v); - if (a && b && a !== b) this._beam(a, b, col, spec.a === 'bolt' ? 0.28 : 0.4, spec.a === 'bolt' ? 1 : 0.4); - else this.strike(at.x, at.y, at.z, col); - break; - } - case 'flame': { - // at the event's spot (the locked target), not snapped onto the dragon hovering 0.25 tile from it - const fx0 = Number(x), fy0 = Number(y); - this._flame(ex.id ?? ex.src ?? null, ex.target ?? ex.to ?? null, fx0, fy0, r, col, Math.max(0.2, dur || 0.5)); - break; - } - case 'strike': case 'pillar': this.strike(at.x, at.y, at.z, col, spec.a === 'pillar'); break; - case 'volley': { - const list = Array.isArray(ex.targets) ? ex.targets.slice(0, 12) : []; - const src = this._viewOf(ex.src ?? ex.id); - for (const id of list) { - const t = this._viewOf(id); - if (!t) continue; - if (src && src !== t) this.attack(src, t, 'arrow'); - else { const q = this._chest(t, this._q); this.burst(q.x, q.y, q.s, 4, col, { speed: 2, life: 0.3 }); } - } - if (!list.length) this.burst(p.x, p.y, s, 6, col, { speed: 2.4, life: 0.35 }); - break; - } - case 'lp': this.leak(); break; - case 'element': { - const el = ex.element; - const c2 = el === 'burn' ? 0xff7a33 : el === 'neural' ? 0xff5ad0 : el === 'necrosis' || el === 'apoptosis' ? 0x9dff6a : el === 'erosion' ? 0x6fe0ff : col; - this.particle('glow', p.x, p.y, { tint: c2, life: 0.45, s0: s / 128 * 1.2, s1: s / 128 * 2.6, a0: 1, a1: 0 }); - this.ring(at.x, at.y, at.z, 0.2, 1.5, c2, 0.55); - this.burst(p.x, p.y, s, 12, c2, { speed: 3, life: 0.5 }); - break; - } - default: { - this.particle('spark', p.x, p.y, { tint: col, life: 0.35, s0: s / 64 * 0.6, s1: 0, a0: 0.9, a1: 0, rot: Math.random() }); - this.particle('glow', p.x, p.y, { tint: col, life: 0.3, s0: s / 128 * 0.4, s1: s / 128 * 0.9, a0: 0.6, a1: 0 }); - this.burst(p.x, p.y, s, 4, col, { speed: 1.6, tex: 'dot', life: 0.35 }); - } - } - } - - /** - * An explosion on the ground at (x, y, z) of radius r tiles: fireball in `col`, a white flash, a shockwave and a - * coloured ring on the ground, sparks and smoke. o.heavy (bombard, airstrike …): longer, more sparks, debris flying - * and a scorch mark; o.small (shell impacts): no coloured ring, fewer sparks; o.tiles: flash those tiles too. - */ - explosion(x, y, z, r, col, o = NO_OPTS) { - const cam = this.ctx.cam(); - const g = cam.project(x, y, z + 0.3, this._g); - const gx = g.x, gy = g.y, s = g.s; - const R = Math.max(0.4, r), heavy = !!o.heavy, small = !!o.small, rich = this.rich; - this.particle('glow', gx, gy, { tint: col, life: heavy ? 0.5 : small ? 0.3 : 0.4, s0: (s / 128) * (0.7 + R * 0.7), s1: (s / 128) * (1.2 + R * 1.2), a0: 1, a1: 0 }); - this.particle('flare', gx, gy, { tint: 0xfff4e0, life: heavy ? 0.28 : 0.18, s0: (s / 128) * (0.9 + R * 0.7), s1: (s / 128) * (0.3 + R * 0.2), a0: 1, a1: 0, rot: Math.random() * 3 }); - this.ring(x, y, z, 0.1, R * 1.1, 0xfff0d8, heavy ? 0.42 : 0.3, 'shock'); - if (!small) this.ring(x, y, z, 0.15, R, col, heavy ? 0.6 : 0.45); - this.burst(gx, gy, s, Math.round((small ? 4 : 6) + R * (heavy ? 6 : 3)), col, { speed: 1.8 + R, life: heavy ? 0.6 : 0.45, up: 0.5 }); - this.smoke(gx, gy - s * 0.15, s * (0.35 + R * 0.35), o.smoke ?? 0x2a2522, heavy ? 0.5 : 0.35); - if (rich && heavy) { - // debris: dark chunks and hot embers thrown up, falling back - for (let i = 0; i < 8; i++) { - const a = -Math.PI * (0.15 + Math.random() * 0.7), v = s * (1.6 + Math.random() * 1.8); - const hot = i % 2 === 0; - this.particle(hot ? 'dot' : 'shard', gx, gy, { - add: hot, tint: hot ? col : 0x2e2620, vx: Math.cos(a) * v, vy: Math.sin(a) * v, g: s * 5, life: 0.55 + Math.random() * 0.25, - s0: (s / 32) * (hot ? 0.16 : 0.2), s1: (s / 32) * (hot ? 0.04 : 0.14), a0: 1, a1: hot ? 0 : 0.4, spin: (Math.random() - 0.5) * 14, - }); - } - // a scorch mark fading on the ground (flattened like the ground under the camera) - const c = cam.project(x, y, z + 0.01, this._p); - const cx = c.x, cy = c.y; - const flat = clamp((cy - cam.project(x, y + 1, z + 0.01, this._q).y) / Math.max(1, c.s), 0.25, 1); - this.particle('soft', cx, cy, { add: false, tint: 0x000000, life: 1.6, s0: (c.s / 128) * R * 1.5 * flat, s1: (c.s / 128) * R * 1.6 * flat, sx: 1 / flat, a0: 0.4, a1: 0 }); - } - if (o.tiles) this.tileFlash(o.tiles, col, 0.45); - } - - /** Dark (normal-blend) smoke puff. */ - smoke(x, y, size, tint, alpha = 0.45) { - this.particle('smoke', x, y, { add: false, tint, life: 0.8, s0: size / 128 * 0.9, s1: size / 128 * 2, a0: alpha, a1: 0 }); - } - - /** Motion streak between two world points at height z (dash / pull / blink trails). */ - streak(x0, y0, x1, y1, z, tint, life = 0.3) { - const cam = this.ctx.cam(); - const a = cam.project(x0, y0, z, this._p), ax = a.x, ay = a.y; - const b = cam.project(x1, y1, z, this._q); - const len = Math.hypot(b.x - ax, b.y - ay); - if (len < 2) return; - const th = Math.max(0.05, (b.s * 0.3) / 32); - this.particle('streak', b.x, b.y, { tint, life, s0: th, s1: th * 0.5, sx: len / 128 / th, a0: 0.8, a1: 0, rot: Math.atan2(b.y - ay, b.x - ax), anchorX: 1 }); - } - - /** Light strike from the sky onto a point (lightning / skill strikes / columns). */ - strike(x, y, z, tint, wide = false) { - const cam = this.ctx.cam(); - const g = cam.project(x, y, z); - this.particle('pillar', g.x, g.y, { tint, life: 0.4, s0: g.s / 64 * (wide ? 1.2 : 0.7), s1: g.s / 64 * (wide ? 0.9 : 0.2), a0: 1, a1: 0, sx: wide ? 1 : 0.5, ay: 1 }); - this.particle('glow', g.x, g.y - g.s * 0.2, { tint, life: 0.3, s0: g.s / 128 * 0.8, s1: g.s / 128 * 1.6, a0: 0.9, a1: 0 }); - this.ring(x, y, z, 0.1, wide ? 1.2 : 0.7, tint, 0.35); - this.burst(g.x, g.y - g.s * 0.2, g.s, 6, tint, { speed: 2.4, life: 0.35 }); - } - - /** Floating label ('!', '+10') at a screen point, using the damage-number pool. */ - numberAt(x, y, label, tint, life = 0.8) { - const P = this.P; - if (this.labels.length >= 24) { const o = this.labels.shift(); o.t.destroy(); } - const t = new P.BitmapText(String(label), { fontName: DMG_STYLE.true.font, fontSize: 26, align: 'center' }); - t.anchor.set(0.5, 1); - t.tint = tint; - t.position.set(x, y); - this.ctx.layers.text.addChild(t); - this.labels.push({ t, y0: y, life: 0, max: life }); - } - - _updateLabels(dt) { - let w = 0; - for (const l of this.labels) { - l.life += dt; - if (l.life >= l.max) { l.t.destroy(); continue; } - const k = l.life / l.max; - l.t.position.y = l.y0 - 22 * easeOut(k); - l.t.alpha = k > 0.6 ? 1 - (k - 0.6) / 0.4 : 1; - l.t.scale.set(k < 0.12 ? 0.6 + (k / 0.12) * 0.5 : 1.1 - Math.min(0.1, k - 0.12)); - this.labels[w++] = l; - } - this.labels.length = w; - } - - /** Persistent ground area: soft disc + pulsing edge ring for `dur` real seconds (telegraphs pulse faster). */ - zone(x, y, z, r, tint, dur, tex = 'soft', warn = false) { - const P = this.P; - const disc = new P.Sprite(this.tex[tex === 'ring' ? 'soft' : tex] || this.tex.soft); - disc.anchor.set(0.5); disc.blendMode = P.BLEND_MODES.ADD; disc.tint = tint; - const edge = new P.Sprite(this.tex.ring); - edge.anchor.set(0.5); edge.blendMode = P.BLEND_MODES.ADD; edge.tint = tint; - this._onGround(disc, y, z); this._onGround(edge, y, z); - this.zones.push({ disc, edge, x, y, z, r, t: 0, dur, warn }); - if (this.zones.length > 24) this._freeZone(this.zones.shift()); - } - - _freeZone(zn) { zn.disc.destroy(); zn.edge.destroy(); } - - _updateZones(dt) { - const cam = this.ctx.cam(); - const p = this._p, q = this._q; - let w = 0; - for (const zn of this.zones) { - zn.t += dt; - if (zn.t >= zn.dur) { this._freeZone(zn); continue; } - const k = zn.t / zn.dur; - const grow = Math.min(1, zn.t / 0.25); - const rad = zn.r * (0.35 + 0.65 * easeOut(grow)); - cam.project(zn.x, zn.y, zn.z + 0.02, p); - cam.project(zn.x, zn.y + rad, zn.z + 0.02, q); - const rx = p.s * rad, ry = Math.max(1, p.y - q.y); - const fade = k > 0.8 ? (1 - k) / 0.2 : 1; - const pulse = zn.warn ? 0.55 + 0.45 * Math.abs(Math.sin(zn.t * 7)) : 0.8 + 0.2 * Math.sin(zn.t * 3); - zn.disc.position.set(p.x, p.y); zn.disc.scale.set((rx * 2) / 128, (ry * 2) / 128); zn.disc.alpha = (zn.warn ? 0.35 : 0.28) * fade * pulse; - zn.edge.position.set(p.x, p.y); zn.edge.scale.set((rx * 2.1) / 128, (ry * 2.1) / 128); zn.edge.alpha = 0.75 * fade * pulse; - this.zones[w++] = zn; - } - this.zones.length = w; - } - - /** Flash a set of tiles ([[r,c]]) on the ground (telegraphed boxes, blast tiles). */ - tileFlash(tiles, tint, dur, warn = false) { - if (!Array.isArray(tiles) || !tiles.length) return; - this.tileFlashes.push({ tiles: tiles.slice(0, 60), tint, dur: Math.max(0.2, dur), t: 0, warn }); - if (this.tileFlashes.length > 12) this.tileFlashes.shift(); - } - - _updateTileFlashes(dt) { - const g = this.tileGfx; - g.clear(); - if (!this.tileFlashes.length) return; - const cam = this.ctx.cam(); - const p = this._p; - let w = 0; - for (const f of this.tileFlashes) { - f.t += dt; - if (f.t >= f.dur) continue; - const k = f.t / f.dur; - const a = (f.warn ? 0.35 + 0.35 * Math.abs(Math.sin(f.t * 7)) : 0.55 * (1 - k)) * (k > 0.85 ? (1 - k) / 0.15 : 1); - for (const [r, c] of f.tiles) { - const z = (this.ctx.heightAt ? this.ctx.heightAt(r, c) : 0) + 0.015; - const pts = []; - for (const [dx, dy] of [[-0.46, 0.46], [0.46, 0.46], [0.46, -0.46], [-0.46, -0.46]]) { cam.project(c + dx, r + dy, z, p); pts.push(p.x, p.y); } - g.lineStyle(Math.max(1, p.s * 0.03), f.tint, Math.min(1, a * 1.6)); - g.beginFill(f.tint, a * 0.6); - g.drawPolygon(pts); - g.endFill(); - } - this.tileFlashes[w++] = f; - } - this.tileFlashes.length = w; - } - - /** Full-screen colour pulse (field-wide telegraphs, cold wind). */ - flashScreen(tint, alpha = 0.4, dur = 0.6) { - this.tintT = dur; this.tintDur = dur; this.tintA = alpha; - this.tintSprite.tint = tint; - } - - /** A short flurry of snow over the field (cold wind). */ - snowfall(tint) { - const size = this.ctx.screenSize(); - for (let i = 0; i < (this.quality === 'low' ? 10 : 26); i++) { - this.particle('dot', Math.random() * size.width, Math.random() * size.height * 0.7, { tint, vx: 30 + Math.random() * 40, vy: 60 + Math.random() * 60, life: 1 + Math.random() * 0.6, s0: 0.25 + Math.random() * 0.3, s1: 0.1, a0: 0.8, a1: 0, fadeIn: 0.2 }); - } - } - - /** Leak: objective flash + red screen vignette pulse. */ - leak() { - this.vigT = 0.9; - } - - /** Screen-space pop (bond layer gain / bounty coins). `icon` = texture or null. */ - pop(icon, label, tint, i = 0) { - const P = this.P; - const size = this.ctx.screenSize(); - const top = this.ctx.fieldTop ? this.ctx.fieldTop() : size.height * 0.2; - const c = new P.Container(); - const x = size.width / 2 + (i % 5 - 2) * 70; - c.position.set(x, top); - if (icon) { - const glow = new P.Sprite(this.tex.glow); - glow.anchor.set(0.5); glow.tint = tint; glow.blendMode = P.BLEND_MODES.ADD; glow.scale.set(0.9); - const sp = new P.Sprite(icon); - sp.anchor.set(0.5); - sp.tint = tint; - // 46 px along its longer side. A bond icon (app.js 'layer': PIXI.Texture.from(url)) is a 1×1 placeholder until - // its image has loaded: sized from that it was drawn 46× too big, ~5000 px over the whole screen for the pop's - // 1.4 s (user playtest #4 item 13) — so it is sized once its texture is valid, and hidden until then. - const fit = () => { - if (sp.destroyed) return; - sp.scale.set(46 / Math.max(1, icon.width, icon.height)); - sp.visible = true; - }; - if (icon.valid) fit(); - else { sp.visible = false; icon.once('update', fit); } - c.addChild(glow, sp); - } - if (label) { - const t = new P.BitmapText(label, { fontName: DMG_STYLE.heal.font, fontSize: 26 }); - t.anchor.set(0, 0.5); - t.position.set(26, 0); - if (tint === COLORS.gold) t.tint = 0xffe066; - c.addChild(t); - } - this.ctx.layers.screen.addChild(c); - this.pops.push({ c, t: 0, dur: 1.4, y0: top }); - if (this.pops.length > 12) { const o = this.pops.shift(); o.c.destroy({ children: true }); } - } - - _updatePops(dt) { - let w = 0; - for (const p of this.pops) { - p.t += dt; - if (p.t >= p.dur) { p.c.destroy({ children: true }); continue; } - const k = p.t / p.dur; - p.c.position.y = p.y0 - 40 * easeOut(k); - p.c.alpha = k < 0.15 ? k / 0.15 : k > 0.7 ? 1 - (k - 0.7) / 0.3 : 1; - const s = k < 0.15 ? 0.6 + (k / 0.15) * 0.5 : 1.1 - Math.min(0.1, (k - 0.15)); - p.c.scale.set(s); - this.pops[w++] = p; - } - this.pops.length = w; - } - - /** Remove everything (battle reset). */ - clear() { - for (const p of this.parts) this._freeParticle(p); - this.parts.length = 0; - for (const pr of this.projs) this._releaseProj(pr); - this.projs.length = 0; - for (const L of this.locks) this._freeLock(L); - this.locks.length = 0; - this._slashAt = null; - for (const t of this.nums) this._releaseNum(t); - this.nums.length = 0; - for (const r of this.rings) { r.sp.visible = false; this.ringFree.push(r); } - this.rings.length = 0; - for (const a of this.auras.values()) a.sp.destroy({ children: true }); - this.auras.clear(); - for (const p of this.pops) p.c.destroy({ children: true }); - this.pops.length = 0; - this.beamList.length = 0; - this.beams.clear(); - for (const F of this.flames) this._freeFlame(F); - this.flames.length = 0; - this.vigT = 0; - this.vignette.alpha = 0; - for (const zn of this.zones) this._freeZone(zn); - this.zones.length = 0; - for (const l of this.labels) l.t.destroy(); - this.labels.length = 0; - this.tileFlashes.length = 0; - this.tileGfx.clear(); - this.tintT = 0; this.tintSprite.alpha = 0; - } - - update(dt) { - this.time += dt; - this._updateParticles(dt); - this._updateProjs(dt); - this._updateLocks(dt); - this._updateBeams(dt); - this._updateFlames(dt); - this._updateNums(dt); - this._updateRings(dt); - this._updateAuras(dt); - this._updatePops(dt); - this._updateZones(dt); - this._updateLabels(dt); - this._updateTileFlashes(dt); - if (this.tintT > 0) { - this.tintT = Math.max(0, this.tintT - dt); - const size = this.ctx.screenSize(); - this.tintSprite.width = size.width; this.tintSprite.height = size.height; - this.tintSprite.alpha = Math.sin((this.tintT / this.tintDur) * Math.PI) * this.tintA * 0.35; - } else if (this.tintSprite.alpha) this.tintSprite.alpha = 0; - if (this.vigT > 0) { - this.vigT = Math.max(0, this.vigT - dt); - const size = this.ctx.screenSize(); - this.vignette.width = size.width; this.vignette.height = size.height; - this.vignette.alpha = Math.sin((this.vigT / 0.9) * Math.PI) * 0.55; - } else if (this.vignette.alpha) this.vignette.alpha = 0; - } - - get counts() { - return { particles: this.parts.length, projectiles: this.projs.length, numbers: this.nums.length, rings: this.rings.length, auras: this.auras.size, locks: this.locks.length, flames: this.flames.length, promotions: this.promotions || 0 }; - } - - destroy() { - this.clear(); - this.addPc.destroy({ children: true }); - this.normPc.destroy({ children: true }); - this.projLayer.destroy({ children: true }); - this.shadowLayer.destroy({ children: true }); - this.lockFree.length = 0; - this.projFree.length = 0; - this.freeAdd.length = 0; this.freeNorm.length = 0; - this.beams.destroy(); - this.vignette.destroy(); - this.tileGfx.destroy(); - this.tintSprite.destroy(); - for (const list of this._numPools.values()) for (const t of list) t.text.destroy(); - this._numPools.clear(); - } -} - -const easeOut = (t) => 1 - (1 - t) * (1 - t); +// +// The bodies live in public/js/render/fx/*.js. Every name this file exported before the split is +// re-exported below, so existing imports keep working. speeds.js is imported first: its dynamic +// import('/sim/constants.js') is the module's one init side effect, as it was at the top of this file. + +export { setSimProjectileSpeeds, projSpeed } from './fx/speeds.js'; +export { SHOT_HEIGHT, bodyZ } from './fx/camera.js'; +export { ensureDamageFonts } from './fx/fonts.js'; +export { FX_KINDS, fxSpec, tilesAround, wallTiles } from './fx/kinds.js'; +export { FxSystem } from './fx/system.js'; diff --git a/public/js/render/fx/arrivals.js b/public/js/render/fx/arrivals.js new file mode 100644 index 00000000..1b1c407d --- /dev/null +++ b/public/js/render/fx/arrivals.js @@ -0,0 +1,120 @@ +// public/js/render/fx/arrivals.js — FxSystem deploy, promotion, death, crates and pops. +// Installed on FxSystem.prototype by ./system.js (a method container: never instantiated; `this` is the effect system). + +import { COLORS, DMG_STYLE } from '../style.js'; +import { SKILL_GOLD, easeOut } from './limits.js'; + +export class FxArrivals { + deploy(view) { + if (!view) return; + const p = this._proj(view.x, view.y, view.z || 0); + const s = p.s; + const col = view.isEnemy ? 0xff6a5a : 0x9ff0dc; + this.particle('pillar', p.x, p.y, { tint: col, life: 0.45, s0: s / 64 * 0.7, s1: s / 64 * 0.2, a0: 0.9, a1: 0, sx: 1, ay: 1 }); + this.ring(view.x, view.y, view.z || 0, 0.1, 0.8, col, 0.45); + this.burst(p.x, p.y, s, 6, col, { speed: 1.6, up: 0.4, life: 0.4, tex: 'dot' }); + } + + /** + * Promotion (精锐晋升, a merge) at the elite's spot — the board tile of the consumed copy it replaced (PRTS 卫戍协议/ + * 帮助 "若消耗已部署至作战区的干员,则发送至作战区对应位置") or its bench slot: a gold pillar with a white core, a shockwave + * and a hex ring on the ground, rising motes; `from` = world points of the other consumed copies (gold streaks from + * them to the elite). Counted in `promotions` (render/app.js setPrep; tests). + * @param {any} view + * @param {Array<{ x: number, y: number, z?: number }>} [from] + */ + promote(view, from = []) { + if (!view) return; + this.promotions = (this.promotions || 0) + 1; + const z = view.z || 0; + const g = this._proj(view.x, view.y, z, this._g); + const gx = g.x, gy = g.y, s = g.s; + for (const f of from) if (f && Number.isFinite(f.x) && Number.isFinite(f.y)) this.streak(f.x, f.y, view.x, view.y, Math.max(z, f.z || 0) + 0.3, SKILL_GOLD, 0.45); + this.particle('pillar', gx, gy, { tint: SKILL_GOLD, life: 0.8, s0: (s / 64) * 1.1, s1: (s / 64) * 1.4, a0: 0.95, a1: 0, sx: 0.85, ay: 1 }); + this.particle('pillar', gx, gy, { tint: 0xffffff, life: 0.42, s0: (s / 64) * 0.9, s1: (s / 64) * 1.2, a0: 0.9, a1: 0, sx: 0.3, ay: 1 }); + this.ring(view.x, view.y, z, 0.15, 1.6, 0xffe7a0, 0.5, 'shock'); + this.ring(view.x, view.y, z, 0.3, 1.2, SKILL_GOLD, 0.7, 'hex'); + const c = this._chest(view, this._q); + this.burst(c.x, c.y, s, this.rich ? 12 : 5, 0xffe28a, { speed: 1.5, up: 1.8, life: 0.8, tex: 'dot', size: 0.36 }); + } + + death(view) { + if (!view) return; + const p = this._chest(view); + const s = p.s; + const col = view.isEnemy ? 0xff7a52 : 0xbfeee2; + const n = this.quality === 'low' ? 5 : 12; + for (let i = 0; i < n; i++) { + this.particle(i % 3 ? 'dot' : 'shard', p.x + (Math.random() - 0.5) * s * 0.5, p.y + (Math.random() - 0.3) * s * 0.6, { + tint: col, vx: (Math.random() - 0.5) * s * 0.6, vy: -s * (0.4 + Math.random() * 0.8), drag: 1.5, + life: 0.7 + Math.random() * 0.5, s0: s / 32 * 0.12, s1: 0, a0: 0.9, a1: 0, spin: (Math.random() - 0.5) * 6, + }); + } + this.particle('smoke', p.x, p.y, { add: false, tint: 0x1a1a1a, life: 0.8, s0: s / 128 * 0.6, s1: s / 128 * 1.4, a0: 0.5, a1: 0 }); + } + + crateBreak(x, y, z, tint = null) { + const p = this._proj(x, y, (z || 0) + 0.35); + const s = p.s; + for (let i = 0; i < (this.quality === 'low' ? 4 : 10); i++) { + this.particle('shard', p.x, p.y, { + add: false, tint: tint ?? (i % 2 ? 0xc89a5a : 0x9a6d38), vx: (Math.random() - 0.5) * s * 2.2, vy: -s * (0.6 + Math.random()), g: s * 4, + life: 0.6, s0: s / 32 * 0.25, s1: s / 32 * 0.15, a0: 1, a1: 0.2, spin: (Math.random() - 0.5) * 14, + }); + } + this.particle('smoke', p.x, p.y, { add: false, tint: 0x8a7a60, life: 0.7, s0: s / 128 * 0.6, s1: s / 128 * 1.5, a0: 0.45, a1: 0 }); + } + + /** Screen-space pop (bond layer gain / bounty coins). `icon` = texture or null. */ + pop(icon, label, tint, i = 0) { + const P = this.P; + const size = this.ctx.screenSize(); + const top = this.ctx.fieldTop ? this.ctx.fieldTop() : size.height * 0.2; + const c = new P.Container(); + const x = size.width / 2 + (i % 5 - 2) * 70; + c.position.set(x, top); + if (icon) { + const glow = new P.Sprite(this.tex.glow); + glow.anchor.set(0.5); glow.tint = tint; glow.blendMode = P.BLEND_MODES.ADD; glow.scale.set(0.9); + const sp = new P.Sprite(icon); + sp.anchor.set(0.5); + sp.tint = tint; + // 46 px along its longer side. A bond icon (app.js 'layer': PIXI.Texture.from(url)) is a 1×1 placeholder until + // its image has loaded: sized from that it was drawn 46× too big, ~5000 px over the whole screen for the pop's + // 1.4 s (user playtest #4 item 13) — so it is sized once its texture is valid, and hidden until then. + const fit = () => { + if (sp.destroyed) return; + sp.scale.set(46 / Math.max(1, icon.width, icon.height)); + sp.visible = true; + }; + if (icon.valid) fit(); + else { sp.visible = false; icon.once('update', fit); } + c.addChild(glow, sp); + } + if (label) { + const t = new P.BitmapText(label, { fontName: DMG_STYLE.heal.font, fontSize: 26 }); + t.anchor.set(0, 0.5); + t.position.set(26, 0); + if (tint === COLORS.gold) t.tint = 0xffe066; + c.addChild(t); + } + this.ctx.layers.screen.addChild(c); + this.pops.push({ c, t: 0, dur: 1.4, y0: top }); + if (this.pops.length > 12) { const o = this.pops.shift(); o.c.destroy({ children: true }); } + } + + _updatePops(dt) { + let w = 0; + for (const p of this.pops) { + p.t += dt; + if (p.t >= p.dur) { p.c.destroy({ children: true }); continue; } + const k = p.t / p.dur; + p.c.position.y = p.y0 - 40 * easeOut(k); + p.c.alpha = k < 0.15 ? k / 0.15 : k > 0.7 ? 1 - (k - 0.7) / 0.3 : 1; + const s = k < 0.15 ? 0.6 + (k / 0.15) * 0.5 : 1.1 - Math.min(0.1, (k - 0.15)); + p.c.scale.set(s); + this.pops[w++] = p; + } + this.pops.length = w; + } +} diff --git a/public/js/render/fx/beams.js b/public/js/render/fx/beams.js new file mode 100644 index 00000000..96b1f88c --- /dev/null +++ b/public/js/render/fx/beams.js @@ -0,0 +1,172 @@ +// public/js/render/fx/beams.js — FxSystem beams and the 炎佑 fire jet. +// Installed on FxSystem.prototype by ./system.js (a method container: never instantiated; `this` is the effect system). + +import { SHOT_HEIGHT } from './camera.js'; + +// 炎佑 fire jet: real s a jet burns past its tick's `dur` (the next 1 game s tick re-aims and extends it before it fades: +// one continuous stream), its fade-out, the most jets at once, the fire colours +const FLAME_TAIL = 0.2, FLAME_FADE = 0.15, MAX_FLAMES = 8; + +const FLAME_TINTS = Object.freeze([0xffd27a, 0xffa94d, 0xff8a3d, 0xff5a2a]); + +export class FxBeams { + /** A beam from view `a` to view `b`; `chain`: a bounce, `a` is the previous target (it leaves from its chest). */ + _beam(a, b, color, dur = 0.22, jitter = 1, chain = false) { + this.beamList.push({ a, b, color, t: 0, dur, jitter, chain, seed: Math.random() * 1000 }); + if (this.beamList.length > 40) this.beamList.shift(); + const q = this._bodyPt(b, SHOT_HEIGHT.aim, this._g); + this.particle('flare', q.x, q.y, { tint: color, life: 0.16, s0: (q.s / 128) * 0.7, s1: (q.s / 128) * 0.25, a0: 1, a1: 0, rot: Math.random() }); + } + + _updateBeams(dt) { + const g = this.beams; + g.clear(); + let w = 0; + const p = this._p, q = this._q; + for (const bm of this.beamList) { + bm.t += dt; + if (bm.t >= bm.dur || !bm.a || !bm.b) continue; + // a chain bounce leaves the previous target where the shot met it (its chest), a beam leaves the shooter's hands + this._bodyPt(bm.a, bm.chain ? SHOT_HEIGHT.aim : SHOT_HEIGHT.launch, p); const px = p.x, py = p.y, s = p.s; + this._bodyPt(bm.b, SHOT_HEIGHT.aim, q); + const k = 1 - bm.t / bm.dur; + const segs = 7; + // soft glow, coloured body, white-hot core + for (let pass = 0; pass < 3; pass++) { + const wd = pass === 0 ? s * 0.16 : pass === 1 ? s * 0.065 : s * 0.026; + g.lineStyle(Math.max(1, wd), pass === 2 ? 0xffffff : bm.color, (pass === 0 ? 0.22 : pass === 1 ? 0.6 : 0.95) * k); + g.moveTo(px, py); + for (let i = 1; i < segs; i++) { + const f = i / segs; + const j = Math.sin(bm.seed + i * 12.9 + bm.t * 40) * s * 0.12 * (bm.jitter ?? 1); + g.lineTo(px + (q.x - px) * f + j, py + (q.y - py) * f - j * 0.5); + } + g.lineTo(q.x, q.y); + } + this.beamList[w++] = bm; + } + this.beamList.length = w; + } + + // ---- fire jets (炎佑 祛恶之焰) --------------------------------------------------------------------------------- + + /** + * fx 'yanyouFlame' (sim/content/tokens.js yanyouKit; user playtest #4 item 12 "一段持续时间的喷火"): the sim emits one + * event per game second of the channel; each keeps the jet of dragon `srcId` burning for `dur` real s + FLAME_TAIL + * onto its locked target `tgtId` (else the spot (x, y)), so the 1 s ticks join into ONE continuous stream, with a + * burning disc of radius `r` tiles following the target. One jet per dragon (a new tick re-aims and extends it). + */ + _flame(srcId, tgtId, x, y, r, col, dur) { + if (!Number.isFinite(x) || !Number.isFinite(y)) return; + let F = srcId != null ? this.flames.find((f) => f.src === srcId) : null; + if (!F) { + const P = this.P; + const disc = new P.Sprite(this.tex.soft); + disc.anchor.set(0.5); disc.blendMode = P.BLEND_MODES.ADD; disc.alpha = 0; + const edge = new P.Sprite(this.tex.ring); + edge.anchor.set(0.5); edge.blendMode = P.BLEND_MODES.ADD; edge.alpha = 0; + F = { src: srcId, disc, edge, t: 0, end: 0, jet: 0, fire: 0, smoke: 0, seed: Math.random() * 100 }; + this.flames.push(F); + if (this.flames.length > MAX_FLAMES) this._freeFlame(this.flames.shift()); + } + F.tgt = tgtId; F.x = x; F.y = y; F.z = this._groundZ(x, y); F.r = r; F.col = col; + F.end = Math.max(F.end, F.t + dur + FLAME_TAIL); + F.disc.tint = F.edge.tint = col; + } + + _freeFlame(F) { F.disc.destroy(); F.edge.destroy(); } + + _updateFlames(dt) { + if (!this.flames.length) return; + const cam = this.ctx.cam(); + const g = this.beams; // drawn after _updateBeams cleared it + const p = this._p, q = this._q, m = this._g; + const low = this.quality === 'low'; + let w = 0; + for (const F of this.flames) { + F.t += dt; + const sv = this._viewOf(F.src); + // the channel is over (no tick kept it going) or the dragon is gone + if (F.t >= F.end || (F.src != null && this.ctx.view && (!sv || sv.alive === false))) { this._freeFlame(F); continue; } + const tv = this._viewOf(F.tgt); + if (tv && tv.alive !== false && Number.isFinite(tv.x) && Number.isFinite(tv.y)) { F.x = tv.x; F.y = tv.y; F.z = tv.z || 0; } + const fade = Math.min(1, F.t / 0.12, (F.end - F.t) / FLAME_FADE); + const flick = 0.82 + 0.18 * Math.sin(F.t * 23 + F.seed) * Math.sin(F.t * 7.3); + // burning disc on the ground around the target + this._onGround(F.disc, F.y, F.z); this._onGround(F.edge, F.y, F.z); + cam.project(F.x, F.y, F.z + 0.02, p); + cam.project(F.x, F.y + F.r, F.z + 0.02, q); + const cx = p.x, cy = p.y, s = p.s; + const rx = s * F.r, ry = Math.max(1, cy - q.y); + F.disc.position.set(cx, cy); F.disc.scale.set((rx * 2) / 128, (ry * 2) / 128); F.disc.alpha = 0.5 * fade * flick; + F.edge.position.set(cx, cy); F.edge.scale.set((rx * 2.05) / 128, (ry * 2.05) / 128); F.edge.alpha = 0.7 * fade * flick; + // flame tongues and embers rising from the disc + F.fire += dt * (low ? 14 : 34) * fade; + while (F.fire >= 1) { + F.fire -= 1; + if (!this._room()) { F.fire = 0; break; } + const a = Math.random() * Math.PI * 2, d = Math.sqrt(Math.random()) * 0.9; + const px = cx + Math.cos(a) * rx * d, py = cy + Math.sin(a) * ry * d; + const ember = Math.random() < 0.3; + const po = this._o(); + po.tint = ember ? 0xffd27a : FLAME_TINTS[(Math.random() * FLAME_TINTS.length) | 0]; + po.vx = (Math.random() - 0.5) * s * 0.3; po.vy = -s * (ember ? 1.6 : 0.9 + Math.random() * 0.6); po.drag = ember ? 0.5 : 1.5; + po.life = ember ? 0.7 : 0.35 + Math.random() * 0.25; + po.s0 = (s / 128) * (ember ? 0.06 : 0.28 + Math.random() * 0.12); po.s1 = (s / 128) * (ember ? 0.02 : 0.08); + po.a0 = 0.9; po.a1 = 0; po.fadeIn = 0.05; + this.particle(ember ? 'dot' : 'soft', px, py, po); + } + if (this.rich) { + F.smoke += dt * 5 * fade; + while (F.smoke >= 1) { + F.smoke -= 1; + if (!this._room()) { F.smoke = 0; break; } + const po = this._o(); + po.add = false; po.tint = 0x3a3430; po.vx = (Math.random() - 0.5) * s * 0.2; po.vy = -s * 0.5; po.drag = 1; + po.life = 0.9; po.s0 = (s / 128) * 0.35; po.s1 = (s / 128) * 0.8; po.a0 = 0.32; po.a1 = 0; po.fadeIn = 0.15; + this.particle('smoke', cx + (Math.random() - 0.5) * rx, cy - s * 0.2, po); + } + } + // the jet: from the dragon's chest onto the target (its chest; the disc centre without a target view) + if (sv) { + this._chest(sv, m); + const mx = m.x, my = m.y; + if (tv && tv.alive !== false) this._chest(tv, q); else { q.x = cx; q.y = cy - s * 0.15; } + const tx = q.x, ty = q.y; + const segs = 6; + for (let pass = 0; pass < 3; pass++) { + const col = pass === 2 ? 0xfff2c0 : pass === 1 ? 0xffb347 : F.col; + const alpha = (pass === 0 ? 0.3 : pass === 1 ? 0.55 : 0.8) * fade * flick; + let x0 = mx, y0 = my; + for (let i = 1; i <= segs; i++) { + const f = i / segs; + // widens towards the target (a cone of fire), wobbling + const wd = s * (pass === 0 ? 0.1 + 0.22 * f : pass === 1 ? 0.05 + 0.1 * f : 0.02 + 0.03 * f); + const j = i < segs ? Math.sin(F.seed + i * 3.1 + F.t * 30) * s * 0.05 * f : 0; + const x1 = mx + (tx - mx) * f + j, y1 = my + (ty - my) * f - j * 0.5; + g.lineStyle(Math.max(1, wd), col, alpha); + g.moveTo(x0, y0); g.lineTo(x1, y1); + x0 = x1; y0 = y1; + } + } + // fire puffs streaming along it + F.jet += dt * (low ? 18 : 42) * fade; + const T = 0.2; + while (F.jet >= 1) { + F.jet -= 1; + if (!this._room()) { F.jet = 0; break; } + const a = Math.random() * Math.PI * 2, d = Math.random() * 0.5; + const gx = tx + Math.cos(a) * rx * d, gy = ty + Math.sin(a) * ry * d; + const po = this._o(); + po.tint = FLAME_TINTS[(Math.random() * FLAME_TINTS.length) | 0]; + po.vx = (gx - mx) / T; po.vy = (gy - my) / T; + po.life = T * (0.9 + Math.random() * 0.3); + po.s0 = (s / 128) * 0.1; po.s1 = (s / 128) * (0.38 + Math.random() * 0.2); po.a0 = 0.85; po.a1 = 0.15; + this.particle('soft', mx, my, po); + } + } + this.flames[w++] = F; + } + this.flames.length = w; + } +} diff --git a/public/js/render/fx/camera.js b/public/js/render/fx/camera.js new file mode 100644 index 00000000..e870d317 --- /dev/null +++ b/public/js/render/fx/camera.js @@ -0,0 +1,28 @@ +// public/js/render/fx/camera.js — shot heights and camera-relative world heights. + +/** + * Shot heights (GitHub #61): where a shot or beam leaves a unit (`launch`, ≈ its hands) and where shots, beams and lock + * marks meet a unit (`aim`, ≈ its chest), as shares of the drawn model's height above the feet (`_headTiles`). The + * models are upright screen billboards, so these are heights on screen, solved into world heights through the camera + * (projection.js liftFor, `bodyZ`): 0.45 × the head height taken as a WORLD height drew at ≈ 18 % of the model under the + * 30° pitch — shots left the hips and aimed at the targets' hips. [ASSUMED] the shares (a battle chibi's hands / chest; + * the data has no official muzzle points). + */ +export const SHOT_HEIGHT = Object.freeze({ launch: 0.45, aim: 0.5 }); + +/** World height of the point `frac` of a unit's drawn model height above its feet (SHOT_HEIGHT), seen through `cam`. */ +export function bodyZ(cam, v, frac) { + const z0 = (v.z || 0) + (v.hover || 0); + const h = (v._headTiles || 1.2) * frac; + if (!cam || typeof cam.liftFor !== 'function') return z0 + h; + const dz = cam.liftFor(v.x, v.y, z0, h * cam.scaleAt(v.x, v.y, z0)); + return Number.isFinite(dz) ? z0 + dz : z0 + h; +} + +/** World height just above a unit's feet (where shells land). */ +const feetZ = (v) => (v.z || 0) + (v.hover || 0) + 0.2; + +/** Cheap fingerprint of a camera's framing (the damage-number layout cache is reused only while it is unchanged). */ +const camKey = (c) => (c ? c.tx + c.ty * 1e3 + c.tz * 1e6 + c.tilt * 7.13 + c.dist * 1e4 + c.scale * 3.7e-2 + c.cx * 1.1e-5 + c.cy * 1.3e-8 : 0); + +export { feetZ, camKey }; diff --git a/public/js/render/fx/fonts.js b/public/js/render/fx/fonts.js new file mode 100644 index 00000000..fcafa0c5 --- /dev/null +++ b/public/js/render/fx/fonts.js @@ -0,0 +1,21 @@ +// public/js/render/fx/fonts.js — damage-number bitmap fonts (one module-level ready flag). + +import { DMG_STYLE } from '../style.js'; + +let fontsReady = false; + +/** Generate the damage-number bitmap fonts (after web fonts loaded, if possible). */ +export function ensureDamageFonts() { + if (fontsReady) return; + const P = globalThis.PIXI; + for (const st of Object.values(DMG_STYLE)) { + try { + P.BitmapFont.from(st.font, { + fontFamily: ['Bender', 'Oxanium', 'Rajdhani', 'Arial Black', 'sans-serif'], fontSize: 44, fontWeight: '700', + fill: st.fill, fillGradientStops: [0.25, 1], stroke: st.stroke, strokeThickness: 7, + dropShadow: true, dropShadowColor: '#000000', dropShadowAlpha: 0.45, dropShadowDistance: 2, dropShadowBlur: 2, + }, { chars: [['0', '9'], '+-×!'], resolution: 2, padding: 6 }); + } catch (err) { console.warn('[fx] bitmap font', st.font, err?.message || err); } + } + fontsReady = true; +} diff --git a/public/js/render/fx/kinds.js b/public/js/render/fx/kinds.js new file mode 100644 index 00000000..6875fc1d --- /dev/null +++ b/public/js/render/fx/kinds.js @@ -0,0 +1,145 @@ +// public/js/render/fx/kinds.js — sim fx kind table and the tile queries the effects use. + +/** + * Sim fx kind → visual archetype (`a`), colour (`c`) and defaults (`r` radius, `dur` game s, `tex`, `smoke`). + * Covers every kind emitted by server/sim (Battle, kits, tokens, enemies, bosses, devices, bonds, items); unknown + * kinds fall back to a keyword guess, then to a generic sparkle (fxSpec). + */ +export const FX_KINDS = Object.freeze({ + // blasts + aoe: { a: 'blast', c: 0xffb35c }, explode: { a: 'blast', c: 0xff7a33 }, explosion: { a: 'blast', c: 0xff7a33 }, + // `pt`: always at the event's (x, y) (its `id` is the shooter); `heavy`: debris + scorch + bombard: { a: 'blast', c: 0xffa04a, r: 1.5, pt: true, heavy: true }, bombardShell: { a: 'shell', c: 0xff5a3a, r: 1.5, pt: true }, + airstrike: { a: 'blast', c: 0xff8a3d, r: 1.5, heavy: true }, splash: { a: 'blast', c: 0xffc27a }, + scorchBurst: { a: 'blast', c: 0xff6a2a }, champagneBomb: { a: 'blast', c: 0xffd27a }, shockBlast: { a: 'blast', c: 0x9fd4ff, smoke: 0x1c2630 }, + frostNova: { a: 'blast', c: 0x9fe6ff, smoke: 0x1c2630 }, sunBurst: { a: 'blast', c: 0xffe28a }, meltdown: { a: 'blast', c: 0xff5a2a, r: 1.5, heavy: true }, + iceSpike: { a: 'blast', c: 0xbfeeff, smoke: 0x1c2630 }, rockfall: { a: 'blast', c: 0xc8a878, smoke: 0x4a3f33 }, rockslide: { a: 'blast', c: 0xc8a878, smoke: 0x4a3f33 }, + finale: { a: 'blast', c: 0xffd45a, r: 1.5 }, swordStorm: { a: 'blast', c: 0xdfe8ff }, swordRain: { a: 'blast', c: 0xdfe8ff }, liberate: { a: 'blast', c: 0xffffff }, + quadShot: { a: 'volley', c: 0xfff2d0 }, featherArrow: { a: 'counter', c: 0xfff2d0 }, + burst: { a: 'element', c: 0xd0a0ff }, + // areas + zone: { a: 'zone', c: 0xffb35c, dur: 3 }, healField: { a: 'zone', c: 0x62f08a, dur: 4 }, firewall: { a: 'wall', c: 0xff6a2a, dur: 4 }, + firewallBlock: { a: 'counter', c: 0xff6a2a }, tide: { a: 'zone', c: 0x5fe0ff, dur: 3, r: 2 }, storm: { a: 'zone', c: 0xd8c8a0, dur: 3 }, + tornado: { a: 'zone', c: 0xd8e8ff, dur: 3 }, snow: { a: 'zone', c: 0xe8f6ff, dur: 3 }, telegraph: { a: 'telegraph', c: 0xff3b30, dur: 1.2 }, + coldWind: { a: 'chill', c: 0x9fd4ff }, + // support + heal: { a: 'heal', c: 0x62f08a }, healAoe: { a: 'healAoe', c: 0x62f08a, r: 1.5 }, bandage: { a: 'heal', c: 0x62f08a }, blessing: { a: 'healAoe', c: 0xfff0a8 }, + cleanse: { a: 'healAoe', c: 0xdfffff, r: 0.9 }, revive: { a: 'summon', c: 0xfff0a8 }, reborn: { a: 'summon', c: 0xffd45a }, hpShare: { a: 'heal', c: 0xff9aa6 }, + spGift: { a: 'sp', c: 0x6fd3ff }, spGain: { a: 'sp', c: 0x6fd3ff }, reload: { a: 'sp', c: 0xffe066 }, + shield: { a: 'shield', c: 0xdfe8ff }, catShield: { a: 'shield', c: 0xffe0a8 }, saltWard: { a: 'shield', c: 0xbfeeff }, shell: { a: 'shield', c: 0xc8b890 }, + vest: { a: 'shield', c: 0xdfe8ff }, sleepGuard: { a: 'shield', c: 0xa8b6ff }, truesilver: { a: 'shield', c: 0xfff3b8 }, shieldBreak: { a: 'shatter', c: 0xdfe8ff }, + // arrivals / departures + summon: { a: 'summon', c: 0x9ff0dc }, drones: { a: 'summon', c: 0x8fe6ff }, drone: { a: 'summon', c: 0x8fe6ff }, sentry: { a: 'summon', c: 0x9ff0dc }, + turretOnline: { a: 'summon', c: 0xff8a6a }, yanyouSummon: { a: 'summon', c: 0xffb347 }, device: { a: 'summon', c: 0xc0c8cc }, + appear: { a: 'summon', c: 0xb36bff }, copy: { a: 'summon', c: 0xd8b0ff }, manifoldCopy: { a: 'summon', c: 0xd8b0ff }, split: { a: 'summon', c: 0xff9a6a }, + disappear: { a: 'vanish', c: 0xb36bff }, stealth: { a: 'vanish', c: 0x8fa0b0 }, camouflage: { a: 'vanish', c: 0x8fb08f }, phase: { a: 'vanish', c: 0xb36bff }, + substitute: { a: 'vanish', c: 0xd8b0ff }, swap: { a: 'blink', c: 0xd8b0ff }, blink: { a: 'blink', c: 0xb36bff }, teleport: { a: 'blink', c: 0xb36bff }, + // a dollkeeper knocked out as its <替身> (sim professions.js): only its model form goes back to the 本体 for the + // redeploy — the 替身's death clip already shows the knock-out, nothing is drawn + dollEnd: { a: 'none', c: 0xd8b0ff }, + ulpiaReturn: { a: 'blink', c: 0x9ff0dc }, manifoldSplit: { a: 'blink', c: 0xd8b0ff }, + // displacement + pull: { a: 'move', c: 0x9fd4ff }, push: { a: 'move', c: 0xffd9a0 }, displace: { a: 'move', c: 0xd0c0a0 }, lure: { a: 'move', c: 0xffb3ec }, + charge: { a: 'move', c: 0xff9c33 }, dash: { a: 'move', c: 0xffd9a0 }, slippery: { a: 'move', c: 0x9fe6ff }, + // pulses + sonic: { a: 'wave', c: 0xc9a2ff, r: 1.5 }, pulse: { a: 'wave', c: 0x9ff0dc }, sermon: { a: 'wave', c: 0xffe28a, r: 1.5 }, ripple: { a: 'wave', c: 0x5fe0ff }, + tornadoPulse: { a: 'wave', c: 0xd8e8ff }, wake: { a: 'wave', c: 0x5fe0ff }, wolfShadow: { a: 'wave', c: 0x8fa0b0 }, wolfShadowLost: { a: 'vanish', c: 0x8fa0b0 }, + redistribute: { a: 'wave', c: 0x62f08a }, dilemma: { a: 'wave', c: 0xc9a2ff }, + // marks + taunt: { a: 'mark', c: 0xff9c33 }, palsy: { a: 'mark', c: 0xc77dff }, emergency: { a: 'mark', c: 0xff5a4a }, + lock: { a: 'reticle', c: 0xff5a4a }, droneLock: { a: 'reticle', c: 0x8fe6ff }, wanted: { a: 'reticle', c: 0xffc600 }, expose: { a: 'reticle', c: 0xff7b8a }, + reveal: { a: 'reticle', c: 0x9fd4ff }, anchor: { a: 'reticle', c: 0x9fd4ff }, + // buffs + buff: { a: 'buff', c: 0xffd45a }, overload: { a: 'buff', c: 0xff7a33 }, overclock: { a: 'buff', c: 0xff9c33 }, talent: { a: 'buff', c: 0xffd45a }, + knack: { a: 'buff', c: 0xffd45a }, bloodBattle: { a: 'buff', c: 0xff4b3e }, sword: { a: 'buff', c: 0xdfe8ff }, equip: { a: 'buff', c: 0x4ed8af }, + garrisonGrant: { a: 'buff', c: 0x4ed8af }, extraAttack: { a: 'buff', c: 0xffe066 }, soul: { a: 'buff', c: 0xb36bff }, jungleSoul: { a: 'buff', c: 0x7fd37a }, + candle: { a: 'buff', c: 0xffb347 }, mote: { a: 'buff', c: 0xfff0a8 }, ember: { a: 'buff', c: 0xff7a33 }, ignite: { a: 'buff', c: 0xff6a2a }, + flame: { a: 'buff', c: 0xff6a2a }, grow: { a: 'buff', c: 0x7fd37a }, weightlessBuff: { a: 'buff', c: 0xcfe0ff }, + // 炎佑 祛恶之焰: a continuous jet from the dragon (`id`) onto its locked target (`target`) + a burning disc (_flame) + yanyouFlame: { a: 'flame', c: 0xff8a3d, r: 1 }, + // states + takeoff: { a: 'lift', c: 0xcfe0ff }, levitate: { a: 'lift', c: 0xcfe0ff }, weightless: { a: 'lift', c: 0xcfe0ff }, + sleep: { a: 'sleep', c: 0xa8b6ff }, crit: { a: 'crit', c: 0xffe066 }, + dodge: { a: 'dodge', c: 0xffffff }, riposte: { a: 'counter', c: 0xffd9a0 }, counter: { a: 'counter', c: 0xffd9a0 }, block: { a: 'counter', c: 0xdfe8ff }, + thorns: { a: 'counter', c: 0xff9aa6 }, downed: { a: 'down', c: 0xbfeee2 }, stone: { a: 'down', c: 0xc0b8a8, smoke: 0x5a5448 }, + dp: { a: 'dp', c: 0x9fd4ff }, coin: { a: 'coin', c: 0xffc600 }, steal: { a: 'coin', c: 0xffc600 }, crateBreak: { a: 'crate', c: 0xc89a5a }, + lpLoss: { a: 'lp', c: 0xff3b30 }, + // 限伤 (sim/damage.js leaderHitCancelled): a leader's hit of ≥ 300000 dealt nothing — the official shows no number and + // no effect [ASSUMED], so nothing is drawn (`a: 'none'`) + hitCap: { a: 'none', c: 0xffffff }, + // beams + beam: { a: 'beam', c: 0xff7a5a }, link: { a: 'beam', c: 0x9ff0dc }, lightning: { a: 'bolt', c: 0xc9a2ff }, tentacle: { a: 'beam', c: 0x5fe0ff }, + sandChains: { a: 'beam', c: 0xd8c8a0 }, sandChainsCharged: { a: 'beam', c: 0xffd45a }, + strike: { a: 'strike', c: 0xffe6a8 }, volley: { a: 'volley', c: 0xfff2d0 }, column: { a: 'pillar', c: 0x9ff0dc }, obelisk: { a: 'pillar', c: 0xc9a2ff }, + duskDragon: { a: 'blast', c: 0x9dff6a, r: 1.5 }, shadowWeave: { a: 'vanish', c: 0x8f7bff }, reweave: { a: 'summon', c: 0x8f7bff }, + slash: { a: 'counter', c: 0xfff0d0 }, devour: { a: 'vanish', c: 0xff4b3e }, undying: { a: 'shield', c: 0xffd45a }, + // summon arrival bursts (content/tokens.js burst(): 沙之碑 default, 迷迭香 gear stun, 耀阳 sword, 纸偶) + summonBurst: { a: 'blast', c: 0xe8c878, smoke: 0x4a3f33 }, summonStun: { a: 'blast', c: 0xcfe0ff, smoke: 0x2a2e36 }, + radiantSword: { a: 'pillar', c: 0xffe8a0 }, paperDoll: { a: 'blast', c: 0xc9a2ff, smoke: 0x2c2436 }, + // bonds / garrisons (support/index.js fxOn) + bondMilestone: { a: 'buff', c: 0xffc600 }, bondProc: { a: 'buff', c: 0x4ed8af }, bondShare: { a: 'wave', c: 0x4ed8af }, + garrison: { a: 'buff', c: 0x4ed8af }, layer: { a: 'buff', c: 0xffe066 }, sp: { a: 'sp', c: 0x6fd3ff }, +}); + +/** Keyword guesses for kinds added later (checked in order), before the generic sparkle. */ +const FX_GUESS = [ + [/heal|cure|mend|regen/i, 'heal'], [/shield|ward|barrier|guard/i, 'shield'], [/summon|spawn|call|deploy/i, 'summon'], + [/blast|bomb|explo|burst|boom|nova|strike/i, 'blast'], [/zone|field|area|wall|mist|fog|pool/i, 'zone'], + [/buff|boost|power|rage|charge|up$/i, 'buff'], [/mark|lock|target|wanted|expose/i, 'reticle'], [/teleport|blink|warp|swap/i, 'blink'], + [/stealth|hide|vanish|cloak/i, 'vanish'], [/pull|push|knock|dash|leap/i, 'move'], [/pulse|wave|ring|sonic/i, 'wave'], +]; + +/** + * 'phase' (an enemy's mode change, render/units.js FORMS) kinds the model shows on its own: 暴鸰 'bombed' — its bomb is + * the 'droneBomb' projectile of the same moment, a puff on the drone would read as something else (feedback D4). + */ +const SILENT_PHASES = new Set(['bombed']); + +/** Visual spec of an fx kind (see FX_KINDS); `extra.kind` / `extra.element` may pick a better colour. */ +export function fxSpec(kind, extra = {}) { + const k = typeof kind === 'string' ? kind : ''; + if (k === 'phase' && SILENT_PHASES.has(extra && extra.kind)) return { a: 'none', c: 0xffffff }; + let spec = FX_KINDS[k]; + if (!spec) { + const g = FX_GUESS.find(([re]) => re.test(k)); + spec = g ? { ...FX_KINDS[{ heal: 'heal', shield: 'shield', summon: 'summon', blast: 'aoe', zone: 'zone', buff: 'buff', reticle: 'lock', blink: 'blink', vanish: 'disappear', move: 'displace', wave: 'pulse' }[g[1]]] } : { a: 'generic', c: 0xfff2d0 }; + } + const el = extra && extra.element; + if (el && (spec.a === 'blast' || spec.a === 'zone' || spec.a === 'element')) { + const c = el === 'burn' ? 0xff7a33 : el === 'neural' ? 0xff5ad0 : el === 'necrosis' || el === 'apoptosis' ? 0x9dff6a : el === 'erosion' ? 0x6fe0ff : null; + if (c) spec = { ...spec, c }; + } + if (extra && (extra.dmgType === 'arts' || /arts|magic/i.test(String(extra.kind || ''))) && spec.a === 'blast') spec = { ...spec, c: 0xc77dff }; + return spec; +} + +/** Tiles covered by a blast / telegraph: `tiles` = [[r,c]…] or 'box' (Chebyshev ⌊r⌋ around the centre) or 'disc'. */ +export function tilesAround(x, y, r, tiles) { + if (Array.isArray(tiles)) return tiles.filter((t) => Array.isArray(t) && Number.isInteger(t[0]) && Number.isInteger(t[1])).slice(0, 80); + const cr = Math.round(y), cc = Math.round(x), R = Math.max(0, Math.min(6, Math.floor(r))); + const out = []; + for (let dr = -R; dr <= R; dr++) for (let dc = -R; dc <= R; dc++) { + if (tiles === 'box' || dr * dr + dc * dc <= r * r + 0.25) out.push([cr + dr, cc + dc]); + } + return out; +} + +/** + * Tiles of a straight wall through tile (round(y), round(x)): `axis` 'col' = that column, 'row' = that row (余 S3 + * fire wall: perpendicular to his facing, sim/content/kits/ops/chess_char_6_03-yu.js). Clipped to the field `rect` (inclusive + * { r0, r1, c0, c1 }); without one ±4 tiles. + */ +export function wallTiles(x, y, axis, rect) { + const R = Math.round(Number(y)), C = Math.round(Number(x)); + if (!Number.isFinite(R) || !Number.isFinite(C)) return []; + const ok = rect && [rect.r0, rect.r1, rect.c0, rect.c1].every(Number.isFinite); + const out = []; + if (axis === 'row') { + const [a, b] = ok ? [rect.c0, rect.c1] : [C - 4, C + 4]; + for (let c = a; c <= b; c++) out.push([R, c]); + } else { + const [a, b] = ok ? [rect.r0, rect.r1] : [R - 4, R + 4]; + for (let r = a; r <= b; r++) out.push([r, C]); + } + return out.filter(([r, c]) => r >= 0 && r <= 18 && c >= 0 && c <= 20); +} diff --git a/public/js/render/fx/limits.js b/public/js/render/fx/limits.js new file mode 100644 index 00000000..d2b0dea0 --- /dev/null +++ b/public/js/render/fx/limits.js @@ -0,0 +1,13 @@ +// public/js/render/fx/limits.js — shared fx tunables used by more than one effect module. + +const MAX_PARTICLES = { high: 1400, medium: 800, low: 360 }; + +const SKILL_GOLD = 0xffd45a; + +const NO_OPTS = Object.freeze({}); + +const clamp = (v, lo, hi) => (v < lo ? lo : v > hi ? hi : v); + +const easeOut = (t) => 1 - (1 - t) * (1 - t); + +export { MAX_PARTICLES, SKILL_GOLD, NO_OPTS, clamp, easeOut }; diff --git a/public/js/render/fx/locks.js b/public/js/render/fx/locks.js new file mode 100644 index 00000000..52dea118 --- /dev/null +++ b/public/js/render/fx/locks.js @@ -0,0 +1,104 @@ +// public/js/render/fx/locks.js — FxSystem lock reticles. +// Installed on FxSystem.prototype by ./system.js (a method container: never instantiated; `this` is the effect system). + +import { SHOT_HEIGHT, bodyZ } from './camera.js'; +import { FX_KINDS } from './kinds.js'; +import { easeOut } from './limits.js'; + +/** + * Lock reticle: how long (game s) a lock outlives the last sign of its shooter's S3 going on — its latest lock, shell or + * bombard (a lock whose shell / shot never comes) — its fade-out (real s), and the most reticles kept at once (a long + * S3: ammo grants / reloads lock far more than the 5 base shots, ≤ 33 shells). + */ +const LOCK_T = 5, LOCK_FADE = 0.2, MAX_LOCKS = 48; + +export class FxLocks { + // ---- lock-on reticles (蕾缪安) ------------------------------------------------------------------------------- + + /** + * fx 'lock': a reticle on the locked enemy (following its view; at the last spot once it is gone) until its shell + * lands (mortar / _landed) or the aimed shot fires ('crit' from the same shooter); at most LOCK_T game seconds after + * the shooter's last lock / shell / bombard (_touchLocks). + */ + _lock(view, src, x, y, z) { + let L = this.lockFree.pop(); + if (!L) { + const P = this.P; + const ring = new P.Sprite(this.tex.reticle); + ring.anchor.set(0.5); + ring.blendMode = P.BLEND_MODES.ADD; + const core = new P.Sprite(this.tex.glow); + core.anchor.set(0.5); + core.blendMode = P.BLEND_MODES.ADD; + this.projLayer.addChild(ring, core); + L = { ring, core }; + } + L.view = view; L.id = view ? view.id : null; L.src = src ?? null; L.x = x; L.y = y; L.z = z; + L.t = 0; L.idle = 0; L.max = LOCK_T / this._ts(); L.out = -1; L.shell = false; L.sx = x; L.sy = y; + L.ring.tint = L.core.tint = FX_KINDS.lock.c; + L.ring.alpha = L.core.alpha = 0; + L.ring.visible = L.core.visible = true; + this.locks.push(L); + if (this.locks.length > MAX_LOCKS) this._freeLock(this.locks.shift()); + return L; + } + + /** Shooter `src` is still at it (a new lock, a shell, a bombard): its live locks restart their LOCK_T wait. */ + _touchLocks(src) { + if (src == null) return; + for (const L of this.locks) if (L.src === src) L.idle = 0; + } + + /** The live lock of shooter `src` nearest to (x, y) within `within` tiles (`free`: only one no shell took yet). */ + _nearestLock(src, x, y, within, free) { + let best = null, bd = Infinity; + for (const L of this.locks) { + if (L.out >= 0 || (free && L.shell) || (src != null && L.src != null && L.src !== src)) continue; + const d = Math.hypot(L.x - x, L.y - y); + if (d < bd - 1e-9) { bd = d; best = L; } + } + return best && bd <= within ? best : null; + } + + /** Fade a lock out (it pops outwards as it goes). */ + _releaseLock(L) { if (L && L.out < 0) L.out = 0; } + + _freeLock(L) { + L.ring.visible = L.core.visible = false; + L.view = null; + this.lockFree.push(L); + } + + _updateLocks(dt) { + if (!this.locks.length) return; + const cam = this.ctx.cam(); + let w = 0; + for (const L of this.locks) { + L.t += dt; + L.idle += dt; + if (L.out < 0 && L.idle >= L.max) L.out = 0; + // the shooter knocked out / withdrawn: the sim fires no more shells — only a shell already in the air still lands + if (L.out < 0 && !L.shell && L.src != null && this.ctx.view) { + const sv = this._viewOf(L.src); + if (!sv || sv.alive === false) L.out = 0; + } + if (L.out >= 0) { L.out += dt; if (L.out >= LOCK_FADE) { this._freeLock(L); continue; } } + const v = L.view; + if (v && !v.destroyed && v.alive !== false) { L.x = v.x; L.y = v.y; L.z = bodyZ(cam, v, SHOT_HEIGHT.aim); } + const p = cam.project(L.x, L.y, L.z, this._p); + const s = p.s; + const out = L.out >= 0 ? L.out / LOCK_FADE : 0; + const pop = L.t < 0.16 ? 1.7 - 0.7 * easeOut(L.t / 0.16) : 1 + 0.05 * Math.sin(L.t * 9); + const a = (L.out >= 0 ? 1 - out : Math.min(1, L.t / 0.06)); + L.ring.position.set(p.x, p.y); + L.ring.rotation = L.t * 1.8; + L.ring.scale.set((s * 0.95 * pop * (1 + out * 0.6)) / 128); + L.ring.alpha = 0.95 * a; + L.core.position.set(p.x, p.y); + L.core.scale.set(((s * 0.4) / 128) * (1 + 0.25 * Math.sin(L.t * 14))); + L.core.alpha = 0.7 * a; + this.locks[w++] = L; + } + this.locks.length = w; + } +} diff --git a/public/js/render/fx/numbers.js b/public/js/render/fx/numbers.js new file mode 100644 index 00000000..54322612 --- /dev/null +++ b/public/js/render/fx/numbers.js @@ -0,0 +1,368 @@ +// public/js/render/fx/numbers.js — FxSystem damage numbers and screen-space labels. +// Installed on FxSystem.prototype by ./system.js (a method container: never instantiated; `this` is the effect system). + +import { DMG_STYLE, HIT_TINT, dmgStyleKey } from '../style.js'; +import { camKey } from './camera.js'; +import { clamp, easeOut } from './limits.js'; + +const MAX_NUMBERS = 90; + +const NUM_RISE = 0.45; // tiles a damage number rises over NUM_RISE_T (easeOut), then it stays + +const NUM_RISE_T = 0.9; // seconds of the rise + +const NUM_LIFE = 0.9; // seconds a number lives (a merged running total lives longer, ≤ NUM_MAX_LIFE) + +const NUM_MAX_LIFE = 1.8; + +const NUM_FADE_T = 0.27; // fade-out at the end of its life + +const NUM_LINE_EM = 0.95; // vertical room of one line of digits, in em of the 24 px bitmap font + +const NUM_MAX_LINES = 5; // a number starts at most this many lines above the head + +const NUM_DIGIT_EM = 0.66; // advance of one digit of the damage font, in em (Bender 700: 0.56–0.66, the widest kept) + +const NUM_POP = 1.35; // birth / merge pop scale (the layout reserves the popped size) + +const NUM_GAP_PX = 7; // horizontal gap between two numbers side by side (never read as one number) + +const NUM_MERGE_GAP = 0.3; // s: same-style hits on one unit closer than this join its running total + +const NUM_PER_TARGET = 4; // live numbers per unit (then hits join / the oldest fades) + +const NUM_CROWD = 6; // more live numbers than this around a spot → shorter lives there + +const NUM_LANES = Object.freeze([0, -1, 1, -2, 2]); // lane order (lane widths from the unit's head) + +/** Screen scale of a number's text (24 px font) at `s` px per tile. */ +const numScale = (s, big, style) => clamp(s / 115, 0.42, 1.05) * (big ? 1.35 : 1) * (style === 'heal' ? 0.9 : 1); + +/** Characters of a damage number as drawn (heals get a '+'). */ +const numChars = (v, style) => String(Math.round(v)).length + (style === 'heal' ? 1 : 0); + +/** Sub-professions whose attacks splash around the struck target (the 阵法术师 / 轰击术师 strike every enemy in range). */ +const SPLASH_SUBS = new Set(['aoesniper', 'splashcaster', 'bombarder', 'fortress', 'hammer']); + +export class FxNumbers { + // ---- hits / numbers ----------------------------------------------------------------------------------------- + + /** b.ev 'dmg' visual: glow + sparks in the hit colour; a melee blow (atk 'none' just before) adds its slash. */ + damage(view, amount, type, srcView) { + if (!view) return; + const style = dmgStyleKey(type); + const p = this._chest(view); + const px = p.x, py = p.y, s = p.s; + const tint = HIT_TINT[style] || 0xffffff; + const big = view.maxHp > 0 && amount >= view.maxHp * 0.18; + const melee = !!srcView && this._slashAt === srcView.id; + this.particle('glow', px, py, { tint, life: 0.18, s0: (s / 128) * (big ? 1.0 : 0.6), s1: (s / 128) * (big ? 1.5 : 0.9), a0: 0.9, a1: 0 }); + if (melee) { this._slashAt = null; this._slash(view, srcView, px, py, s, style, big); } + this.burst(px, py, s, big ? 8 : melee ? 6 : 4, tint, { speed: melee ? 2.8 : 2.4, size: big ? 0.6 : 0.46 }); + if (srcView && this.ctx.subProfOf && SPLASH_SUBS.has(this.ctx.subProfOf(srcView.info?.defId))) { + if (!this._lastRing || this.time - this._lastRing > 0.08) { + this._lastRing = this.time; + this.ring(view.x, view.y, view.z || 0, 0.1, 1.1, tint, 0.3); + } + } + view.onHit?.(); + if (this.ctx.settings?.damageNumbers !== false) this.number(view, amount, style, big); + } + + /** + * Melee blow on `view` by `src`: a crescent swept across the victim, bulging along the blow (attacker → victim on + * screen, a little random tilt / mirroring), in the hit colour with a white-hot inner stroke. + */ + _slash(view, src, px, py, s, style, big) { + const q = this._chest(src, this._q); + const dx = px - q.x, dy = py - q.y; + const ang = Math.abs(dx) + Math.abs(dy) > 1 ? Math.atan2(dy, dx) : (src.x > view.x ? Math.PI : 0); + const rot = ang + Math.PI / 2 + (Math.random() - 0.5) * 0.9; + const flip = Math.random() < 0.5 ? -1 : 1; + const k = big ? 1.25 : 1; + const a = this.particle('slash', px, py, { tint: style === 'phys' ? 0xffe2b0 : HIT_TINT[style] || 0xffffff, life: 0.2, s0: (s / 128) * 1.05 * k, s1: (s / 128) * 1.3 * k, a0: 1, a1: 0, rot }); + a.sx = flip; + const b = this.particle('slash', px, py, { tint: 0xffffff, life: 0.12, s0: (s / 128) * 0.8 * k, s1: (s / 128) * 1.0 * k, a0: 0.85, a1: 0, rot }); + b.sx = flip; + } + + heal(view, amount) { + if (!view) return; + const p = this._chest(view); + const s = p.s; + this.particle('glow', p.x, p.y, { tint: 0x62f08a, life: 0.3, s0: (s / 128) * 0.5, s1: (s / 128) * 0.9, a0: 0.55, a1: 0 }); + for (let i = 0; i < (this.quality === 'low' ? 1 : 3); i++) { + this.particle('plus', p.x + (Math.random() - 0.5) * s * 0.5, p.y + (Math.random() - 0.2) * s * 0.3, { + tint: 0x7dffa8, vy: -s * 0.9, life: 0.7, s0: s / 64 * 0.32, s1: s / 64 * 0.2, a0: 0.95, a1: 0, fadeIn: 0.08, + }); + } + if (this.ctx.settings?.damageNumbers !== false) this.number(view, amount, 'heal', false); + } + + /** + * A damage / heal number over `view` (see the header). Layout in screen space, against EVERY live number (the + * '41509' / '201625' overlaps were numbers of neighbouring units standing side by side): + * * merge: a same-style hit on the same unit within NUM_MERGE_GAP of that number's last hit (and while it is still + * young) adds to it — a running total that re-pops and lives a little longer; + * * cap: a unit shows at most NUM_PER_TARGET numbers; past it the hit joins the unit's youngest same-style number, + * else the unit's oldest number fades out at once; + * * lanes: the new number takes the lowest free slot of its unit's lanes (centre, then beside the head, 0 / ±1 / ±2 + * lane widths), stacking upwards at most NUM_MAX_LINES lines; a slot is free when no live number of any unit + * overlaps it now or later (a younger number rises faster: below an older one it must keep that one's rise so + * far as a margin) with a gap wide enough that two numbers never read as one; + * * crowded (> NUM_CROWD numbers near it): it lives shorter; a pair that still ends up overlapping (units walking + * into each other) resolves by fading the older one quickly (_updateNums). + */ + number(view, amount, style, big) { + const n = Math.round(amount); + if (!(n > 0) || !view) return; + const now = this.time; + const cam = this.ctx.cam(); + const base = (view.z || 0) + (view.hover || 0) + (view._headTiles || 1.2) * 0.8; + const a = cam.project(view.x, view.y, base, this._p); + const ax = a.x, ay = a.y, s = a.s > 0 ? a.s : 100; + const pxPerZ = ay - cam.project(view.x, view.y, base + 1, this._q).y; + const risePx = NUM_RISE * (pxPerZ > 1e-3 ? pxPerZ : s * 0.5); + // the live boxes only change between frames: laid out once per frame / camera, not once per hit (a heavy AoE + // lands dozens of hits in one frame — re-projecting every live number for each was O(hits × numbers)) + this._layoutNumsOnce(cam); + // 1. merge into this unit's running total of the same style + let mine = 0, youngest = null, oldest = null; + for (const t of this.nums) { + if (t.unit !== view || t.fading) continue; + mine++; + if (!oldest || t.born < oldest.born) oldest = t; + if (t.style === style && (!youngest || t.born > youngest.born)) youngest = t; + } + const merge = youngest && now - youngest.lastHit < NUM_MERGE_GAP && youngest.life < NUM_RISE_T * 0.55 ? youngest + : (mine >= NUM_PER_TARGET && youngest ? youngest : null); + if (merge && this._growFits(merge, n, big)) { + merge.value += n; + merge.text.text = (style === 'heal' ? '+' : '') + merge.value; + merge.pop = 1; + merge.big = merge.big || big; + merge.lastHit = now; + merge.end = Math.min(merge.life + NUM_LIFE * 0.75, Math.max(merge.end, merge.life + NUM_LIFE * 0.6), NUM_MAX_LIFE); + this._sizeNum(merge); + return; + } + if (mine >= NUM_PER_TARGET && oldest) this._fadeNum(oldest, 0.1); + // 2. a free slot among the unit's lanes + const sc = numScale(s, big, style); + const w = numChars(n, style) * NUM_DIGIT_EM * 24 * sc * NUM_POP + NUM_GAP_PX; + const h = 24 * NUM_LINE_EM * sc * NUM_POP; + const lane = Math.max(w, 24 * NUM_DIGIT_EM * sc * 3.2) * 0.62; + let best = null; + for (const k of NUM_LANES) { + const cx = ax + k * lane; + const cy = this._numSlotPx(cx, ay, w, h, risePx); + const lift = ay - cy; + if (!best || lift < best.lift - 0.5) best = { cx, cy, lift, k }; + if (lift <= h * 1.2) break; // low enough: keep the nearest lane + } + const cap = h * NUM_MAX_LINES; + let { cx, cy } = best; + if (ay - cy > cap) { + // over capacity (a knot of units under fire): join this unit's latest same-style total when it fits, else take + // the capped spot and drop whatever is there (crowded numbers give way at once) + let same = null; + for (const t of this.nums) if (t.unit === view && t.style === style && !t.fading && (!same || t.born > same.born)) same = t; + if (same && this._growFits(same, n, big)) { + same.value += n; + same.text.text = (style === 'heal' ? '+' : '') + same.value; + same.pop = 1; + same.big = same.big || big; + same.lastHit = now; + this._sizeNum(same); + return; + } + // (released at once, not merely ended: they would vanish before the next render anyway, and as obstacles they + // made every further hit of the same frame search a crowd that is no longer there — a knot under AoE) + cx = ax; cy = ay - cap; + let keep = 0; + for (const t of this.nums) { + if (Math.abs(t._x - cx) < (t._w + w) / 2 && t._y > cy - h && t._y - t._h < cy) { this._releaseNum(t); continue; } + this.nums[keep++] = t; + } + this.nums.length = keep; + } + // 3. crowding: numbers around this spot → a shorter life for everyone new here + let near = 0; + for (const t of this.nums) if (!t.fading && Math.abs(t._x - cx) < 150 && Math.abs(t._y - cy) < 110) near++; + const life = near >= NUM_CROWD ? NUM_LIFE * 0.62 : NUM_LIFE; + const maxNums = this.load >= 2 ? MAX_NUMBERS >> 1 : MAX_NUMBERS; + while (this.nums.length >= maxNums) this._releaseNum(this.nums.shift()); + const t = this._takeNum(style); + t.text.visible = true; + t.text.alpha = 1; + t.text.text = (style === 'heal' ? '+' : '') + n; + Object.assign(t, { + unit: view, style, value: n, life: 0, end: life, born: now, lastHit: now, pop: 1, big: !!big, fading: false, + ox: cx - ax, oy: cy - ay, x0: view.x, y0: view.y, z0: base, risePx, _x: cx, _y: cy, _w: w, _h: h, + }); + this.nums.push(t); + } + + /** Whether a merged number's grown text still fits among its neighbours (else a new number is made). */ + _growFits(t, add, big) { + const sc = numScale(t._s || 100, t.big || big, t.style); + const w = numChars(t.value + add, t.style) * NUM_DIGIT_EM * 24 * sc * NUM_POP + NUM_GAP_PX; + for (const o of this.nums) { + if (o === t || o.fading) continue; + if (Math.abs(o._x - t._x) < (o._w + w) / 2 && Math.abs(o._y - t._y) < (o._h + t._h) / 2) return false; + } + return true; + } + + /** + * Lowest (largest screen y) bottom for a number of size w×h centred at x, starting at y0, clear of every live number + * now and later: above one it must sit on its top; below one it must leave that one's rise so far as a margin + * (the new number rises faster and would catch up). + */ + _numSlotPx(x, y0, w, h, risePx) { + let y = y0; + for (let pass = 0; pass <= this.nums.length; pass++) { + let moved = false; + for (const t of this.nums) { + if (t.fading && t.text.alpha < 0.3) continue; // almost gone + if (Math.abs(t._x - x) >= (t._w + w) / 2) continue; + const top = t._y - t._h, bottom = t._y; + const risen = t.risePx * easeOut(Math.min(1, t.life / NUM_RISE_T)); + if (y <= top) continue; // entirely above it (bottom at or over its top) + if (y - h >= bottom + risen) continue; // below it, for good + y = top; + moved = true; + } + if (!moved) break; + } + return y; + } + + /** Screen boxes of the live numbers (their current anchor, rise and size) → t._x, t._y (bottom), t._w, t._h. */ + _layoutNums(cam) { + const p = this._p; + for (const t of this.nums) { + const u = t.unit; + if (u && !u.destroyed) { t.x0 = u.x; t.y0 = u.y; } + cam.project(t.x0, t.y0, t.z0, p); + t._s = p.s; + const k = Math.min(1, t.life / NUM_RISE_T); + t._x = p.x + t.ox; + t._y = p.y + t.oy - t.risePx * easeOut(k); + this._sizeNum(t); + } + this._laidAt = this.time; + this._laidCam = cam; + this._laidKey = camKey(cam); + } + + /** `_layoutNums` unless the boxes are already current: same frame (fx time) and the same camera framing. */ + _layoutNumsOnce(cam) { + if (this._laidAt === this.time && this._laidCam === cam && this._laidKey === camKey(cam)) return; + this._layoutNums(cam); + } + + /** A number's box size from its value, style, pop and the scale of its last layout (t._s px per tile). */ + _sizeNum(t) { + const sc = numScale(t._s || 100, t.big, t.style); + const pop = 1 + t.pop * (NUM_POP - 1); + t._w = numChars(t.value, t.style) * NUM_DIGIT_EM * 24 * sc * pop + NUM_GAP_PX; + t._h = 24 * NUM_LINE_EM * sc * pop; + t._sc = sc; + } + + _fadeNum(t, within) { + if (t.fading) return; + t.fading = true; + t.fadeFrom = t.text.alpha; + t.end = Math.min(t.end, t.life + within); + t.fadeT0 = t.life; + } + + _takeNum(style) { + const P = this.P; + const font = DMG_STYLE[style]?.font || DMG_STYLE.phys.font; + const pool = this._numPools || (this._numPools = new Map()); + const list = pool.get(font); + let t = list && list.length ? list.pop() : null; + if (!t) { + const text = new P.BitmapText('0', { fontName: font, fontSize: 24, align: 'center' }); + text.anchor.set(0.5, 1); + this.ctx.layers.text.addChild(text); + t = { text, font }; + } + return t; + } + + _releaseNum(t) { + t.text.visible = false; + t.unit = null; + const pool = this._numPools || (this._numPools = new Map()); + let list = pool.get(t.font); + if (!list) pool.set(t.font, list = []); + if (list.length < 30) list.push(t); else t.text.destroy(); + } + + _updateNums(dt) { + const cam = this.ctx.cam(); + let w = 0; + for (const t of this.nums) { + t.life += dt; + if (t.life >= t.end) { this._releaseNum(t); continue; } + t.pop = Math.max(0, t.pop - dt * 6); + this.nums[w++] = t; + } + this.nums.length = w; + this._layoutNums(cam); + // a pair still overlapping (their units walked into each other): the older one gives way + const L = this.nums; + for (let i = 0; i < L.length; i++) { + const a = L[i]; + if (a.fading) continue; + for (let j = i + 1; j < L.length; j++) { + const b = L[j]; + if (b.fading) continue; + if (Math.abs(a._x - b._x) < (a._w + b._w) / 2 - NUM_GAP_PX * 0.5 && Math.abs((a._y - a._h / 2) - (b._y - b._h / 2)) < (a._h + b._h) / 2 * 0.9) { + this._fadeNum(a.born <= b.born ? a : b, 0.06); + if (a.fading) break; + } + } + } + for (const t of L) { + const tx = t.text; + tx.scale.set(t._sc * (1 + t.pop * (NUM_POP - 1))); + tx.position.set(t._x, t._y); + let alpha = 1; + const left = t.end - t.life; + if (t.fading) alpha = (t.fadeFrom ?? 1) * clamp(left / Math.max(0.01, t.end - t.fadeT0), 0, 1); + else if (left < NUM_FADE_T) alpha = left / NUM_FADE_T; + tx.alpha = alpha; + } + } + + /** Floating label ('!', '+10') at a screen point, using the damage-number pool. */ + numberAt(x, y, label, tint, life = 0.8) { + const P = this.P; + if (this.labels.length >= 24) { const o = this.labels.shift(); o.t.destroy(); } + const t = new P.BitmapText(String(label), { fontName: DMG_STYLE.true.font, fontSize: 26, align: 'center' }); + t.anchor.set(0.5, 1); + t.tint = tint; + t.position.set(x, y); + this.ctx.layers.text.addChild(t); + this.labels.push({ t, y0: y, life: 0, max: life }); + } + + _updateLabels(dt) { + let w = 0; + for (const l of this.labels) { + l.life += dt; + if (l.life >= l.max) { l.t.destroy(); continue; } + const k = l.life / l.max; + l.t.position.y = l.y0 - 22 * easeOut(k); + l.t.alpha = k > 0.6 ? 1 - (k - 0.6) / 0.4 : 1; + l.t.scale.set(k < 0.12 ? 0.6 + (k / 0.12) * 0.5 : 1.1 - Math.min(0.1, k - 0.12)); + this.labels[w++] = l; + } + this.labels.length = w; + } +} diff --git a/public/js/render/fx/particles.js b/public/js/render/fx/particles.js new file mode 100644 index 00000000..2177ea84 --- /dev/null +++ b/public/js/render/fx/particles.js @@ -0,0 +1,139 @@ +// public/js/render/fx/particles.js — FxSystem particle pool, bursts, motes and puffs. +// Installed on FxSystem.prototype by ./system.js (a method container: never instantiated; `this` is the effect system). + +import { MAX_PARTICLES, NO_OPTS, clamp } from './limits.js'; + +/** Particle cap multiplier per adaptive load level (render/app.js loadLevel). */ +const LOAD_PARTICLES = Object.freeze([1, 0.75, 0.55, 0.4]); + +/** Cosmetic particles stop at this share of the particle cap: the headroom stays for hits and bursts. */ +const SOFT_CAP = 0.75; + +export class FxParticles { + get quality() { return this.ctx.settings?.quality || 'high'; } + + /** The view's adaptive load level (0–3, render/app.js): a struggling device gets fewer particles / numbers. */ + get load() { return this.ctx.loadLevel ? this.ctx.loadLevel() | 0 : 0; } + + get maxParticles() { return Math.round((MAX_PARTICLES[this.quality] || MAX_PARTICLES.high) * LOAD_PARTICLES[Math.min(3, this.load)]); } + + /** Cosmetic extras on (trails, muzzle flashes, afterimages, debris, scorch, motes): not at 'low', not under heavy load. */ + get rich() { return this.quality !== 'low' && this.load < 2; } + + /** Room for one more cosmetic particle (SOFT_CAP keeps the rest of the cap for hits and bursts). */ + _room() { return this.parts.length < this.maxParticles * SOFT_CAP; } + + /** Battle clock rate (game s per real s, ≈ 2 in combat). */ + _ts() { const r = this.ctx.timeScale ? Number(this.ctx.timeScale()) : 2; return r > 0.25 ? r : 0.25; } + + /** Ground height of the tile under (x, y). */ + _groundZ(x, y) { return this.ctx.heightAt ? (this.ctx.heightAt(Math.round(y), Math.round(x)) || 0) : 0; } + + // ---- particles ------------------------------------------------------------------------------------------ + + /** + * Spawn a screen-space particle; returns its record (set `sx` on it to mirror). `o` is only read (the per-frame + * emitters pass the shared _o() object). Records are pooled with their sprite; at the cap the oldest is recycled. + */ + particle(tex, x, y, o = NO_OPTS) { + if (this.parts.length >= this.maxParticles) this._freeParticle(this.parts.shift()); + const add = o.add !== false; + const t = this.tex[tex] || this.tex.dot; + let p = (add ? this.freeAdd : this.freeNorm).pop(); + if (!p) { + const sp = new this.P.Sprite(t); + (add ? this.addPc : this.normPc).addChild(sp); + p = { sp, add }; + } + const sp = p.sp; + sp.texture = t; + sp.anchor.set(o.anchorX ?? 0.5, o.ay ?? 0.5); + sp.visible = true; + sp.position.set(x, y); + sp.tint = o.tint ?? 0xffffff; + sp.rotation = o.rot ?? 0; + p.x = x; p.y = y; p.vx = o.vx || 0; p.vy = o.vy || 0; p.g = o.g || 0; p.drag = o.drag ?? 0; p.life = 0; p.max = o.life || 0.5; + p.s0 = o.s0 ?? 1; p.s1 = o.s1 ?? o.s0 ?? 1; p.sx = o.sx ?? 1; p.a0 = o.a0 ?? 1; p.a1 = o.a1 ?? 0; p.spin = o.spin || 0; p.fadeIn = o.fadeIn || 0; + sp.scale.set(p.s0 * p.sx, p.s0); + sp.alpha = p.fadeIn > 0 ? 0 : p.a0; + this.parts.push(p); + return p; + } + + /** The shared options object of the per-frame emitters, reset to the defaults (particle() never keeps it). */ + _o() { + const o = this._po; + o.add = true; o.tint = 0xffffff; o.vx = 0; o.vy = 0; o.g = 0; o.drag = 0; o.life = 0.5; o.s0 = 1; o.s1 = 1; o.sx = 1; + o.a0 = 1; o.a1 = 0; o.spin = 0; o.fadeIn = 0; o.rot = 0; o.anchorX = 0.5; o.ay = 0.5; + return o; + } + + _freeParticle(p) { + // Pixi's ParticleRenderer draws every child of the container (it never reads `visible`): a freed sprite becomes a + // zero-size, fully transparent quad — no pixels, no fill cost — until the record is reused + const sp = p.sp; + sp.visible = false; + sp.alpha = 0; + sp.scale.set(0, 0); + (p.add ? this.freeAdd : this.freeNorm).push(p); + } + + _updateParticles(dt) { + const list = this.parts; + let w = 0; + for (let i = 0; i < list.length; i++) { + const p = list[i]; + p.life += dt; + if (p.life >= p.max) { this._freeParticle(p); continue; } + const k = p.life / p.max; + if (p.drag) { const d = Math.max(0, 1 - p.drag * dt); p.vx *= d; p.vy *= d; } + p.vy += p.g * dt; + p.x += p.vx * dt; p.y += p.vy * dt; + const sp = p.sp; + sp.position.set(p.x, p.y); + const s = p.s0 + (p.s1 - p.s0) * k; + sp.scale.set(s * p.sx, s); + if (p.spin) sp.rotation += p.spin * dt; + let a = p.a0 + (p.a1 - p.a0) * k; + if (p.fadeIn > 0 && p.life < p.fadeIn) a *= p.life / p.fadeIn; + sp.alpha = clamp(a, 0, 1); + list[w++] = p; + } + list.length = w; + } + + /** `n` sparks flying out of a screen point (halved at quality 'low'); o: speed, up, g, life, size, tex. */ + burst(x, y, s, n, tint, o = NO_OPTS) { + const q = this.quality === 'low' ? Math.ceil(n / 2) : n; + const speed = o.speed ?? 2.2, up = o.up ?? 0, g = (o.g ?? 0) * s, life = o.life ?? 0.35, size = (s / 64) * (o.size ?? 0.45), tex = o.tex || 'spark'; + for (let i = 0; i < q; i++) { + const a = Math.random() * Math.PI * 2, v = s * speed * (0.4 + Math.random() * 0.8); + const po = this._o(); + po.tint = tint; po.vx = Math.cos(a) * v; po.vy = Math.sin(a) * v * 0.7 - up * s; po.drag = 3; po.g = g; + po.life = life * (0.7 + Math.random() * 0.6); po.s0 = size; po.s1 = (s / 64) * 0.05; po.spin = (Math.random() - 0.5) * 8; + this.particle(tex, x, y, po); + } + } + + /** Trail mote behind an orb (additive dot, drifting a little). */ + _mote(x, y, s, tint, width) { + const o = this._o(); + const j = s * width * 0.25; + o.tint = tint; o.life = 0.28; o.s0 = (s * width * 0.75) / 32; o.s1 = 0; o.a0 = 0.8; + o.vx = (Math.random() - 0.5) * s * 0.25; o.vy = (Math.random() - 0.5) * s * 0.25; + this.particle('dot', x + (Math.random() - 0.5) * j, y + (Math.random() - 0.5) * j, o); + } + + /** Trail of a shell: alternately a hot ember (additive) and a grey smoke puff (normal blend). */ + _puff(x, y, s, tint, smoke, n) { + const o = this._o(); + if ((n + (this.parts.length & 1)) & 1) { + o.tint = tint; o.life = 0.24; o.s0 = (s * 0.16) / 32; o.s1 = 0; o.a0 = 0.9; + this.particle('dot', x, y, o); + } else { + o.add = false; o.tint = smoke ?? 0x3a3430; o.life = 0.55; o.s0 = (s * 0.22) / 128; o.s1 = (s * 0.55) / 128; o.a0 = 0.45; + o.vy = -s * 0.25; o.spin = (Math.random() - 0.5) * 2; o.rot = Math.random() * 6; + this.particle('smoke', x, y, o); + } + } +} diff --git a/public/js/render/fx/projectiles.js b/public/js/render/fx/projectiles.js new file mode 100644 index 00000000..b350f3a5 --- /dev/null +++ b/public/js/render/fx/projectiles.js @@ -0,0 +1,464 @@ +// public/js/render/fx/projectiles.js — FxSystem shots, boomerangs, mortar shells and impacts. +// Installed on FxSystem.prototype by ./system.js (a method container: never instantiated; `this` is the effect system). + +import { PROJ } from '../style.js'; +import { SHOT_HEIGHT, bodyZ, feetZ } from './camera.js'; +import { clamp } from './limits.js'; +import { projSpeed } from './speeds.js'; + +const MAX_PROJ = 260; + +/** Trail particles (and boomerang afterimages) per real second of one flying projectile (cosmetic). */ +const TRAIL_HZ = 36; + +/** Real seconds a shot lingers after arriving: the tracer shrinks into the target, the head fades (short shots read). */ +const SHOT_FADE = 0.08; + +/** Boomerang: spin (rad per real s), sideways bow of each leg (tiles, at ≥ 2 tiles range), safety lifetime (real s). */ +const BOOM_SPIN = 22, BOOM_BOW = 0.35, BOOM_MAX_T = 6; + +/** Bombard shell: share of its flight spent rising from the shooter, and the height it climbs / falls from (tiles). */ +const SHELL_RISE = 0.34, SHELL_UP = 5.5; + +/** 蕾缪安 S3 shell (fx 'bombardShell'); `look` 'mortar' is its own flight (_stepMortar). */ +const BOMBARD_SHELL = Object.freeze({ look: 'mortar', tint: 0xfff2d8, glow: 0xff9c33, trail: 0xffb35c, smoke: 0x3a3430, len: 1.3, width: 0.3, head: 0.56 }); + +export class FxProjectiles { + // ---- helpers ------------------------------------------------------------------------------------------ + + _proj(x, y, z, out = this._p) { return this.ctx.cam().project(x, y, z, out); } + + /** Ground decals: on a raised top they are drawn with that block row (tiles.surfaceLayer), else in groundFx. */ + _onGround(sp, y, z) { + let layer = this.ctx.layers.groundFx; + if (z > 0.12 && this.ctx.surfaceLayer) layer = this.ctx.surfaceLayer(Math.round(y)) || layer; + if (sp.parent !== layer) layer.addChild(sp); + } + + _chest(view, out = this._p) { + const z = (view.z || 0) + (view.hover || 0) + (view._headTiles ? view._headTiles * 0.45 : 0.5); + return this._proj(view.x, view.y, z, out); + } + + /** Screen point `frac` of a unit's drawn model height above its feet (SHOT_HEIGHT: beams, a mortar's muzzle). */ + _bodyPt(view, frac, out = this._p) { + const p = this._proj(view.x, view.y, (view.z || 0) + (view.hover || 0), out); + p.y -= (view._headTiles || 1.2) * frac * p.s; + return p; + } + + // ---- projectiles ----------------------------------------------------------------------------------------- + + /** b.ev 'atk' visual. src/tgt are views (tgt may be null). */ + attack(src, tgt, kind) { + if (!src) return; + // chain: the source is the previous target of the bounce (sim ai.js), so the arc hops unit to unit + if (kind === 'chain' || kind === 'chainHeal') { if (tgt && tgt !== src) this._beam(src, tgt, kind === 'chainHeal' ? 0x7dffa8 : 0xc9a2ff, 0.22, 1, true); return; } + if (kind === 'beam') { if (tgt && tgt !== src) this._beam(src, tgt, src.isEnemy ? 0xff7a5a : 0xffe6a8, 0.18, 0.15); return; } + const spec = PROJ[kind]; + if (!spec || !tgt) { + if (kind === 'none' || !kind) this._slashAt = src.id; + return; + } + const pr = this._takeProj(); + const cam = this.ctx.cam(); + const dx = tgt.x - src.x, dy = tgt.y - src.y; + const dist = Math.hypot(dx, dy); + const ux = dist > 1e-6 ? dx / dist : (src.facing || 1) >= 0 ? 1 : -1, uy = dist > 1e-6 ? dy / dist : 0; + const hand = Math.min(0.28, dist * 0.3); // the weapon is in front of the body + const look = spec.look; + pr.kind = kind; pr.spec = spec; pr.src = src; pr.tgt = tgt; pr.rise = 0; + pr.x0 = src.x + ux * hand; pr.y0 = src.y + uy * hand; pr.z0 = bodyZ(cam, src, SHOT_HEIGHT.launch); + pr.tx = tgt.x; pr.ty = tgt.y; pr.tz = look === 'shell' ? feetZ(tgt) : bodyZ(cam, tgt, SHOT_HEIGHT.aim); + pr.t = 0; pr.fade = 0; pr.hit = false; pr.emit = Math.random(); pr.ang = Math.atan2(-uy, ux); // ≈ on screen (rows run up) + pr.dur = clamp(dist / projSpeed(kind) / this._ts(), 0.04, 1.5); + pr.arc = spec.arc ? spec.arc * clamp(0.45 + dist * 0.18, 0.6, 1.8) : 0; + pr.glow = spec.glow; + pr.trailTint = spec.trail ?? spec.glow; + // boomerang legs: kinematic, from (bx, by, bz) at constant speed towards the target, then back to the thrower + pr.phase = 0; pr.bx = pr.x0; pr.by = pr.y0; pr.bz = pr.z0; pr.trav = 0; pr.d0 = Math.max(0.1, dist); pr.ux = ux; pr.uy = uy; + pr.spin = Math.random() * 6; + this._dressProj(pr); + this.projs.push(pr); + if (this.rich) this._muzzle(pr); + } + + /** A pooled projectile record: trail + halo + core sprites (additive, above units) and a ground shadow. */ + _takeProj() { + if (this.projs.length >= MAX_PROJ) this._releaseProj(this.projs.shift()); + let pr = this.projFree.pop(); + if (!pr) { + const P = this.P; + const add = (tex, ax) => { + const sp = new P.Sprite(this.tex[tex]); + sp.anchor.set(ax, 0.5); + sp.blendMode = P.BLEND_MODES.ADD; + sp.visible = false; + return sp; + }; + const trail = add('tracer', 1), halo = add('glow', 0.5), core = add('orb', 0.5); + this.projLayer.addChild(trail, halo, core); + const shadow = new P.Sprite(this.tex.soft); + shadow.anchor.set(0.5); + shadow.tint = 0x000000; + shadow.visible = false; + this.shadowLayer.addChild(shadow); + pr = { trail, halo, core, shadow }; + } + return pr; + } + + /** Textures / tints of a projectile's sprites for its look (shown from its first update). */ + _dressProj(pr) { + const spec = pr.spec, look = spec.look; + const thin = look === 'tracer' || look === 'dart'; + const { trail, halo, core, shadow } = pr; + trail.texture = this.tex[thin ? 'tracer' : 'streak']; + trail.tint = thin ? spec.tint : pr.trailTint; + trail.visible = look !== 'boomerang'; + halo.texture = this.tex.glow; + halo.tint = pr.glow; + halo.visible = true; + core.texture = this.tex[look === 'boomerang' ? 'boomerang' : thin ? 'dot' : 'orb']; + core.tint = spec.tint; + core.rotation = 0; + core.visible = true; + shadow.visible = look === 'shell' || look === 'boomerang'; + trail.alpha = halo.alpha = core.alpha = shadow.alpha = 0; + } + + _releaseProj(pr) { + pr.trail.visible = pr.halo.visible = pr.core.visible = pr.shadow.visible = false; + pr.src = pr.tgt = null; + this.projFree.push(pr); + } + + _updateProjs(dt) { + if (!this.projs.length) return; + const cam = this.ctx.cam(); + const rich = this.rich; + let w = 0; + for (let i = 0; i < this.projs.length; i++) { + const pr = this.projs[i]; + const look = pr.spec.look; + const live = look === 'boomerang' ? this._stepBoomerang(pr, dt, cam, rich) + : look === 'mortar' ? this._stepMortar(pr, dt, cam, rich) : this._stepShot(pr, dt, cam, rich); + if (!live) { this._releaseProj(pr); continue; } + this.projs[w++] = pr; + } + this.projs.length = w; + } + + /** Screen point of a straight / lobbed shot at flight fraction k (a parabola of height `arc` over the line). */ + _shotPoint(pr, k, cam, out) { + const x = pr.x0 + (pr.tx - pr.x0) * k, y = pr.y0 + (pr.ty - pr.y0) * k; + const z = pr.z0 + (pr.tz - pr.z0) * k + (pr.arc ? pr.arc * 4 * k * (1 - k) : 0); + return cam.project(x, y, z, out); + } + + /** + * One frame of a tracer / orb / shell / dart: placed by flight time (homing on the target), trail behind the head + * along the path (never longer than the part flown), an arrival burst, then a SHOT_FADE linger in the target. + */ + _stepShot(pr, dt, cam, rich) { + const spec = pr.spec, look = spec.look; + pr.t += dt; + const tg = pr.tgt; + if (tg && !tg.destroyed && tg.alive !== false) { pr.tx = tg.x; pr.ty = tg.y; pr.tz = look === 'shell' ? feetZ(tg) : bodyZ(cam, tg, SHOT_HEIGHT.aim); } + const k = Math.min(1, pr.t / pr.dur); + if (k >= 1 && !pr.hit) { pr.hit = true; pr.fade = 0; this._impact(pr, cam); } + let fk = 0; + if (pr.hit) { pr.fade += dt; fk = pr.fade / SHOT_FADE; if (fk >= 1) return false; } + const p = this._shotPoint(pr, k, cam, this._p); + const kb = Math.max(0, k - (pr.arc ? 0.12 : 0.25)); + const q = this._shotPoint(pr, kb, cam, this._q); + const s = p.s, px = p.x, py = p.y; + const seg = Math.hypot(px - q.x, py - q.y); + if (seg > 0.5) pr.ang = Math.atan2(py - q.y, px - q.x); + const thin = look === 'tracer' || look === 'dart'; + const flown = k > kb ? seg * (k / (k - kb)) : 0; + const L = Math.min(spec.len * s, flown) * (1 - fk); + const tr = pr.trail; + tr.position.set(px, py); + tr.rotation = pr.ang; + tr.scale.set(Math.max(0.001, L / 128), (spec.width * s) / (thin ? 16 : 20)); + tr.alpha = (thin ? 1 : 0.85) * (1 - fk); + const hs = spec.head * s; + const halo = pr.halo; + halo.position.set(px, py); + halo.scale.set((hs / 128) * (1 + 0.12 * Math.sin(pr.t * 40))); + halo.alpha = 0.85 * (1 - fk); + const core = pr.core; + core.position.set(px, py); + if (thin) core.scale.set((hs * 0.5) / 32); + else if (look === 'shell') { core.rotation = pr.ang; core.scale.set((hs * 0.85) / 64, (hs * 0.55) / 64); } // a shell along its flight + else core.scale.set((hs * 0.62) / 64); + core.alpha = 1 - fk; + if (look === 'shell') { + // its shadow on the ground under it: bigger and darker the lower it flies + const gx = pr.x0 + (pr.tx - pr.x0) * k, gy = pr.y0 + (pr.ty - pr.y0) * k; + const g = cam.project(gx, gy, this._groundZ(gx, gy) + 0.01, this._g); + const near = 1 - clamp((pr.arc * 4 * k * (1 - k)) / Math.max(0.3, pr.arc), 0, 1); + const r = g.s * (0.17 + 0.13 * near); + const sh = pr.shadow; + sh.position.set(g.x, g.y); + sh.scale.set((r * 2) / 128, (r * 0.9) / 128); + sh.alpha = (0.32 + 0.3 * near) * (1 - fk); + } + if (rich && !pr.hit && !thin) { + pr.emit += dt * TRAIL_HZ; + for (let n = 0; pr.emit >= 1 && n < 2; n++) { + pr.emit -= 1; + if (!this._room()) { pr.emit = 0; break; } + if (look === 'shell') this._puff(px, py, s, pr.trailTint, spec.smoke, n); + else this._mote(px, py, s, pr.trailTint, spec.width); + } + } + return true; + } + + /** + * 回环射手 (sim ai.js throwBoomerang): out to the (moving) target at the boomerang speed, a hit flash, then back to the + * thrower's current position at the return speed (PRTS 跃跃: 15 out, 3.75 back); gone when caught — or at once when + * the thrower's view is gone (the sim drops a boomerang whose thrower left). Each leg bows sideways (left of its own + * direction, so out and back form a loop); it spins, leaves afterimages and a shadow. + */ + _stepBoomerang(pr, dt, cam, rich) { + const spec = pr.spec; + pr.t += dt; + if (pr.t > BOOM_MAX_T) return false; + const step = projSpeed(pr.phase ? 'boomerangReturn' : pr.kind) * this._ts() * dt; + let gx, gy, gz; + if (pr.phase === 0) { + const tg = pr.tgt; + if (tg && !tg.destroyed && tg.alive !== false) { pr.tx = tg.x; pr.ty = tg.y; pr.tz = bodyZ(cam, tg, SHOT_HEIGHT.aim); } + gx = pr.tx; gy = pr.ty; gz = pr.tz; + } else { + const sv = pr.src; + if (!sv || sv.destroyed || sv.alive === false) return false; + gx = sv.x; gy = sv.y; gz = bodyZ(cam, sv, SHOT_HEIGHT.launch); + } + const dx = gx - pr.bx, dy = gy - pr.by, dz = gz - pr.bz; + const d = Math.hypot(dx, dy, dz); + if (d <= step) { + pr.bx = gx; pr.by = gy; pr.bz = gz; + if (pr.phase === 1) { this._catch(pr, cam); return false; } + this._impact(pr, cam); + // turn back: the next leg runs from here to the thrower (a thrower already gone gets nothing back) + const sv = pr.src; + if (!sv || sv.destroyed || sv.alive === false) return false; + const bx = sv.x - gx, by = sv.y - gy; + const bd = Math.hypot(bx, by); + pr.phase = 1; pr.trav = 0; pr.d0 = Math.max(0.1, bd); + if (bd > 1e-6) { pr.ux = bx / bd; pr.uy = by / bd; } else { pr.ux = -pr.ux; pr.uy = -pr.uy; } + } else { + pr.bx += (dx / d) * step; pr.by += (dy / d) * step; pr.bz += (dz / d) * step; + pr.trav += step; + } + const arcK = Math.sin(clamp(pr.trav / pr.d0, 0, 1) * Math.PI); + const bow = arcK * BOOM_BOW * Math.min(1, pr.d0 / 2); + const x = pr.bx - pr.uy * bow, y = pr.by + pr.ux * bow, z = pr.bz + arcK * 0.12; + const p = cam.project(x, y, z, this._p); + const px = p.x, py = p.y, hs = spec.head * p.s; + pr.spin += BOOM_SPIN * dt; + const core = pr.core; + core.position.set(px, py); + core.rotation = pr.spin; + core.scale.set(hs / 64); + core.alpha = 1; + const halo = pr.halo; + halo.position.set(px, py); + halo.scale.set((hs * 1.5) / 128); + halo.alpha = 0.4; + const g = cam.project(x, y, this._groundZ(x, y) + 0.01, this._g); + const sh = pr.shadow; + sh.position.set(g.x, g.y); + sh.scale.set((g.s * 0.4) / 128, (g.s * 0.18) / 128); + sh.alpha = 0.22; + if (rich) { + pr.emit += dt * TRAIL_HZ; + if (pr.emit >= 1) { + pr.emit = Math.min(1, pr.emit - 1); + if (this._room()) { + const o = this._o(); + o.tint = spec.glow; o.life = 0.14; o.s0 = hs / 64; o.s1 = (hs / 64) * 0.9; o.a0 = 0.4; o.rot = pr.spin; + this.particle('boomerang', px, py, o); + } + } + } + return true; + } + + /** + * One frame of a 蕾缪安 bombard shell: a long flight first streaks up out of the shooter (`rise` of it, following + * her); then it falls onto its spot, faster and faster, its shadow growing there. It ends at the impact — the + * explosion (and the end of its lock) is the sim's own 'bombard' fx. + */ + _stepMortar(pr, dt, cam, rich) { + const spec = pr.spec; + pr.t += dt; + const k = pr.t / pr.dur; + if (k >= 1) return false; + let x, y, z, zq; + if (k < pr.rise) { + const u = k / pr.rise, ub = Math.max(0, u - 0.25); + const sv = pr.src; + if (sv && !sv.destroyed) { pr.x0 = sv.x; pr.y0 = sv.y; } + x = pr.x0; y = pr.y0; + z = pr.z0 + SHELL_UP * (1 - (1 - u) * (1 - u)); // out of the barrel fast, slowing as it climbs + zq = pr.z0 + SHELL_UP * (1 - (1 - ub) * (1 - ub)); + } else { + const u = (k - pr.rise) / (1 - pr.rise), ub = Math.max(0, u - 0.25); + x = pr.tx; y = pr.ty; + z = pr.tz + SHELL_UP * (1 - u * u); // falling faster and faster + zq = pr.tz + SHELL_UP * (1 - ub * ub) + 0.3; + const g = cam.project(x, y, pr.tz + 0.01, this._g); + const r = g.s * (0.12 + 0.3 * u); + const sh = pr.shadow; + sh.visible = true; + sh.position.set(g.x, g.y); + sh.scale.set((r * 2) / 128, (r * 0.9) / 128); + sh.alpha = 0.12 + 0.36 * u; + } + const p = cam.project(x, y, z, this._p); + const q = cam.project(x, y, zq, this._q); + const s = p.s, px = p.x, py = p.y; + const seg = Math.hypot(px - q.x, py - q.y); + if (seg > 0.5) pr.ang = Math.atan2(py - q.y, px - q.x); + const tr = pr.trail; + tr.position.set(px, py); + tr.rotation = pr.ang; + tr.scale.set(Math.max(0.001, Math.min(spec.len * s, seg * 1.6) / 128), (spec.width * s) / 20); + tr.alpha = 0.95; + const hs = spec.head * s; + pr.halo.position.set(px, py); + pr.halo.scale.set((hs / 128) * (1 + 0.15 * Math.sin(pr.t * 50))); + pr.halo.alpha = 0.95; + pr.core.position.set(px, py); + pr.core.rotation = pr.ang; + pr.core.scale.set((hs * 0.85) / 64, (hs * 0.5) / 64); + pr.core.alpha = 1; + if (rich) { + pr.emit += dt * TRAIL_HZ; + for (let n = 0; pr.emit >= 1 && n < 2; n++) { + pr.emit -= 1; + if (!this._room()) { pr.emit = 0; break; } + this._puff(px, py, s, spec.trail, spec.smoke, n); + } + } + return true; + } + + /** Flash at the shooter as a shot leaves (tracers: an oriented muzzle cone). Cosmetic. */ + _muzzle(pr) { + const spec = pr.spec, look = spec.look; + if (!spec.muzzle) return; + const cam = this.ctx.cam(); + const p = cam.project(pr.x0, pr.y0, pr.z0, this._g); + const px = p.x, py = p.y, s = p.s; + if (look === 'tracer') { + const q = cam.project(pr.tx, pr.ty, pr.tz, this._q); + this.particle('muzzle', px, py, { tint: spec.muzzle, life: 0.09, s0: (s / 64) * 0.55, s1: (s / 64) * 0.72, a0: 1, a1: 0, rot: Math.atan2(q.y - py, q.x - px), anchorX: 0.19 }); + this.particle('glow', px, py, { tint: spec.muzzle, life: 0.1, s0: (s / 128) * 0.45, s1: (s / 128) * 0.7, a0: 0.9, a1: 0 }); + } else { + this.particle('glow', px, py, { tint: pr.glow === spec.glow ? spec.muzzle : pr.glow, life: 0.16, s0: (s / 128) * 0.45, s1: (s / 128) * 0.8, a0: 0.9, a1: 0 }); + if (look === 'shell') this.smoke(px, py, s * 0.28, spec.smoke ?? 0x2a2522, 0.3); + } + } + + /** Arrival burst of a shot (PROJ `hit`): at the target, or the ground under it for shells. */ + _impact(pr, cam) { + const spec = pr.spec; + const p = cam.project(pr.tx, pr.ty, pr.tz, this._g); + const x = p.x, y = p.y, s = p.s; + const rich = this.rich; + switch (spec.hit) { + case 'arts': + this.particle('glow', x, y, { tint: pr.glow, life: 0.24, s0: (s / 128) * 0.7, s1: (s / 128) * 1.2, a0: 0.95, a1: 0 }); + this.particle('shock', x, y, { tint: pr.glow, life: 0.26, s0: (s / 128) * 0.25, s1: (s / 128) * 1.05, a0: 0.9, a1: 0 }); + if (rich) this.burst(x, y, s, 4, pr.trailTint, { speed: 2.2, life: 0.3, tex: 'dot', size: 0.35 }); + break; + case 'heal': { + this.particle('glow', x, y, { tint: spec.glow, life: 0.3, s0: (s / 128) * 0.6, s1: (s / 128) * 1.1, a0: 0.9, a1: 0 }); + this.particle('flare', x, y, { tint: 0xc8ffd8, life: 0.22, s0: (s / 128) * 0.9, s1: (s / 128) * 0.3, a0: 1, a1: 0, rot: Math.random() }); + const n = rich ? 3 : 1; + for (let i = 0; i < n; i++) { + this.particle('plus', x + (Math.random() - 0.5) * s * 0.45, y - Math.random() * s * 0.2, { tint: 0x7dffa8, vy: -s * 0.8, life: 0.6, s0: (s / 64) * 0.26, s1: (s / 64) * 0.14, a0: 0.95, a1: 0, fadeIn: 0.05 }); + } + break; + } + case 'boom': this.explosion(pr.tx, pr.ty, this._groundZ(pr.tx, pr.ty), 1, pr.glow, { smoke: spec.smoke, small: true }); break; + case 'splash': this.explosion(pr.tx, pr.ty, this._groundZ(pr.tx, pr.ty), 0.7, pr.glow, { smoke: spec.smoke, small: true }); break; + case 'zap': + this.particle('flare', x, y, { tint: spec.glow, life: 0.16, s0: (s / 128) * 0.7, s1: (s / 128) * 0.25, a0: 1, a1: 0, rot: Math.random() }); + if (rich) this.burst(x, y, s, 3, spec.glow, { speed: 2.4, life: 0.22, size: 0.35 }); + break; + case 'enemy': + this.particle('glow', x, y, { tint: spec.glow, life: 0.2, s0: (s / 128) * 0.6, s1: (s / 128) * 1.0, a0: 0.9, a1: 0 }); + this.particle('flare', x, y, { tint: 0xffb0a0, life: 0.16, s0: (s / 128) * 0.8, s1: (s / 128) * 0.3, a0: 1, a1: 0, rot: Math.random() }); + break; + default: // 'spark': bullets, boomerang hits (the hit's own sparks come with its damage number) + this.particle('flare', x, y, { tint: spec.glow, life: 0.11, s0: (s / 128) * 0.55, s1: (s / 128) * 0.2, a0: 1, a1: 0, rot: Math.random() }); + } + } + + /** The thrower caught its boomerang: a small flash in its hands. */ + _catch(pr, cam) { + const p = cam.project(pr.bx, pr.by, pr.bz, this._g); + this.particle('flare', p.x, p.y, { tint: pr.spec.glow, life: 0.12, s0: (p.s / 128) * 0.6, s1: (p.s / 128) * 0.2, a0: 0.9, a1: 0, rot: Math.random() }); + } + + /** + * 蕾缪安 S3 shell (fx 'bombardShell'): fired now by `src` (its view, or null) at the spot (x, y), where it lands after + * `flight` real seconds (_stepMortar; the sim's shells fly 0.3 game s — they drop out of the sky, a launch streak + * leaving the shooter; a flight ≥ 0.45 real s climbs out of her first). The spot gets a thin ring closing in and + * brightening plus the blast radius throbbing until the impact. The shell takes the shooter's lock on that spot: the + * lock ends with this shell's 'bombard' (_landed). + */ + mortar(src, x, y, r, flight) { + const pr = this._takeProj(); + const gz = this._groundZ(x, y); + pr.kind = 'bombardShell'; pr.spec = BOMBARD_SHELL; pr.src = src; pr.tgt = null; + pr.x0 = src ? src.x : x; pr.y0 = src ? src.y : y; pr.z0 = src ? bodyZ(this.ctx.cam(), src, SHOT_HEIGHT.launch) : gz + 0.5; + pr.tx = x; pr.ty = y; pr.tz = gz; + pr.t = 0; pr.dur = clamp(flight, 0.1, 4); pr.fade = 0; pr.hit = false; pr.emit = 0; pr.arc = 0; pr.ang = Math.PI / 2; + pr.rise = pr.dur >= 0.45 ? SHELL_RISE : 0; + pr.glow = BOMBARD_SHELL.glow; pr.trailTint = BOMBARD_SHELL.trail; + const L = this._nearestLock(src ? src.id : null, x, y, 3, true); + if (L) { L.shell = true; L.sx = x; L.sy = y; } + this._dressProj(pr); + pr.shadow.visible = false; + this.projs.push(pr); + const rr = Math.max(0.5, r); + this.ring(x, y, gz, rr, rr * 0.22, 0xff5a3a, pr.dur, 'shock', 'in'); + this.ring(x, y, gz, rr * 0.96, rr, 0xff7a4a, pr.dur, 'ring', 'pulse'); + if (src && this.rich) { + // the shot leaves her upwards: a muzzle flash and a streak climbing out of sight + const p = this._bodyPt(src, SHOT_HEIGHT.launch, this._g); + const s = p.s; + this.particle('muzzle', p.x, p.y, { tint: 0xffc27a, life: 0.1, s0: (s / 64) * 0.6, s1: (s / 64) * 0.8, a0: 1, a1: 0, rot: -Math.PI / 2, anchorX: 0.19 }); + this.particle('glow', p.x, p.y, { tint: 0xffb35c, life: 0.14, s0: (s / 128) * 0.5, s1: (s / 128) * 0.9, a0: 0.9, a1: 0 }); + this.particle('tracer', p.x, p.y, { tint: 0xffe0b0, life: 0.16, vy: -s * 16, s0: (s * 0.3) / 16, s1: (s * 0.24) / 16, sx: (1.3 * 16) / (0.3 * 128), a0: 1, a1: 0.2, rot: -Math.PI / 2, anchorX: 1 }); + } + return pr; + } + + /** + * fx 'bombard' (the impact) at (x, y) by shooter `src`: the shell falling there has landed (ended now if still in + * the air) and its lock goes — the lock that shell took, found by the landing point (the sim uses the same spot for + * both events); a sim without 'bombardShell' releases the shooter's lock nearest to the spot. + */ + _landed(src, x, y, r) { + for (const pr of this.projs) { + if (pr.spec !== BOMBARD_SHELL || (src != null && pr.src && pr.src.id !== src)) continue; + if (Math.hypot(pr.tx - x, pr.ty - y) < 0.05) pr.t = Math.max(pr.t, pr.dur); + } + let best = null, bd = Infinity; + for (const L of this.locks) { + if (L.out >= 0 || (src != null && L.src != null && L.src !== src)) continue; + const d = L.shell ? Math.hypot(L.sx - x, L.sy - y) : Math.hypot(L.x - x, L.y - y) + 0.5; + if (d < bd) { bd = d; best = L; } + } + if (best && bd <= r + 1.5) this._releaseLock(best); + } +} diff --git a/public/js/render/fx/rings.js b/public/js/render/fx/rings.js new file mode 100644 index 00000000..11f2907c --- /dev/null +++ b/public/js/render/fx/rings.js @@ -0,0 +1,136 @@ +// public/js/render/fx/rings.js — FxSystem ground rings and skill auras. +// Installed on FxSystem.prototype by ./system.js (a method container: never instantiated; `this` is the effect system). + +import { SKILL_GOLD, easeOut } from './limits.js'; + +export class FxRings { + // ---- rings / auras ----------------------------------------------------------------------------------------- + + /** + * Ground ring going from r0 to r1 tiles over `dur` real seconds (easing out, fading). `mode` 'in': a warning closing + * in — linear, brightening towards its end; 'pulse': throbbing at full size until its end. + */ + ring(x, y, z, r0, r1, tint, dur = 0.4, tex = 'ring', mode = null) { + const P = this.P; + let r = this.ringFree.pop(); + if (!r) { + const sp = new P.Sprite(this.tex[tex]); + sp.anchor.set(0.5); + sp.blendMode = P.BLEND_MODES.ADD; + this.ctx.layers.groundFx.addChild(sp); + r = { sp }; + } + r.sp.texture = this.tex[tex] || this.tex.ring; + r.sp.visible = true; + r.sp.tint = tint; + r.sp.alpha = 0; + this._onGround(r.sp, y, z); + r.x = x; r.y = y; r.z = z; r.r0 = r0; r.r1 = r1; r.t = 0; r.dur = Math.max(0.01, dur); r.mode = mode; + this.rings.push(r); + if (this.rings.length > 80) { const o = this.rings.shift(); o.sp.visible = false; this.ringFree.push(o); } + } + + _updateRings(dt) { + const cam = this.ctx.cam(); + const p = this._p, q = this._q; + let w = 0; + for (const r of this.rings) { + r.t += dt; + if (r.t >= r.dur) { r.sp.visible = false; this.ringFree.push(r); continue; } + const u = r.t / r.dur; + const k = r.mode === 'in' ? u : easeOut(u); + const rad = r.r0 + (r.r1 - r.r0) * k; + cam.project(r.x, r.y, r.z + 0.01, p); + cam.project(r.x, r.y + rad, r.z + 0.01, q); + const rx = p.s * rad, ry = Math.max(1, p.y - q.y); + r.sp.position.set(p.x, p.y); + r.sp.scale.set((rx * 2) / 128, (ry * 2) / 128); + r.sp.alpha = r.mode === 'in' ? 0.35 + 0.65 * u + : r.mode === 'pulse' ? (0.35 + 0.35 * Math.abs(Math.sin(r.t * 9))) * Math.min(1, (r.dur - r.t) / 0.06, r.t / 0.06) + : 1 - u; + this.rings[w++] = r; + } + this.rings.length = w; + } + + /** + * Skill activation (on) / end (off). On: a flash at the body, a gold light pillar with a white-hot core from the + * feet, a shockwave and a hex ring on the ground, rising motes — then the active aura (_aura) until it ends. + */ + skill(view, on) { + if (!view) return; + if (!on) { this._aura(view, false); return; } + const z = (view.z || 0) + (view.hover || 0); + const g = this._proj(view.x, view.y, z, this._g); + const gx = g.x, gy = g.y, s = g.s; + const c = this._chest(view, this._q); + this.particle('pillar', gx, gy, { tint: SKILL_GOLD, life: 0.7, s0: (s / 64) * 1.05, s1: (s / 64) * 1.3, a0: 0.95, a1: 0, sx: 0.8, ay: 1 }); + this.particle('pillar', gx, gy, { tint: 0xffffff, life: 0.38, s0: (s / 64) * 0.9, s1: (s / 64) * 1.15, a0: 0.9, a1: 0, sx: 0.28, ay: 1 }); + this.particle('flare', c.x, c.y, { tint: 0xfff0b0, life: 0.3, s0: (s / 128) * 1.9, s1: (s / 128) * 0.6, a0: 1, a1: 0, rot: Math.random() }); + this.particle('glow', c.x, c.y, { tint: SKILL_GOLD, life: 0.36, s0: (s / 128) * 1.2, s1: (s / 128) * 2.4, a0: 0.9, a1: 0 }); + this.ring(view.x, view.y, z, 0.15, 1.7, 0xffe7a0, 0.45, 'shock'); + this.ring(view.x, view.y, z, 0.3, 1.25, SKILL_GOLD, 0.6, 'hex'); + this.burst(c.x, c.y, s, this.rich ? 10 : 4, 0xffe28a, { speed: 1.4, up: 1.6, life: 0.7, tex: 'dot', size: 0.34 }); + this._aura(view, true); + } + + /** Active-skill aura: a soft gold glow and a slowly turning hex on the ground under the unit (fading in / out). */ + _aura(view, on) { + const P = this.P; + let a = this.auras.get(view.id); + if (on) { + if (!a) { + // the root is squashed onto the ground; the hex turns inside it (so it turns in the ground plane) + const root = new P.Container(); + const disc = new P.Sprite(this.tex.soft); + disc.anchor.set(0.5); disc.blendMode = P.BLEND_MODES.ADD; disc.tint = SKILL_GOLD; + const hex = new P.Sprite(this.tex.hex); + hex.anchor.set(0.5); hex.blendMode = P.BLEND_MODES.ADD; hex.tint = 0xffc94a; + root.addChild(disc, hex); + root.alpha = 0; + this.ctx.layers.groundFx.addChild(root); + a = { sp: root, disc, hex, view, t: 0, mote: 0 }; + this.auras.set(view.id, a); + } + a.view = view; + a.off = false; + } else if (a) a.off = true; + } + + _updateAuras(dt) { + if (!this.auras.size) return; + const cam = this.ctx.cam(); + const p = this._p, q = this._q; + const rich = this.rich; + for (const [id, a] of this.auras) { + a.t += dt; + const v = a.view; + const ending = a.off || !v || v.destroyed || v.alive === false; + if (ending) { + a.sp.alpha -= dt * 3; + if (a.sp.alpha <= 0) { a.sp.destroy({ children: true }); this.auras.delete(id); continue; } + } else a.sp.alpha = Math.min(1, a.sp.alpha + dt * 5); + if (!v || v.destroyed) continue; + const z = (v.z || 0) + 0.01; + this._onGround(a.sp, v.y, v.z || 0); + cam.project(v.x, v.y, z, p); + cam.project(v.x, v.y + 0.55, z, q); + a.sp.position.set(p.x, p.y); + a.sp.scale.set((p.s * 0.95) / 128, (Math.max(1, p.y - q.y) * 1.72) / 128); + a.hex.rotation = a.t * 0.9; + a.hex.alpha = 0.8 + 0.2 * Math.sin(a.t * 4); + a.disc.alpha = 0.42 + 0.1 * Math.sin(a.t * 4); + // now and then a mote rises from the ring + if (rich && !ending && (a.mote += dt) >= 0.3) { + a.mote = 0; + if (this._room()) { + const ang = Math.random() * Math.PI * 2; + const m = cam.project(v.x + Math.cos(ang) * 0.38, v.y + Math.sin(ang) * 0.3, z, this._g); + const o = this._o(); + o.tint = 0xffe28a; o.vy = -m.s * 0.9; o.life = 0.75; o.s0 = (m.s / 32) * 0.14; o.s1 = 0; o.a0 = 0.9; o.fadeIn = 0.1; + this.particle('dot', m.x, m.y, o); + } + } + } + } +} diff --git a/public/js/render/fx/simfx.js b/public/js/render/fx/simfx.js new file mode 100644 index 00000000..4eaa406d --- /dev/null +++ b/public/js/render/fx/simfx.js @@ -0,0 +1,298 @@ +// public/js/render/fx/simfx.js — FxSystem placement of a sim fx event. +// Installed on FxSystem.prototype by ./system.js (a method container: never instantiated; `this` is the effect system). + +import { SHOT_HEIGHT, bodyZ } from './camera.js'; +import { fxSpec, tilesAround, wallTiles } from './kinds.js'; +import { clamp } from './limits.js'; + +/** + * An fx anchored on a unit (extra.id) is drawn at that unit's rendered position while the event's own (x, y) is within + * this many tiles of it (it happens on the unit); farther away the fx happens at (x, y) — the sim puts the caster in + * `id` of many area / target effects (an 'aoe' ahead of the caster, a 'crit' on the victim, 蕾缪安's 'bombard'). + */ +const ANCHOR_SNAP = 0.75; + +const num = (v, d) => { const n = typeof v === 'number' ? v : typeof v === 'string' && v.trim() !== '' ? Number(v) : NaN; return Number.isFinite(n) ? n : d; }; + +export class FxSim { + // ---- sim fx (b.ev ['fx', kind, x, y, extra]) ------------------------------------------------------------- + + /** Unit view of an fx's `id` / `src` / … (null when unknown or gone). */ + _viewOf(id) { + if (id == null || !this.ctx.view) return null; + const v = this.ctx.view(id); + return v && !v.destroyed ? v : null; + } + + /** + * Where an fx happens: on its anchor unit `ex.id` (at the unit's rendered position, so it sticks to a moving unit) + * when the event's (x, y) is that unit's spot (within ANCHOR_SNAP tiles) or has none; otherwise at (x, y) on the ground + * — the sim often names the caster in `id` of an effect elsewhere ('aoe' at a target or ahead of the caster, 'crit' + * on the victim, 'zone' where a skill lands), which used to be drawn on the caster. + */ + _where(x, y, ex) { + const v = this._viewOf(ex.id); + if (v && Number.isFinite(v.x) && Number.isFinite(v.y)) { + const here = !Number.isFinite(x) || !Number.isFinite(y) || Math.hypot(v.x - x, v.y - y) <= ANCHOR_SNAP; + if (here) return { x: v.x, y: v.y, z: (v.z || 0) + (v.hover || 0), v }; + } + return this._point(x, y); + } + + /** An fx at the sim position (x, y), on the ground there. */ + _point(x, y) { + return { x, y, z: Number.isFinite(x) && Number.isFinite(y) ? this._groundZ(x, y) : 0, v: null }; + } + + /** + * b.ev 'fx': every kind the sim / content emits has a visual (FX_KINDS archetypes: blast, shell, zone, telegraph, + * heal, sp, shield, shatter, summon, vanish, blink, move, wave, mark, reticle, buff, lift, sleep, crit, dodge, + * counter, dp, coin, crate, down, beam, bolt, strike, volley, pillar, lp, chill, element, flame), except kinds whose + * archetype is 'none' (hitCap: a leader hit cancelled by 限伤 draws nothing); unknown kinds get a generic sparkle. `extra` keys used: id (anchor unit — or the shooter of a `pt` kind), r | radius, dur | duration, + * t (shell flight, game s), src / from / to / target / targets (unit ids), fx, fy / fromX, fromY / tx, ty (positions), + * element, n, scale, kind, tiles. + */ + simFx(kind, x, y, extra) { + const ex = extra && typeof extra === 'object' ? extra : {}; + const spec = fxSpec(kind, ex); + if (spec.a === 'none') return; // an event the screen does not show (hitCap) + const at = spec.pt ? this._point(Number(x), Number(y)) : this._where(Number(x), Number(y), ex); + if (!Number.isFinite(at.x) || !Number.isFinite(at.y)) return; + // 蕾缪安 S2: the aimed snipe ('crit' on the locked enemy, from her) ends that aim lock + if (kind === 'crit' && ex.src != null && ex.id != null) { + for (const L of this.locks) if (L.src === ex.src && L.id === ex.id) this._releaseLock(L); + } + const col = spec.c; + const r = clamp(num(ex.r ?? ex.radius, spec.r ?? 1), 0.3, 30); + const ts = this.ctx.timeScale ? Math.max(0.25, this.ctx.timeScale()) : 2; + const dur = num(ex.dur ?? ex.duration, spec.dur ?? 0) / ts; + const cam = this.ctx.cam(); + const chest = (v, out = this._p) => (v ? this._chest(v, out) : cam.project(at.x, at.y, at.z + 0.5, out)); + const p = chest(at.v); + const s = p.s; + switch (spec.a) { + case 'blast': { + if (r >= 12) { this.flashScreen(col, 0.5); break; } + if (kind === 'bombard') { this._touchLocks(ex.id ?? ex.src ?? null); this._landed(ex.id ?? ex.src ?? null, at.x, at.y, r); } + this.explosion(at.x, at.y, at.z, r, col, { smoke: spec.smoke, heavy: !!spec.heavy, tiles: ex.tiles ? tilesAround(at.x, at.y, r, ex.tiles) : null }); + break; + } + case 'shell': { + // 蕾缪安 S3: a shell fired now by `id` that lands at (x, y) after `t` game seconds (its 'bombard' explodes there) + const flight = num(ex.t ?? ex.flight ?? ex.dur ?? ex.duration, 1) / ts; + this._touchLocks(ex.id ?? ex.src ?? null); + this.mortar(this._viewOf(ex.id ?? ex.src), at.x, at.y, r, flight); + break; + } + case 'zone': this.zone(at.x, at.y, at.z, r, col, Math.max(0.6, dur || 1.5), spec.tex); break; + case 'wall': { + // a line of burning tiles through the anchor tile along `axis` ('col' | 'row', from the sim event) + const rect = this.ctx.fieldRect ? this.ctx.fieldRect() : null; + this.tileFlash(wallTiles(Number(x), Number(y), ex.axis === 'row' ? 'row' : 'col', rect), col, Math.max(0.6, dur || 1.5)); + this.zone(at.x, at.y, at.z, 0.6, col, Math.max(0.6, dur || 1.5), spec.tex); + break; + } + case 'telegraph': { + const d = Math.max(0.4, dur || 1); + if (r >= 12) { this.flashScreen(col, 0.45, d); break; } + if (ex.tiles) this.tileFlash(tilesAround(at.x, at.y, r, ex.tiles), col, d, true); + else this.zone(at.x, at.y, at.z, r, col, d, 'ring', true); + break; + } + case 'chill': this.flashScreen(col, 0.35, 0.8); this.snowfall(col); break; + case 'heal': this.heal(at.v || { x: at.x, y: at.y, z: at.z }, 0); break; + case 'healAoe': { + this.ring(at.x, at.y, at.z, 0.2, r, col, 0.6); + const n = this.quality === 'low' ? 4 : 9; + for (let i = 0; i < n; i++) { + const a = Math.random() * Math.PI * 2, d = Math.random() * r * 0.85; + const q = cam.project(at.x + Math.cos(a) * d, at.y + Math.sin(a) * d, at.z + 0.2); + this.particle('plus', q.x, q.y, { tint: col, vy: -q.s * 0.9, life: 0.8, s0: q.s / 64 * 0.3, s1: q.s / 64 * 0.18, a0: 0.9, a1: 0, fadeIn: 0.1 }); + } + break; + } + case 'sp': { + for (let i = 0; i < (this.quality === 'low' ? 3 : 7); i++) { + this.particle('dot', p.x + (Math.random() - 0.5) * s * 0.6, p.y + (Math.random() - 0.2) * s * 0.4, { tint: col, vy: -s * (0.6 + Math.random() * 0.6), life: 0.7, s0: s / 32 * 0.2, s1: 0, a0: 1, a1: 0, fadeIn: 0.05 }); + } + this.particle('glow', p.x, p.y, { tint: col, life: 0.3, s0: s / 128 * 0.6, s1: s / 128 * 1.1, a0: 0.7, a1: 0 }); + break; + } + case 'shield': { + this.particle('hex', p.x, p.y, { tint: col, life: 0.55, s0: s / 128 * 0.9, s1: s / 128 * 1.25, a0: 0.85, a1: 0, sx: 0.85 }); + this.particle('glow', p.x, p.y, { tint: col, life: 0.4, s0: s / 128 * 0.9, s1: s / 128 * 1.3, a0: 0.5, a1: 0 }); + break; + } + case 'shatter': { + this.particle('hex', p.x, p.y, { tint: col, life: 0.25, s0: s / 128 * 1.1, s1: s / 128 * 1.5, a0: 0.9, a1: 0 }); + for (let i = 0; i < (this.quality === 'low' ? 5 : 12); i++) { + const a = Math.random() * Math.PI * 2; + this.particle('shard', p.x + Math.cos(a) * s * 0.3, p.y + Math.sin(a) * s * 0.3, { tint: col, vx: Math.cos(a) * s * 1.6, vy: Math.sin(a) * s * 1.2 - s * 0.3, g: s * 3, life: 0.55, s0: s / 32 * 0.16, s1: s / 32 * 0.05, a0: 1, a1: 0, spin: (Math.random() - 0.5) * 12 }); + } + break; + } + case 'summon': { + const g = cam.project(at.x, at.y, at.z); + this.particle('pillar', g.x, g.y, { tint: col, life: 0.55, s0: g.s / 64 * 0.8, s1: g.s / 64 * 0.3, a0: 0.9, a1: 0, sx: 1, ay: 1 }); + this.ring(at.x, at.y, at.z, 0.1, 0.9, col, 0.5, 'hex'); + this.burst(g.x, g.y - g.s * 0.3, g.s, 8, col, { speed: 1.4, up: 0.8, life: 0.5, tex: 'dot' }); + break; + } + case 'vanish': { + this.particle('glow', p.x, p.y, { tint: col, life: 0.4, s0: s / 128 * 0.7, s1: s / 128 * 1.5, a0: 0.8, a1: 0 }); + this.smoke(p.x, p.y, s * 0.7, 0x2c2436, 0.5); + this.burst(p.x, p.y, s, 7, col, { speed: 1.5, tex: 'dot', life: 0.45 }); + break; + } + case 'blink': { + const fx0 = num(ex.fx ?? ex.fromX, NaN), fy0 = num(ex.fy ?? ex.fromY, NaN); + if (Number.isFinite(fx0) && Number.isFinite(fy0)) { + const q = cam.project(fx0, fy0, at.z + 0.5, this._q); + this.smoke(q.x, q.y, q.s * 0.6, 0x2c2436, 0.45); + this.particle('glow', q.x, q.y, { tint: col, life: 0.3, s0: q.s / 128 * 0.8, s1: q.s / 128 * 0.2, a0: 0.8, a1: 0 }); + this.streak(fx0, fy0, at.x, at.y, at.z + 0.5, col, 0.3); + } + this.particle('glow', p.x, p.y, { tint: col, life: 0.35, s0: s / 128 * 0.3, s1: s / 128 * 1.2, a0: 0.9, a1: 0 }); + this.burst(p.x, p.y, s, 6, col, { speed: 1.4, tex: 'dot', life: 0.4 }); + break; + } + case 'move': { + const fx0 = num(ex.fromX ?? ex.fx ?? ex.x0, NaN), fy0 = num(ex.fromY ?? ex.fy ?? ex.y0, NaN); + const tx = num(ex.tx, NaN), ty = num(ex.ty, NaN); + if (Number.isFinite(fx0) && Number.isFinite(fy0)) this.streak(fx0, fy0, at.x, at.y, at.z + 0.35, col, 0.35); + else if (Number.isFinite(tx) && Number.isFinite(ty)) this.streak(at.x, at.y, tx, ty, at.z + 0.35, col, 0.35); + const g = cam.project(at.x, at.y, at.z + 0.05); + for (let i = 0; i < (this.quality === 'low' ? 2 : 5); i++) { + this.particle('smoke', g.x + (Math.random() - 0.5) * g.s * 0.5, g.y, { add: false, tint: 0x6b6358, vx: (Math.random() - 0.5) * g.s * 0.6, vy: -g.s * 0.2, drag: 2, life: 0.5, s0: g.s / 128 * 0.25, s1: g.s / 128 * 0.55, a0: 0.45, a1: 0 }); + } + break; + } + case 'wave': { + const k = clamp(num(ex.scale, 1), 0.5, 4); + const rr = Math.max(0.8, r * (ex.scale ? Math.min(2, k / 2) : 1)); + for (let i = 0; i < 3; i++) this.ring(at.x, at.y, at.z, 0.15 + i * 0.15, rr * (0.7 + i * 0.25), col, 0.45 + i * 0.12); + this.particle('glow', p.x, p.y, { tint: col, life: 0.3, s0: s / 128 * 0.5, s1: s / 128 * 1.2, a0: 0.7, a1: 0 }); + break; + } + case 'mark': case 'reticle': { + if (kind === 'lock') { + // `id` is always the locked enemy: the reticle sticks to its view even a little off the event's spot + const lv = at.v || this._viewOf(ex.id); + this._touchLocks(ex.src ?? null); + this._lock(lv, ex.src ?? null, lv ? lv.x : at.x, lv ? lv.y : at.y, lv ? bodyZ(cam, lv, SHOT_HEIGHT.aim) : at.z + 0.55); + break; + } + const v = at.v; + const hz = v ? (v.z || 0) + (v.hover || 0) + (v._headTiles || 1.2) + 0.25 : at.z + 1.4; + const q = cam.project(at.x, at.y, hz, this._q); + if (spec.a === 'mark') { + this.particle('glow', q.x, q.y, { tint: col, life: 0.6, s0: q.s / 128 * 0.5, s1: q.s / 128 * 0.7, a0: 0.8, a1: 0 }); + this.numberAt(q.x, q.y, '!', col, 0.8); + } else { + this.particle('ring', p.x, p.y, { tint: col, life: 0.6, s0: s / 128 * 1.3, s1: s / 128 * 0.7, a0: 0.95, a1: 0, spin: 3 }); + this.particle('hex', p.x, p.y, { tint: col, life: 0.6, s0: s / 128 * 0.5, s1: s / 128 * 0.9, a0: 0.8, a1: 0, spin: -2 }); + } + break; + } + case 'buff': { + const g = cam.project(at.x, at.y, at.z + 0.05); + const n = this.quality === 'low' ? 3 : 6; + for (let i = 0; i < n; i++) { + const ox = (Math.random() - 0.5) * g.s * 0.7; + this.particle('chevron', g.x + ox, g.y - g.s * (0.1 + Math.random() * 0.5), { tint: col, vy: -g.s * (1 + Math.random() * 0.5), life: 0.65, s0: g.s / 64 * 0.22, s1: g.s / 64 * 0.12, a0: 0.95, a1: 0, rot: -Math.PI / 2, fadeIn: 0.06 }); + } + this.ring(at.x, at.y, at.z, 0.2, 0.75, col, 0.4); + this.particle('glow', p.x, p.y, { tint: col, life: 0.35, s0: s / 128 * 0.6, s1: s / 128 * 1.1, a0: 0.6, a1: 0 }); + break; + } + case 'lift': { + const g = cam.project(at.x, at.y, at.z); + this.ring(at.x, at.y, at.z, 0.2, 0.8, col, 0.5); + for (let i = 0; i < (this.quality === 'low' ? 3 : 7); i++) { + this.particle('streak', g.x + (Math.random() - 0.5) * g.s * 0.6, g.y - g.s * Math.random() * 0.4, { tint: col, vy: -g.s * 1.8, life: 0.4, s0: g.s / 128 * 0.4, s1: g.s / 128 * 0.2, a0: 0.8, a1: 0, rot: -Math.PI / 2, sx: 1 }); + } + break; + } + case 'sleep': { + const v = at.v; + const hz = v ? (v.z || 0) + (v._headTiles || 1.2) : at.z + 1.2; + const q = cam.project(at.x + 0.2, at.y, hz, this._q); + for (let i = 0; i < 3; i++) this.particle('st_sleep', q.x + i * q.s * 0.12, q.y - i * q.s * 0.12, { add: false, vy: -q.s * 0.5, vx: q.s * 0.15, life: 0.9 + i * 0.2, s0: q.s / 32 * 0.22, s1: q.s / 32 * 0.32, a0: 1, a1: 0, fadeIn: 0.1 * i }); + break; + } + case 'crit': { + this.particle('spark', p.x, p.y, { tint: col, life: 0.28, s0: s / 64 * 1.3, s1: s / 64 * 0.2, a0: 1, a1: 0, rot: Math.random() * Math.PI }); + this.particle('glow', p.x, p.y, { tint: 0xffffff, life: 0.18, s0: s / 128 * 0.9, s1: s / 128 * 1.4, a0: 0.9, a1: 0 }); + this.burst(p.x, p.y, s, 8, col, { speed: 3.2, life: 0.3, size: 0.5 }); + break; + } + case 'dodge': { + this.particle('soft', p.x, p.y, { tint: 0xffffff, life: 0.3, s0: s / 128 * 0.5, s1: s / 128 * 0.9, a0: 0.5, a1: 0 }); + this.particle('slash', p.x, p.y, { tint: col, life: 0.22, s0: s / 128 * 0.8, s1: s / 128 * 1.1, a0: 0.7, a1: 0, rot: -0.5 }); + break; + } + case 'counter': { + this.particle('spark', p.x, p.y, { tint: col, life: 0.22, s0: s / 64 * 0.9, s1: 0, a0: 1, a1: 0 }); + this.particle('slash', p.x, p.y, { tint: col, life: 0.22, s0: s / 128 * 0.9, s1: s / 128 * 1.2, a0: 0.9, a1: 0, rot: 0.6 }); + this.burst(p.x, p.y, s, 4, col, { speed: 2.4, life: 0.25 }); + break; + } + case 'dp': { + const n = Math.round(num(ex.n, 0)); + this.particle('shard', p.x, p.y, { tint: col, vy: -s * 0.6, life: 0.9, s0: s / 32 * 0.28, s1: s / 32 * 0.22, a0: 1, a1: 0 }); + if (n > 0) this.numberAt(p.x + s * 0.2, p.y, `+${n}`, col, 0.7); + break; + } + case 'coin': { + for (let i = 0; i < 4; i++) this.particle('coin', p.x + (Math.random() - 0.5) * s * 0.4, p.y, { add: false, vx: (Math.random() - 0.5) * s, vy: -s * (1.2 + Math.random() * 0.6), g: s * 4, life: 0.7, s0: s / 48 * 0.2, s1: s / 48 * 0.16, a0: 1, a1: 0.2 }); + break; + } + case 'crate': this.crateBreak(at.x, at.y, at.z); break; + case 'down': { + this.smoke(p.x, p.y, s * 0.6, spec.smoke ?? 0x1a1a1a, 0.5); + this.burst(p.x, p.y, s, 5, col, { speed: 1.2, tex: 'dot', life: 0.5, g: 2 }); + break; + } + case 'beam': case 'bolt': { + const a = this._viewOf(ex.from ?? ex.src) || (spec.a === 'bolt' ? null : at.v); + const b = this._viewOf(ex.to ?? ex.target) || (a === at.v ? null : at.v); + if (a && b && a !== b) this._beam(a, b, col, spec.a === 'bolt' ? 0.28 : 0.4, spec.a === 'bolt' ? 1 : 0.4); + else this.strike(at.x, at.y, at.z, col); + break; + } + case 'flame': { + // at the event's spot (the locked target), not snapped onto the dragon hovering 0.25 tile from it + const fx0 = Number(x), fy0 = Number(y); + this._flame(ex.id ?? ex.src ?? null, ex.target ?? ex.to ?? null, fx0, fy0, r, col, Math.max(0.2, dur || 0.5)); + break; + } + case 'strike': case 'pillar': this.strike(at.x, at.y, at.z, col, spec.a === 'pillar'); break; + case 'volley': { + const list = Array.isArray(ex.targets) ? ex.targets.slice(0, 12) : []; + const src = this._viewOf(ex.src ?? ex.id); + for (const id of list) { + const t = this._viewOf(id); + if (!t) continue; + if (src && src !== t) this.attack(src, t, 'arrow'); + else { const q = this._chest(t, this._q); this.burst(q.x, q.y, q.s, 4, col, { speed: 2, life: 0.3 }); } + } + if (!list.length) this.burst(p.x, p.y, s, 6, col, { speed: 2.4, life: 0.35 }); + break; + } + case 'lp': this.leak(); break; + case 'element': { + const el = ex.element; + const c2 = el === 'burn' ? 0xff7a33 : el === 'neural' ? 0xff5ad0 : el === 'necrosis' || el === 'apoptosis' ? 0x9dff6a : el === 'erosion' ? 0x6fe0ff : col; + this.particle('glow', p.x, p.y, { tint: c2, life: 0.45, s0: s / 128 * 1.2, s1: s / 128 * 2.6, a0: 1, a1: 0 }); + this.ring(at.x, at.y, at.z, 0.2, 1.5, c2, 0.55); + this.burst(p.x, p.y, s, 12, c2, { speed: 3, life: 0.5 }); + break; + } + default: { + this.particle('spark', p.x, p.y, { tint: col, life: 0.35, s0: s / 64 * 0.6, s1: 0, a0: 0.9, a1: 0, rot: Math.random() }); + this.particle('glow', p.x, p.y, { tint: col, life: 0.3, s0: s / 128 * 0.4, s1: s / 128 * 0.9, a0: 0.6, a1: 0 }); + this.burst(p.x, p.y, s, 4, col, { speed: 1.6, tex: 'dot', life: 0.35 }); + } + } + } +} diff --git a/public/js/render/fx/speeds.js b/public/js/render/fx/speeds.js new file mode 100644 index 00000000..a4759b73 --- /dev/null +++ b/public/js/render/fx/speeds.js @@ -0,0 +1,38 @@ +// public/js/render/fx/speeds.js — sim projectile speeds (one module-level table) and the flight-time lookup. + +import { PROJ } from '../style.js'; + +/** + * The sim's projectile speeds (server/sim/constants.js PROJECTILE_SPEEDS — pure data, served read-only at + * /sim/constants.js with the rest of the client-side sim, DESIGN §14): a shot's visual flight ends when the sim lands it, + * i.e. with its damage number. Loaded once in a browser (the game already has the module from its battle runner); + * until it arrives — and in Node, where '/sim/' is no module path — style.js PROJ speeds (a copy the unit tests keep + * equal to the sim's) stand in. + */ +let simSpeeds = null; + +/** + * Use the sim's speeds (tiles per game second): `table` = PROJECTILE_SPEEDS by kind, `boomerangReturn` = + * BOOMERANG_RETURN_SPEED (the sim's visual kind of a boomerang flying back); null = style.js PROJ only. + */ +export function setSimProjectileSpeeds(table, boomerangReturn = null) { + if (!table || typeof table !== 'object') { simSpeeds = null; return; } + simSpeeds = Object.assign({}, table); + if (Number(boomerangReturn) > 0) simSpeeds.boomerangReturn = Number(boomerangReturn); +} + +if (typeof window !== 'undefined' && typeof window.location?.origin === 'string') { + import('/sim/constants.js').then((m) => { if (m?.PROJECTILE_SPEEDS) setSimProjectileSpeeds(m.PROJECTILE_SPEEDS, m.BOOMERANG_RETURN_SPEED); }, () => {}); +} + +/** + * Tiles per game second of a projectile kind ('boomerangReturn': a boomerang's way back): the sim's value, else + * style.js PROJ (`speed`; the boomerang's `back`), else 15 for a boomerang (the sim's outbound speed) / 12. + */ +export function projSpeed(kind) { + const v = simSpeeds ? Number(simSpeeds[kind]) : NaN; + if (v > 0) return v; + if (kind === 'boomerangReturn') return PROJ.boomerang?.back > 0 ? PROJ.boomerang.back : projSpeed('boomerang'); + const f = PROJ[kind]?.speed; + return f > 0 ? f : kind === 'boomerang' ? 15 : 12; +} diff --git a/public/js/render/fx/system.js b/public/js/render/fx/system.js new file mode 100644 index 00000000..b57aa188 --- /dev/null +++ b/public/js/render/fx/system.js @@ -0,0 +1,174 @@ +// public/js/render/fx/system.js — FxSystem: the pools are built here; the effect methods are installed from the containers. +// The containers are installed in source order. A name defined twice is an error. + +import { fxAtlas } from '../textures.js'; +import { ensureDamageFonts } from './fonts.js'; +import { MAX_PARTICLES } from './limits.js'; +import { FxParticles } from './particles.js'; +import { FxProjectiles } from './projectiles.js'; +import { FxBeams } from './beams.js'; +import { FxLocks } from './locks.js'; +import { FxNumbers } from './numbers.js'; +import { FxRings } from './rings.js'; +import { FxArrivals } from './arrivals.js'; +import { FxSim } from './simfx.js'; +import { FxZones } from './zones.js'; + +export class FxSystem { + /** + * @param {{ P, layers: { groundFx, fxAdd, fxNormal, text, screen }, cam: () => any, view: (id) => any, + * heightAt: (r,c)=>number, settings: object, assets: any, timeScale: () => number, + * subProfOf: (defId) => string|null, screenSize: () => {width,height}, fieldTop: () => number }} ctx + */ + constructor(ctx) { + const P = ctx.P; + this.ctx = ctx; + this.P = P; + this.atlas = fxAtlas(); + this.tex = this.atlas.tex; + ensureDamageFonts(); + const props = { vertices: true, position: true, rotation: true, uvs: true, tint: true }; + this.addPc = new P.ParticleContainer(MAX_PARTICLES.high, props, 512, true); + this.addPc.blendMode = P.BLEND_MODES.ADD; + this.normPc = new P.ParticleContainer(MAX_PARTICLES.high, props, 512, true); + // ground shadows of flying shells / boomerangs: normal blend, under the units and the smoke + this.shadowLayer = new P.Container(); + ctx.layers.fxNormal.addChild(this.shadowLayer, this.normPc); + ctx.layers.fxAdd.addChild(this.addPc); + this.parts = []; // active particle records { sp, add, x, y, vx, … } + this.freeAdd = []; this.freeNorm = []; // pooled particle records (their sprites stay in the containers) + this.projs = []; + this.projFree = []; + this.projLayer = new P.Container(); + ctx.layers.fxAdd.addChild(this.projLayer); + this.locks = []; // lock-on reticles { view, id, src, x, y, z, t, idle, max, out, ring, core, shell } + this.lockFree = []; + this._po = {}; // options of the per-frame emitters (see _o) + this.beams = new P.Graphics(); + this.beams.blendMode = P.BLEND_MODES.ADD; + ctx.layers.fxAdd.addChild(this.beams); + this.beamList = []; + this.flames = []; // fire jets (炎佑 祛恶之焰) { src, tgt, x, y, z, r, col, t, end, disc, edge, … } + this.nums = []; + this._numPools = new Map(); // bitmap font → free number records + this.auras = new Map(); // unit id → { sprite, ring, t } + this.rings = []; // ground rings { sprite, x, y, z, t, dur, r0, r1, tint } + this.ringFree = []; + this.pops = []; // screen-space pops (bond glyphs, coins) + this.zones = []; // persistent ground areas (zone / telegraph fx) + this.labels = []; // floating '!' / '+n' labels + this.tileFlashes = []; // flashing tile sets (telegraphed boxes) + this.tileGfx = new P.Graphics(); + this.tileGfx.blendMode = P.BLEND_MODES.ADD; + ctx.layers.groundFx.addChild(this.tileGfx); + this.tintSprite = new P.Sprite(P.Texture.WHITE); + this.tintSprite.alpha = 0; + this.tintSprite.blendMode = P.BLEND_MODES.ADD; + ctx.layers.screen.addChild(this.tintSprite); + this.tintT = 0; this.tintDur = 1; this.tintA = 0; + this.vignette = new P.Sprite(ctx.redVignette || P.Texture.EMPTY); + this.vignette.alpha = 0; + ctx.layers.screen.addChild(this.vignette); + this.vigT = 0; + this.time = 0; + this._p = { x: 0, y: 0, s: 0, depth: 0 }; + this._q = { x: 0, y: 0, s: 0, depth: 0 }; + this._g = { x: 0, y: 0, s: 0, depth: 0 }; + } + + /** Remove everything (battle reset). */ + clear() { + for (const p of this.parts) this._freeParticle(p); + this.parts.length = 0; + for (const pr of this.projs) this._releaseProj(pr); + this.projs.length = 0; + for (const L of this.locks) this._freeLock(L); + this.locks.length = 0; + this._slashAt = null; + for (const t of this.nums) this._releaseNum(t); + this.nums.length = 0; + for (const r of this.rings) { r.sp.visible = false; this.ringFree.push(r); } + this.rings.length = 0; + for (const a of this.auras.values()) a.sp.destroy({ children: true }); + this.auras.clear(); + for (const p of this.pops) p.c.destroy({ children: true }); + this.pops.length = 0; + this.beamList.length = 0; + this.beams.clear(); + for (const F of this.flames) this._freeFlame(F); + this.flames.length = 0; + this.vigT = 0; + this.vignette.alpha = 0; + for (const zn of this.zones) this._freeZone(zn); + this.zones.length = 0; + for (const l of this.labels) l.t.destroy(); + this.labels.length = 0; + this.tileFlashes.length = 0; + this.tileGfx.clear(); + this.tintT = 0; this.tintSprite.alpha = 0; + } + + update(dt) { + this.time += dt; + this._updateParticles(dt); + this._updateProjs(dt); + this._updateLocks(dt); + this._updateBeams(dt); + this._updateFlames(dt); + this._updateNums(dt); + this._updateRings(dt); + this._updateAuras(dt); + this._updatePops(dt); + this._updateZones(dt); + this._updateLabels(dt); + this._updateTileFlashes(dt); + if (this.tintT > 0) { + this.tintT = Math.max(0, this.tintT - dt); + const size = this.ctx.screenSize(); + this.tintSprite.width = size.width; this.tintSprite.height = size.height; + this.tintSprite.alpha = Math.sin((this.tintT / this.tintDur) * Math.PI) * this.tintA * 0.35; + } else if (this.tintSprite.alpha) this.tintSprite.alpha = 0; + if (this.vigT > 0) { + this.vigT = Math.max(0, this.vigT - dt); + const size = this.ctx.screenSize(); + this.vignette.width = size.width; this.vignette.height = size.height; + this.vignette.alpha = Math.sin((this.vigT / 0.9) * Math.PI) * 0.55; + } else if (this.vignette.alpha) this.vignette.alpha = 0; + } + + get counts() { + return { particles: this.parts.length, projectiles: this.projs.length, numbers: this.nums.length, rings: this.rings.length, auras: this.auras.size, locks: this.locks.length, flames: this.flames.length, promotions: this.promotions || 0 }; + } + + destroy() { + this.clear(); + this.addPc.destroy({ children: true }); + this.normPc.destroy({ children: true }); + this.projLayer.destroy({ children: true }); + this.shadowLayer.destroy({ children: true }); + this.lockFree.length = 0; + this.projFree.length = 0; + this.freeAdd.length = 0; this.freeNorm.length = 0; + this.beams.destroy(); + this.vignette.destroy(); + this.tileGfx.destroy(); + this.tintSprite.destroy(); + for (const list of this._numPools.values()) for (const t of list) t.text.destroy(); + this._numPools.clear(); + } +} + +const FX_PARTS = [FxParticles, FxProjectiles, FxBeams, FxLocks, FxNumbers, FxRings, FxArrivals, FxSim, FxZones]; +const FX_METHOD_ORDER = ["quality","load","maxParticles","rich","_room","_ts","_groundZ","particle","_o","_freeParticle","_updateParticles","_proj","_onGround","_chest","_bodyPt","burst","attack","_takeProj","_dressProj","_releaseProj","_updateProjs","_shotPoint","_stepShot","_stepBoomerang","_stepMortar","_mote","_puff","_muzzle","_impact","_catch","mortar","_landed","_beam","_updateBeams","_flame","_freeFlame","_updateFlames","_lock","_touchLocks","_nearestLock","_releaseLock","_freeLock","_updateLocks","damage","_slash","heal","number","_growFits","_numSlotPx","_layoutNums","_layoutNumsOnce","_sizeNum","_fadeNum","_takeNum","_releaseNum","_updateNums","ring","_updateRings","skill","_aura","_updateAuras","deploy","promote","death","crateBreak","_viewOf","_where","_point","simFx","explosion","smoke","streak","strike","numberAt","_updateLabels","zone","_freeZone","_updateZones","tileFlash","_updateTileFlashes","flashScreen","snowfall","leak","pop","_updatePops"]; + +for (const key of FX_METHOD_ORDER) { + let found = null; + for (const part of FX_PARTS) { + if (!Object.prototype.hasOwnProperty.call(part.prototype, key)) continue; + if (found) throw new Error(`FxSystem.${key} is defined twice`); + found = part; + } + if (!found) throw new Error(`FxSystem.${key} is missing`); + if (Object.prototype.hasOwnProperty.call(FxSystem.prototype, key)) throw new Error(`FxSystem.${key} is defined twice`); + Object.defineProperty(FxSystem.prototype, key, Object.getOwnPropertyDescriptor(found.prototype, key)); +} diff --git a/public/js/render/fx/zones.js b/public/js/render/fx/zones.js new file mode 100644 index 00000000..bb9fc917 --- /dev/null +++ b/public/js/render/fx/zones.js @@ -0,0 +1,155 @@ +// public/js/render/fx/zones.js — FxSystem blasts, zones, tile flashes and screen washes. +// Installed on FxSystem.prototype by ./system.js (a method container: never instantiated; `this` is the effect system). + +import { NO_OPTS, clamp, easeOut } from './limits.js'; + +export class FxZones { + /** + * An explosion on the ground at (x, y, z) of radius r tiles: fireball in `col`, a white flash, a shockwave and a + * coloured ring on the ground, sparks and smoke. o.heavy (bombard, airstrike …): longer, more sparks, debris flying + * and a scorch mark; o.small (shell impacts): no coloured ring, fewer sparks; o.tiles: flash those tiles too. + */ + explosion(x, y, z, r, col, o = NO_OPTS) { + const cam = this.ctx.cam(); + const g = cam.project(x, y, z + 0.3, this._g); + const gx = g.x, gy = g.y, s = g.s; + const R = Math.max(0.4, r), heavy = !!o.heavy, small = !!o.small, rich = this.rich; + this.particle('glow', gx, gy, { tint: col, life: heavy ? 0.5 : small ? 0.3 : 0.4, s0: (s / 128) * (0.7 + R * 0.7), s1: (s / 128) * (1.2 + R * 1.2), a0: 1, a1: 0 }); + this.particle('flare', gx, gy, { tint: 0xfff4e0, life: heavy ? 0.28 : 0.18, s0: (s / 128) * (0.9 + R * 0.7), s1: (s / 128) * (0.3 + R * 0.2), a0: 1, a1: 0, rot: Math.random() * 3 }); + this.ring(x, y, z, 0.1, R * 1.1, 0xfff0d8, heavy ? 0.42 : 0.3, 'shock'); + if (!small) this.ring(x, y, z, 0.15, R, col, heavy ? 0.6 : 0.45); + this.burst(gx, gy, s, Math.round((small ? 4 : 6) + R * (heavy ? 6 : 3)), col, { speed: 1.8 + R, life: heavy ? 0.6 : 0.45, up: 0.5 }); + this.smoke(gx, gy - s * 0.15, s * (0.35 + R * 0.35), o.smoke ?? 0x2a2522, heavy ? 0.5 : 0.35); + if (rich && heavy) { + // debris: dark chunks and hot embers thrown up, falling back + for (let i = 0; i < 8; i++) { + const a = -Math.PI * (0.15 + Math.random() * 0.7), v = s * (1.6 + Math.random() * 1.8); + const hot = i % 2 === 0; + this.particle(hot ? 'dot' : 'shard', gx, gy, { + add: hot, tint: hot ? col : 0x2e2620, vx: Math.cos(a) * v, vy: Math.sin(a) * v, g: s * 5, life: 0.55 + Math.random() * 0.25, + s0: (s / 32) * (hot ? 0.16 : 0.2), s1: (s / 32) * (hot ? 0.04 : 0.14), a0: 1, a1: hot ? 0 : 0.4, spin: (Math.random() - 0.5) * 14, + }); + } + // a scorch mark fading on the ground (flattened like the ground under the camera) + const c = cam.project(x, y, z + 0.01, this._p); + const cx = c.x, cy = c.y; + const flat = clamp((cy - cam.project(x, y + 1, z + 0.01, this._q).y) / Math.max(1, c.s), 0.25, 1); + this.particle('soft', cx, cy, { add: false, tint: 0x000000, life: 1.6, s0: (c.s / 128) * R * 1.5 * flat, s1: (c.s / 128) * R * 1.6 * flat, sx: 1 / flat, a0: 0.4, a1: 0 }); + } + if (o.tiles) this.tileFlash(o.tiles, col, 0.45); + } + + /** Dark (normal-blend) smoke puff. */ + smoke(x, y, size, tint, alpha = 0.45) { + this.particle('smoke', x, y, { add: false, tint, life: 0.8, s0: size / 128 * 0.9, s1: size / 128 * 2, a0: alpha, a1: 0 }); + } + + /** Motion streak between two world points at height z (dash / pull / blink trails). */ + streak(x0, y0, x1, y1, z, tint, life = 0.3) { + const cam = this.ctx.cam(); + const a = cam.project(x0, y0, z, this._p), ax = a.x, ay = a.y; + const b = cam.project(x1, y1, z, this._q); + const len = Math.hypot(b.x - ax, b.y - ay); + if (len < 2) return; + const th = Math.max(0.05, (b.s * 0.3) / 32); + this.particle('streak', b.x, b.y, { tint, life, s0: th, s1: th * 0.5, sx: len / 128 / th, a0: 0.8, a1: 0, rot: Math.atan2(b.y - ay, b.x - ax), anchorX: 1 }); + } + + /** Light strike from the sky onto a point (lightning / skill strikes / columns). */ + strike(x, y, z, tint, wide = false) { + const cam = this.ctx.cam(); + const g = cam.project(x, y, z); + this.particle('pillar', g.x, g.y, { tint, life: 0.4, s0: g.s / 64 * (wide ? 1.2 : 0.7), s1: g.s / 64 * (wide ? 0.9 : 0.2), a0: 1, a1: 0, sx: wide ? 1 : 0.5, ay: 1 }); + this.particle('glow', g.x, g.y - g.s * 0.2, { tint, life: 0.3, s0: g.s / 128 * 0.8, s1: g.s / 128 * 1.6, a0: 0.9, a1: 0 }); + this.ring(x, y, z, 0.1, wide ? 1.2 : 0.7, tint, 0.35); + this.burst(g.x, g.y - g.s * 0.2, g.s, 6, tint, { speed: 2.4, life: 0.35 }); + } + + /** Persistent ground area: soft disc + pulsing edge ring for `dur` real seconds (telegraphs pulse faster). */ + zone(x, y, z, r, tint, dur, tex = 'soft', warn = false) { + const P = this.P; + const disc = new P.Sprite(this.tex[tex === 'ring' ? 'soft' : tex] || this.tex.soft); + disc.anchor.set(0.5); disc.blendMode = P.BLEND_MODES.ADD; disc.tint = tint; + const edge = new P.Sprite(this.tex.ring); + edge.anchor.set(0.5); edge.blendMode = P.BLEND_MODES.ADD; edge.tint = tint; + this._onGround(disc, y, z); this._onGround(edge, y, z); + this.zones.push({ disc, edge, x, y, z, r, t: 0, dur, warn }); + if (this.zones.length > 24) this._freeZone(this.zones.shift()); + } + + _freeZone(zn) { zn.disc.destroy(); zn.edge.destroy(); } + + _updateZones(dt) { + const cam = this.ctx.cam(); + const p = this._p, q = this._q; + let w = 0; + for (const zn of this.zones) { + zn.t += dt; + if (zn.t >= zn.dur) { this._freeZone(zn); continue; } + const k = zn.t / zn.dur; + const grow = Math.min(1, zn.t / 0.25); + const rad = zn.r * (0.35 + 0.65 * easeOut(grow)); + cam.project(zn.x, zn.y, zn.z + 0.02, p); + cam.project(zn.x, zn.y + rad, zn.z + 0.02, q); + const rx = p.s * rad, ry = Math.max(1, p.y - q.y); + const fade = k > 0.8 ? (1 - k) / 0.2 : 1; + const pulse = zn.warn ? 0.55 + 0.45 * Math.abs(Math.sin(zn.t * 7)) : 0.8 + 0.2 * Math.sin(zn.t * 3); + zn.disc.position.set(p.x, p.y); zn.disc.scale.set((rx * 2) / 128, (ry * 2) / 128); zn.disc.alpha = (zn.warn ? 0.35 : 0.28) * fade * pulse; + zn.edge.position.set(p.x, p.y); zn.edge.scale.set((rx * 2.1) / 128, (ry * 2.1) / 128); zn.edge.alpha = 0.75 * fade * pulse; + this.zones[w++] = zn; + } + this.zones.length = w; + } + + /** Flash a set of tiles ([[r,c]]) on the ground (telegraphed boxes, blast tiles). */ + tileFlash(tiles, tint, dur, warn = false) { + if (!Array.isArray(tiles) || !tiles.length) return; + this.tileFlashes.push({ tiles: tiles.slice(0, 60), tint, dur: Math.max(0.2, dur), t: 0, warn }); + if (this.tileFlashes.length > 12) this.tileFlashes.shift(); + } + + _updateTileFlashes(dt) { + const g = this.tileGfx; + g.clear(); + if (!this.tileFlashes.length) return; + const cam = this.ctx.cam(); + const p = this._p; + let w = 0; + for (const f of this.tileFlashes) { + f.t += dt; + if (f.t >= f.dur) continue; + const k = f.t / f.dur; + const a = (f.warn ? 0.35 + 0.35 * Math.abs(Math.sin(f.t * 7)) : 0.55 * (1 - k)) * (k > 0.85 ? (1 - k) / 0.15 : 1); + for (const [r, c] of f.tiles) { + const z = (this.ctx.heightAt ? this.ctx.heightAt(r, c) : 0) + 0.015; + const pts = []; + for (const [dx, dy] of [[-0.46, 0.46], [0.46, 0.46], [0.46, -0.46], [-0.46, -0.46]]) { cam.project(c + dx, r + dy, z, p); pts.push(p.x, p.y); } + g.lineStyle(Math.max(1, p.s * 0.03), f.tint, Math.min(1, a * 1.6)); + g.beginFill(f.tint, a * 0.6); + g.drawPolygon(pts); + g.endFill(); + } + this.tileFlashes[w++] = f; + } + this.tileFlashes.length = w; + } + + /** Full-screen colour pulse (field-wide telegraphs, cold wind). */ + flashScreen(tint, alpha = 0.4, dur = 0.6) { + this.tintT = dur; this.tintDur = dur; this.tintA = alpha; + this.tintSprite.tint = tint; + } + + /** A short flurry of snow over the field (cold wind). */ + snowfall(tint) { + const size = this.ctx.screenSize(); + for (let i = 0; i < (this.quality === 'low' ? 10 : 26); i++) { + this.particle('dot', Math.random() * size.width, Math.random() * size.height * 0.7, { tint, vx: 30 + Math.random() * 40, vy: 60 + Math.random() * 60, life: 1 + Math.random() * 0.6, s0: 0.25 + Math.random() * 0.3, s1: 0.1, a0: 0.8, a1: 0, fadeIn: 0.2 }); + } + } + + /** Leak: objective flash + red screen vignette pulse. */ + leak() { + this.vigT = 0.9; + } +}