feedback1 final: merge the client fixes for GitHub issues #5 (prep camera follows the folded shop) and #8 item 5 (operators no longer stay placeholders)

Conflicts resolved keeping both sides:
- CHANGELOG 0.1.1 界面: the three gaps lines, then the issue #5 and #8 lines.
- DESIGN: the branch's "§21.26 Client fixes for GitHub issues #5 and #8" follows the gaps' §21.26 as §21.27; its
  references in §9 (setCamera `shop`, the model fallback), §17.1 (the quiet budget) and §19.8 (the collapsed shop)
  now point at §21.27.
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sganggs committed 2026-10-03 18:49:39 +08:00
commit c61167e3aa
14 files changed
+1089 -101

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View File
@@ -2,10 +2,30 @@
// Spine loader (LRU + refcount + memory budget + timeout + concurrency cap) used by the battlefield renderer. A
// skeleton is never handed out while its unload is in flight (RefLru; user playtest #3 item 1: invisible models).
//
// Manifest (public issue #8 item 5: after a page reload every operator was drawn as the image-less placeholder): seeded
// from the game data's copy when there is one (`seed`, ui/fieldHost.js), else fetched by `ready()` with retries; a
// failure is never kept as an empty manifest (the next `ready()` and a bounded background backoff fetch again), and
// `onChange` listeners hear when it arrives late (render/app.js re-resolves its views' models then).
//
// Spine memory policy (phones have little memory; a parsed skeleton holds ~0.1–12 MB, `spineDataWeight`):
// * a skeleton a view references is never evicted;
// * idle (unreferenced) skeletons are kept up to SPINE_IDLE_BYTES while a scene is on screen, each safe for
// SPINE_IDLE_GRACE_MS after its release (a prep ⇄ battle switch takes its models back); beyond the budget the least
// recently used go, in one pass SPINE_EVICT_DELAY_MS after the release;
// * quiet — no scene on screen (lobby, room, result: nothing referenced and no scene holding the cache for
// SPINE_QUIET_DELAY_MS) — every idle skeleton goes after its grace: the memory goes back to the phone;
// * a match view in battle mode holds the cache (`spine.hold()`, render/app.js): its battle views are built in
// animation frames, which a hidden tab does not run, so a battle that began in a background tab referenced nothing
// and the quiet budget emptied the cache ≈ 18 s later — back in the tab every unit was an avatar diamond until its
// model downloaded again (public issue #8 item 5). The idle budget still applies while it holds.
// A model that fails or times out is retried by its view (bounded, render/units.js), `acquire(entry, { retry: true })`.
//
// Pure at import time: no PIXI, no DOM access until a loader actually runs (Node tests import this file).
//
// import { assets } from './assets.js'; // browser singleton (manifest fetched on first use)
// await assets.ready(); // manifest loaded (or failed → every helper returns null)
// import { assets } from './assets.js'; // browser singleton (manifest fetched on first use, or seeded)
// await assets.ready(); // manifest loaded (or failed for now → every helper returns null)
// assets.seed(data.get('assets')); // adopt an already loaded copy of /data/assets.json
// assets.onChange((what) => …); // 'manifest' | 'local' arrived (late)
// assets.avatar('char_002_amiya', { e2: true }) // URL or null
// const data = await assets.spine.acquire(entry); // spineData (PIXI.spine) — throws on failure/timeout
// assets.spine.release(entry);
@@ -215,12 +235,17 @@ export function unitSfxUrl(m, id, kind, skillIndex) {
* LRU cache of refcounted async resources. `load(key, arg)` → Promise<value>; `unload(key, value, record)` frees it
* (`record` is the cache record the value belonged to) and may return a promise that settles once it is freed.
* Entries with refs > 0 are never evicted; the cache may exceed `max` while everything is in use.
* Failures are remembered for `failTtl` ms (so a missing model is not refetched every frame) and rethrown.
* Failures are remembered for `failTtl` ms (so a missing model is not refetched every frame) and rethrown — except for
* `acquire(key, arg, { retry: true })`, which drops a remembered failure nobody references and loads again (a view
* retrying a failed or timed-out model: render/units.js).
* Memory budget (optional): `weigh(key, value, arg)` → cost of a ready value; idle (refs 0) ready entries are evicted,
* least recently used first, while their total weight exceeds `maxIdleWeight` — or `quietWeight` once nothing at all
* has been referenced for `quietDelay` ms (no scene on screen; the instant zero in the middle of a scene switch is not
* quiet) — once they have been idle for `idleGrace` ms (a scene switch releases and re-acquires its models within that
* window, so it never reloads them); a timer sweeps what the grace held back.
* has been referenced and no scene holds the cache (`hold()`) for `quietDelay` ms (no scene on screen; the instant zero
* in the middle of a scene switch is not quiet) — once they have been idle for `idleGrace` ms (a scene switch releases
* and re-acquires its models within that window, so it never reloads them); a timer sweeps what the grace held back.
* `hold()` → release function: a scene that will reference its values again although it references none right now
* (render/app.js in battle mode: the battle's views are built in animation frames, which a hidden tab does not run)
* keeps the quiet budget off while it holds; the `maxIdleWeight` budget still applies.
* `evictDelay` > 0: a release (or a finished load) schedules the eviction pass that much later instead of running it
* at once, so a scene rebuilt in one go (every view destroyed, then the next scene's views built) never drops a value
* it takes again.
@@ -255,7 +280,8 @@ export class RefLru {
/** @type {Map<string, { key, promise, value, state: 'loading'|'ready'|'failed', refs: number, used: number, weight: number, idleSince: number|null, error?, failedAt? }>} */
this.map = new Map();
this._refs = 0; // Σ refs of every entry
this._quietAt = this.now(); // since when nothing has been referenced (null while something is)
this._holds = 0; // scenes holding the cache (hold()): never quiet meanwhile
this._quietAt = this.now(); // since when nothing has been referenced nor held (null while something is)
/** @type {Map<string, Promise<void>>} key → unload still in flight (settles, never rejects) */
this._unloading = new Map();
this._active = 0;
@@ -272,10 +298,14 @@ export class RefLru {
has(key) { return this.map.has(key); }
get size() { return this.map.size; }
/** Acquire a reference; resolves to the value (or rejects). Always pair with release(key). */
acquire(key, arg) {
/**
* Acquire a reference; resolves to the value (or rejects). Always pair with release(key). `opts.retry`: a remembered
* failure that nobody references any more is dropped and the value loaded again (a failure still referenced — a
* caller that has not released it yet — is shared: dropping it would make that release hit the new entry).
*/
acquire(key, arg, opts) {
let e = this.map.get(key);
if (e && e.state === 'failed' && this.now() - e.failedAt > this.failTtl) { this.map.delete(key); e = null; }
if (e && e.state === 'failed' && (this.now() - e.failedAt > this.failTtl || (opts && opts.retry && e.refs === 0))) { this.map.delete(key); e = null; }
if (!e) {
e = { key, promise: null, value: null, state: 'loading', refs: 0, used: ++this._tick, weight: 0, idleSince: null };
this.map.set(key, e);
@@ -313,12 +343,29 @@ export class RefLru {
if (!e) return;
if (e.refs > 0) {
if (--e.refs === 0) e.idleSince = this.now();
if (--this._refs <= 0) { this._refs = 0; this._quietAt = this.now(); }
if (--this._refs <= 0) { this._refs = 0; if (this._holds === 0) this._quietAt = this.now(); }
}
e.used = ++this._tick;
this._requestEvict();
}
/**
* Hold the cache for a scene that will reference its values again (see the header): no quiet budget until the
* returned function is called (once; later calls do nothing). The quiet delay then counts from the release.
* @returns {() => void}
*/
hold() {
this._holds++;
this._quietAt = null;
let held = true;
return () => {
if (!held) return;
held = false;
if (--this._holds <= 0) { this._holds = 0; if (this._refs === 0) this._quietAt = this.now(); }
this._requestEvict();
};
}
/** Is an unload of `key` still in flight (a new load of it waits for it)? */
unloading(key) { return this._unloading.has(key); }
@@ -350,7 +397,7 @@ export class RefLru {
const now = this.now();
let budget = this.maxIdleWeight;
let wait = Infinity;
if (this._refs === 0) {
if (this._refs === 0 && this._holds === 0) {
const quietFor = now - (this._quietAt ?? now);
if (quietFor >= this.quietDelay) budget = this.quietWeight;
else if (idleWeight > this.quietWeight) wait = this.quietDelay - quietFor; // re-check once the quiet has lasted
@@ -393,13 +440,13 @@ export class RefLru {
this._sweep = { timer, at };
}
/** Unload everything (refs ignored). */
/** Unload everything (refs ignored; a scene's hold stays). */
clear() {
if (this._sweep) { this._timers.clear(this._sweep.timer); this._sweep = null; }
const all = [...this.map.values()];
this.map.clear();
this._refs = 0;
this._quietAt = this.now();
this._quietAt = this._holds > 0 ? null : this.now();
for (const e of all) if (e.state === 'ready') this._unloadNow(e.key, e.value, e);
}
@@ -411,7 +458,7 @@ export class RefLru {
weight += e.weight || 0;
if (e.refs === 0) idleWeight += e.weight || 0;
}
return { size: this.map.size, ready, loading, failed, refs, weight, idleWeight, active: this._active, queued: this._queue.length, unloading: this._unloading.size };
return { size: this.map.size, ready, loading, failed, refs, holds: this._holds, weight, idleWeight, active: this._active, queued: this._queue.length, unloading: this._unloading.size };
}
_schedule(fn) {
@@ -561,16 +608,38 @@ export const SPINE_IDLE_GRACE_MS = 15000;
* before anything is dropped (user playtest #3 item 1: the bench models were unloaded and re-loaded in one go).
*/
export const SPINE_EVICT_DELAY_MS = 1000;
/** Nothing referenced for this long = no scene on screen (lobby / room): the idle skeletons may all go. */
/** Nothing referenced (and no scene holding the cache) for this long = no scene on screen (lobby / room): the idle skeletons may all go. */
export const SPINE_QUIET_DELAY_MS = 3000;
/** Waits (ms) before the manifest is fetched again within one `ready()` after a transient failure (like data.js). */
export const MANIFEST_RETRY_MS = Object.freeze([600, 2000]);
/** Waits (ms) before the store tries again by itself after a `ready()` whose fetches all failed transiently. */
export const MANIFEST_BACKOFF_MS = Object.freeze([5000, 15000, 30000, 60000]);
/** A fetch failure worth retrying (data.js): network error, HTTP 5xx / 408 / 429 — not a 404 or a body that is no JSON. */
const transientFetch = (err) => {
if (!err || err.badJson) return false;
const s = err.status;
return !(Number.isInteger(s) && s >= 400 && s < 500 && s !== 408 && s !== 429);
};
/**
* Create an asset store.
* @param {{ url?: string, fetch?: typeof fetch, manifest?: object, loadImage?: (url) => Promise<any>,
*
* Manifest (public issue #8 item 5: after a page reload — a phone browser discarding a background tab, Chrome's Memory
* Saver — every operator was drawn as the image-less placeholder): the game data already holds /data/assets.json (the
* match screen waits for it, ui/gameComponents.js GAME_FILES), so `seed(manifest)` adopts that copy (ui/fieldHost.js) and
* the store fetches nothing. Fetched by `ready()` (no seed yet): a transient failure is retried after MANIFEST_RETRY_MS;
* when every try fails `ready()` resolves with an empty object — every helper returns null meanwhile, the views draw
* their fallbacks — but the failure is never kept: the next `ready()` fetches again and the store tries again by itself
* after MANIFEST_BACKOFF_MS (bounded; a 404 or a body that is no JSON only on the next `ready()`). `onChange(fn)` is told
* when the manifest (`'manifest'`) or the optional local-client manifest (`'local'`) arrives, so views built without it
* resolve their models then (render/app.js → UnitView.retryAssets).
* @param {{ url?: string, fetch?: typeof fetch, manifest?: object, localManifest?: object, loadImage?: (url) => Promise<any>,
* loadSpine?: (entry) => Promise<any>, unloadSpine?: (entry, value, keepPages:Set<string>) => (Promise<void>|void),
* spineMax?: number, spineTimeout?: number, spineWeigh?: (key, spineData) => number, spineIdleBytes?: number,
* spineQuietBytes?: number, spineIdleGrace?: number, spineEvictDelay?: number, spineQuietDelay?: number,
* spineTimers?: { set, clear }, spineNow?: () => number }} [opts]
* spineTimers?: { set, clear }, spineNow?: () => number, retryDelays?: number[], backoff?: number[],
* wait?: (ms: number) => Promise<void>, timers?: { set, clear } }} [opts]
*/
export function createAssets(options) {
const opts = options && typeof options === 'object' ? options : {};
@@ -583,20 +652,68 @@ export function createAssets(options) {
let readyPromise = manifest ? Promise.resolve(manifest) : null;
const loadImage = opts.loadImage || loadImageElement;
const images = new Map(); // url → { promise, value }
const retryDelays = Array.isArray(opts.retryDelays) ? opts.retryDelays : MANIFEST_RETRY_MS;
const backoff = Array.isArray(opts.backoff) ? opts.backoff : MANIFEST_BACKOFF_MS;
const wait = opts.wait || ((ms) => new Promise((resolve) => setTimeout(resolve, ms)));
const timers = opts.timers && typeof opts.timers.set === 'function' ? opts.timers : {
set: (fn, ms) => { const t = setTimeout(fn, ms); t?.unref?.(); return t; },
clear: (t) => clearTimeout(t),
};
const listeners = new Set();
let warned = false;
let backoffN = 0; // background tries used since the last success
let backoffTimer = null;
const notify = (what) => {
for (const fn of [...listeners]) { try { fn(what); } catch (err) { console.warn('[assets] change listener failed', err); } }
};
/** Adopt a manifest (fetched or seeded): resolves `ready()`, stops the background tries, tells the listeners. */
function adopt(m) {
if (manifest || !isObj(m)) return false;
manifest = m;
readyPromise = Promise.resolve(m);
backoffN = 0;
if (backoffTimer != null) { timers.clear(backoffTimer); backoffTimer = null; }
notify('manifest');
return true;
}
/** One fetch of the manifest → the JSON object, or throws (err.status / err.badJson as data.js). */
async function fetchOnce() {
const res = await doFetch(url, { cache: 'no-cache' });
if (!res || !res.ok) throw Object.assign(new Error(`HTTP ${res ? res.status : '???'}`), { status: res ? res.status : null });
let json;
try { json = await res.json(); } catch (err) { throw Object.assign(err instanceof Error ? err : new Error(String(err)), { badJson: true }); }
if (!isObj(json)) throw Object.assign(new Error('not a manifest'), { badJson: true });
return json;
}
function scheduleBackoff() {
if (manifest || backoffTimer != null || backoffN >= backoff.length) return;
const ms = backoff[backoffN++];
backoffTimer = timers.set(() => { backoffTimer = null; if (!manifest) ready(); }, ms);
}
function ready() {
if (manifest) return Promise.resolve(manifest);
if (!readyPromise) {
readyPromise = (async () => {
try {
const res = await doFetch(url, { cache: 'no-cache' });
if (!res || !res.ok) throw new Error(`HTTP ${res ? res.status : '???'}`);
const json = await res.json();
manifest = isObj(json) ? json : {};
} catch (err) {
console.warn(`[assets] ${url} unavailable (${err?.message || err}); using fallbacks`);
manifest = {};
const p = readyPromise = (async () => {
for (let attempt = 0; ; attempt++) {
try {
const json = await fetchOnce();
adopt(json);
return manifest;
} catch (err) {
if (manifest) return manifest; // seeded meanwhile
if (transientFetch(err) && attempt < retryDelays.length) { await wait(retryDelays[attempt]); if (manifest) return manifest; continue; }
if (!warned) { warned = true; console.warn(`[assets] ${url} unavailable (${err?.message || err}); using fallbacks until it loads`); }
// not kept: the next ready() fetches again; the store tries again by itself after a transient failure
if (readyPromise === p) readyPromise = null;
if (transientFetch(err)) scheduleBackoff();
return {};
}
}
return manifest;
})();
}
return readyPromise;
@@ -621,9 +738,9 @@ export function createAssets(options) {
timeout: opts.spineTimeout ?? 20000,
concurrency: opts.spineConcurrency ?? 6,
// memory budget (a parsed skeleton holds ~0.1–12 MB): idle skeletons beyond SPINE_IDLE_BYTES go, and all of
// them once no scene has referenced any for SPINE_QUIET_DELAY_MS (lobby / room), each after a grace that covers a
// prep ⇄ battle switch; evictions run SPINE_EVICT_DELAY_MS after the release that allows them (a scene switch
// takes its models back first)
// them once no scene has referenced or held any for SPINE_QUIET_DELAY_MS (lobby / room / result; a field view in
// battle mode holds the cache — see the header), each after a grace that covers a prep ⇄ battle switch; evictions
// run SPINE_EVICT_DELAY_MS after the release that allows them (a scene switch takes its models back first)
weigh: opts.spineWeigh || ((key, value) => spineDataWeight(value)),
maxIdleWeight: opts.spineIdleBytes ?? SPINE_IDLE_BYTES,
quietWeight: opts.spineQuietBytes ?? 0,
@@ -650,16 +767,16 @@ export function createAssets(options) {
return e.promise;
}
/** Optional local-client art manifest (null when absent: every consumer falls back). Fetched once. */
/** Optional local-client art manifest (null when absent: every consumer falls back). Fetched once (or seeded). */
function local() {
if (!localPromise) {
localPromise = (async () => {
try {
const res = await doFetch(localUrl, { cache: 'no-cache' });
if (!res || !res.ok) return null;
if (!res || !res.ok) return localManifest;
const json = await res.json();
localManifest = isObj(json) && isObj(json.groups) ? json : null;
} catch { localManifest = null; }
if (!localManifest && isObj(json) && isObj(json.groups)) { localManifest = json; notify('local'); }
} catch { /* optional art: absent */ }
return localManifest;
})();
}
@@ -670,6 +787,25 @@ export function createAssets(options) {
return {
ready,
local,
/**
* Adopt the game data's copy of /data/assets.json (data.js 'assets', already loaded by the match screen) unless a
* manifest is loaded: no second download, nothing to wait for. Returns whether it was adopted.
*/
seed: (mf) => adopt(mf),
/** The same for the optional local-client manifest (data.js 'local'; `{ groups }`), unless one is known. */
seedLocal(lm) {
if (localManifest || !isObj(lm) || !isObj(lm.groups)) return false;
localManifest = lm;
localPromise = Promise.resolve(lm);
notify('local');
return true;
},
/** `fn('manifest' | 'local')` when a manifest arrives (seeded or fetched, also late); returns the unsubscribe. */
onChange(fn) {
if (typeof fn !== 'function') return () => {};
listeners.add(fn);
return () => listeners.delete(fn);
},
localUrl: (group, name) => localAssetUrl(localManifest, group, name),
get manifest() { return manifest; },
get loaded() { return !!manifest; },
@@ -709,11 +845,15 @@ export function createAssets(options) {
})));
return { ok, failed: list.length - ok, total: list.length };
},
/** Spine data LRU: acquire(entry) → Promise<spineData>; release(entry); peek(entry). */
/**
* Spine data LRU: acquire(entry, { retry }) → Promise<spineData> (`retry`: load again after a remembered failure);
* release(entry); peek(entry); hold() → release function (a scene that will need its skeletons again: RefLru).
*/
spine: {
acquire: (entry) => (validSpine(entry) ? spine.acquire(entry.skel, entry) : Promise.reject(new Error('no spine entry'))),
acquire: (entry, o) => (validSpine(entry) ? spine.acquire(entry.skel, entry, o) : Promise.reject(new Error('no spine entry'))),
release: (entry) => { if (entry && entry.skel) spine.release(entry.skel); },
peek: (entry) => (entry && entry.skel ? spine.peek(entry.skel) : null),
hold: () => spine.hold(),
stats: () => spine.stats(),
clear: () => spine.clear(),
cache: spine,
+85 -18
View File
@@ -3,11 +3,14 @@
//
// const view = await createFieldView(host, { data, assets, audio, settings, padding, hud })
// view.setStage(stage) procedural tiles + devices (data/stages.json entry)
// view.setCamera(kind, { rect, side, padding, instant }) 'prep'|'normal'|'unite'|'boss'('hidden'); animated
// view.setCamera(kind, { rect, side, padding, instant, shop }) 'prep'|'normal'|'unite'|'boss'('hidden'); animated
// — the prep cameras (own board / Final Assault half) keep the bench
// and the field clear of `hud(kind, size)` = { top, bottom } px of
// DOM HUD along the top / bottom edge (projection.js clearHud; user
// playtest #5 item 9: the shop bar covered the bench on phones)
// and the field clear of `hud(kind, size, { shop })` = { top, bottom } px
// of DOM HUD along the top / bottom edge (projection.js clearHud; user
// playtest #5 item 9: the shop bar covered the bench on phones); `shop:
// false` = the folded shop: the official shop-collapsed prep camera
// (left_prepare / *_boss_prepare) clear of the folded shop's band (public
// issue #5: folding the shop did not grow the board)
// view.setPrep(privateState, { editable, canPlace }) hand/temp/board pieces; editable enables drag & drop; a
// new board piece flashes (fx.deploy); a merge's elite — on the tile of
// the deployed copy it replaced, or on its bench slot — gets the
@@ -80,9 +83,12 @@
// context fall back to the 2D atlas board. `opts.board`: 'auto' (default) | '3d' | '2d'; `?board=2d|3d` in the URL
// overrides (dev; '3d' also accepts a slow / software GPU). stats().board3d → { on, calls, triangles, cpuMs }.
// three.js is only downloaded when the local-art manifest lists the board atlas. That manifest is awaited with the asset
// manifest (≤ 4 s), so an enemy whose model only the local client has draws it (assets.js spineEntry). The built 3D
// area, the drawn 2D rows and the lit rect follow `viewKind` (a 'prep' camera on the boss rows = the Final Assault
// prep = the boss field).
// manifest (≤ 4 s; the game seeds the store with its own copies, ui/fieldHost.js seedAssets), so an enemy whose model
// only the local client has draws it (assets.js spineEntry). A manifest that arrives later (assets.js onChange) makes
// every view re-resolve its picture and model (UnitView.retryAssets), and so does showing the tab again; battle mode
// holds the Spine cache so a battle begun in a hidden tab keeps its models (holdScene; public issue #8 item 5). The
// built 3D area, the drawn 2D rows and the lit rect follow `viewKind` (a 'prep' camera on the boss rows = the Final
// Assault prep = the boss field).
// Battle device boxes (`ctx.createBox`) follow the board layer (switchableBox), so a 3D ⇄ 2D switch keeps crates.
// Crowds and clipped Spine skeletons render through the shared impostor atlas (render/impostor.js), flushed once per
// frame before the main pass.
@@ -374,7 +380,7 @@ export function releaseGl(renderer) {
* @param {HTMLElement} host
* @param {{ data?: any, assets?: any, audio?: any, settings?: { damageNumbers?: boolean, quality?: string },
* padding?: object|((kind:string, size:{width:number,height:number}) => object),
* hud?: {top:number,bottom:number}|((kind:'prep'|'bossPrep', size:{width:number,height:number}) => {top:number,bottom:number}|null) }} [opts]
* hud?: {top:number,bottom:number}|((kind:'prep'|'bossPrep', size:{width:number,height:number}, o:{shop:boolean}) => {top:number,bottom:number}|null) }} [opts]
*/
export async function createFieldView(host, options = {}) {
if (!host || typeof host.appendChild !== 'function') throw new TypeError('createFieldView: host element required');
@@ -443,13 +449,18 @@ export async function createFieldView(host, options = {}) {
bgMountains2.alpha = 1;
const bgVignette = new P.Sprite(bg.vignette);
backdrop.addChild(bgGrad, bgMountains, bgMountains2, bgGrid, bgVignette);
const mountainUrl = assets.ui ? assets.ui('entry/bg_mountains_tiled') : null;
if (mountainUrl && assets.image) {
let mountainsAsked = false;
/** The backdrop's mountain silhouette (optional art; asked again when the manifest arrives late). */
function loadMountains() {
const mountainUrl = !mountainsAsked && assets.ui ? assets.ui('entry/bg_mountains_tiled') : null;
if (!mountainUrl || !assets.image) return;
mountainsAsked = true;
assets.image(mountainUrl).then((img) => {
if (!img || destroyed) return;
try { const mt = silhouetteTexture(img); bgMountains.texture = mt; bgMountains2.texture = mt; } catch { /* optional art */ }
}, () => {});
}
loadMountains();
// ---- state ----------------------------------------------------------------------------------------------
const listeners = new Map();
@@ -472,6 +483,7 @@ export async function createFieldView(host, options = {}) {
let promoBase = [];
const promotions = []; // the last merges cued by setPrep (fx.promote): { uid, id, area, row, col, idx, copies } — dev / tests
let battleMeta = null;
let sceneHold = null; // release function of the Spine cache hold of battle mode (holdScene)
const infos = new Map(); // battle unit id → UnitInfo
// battle ids whose view finished its death / leak fade: a snapshot may still list them for a moment (the sim keeps
// dead units for DIE_ANIM_TIME), which must not bring the view back; a spawn / deploy / live sample clears it
@@ -625,15 +637,25 @@ export async function createFieldView(host, options = {}) {
const ready = Promise.all([threePromise, packPromise]).then(([THREE, pack]) => (THREE && pack ? enable3d(THREE, pack) : false), () => false);
await withTimeout(ready, 6000);
}
// the official soft shadow sprite replaces the procedural one once loaded (may already be cached)
const shadowUrl = assets.ui ? assets.ui('battle/sprite_shadow') : null;
if (shadowUrl) {
// the official soft shadow sprite replaces the procedural one once loaded (may already be cached; asked again when the
// manifest arrives late)
let shadowAsked = false;
function loadShadow() {
const shadowUrl = !shadowAsked && assets.ui ? assets.ui('battle/sprite_shadow') : null;
if (!shadowUrl) return;
shadowAsked = true;
try {
const t = P.Texture.from(shadowUrl);
const use = () => { if (destroyed) return; ctx.shadowTex = t; for (const v of views.values()) if (v.shadow && !v.destroyed) v.shadow.texture = t; };
const use = () => {
if (destroyed) return;
ctx.shadowTex = t;
for (const v of views.values()) if (v.shadow && !v.destroyed) v.shadow.texture = t;
for (const v of penViews.values()) if (v.shadow && !v.destroyed) v.shadow.texture = t;
};
if (t.baseTexture.valid) use(); else t.baseTexture.once('loaded', use);
} catch { /* optional */ }
}
loadShadow();
ensureDamageFonts();
// web fonts may land after the first chips were drawn
if (document.fonts?.ready) document.fonts.ready.then(() => { if (!destroyed) refreshTierChips(); }).catch(() => {});
@@ -650,10 +672,11 @@ export async function createFieldView(host, options = {}) {
}
// the HUD bands the prep cameras keep the bench / field clear of (projection.js clearHud; user playtest #5 item 9):
// `opts.hud` = (kind, size) => { top, bottom } | null, or a fixed object; none → the plain official framing
function hudBands(kind, sz) {
// `opts.hud` = (kind, size, { shop }) => { top, bottom } | null, or a fixed object; none → the plain official framing.
// `shop: false` asks for the folded shop's band (the camera request's `shop: false`, public issue #5)
function hudBands(kind, sz, o) {
if (kind !== 'prep' && kind !== 'bossPrep') return null;
if (typeof opts.hud === 'function') { try { return opts.hud(kind, sz) || null; } catch { return null; } }
if (typeof opts.hud === 'function') { try { return opts.hud(kind, sz, o) || null; } catch { return null; } }
return opts.hud && typeof opts.hud === 'object' ? opts.hud : null;
}
@@ -673,10 +696,12 @@ export async function createFieldView(host, options = {}) {
if (k === 'prep') rect = rect ? { ...rect, r0: Math.min(rect.r0, GEO.HAND_ROW) } : null;
// official configBlackBoard framing (render/projection.js presetCamera); the padding only matters for the
// fitted fallback (custom rects, portrait viewports); a prep camera keeps the bench and the field clear of the HUD
// — `shop: false` (the folded shop, public issue #5) = the official shop-collapsed camera, clear of the folded
// shop's HUD band (re-evaluated on resize: camOpts keep the flag)
const vk = viewKind(kind, o); // (a 'prep' camera on the boss rows = the Final Assault prep)
return presetCamera(k, { width: sz.width, height: sz.height, padding: o.padding || defaultPadding(k, sz) }, {
rect, side: o.side, half: !!o.half, shop: o.shop, fit: !!o.fit, config: stageRec?.config || null,
hud: hudBands(vk, sz),
hud: hudBands(vk, sz, { shop: o.shop !== false }),
});
}
@@ -944,6 +969,7 @@ export async function createFieldView(host, options = {}) {
}
v._home = w;
v.dimmed = false;
if (info.kind === 'item' && v.setIcon) v.setIcon(info.icon); // an icon the manifest named late (onAssets)
if (v.setCount) v.setCount(e.piece.kind === 'token' ? e.piece.count : 0);
if (v.setItems) v.setItems(Array.isArray(e.piece.items) ? e.piece.items.map((it) => { const r = data.item(it?.id); return assets.itemIcon ? assets.itemIcon(r ? { trapId: r.trapId, iconId: r.iconId } : it?.id) : null; }) : []);
v._showFacing = e.area === 'board';
@@ -953,6 +979,7 @@ export async function createFieldView(host, options = {}) {
for (const k of [...views.keys()]) if (String(k).startsWith('p:') && !seen.has(Number(String(k).slice(2)))) dropView(k);
prepPieces = list.filter((e) => e.key && views.has(e.key));
if (dragState && !views.has(dragState.key)) { drag.reset(); endDragVisual(false); }
holdScene(false); // the prep pieces reference their models now (a battle's hold ends here)
return true;
}
@@ -1285,8 +1312,23 @@ export async function createFieldView(host, options = {}) {
// ---- battle ---------------------------------------------------------------------------------------------
/**
* Battle mode holds the Spine cache (assets.js `spine.hold()`, its memory policy): the battle's views are built in
* animation frames, which a hidden tab does not run — a battle that began in a background tab referenced no skeleton, and
* the quiet budget emptied the cache ≈ 18 s later, so back in the tab every unit was an avatar diamond until its model
* downloaded again (public issue #8 item 5). Released once the prep pieces reference their models (setPrep) and on
* destroy; the idle budget still applies meanwhile.
*/
function holdScene(on) {
if (on) { if (!sceneHold && typeof assets.spine?.hold === 'function') sceneHold = assets.spine.hold(); return; }
const release = sceneHold;
sceneHold = null;
if (release) { try { release(); } catch { /* ignore */ } }
}
function enterBattle(meta) {
if (destroyed || !meta || typeof meta !== 'object') return false;
holdScene(true); // before the prep views go: the cache is never "quiet" across the switch
drag.reset();
endDragVisual(false);
clearViews();
@@ -1695,6 +1737,28 @@ export async function createFieldView(host, options = {}) {
let lastDpr = globalThis.devicePixelRatio || 1;
layoutBackdrop();
// ---- late assets, hidden tabs (public issue #8 item 5: operators drawn as image-less placeholders) ----------------------
// The asset manifest (or the local-client one) arrived after views were built — a reload whose manifest fetch was slow or
// failed (assets.js onChange): every view re-resolves what it could not draw (UnitView.retryAssets) and the prep pieces
// re-read their item icons. The tab shown again: a manifest still missing is asked for again and views without a model
// load it again at once (their bounded retries never run while hidden: no frames).
function onAssets() {
if (destroyed) return;
loadShadow();
loadMountains();
if (mode === 'prep' && lastPrep) setPrep(lastPrep.ps, lastPrep.o);
for (const v of views.values()) v.retryAssets?.();
for (const v of penViews.values()) v.retryAssets?.();
}
const offAssets = typeof assets.onChange === 'function' ? assets.onChange(onAssets) : null;
const onVisible = () => {
if (destroyed || globalThis.document?.visibilityState !== 'visible') return;
if (assets.loaded === false && typeof assets.ready === 'function') assets.ready();
for (const v of views.values()) v.retryAssets?.();
for (const v of penViews.values()) v.retryAssets?.();
};
globalThis.document?.addEventListener?.('visibilitychange', onVisible);
// ---- public API ---------------------------------------------------------------------------------------------
const view = {
@@ -1810,6 +1874,8 @@ export async function createFieldView(host, options = {}) {
if (destroyed) return;
destroyed = true;
try { ro?.disconnect(); } catch { /* ignore */ }
try { offAssets?.(); } catch { /* ignore */ }
globalThis.document?.removeEventListener?.('visibilitychange', onVisible);
canvas.removeEventListener('pointerdown', onPointerDown);
canvas.removeEventListener('pointermove', onPointerMove);
canvas.removeEventListener('pointerup', onPointerUp);
@@ -1824,6 +1890,7 @@ export async function createFieldView(host, options = {}) {
drag.reset();
for (const k of [...views.keys()]) dropView(k);
clearPen();
holdScene(false); // no scene any more: the quiet budget may free the skeletons (lobby / room / result)
try { fx.destroy(); } catch { /* ignore */ }
try { tiles.destroy(); } catch { /* ignore */ }
try { impostors.destroy(); } catch { /* ignore */ }
+56 -15
View File
@@ -3,11 +3,13 @@
// UnitView = shadow sprite (shadow layer) + body container (depth-sorted unit layer: elite aura, Spine actor or
// the avatar-in-rarity-diamond fallback) + HUD container (bar layer: HP bar with delayed "ghost" damage, SP bar
// with ready glow / draining skill bar, tier chip, status icons, blocked marker). The fallback shows at once and
// cross-fades to the Spine model when it has loaded; missing or failed models keep the fallback forever (the
// game never blocks on Spine) — except an optional local-client model (assets.js spineEntry `fallback`, DESIGN §13:
// 灼热源石虫 / 炽焰源石虫), which falls back to the web model first; that web alias (the plain 源石虫) is drawn tinted
// toward the slug's own colours (ALIAS_TINT). Every bar is a tinted Texture.WHITE sprite, so HUDs batch into few draw
// calls.
// cross-fades to the Spine model when it has loaded (the game never blocks on Spine); an optional local-client model
// (assets.js spineEntry `fallback`, DESIGN §13: 灼热源石虫 / 炽焰源石虫) falls back to the web model first; that web alias
// (the plain 源石虫) is drawn tinted toward the slug's own colours (ALIAS_TINT). A model that failed or timed out is
// loaded again after SPINE_RETRY_MS (bounded), and `retryAssets()` re-resolves a view's picture and model when the
// asset manifest arrives after the view was built or the tab is shown again (render/app.js; public issue #8 item 5:
// after a reload whose manifest was slow or failed, every operator stayed the image-less placeholder for good). Every
// bar is a tinted Texture.WHITE sprite, so HUDs batch into few draw calls.
//
// Placement: feet anchored at world (x, y, z); scale = camera px-per-tile at the feet × UNIT.modelScale, so
// chibis shrink with distance like the original. An enemy's model is also scaled by its official prefab factor
@@ -84,6 +86,12 @@ export const DIR_STEP = Object.freeze({ UP: [0, 1], RIGHT: [1, 0], DOWN: [0, -1]
const nowMs = () => (globalThis.performance ? globalThis.performance.now() : Date.now());
/** How long a view waits for its avatar before showing the image-less placeholder diamond. */
const PIC_WAIT_MS = 400;
/**
* Waits (ms, real time) before a view loads its Spine model again after the load failed or timed out (assets.js, 20 s)
* — bounded: after the last one the view keeps its diamond until `retryAssets` (a manifest that arrived late, the tab
* shown again). Counted from the failure; a hidden tab runs no frames, so nothing is retried while hidden.
*/
export const SPINE_RETRY_MS = Object.freeze([2000, 6000, 15000, 30000]);
/** Heights above this count as standing on a raised top (bench pads are the lowest raised tiles, 0.16). */
const RAISED_Z = 0.12;
@@ -317,6 +325,9 @@ export class UnitView {
this.body.addChild(this.fallback);
this.actor = null;
this.spineReady = false;
this._spineBusy = false; // a Spine load of this view is in flight
this._spineTries = 0; // failed loads since the last model (SPINE_RETRY_MS)
this._retryAt = 0; // when the next retry is due (ms, performance clock; 0 = none)
this.baseTint = 0xffffff; // the drawn model's own tint (ALIAS_TINT), under the status tints
this.hud = new P.Container();
@@ -365,7 +376,8 @@ export class UnitView {
pic.shown = want;
}
_loadSpine() {
/** @param {boolean} [retry] load again even after a remembered failure (assets.js acquire `{ retry }`) */
_loadSpine(retry = false) {
const a = this.ctx.assets;
if (!a || !a.spineEntry || !a.spine) return;
const id = this.info.spine || this.info.defId;
@@ -374,21 +386,38 @@ export class UnitView {
const entry = id ? a.spineEntry(id, { back }) : null;
if (!entry || this.ctx.settings?.quality === 'low' && this.isEnemy && !this.isBoss && this.ctx.crowded?.()) return;
this.entryBack = back;
this._acquireSpine(entry, id);
this._acquireSpine(entry, id, retry);
}
/**
* Re-resolve what this view could not draw yet (public issue #8 item 5): the picture when it has none (no avatar URL —
* the asset manifest arrived after the view was built — or the image failed) and, at once, the Spine model when none
* is shown and none is loading (no manifest entry then, or a load that failed / timed out). render/app.js calls it for
* every view when a manifest arrives (assets.js onChange) and when the tab is shown again. Nothing to do otherwise.
*/
retryAssets() {
if (this.destroyed) return;
if (!this._pic || this._pic.state === 'none') this._loadPicture();
if (!this.actor && !this._spineBusy) { this._retryAt = 0; this._loadSpine(true); }
}
/**
* Load `entry` and show it. Every acquire is paired with exactly one release: a superseded / failed / post-destroy
* load releases its own entry; the displayed model's entry (`_actorEntry`) is released when that model is replaced or
* destroyed. A model that fails to load keeps the fallback diamond — unless the entry names a `fallback` (an optional
* local-client model, assets.js spineEntry: DESIGN §13), which is loaded in its place.
* destroyed. A model that fails to load falls back to the entry's `fallback` (an optional local-client model,
* assets.js spineEntry: DESIGN §13) when it names one; otherwise the view keeps its fallback diamond and — while no
* model is shown — loads again after SPINE_RETRY_MS (a timed-out or failed download used to stay a diamond for good).
*/
_acquireSpine(entry, id) {
_acquireSpine(entry, id, retry = false) {
const a = this.ctx.assets;
this.entry = entry;
const req = this._spineReq = (this._spineReq || 0) + 1;
a.spine.acquire(entry).then((data) => {
this._spineBusy = true;
a.spine.acquire(entry, retry ? { retry: true } : undefined).then((data) => {
if (req === this._spineReq) this._spineBusy = false;
if (this.destroyed || req !== this._spineReq) { this._releaseEntry(entry); return; }
this._spineTries = 0;
this._retryAt = 0;
let actor = null;
try {
actor = new SpineActor(data, entry);
@@ -421,9 +450,12 @@ export class UnitView {
this.actor.setBase(this._baseFromAnim());
}
}, () => {
if (req === this._spineReq) this._spineBusy = false;
this._releaseEntry(entry);
if (entry.fallback && !this.destroyed && req === this._spineReq) this._acquireSpine(entry.fallback, id);
// else keep the fallback diamond
if (this.destroyed || req !== this._spineReq) return;
if (entry.fallback) { this._acquireSpine(entry.fallback, id, retry); return; }
// keep the fallback diamond (or the model already shown: a failed Front ⇄ Back swap) — and try again later
if (!this.actor && this._spineTries < SPINE_RETRY_MS.length) this._retryAt = nowMs() + SPINE_RETRY_MS[this._spineTries++];
});
}
@@ -729,6 +761,8 @@ export class UnitView {
update(dt, cam, t) {
if (this.destroyed) return;
const P = this.P;
// a failed / timed-out model load is tried again once its wait is over (SPINE_RETRY_MS; frames only: never hidden)
if (this._retryAt && nowMs() >= this._retryAt) { this._retryAt = 0; if (!this.actor && !this._spineBusy) this._loadSpine(true); }
if (this.zTarget != null && this.z !== this.zTarget) {
const d = this.zTarget - this.z;
this.z = Math.abs(d) < 1e-3 ? this.zTarget : this.z + d * Math.min(1, dt * 12);
@@ -1297,10 +1331,17 @@ export class ItemView {
this.plate = new P.Sprite(itemTexture(String(info.defId || 'item'), null, info.color || 0x9aa5a0));
this.plate.anchor.set(0.5, 1);
this.root.addChild(this.plate);
const url = info.icon;
if (url && ctx.assets?.image) ctx.assets.image(url).then((img) => { if (!this.destroyed && img) this.plate.texture = itemTexture(String(info.defId), img, info.color || 0x9aa5a0); }, () => {});
this.info.icon = null;
this.setIcon(info.icon);
this.hud = null;
}
/** Show the item's icon (an URL; the plain plate until it loads) — again when the asset manifest named it late. */
setIcon(url) {
if (this.destroyed || !url || url === this.info.icon) return;
this.info.icon = url;
const a = this.ctx.assets;
if (a?.image) a.image(url).then((img) => { if (!this.destroyed && img && this.info.icon === url) this.plate.texture = itemTexture(String(this.info.defId), img, this.info.color || 0x9aa5a0); }, () => {});
}
setWorld(x, y, z = 0) { this.x = x; this.y = y; this.z = z; }
update(dt, cam, t) {
const lifted = this.lift > 0;
+27 -5
View File
@@ -29,7 +29,10 @@
// comes back as it was. Tapping an enemy in the pen (view pieceClick with `enemyKey` / a `preview` enemy unit) opens its
// detail card; the old enemy list lives on as the 敌方情报 tab of the 本局信息 dialog (left 🔍).
// Every camera request of this screen goes through setCam (it remembers the camera the pen returns to);
// `.gm[data-camera]` mirrors the current camera kind (E2E / styling).
// `.gm[data-camera]` mirrors the current camera kind (E2E / styling). Folding the shop bar (收起) on the own prep board
// flies the camera to the official shop-collapsed framing and unfolding back to the shop camera (public issue #5:
// gameLogic prepCameraFor / foldCamera — never over the pen, a teammate's board or a battle; deferred while a piece is
// dragged or its direction is chosen).
// Equipment dropped on an operator whose two slots are used opens the equip-replace dialog (ui/equipReplace.js): the
// player picks the equipped item to destroy → g.equip {itemUid, targetUid, replaceUid}; 取消 sends nothing. 销毁 is only
// offered for loose items (equipped ones are locked, ui/facing.js itemDestroyable).
@@ -88,7 +91,8 @@ import {
phaseMode, phaseBanner, isCombatPhase, showDeadPill, isBossPhase, placementContext, canPlace, boardTargets, dropIntent,
snapHud, activeBubbles, shortcutFor, shortcutBlocked, closesOnFieldPress, phaseTotalSeconds, homeFieldId, ownFieldId, normalizeSp, sortedPlayers,
countdownState, shopBlockReason, stageOverrides, effectiveStage, watchTarget, dropFailureReason,
previewEnemyKey, prepCamera, deployFieldOf, panelSide, panelSlots, bondPopupPlace, chessLoadout, unitLoadout, mergeTarget, modeOffBonds,
previewEnemyKey, prepCamera, prepCameraFor, foldCamera, deployFieldOf, panelSide, panelSlots, bondPopupPlace, chessLoadout, unitLoadout,
mergeTarget, modeOffBonds,
} from '../ui/gameLogic.js';
import { toast } from '../ui/toasts.js';
import { BriefingScreen } from './briefing.js';
@@ -225,6 +229,7 @@ function MatchScreen() {
const home = homeFieldId(pub, myId);
const watchingOther = !!watching && watching !== home && watching !== ownFieldId(myId);
const editable = phase === PHASE.PREP && !!priv && alive && !priv.ready && !watchingOther;
const showShop = !!priv && alive && (phase === PHASE.PREP || phase === PHASE.SP_DRAFT || phase === PHASE.ROUND_START) && !watchingOther;
const layersDisabled = phase === PHASE.UNITE || isBossPhase(phase);
const sp = phase === PHASE.SP_DRAFT ? normalizeSp(pub?.sp, players) : null;
const total = phaseTotalSeconds(pub, gd.config, myId);
@@ -274,6 +279,9 @@ function MatchScreen() {
const prepCamSeen = useRef(prepCamKey); // the prep camera last requested
const camRef = useRef({ kind: 'prep', opts: { rect: { ...GEO.NORMAL_RECT }, side: 'L' } });
const penRef = useRef({ on: false, collapsed: false });
// the shop bar is shown folded (收起; the pen folds it for itself: the player's own state is the one it returns to) —
// the own prep board then takes the official shop-collapsed camera (public issue #5, gameLogic prepCameraFor)
const shopFolded = showShop && (pen ? penRef.current.collapsed : collapsed);
const cancelFacingRef = useRef(() => {});
const setCam = useCallback((kind, opts) => {
camRef.current = { kind, opts: opts || {} };
@@ -360,7 +368,8 @@ function MatchScreen() {
// the battle we just left (or whatever was stored before mount) must not be re-entered next combat;
// an m.field that arrives during prep (the upcoming battle) is a new object and will be entered
staleFieldRef.current = field;
setCam(prepCam.kind, prepCam.opts);
const pc = prepCameraFor(pub, myId, shopFolded);
setCam(pc.kind, pc.opts);
prepCamSeen.current = prepCamKey;
viewModeRef.current = 'prep';
lastFieldRef.current = null;
@@ -483,9 +492,23 @@ function MatchScreen() {
if (!view || viewModeRef.current !== 'prep' || !showPrep) return;
if (live.current.facing) cancelFacingRef.current();
setSel(null);
setCam(prepCam.kind, prepCam.opts);
const pc = prepCameraFor(pub, myId, shopFolded);
setCam(pc.kind, pc.opts);
}, [view, prepCamKey, showPrep]);
// the shop bar folded (收起) or unfolded on the own prep board (public issue #5: the board did not grow, while the
// battle and scouting views had no bar to make room for): the official shop-collapsed camera or the shop camera
// again, flown like any camera change. Never over the pen or a teammate's board or in battle; deferred while a piece
// is dragged or its direction is chosen (the drop target and the wheel sit on tiles of the camera in use) — this
// effect runs again when that ends (gameLogic foldCamera). Picking reads the camera of every frame (render/pick.js).
useEffect(() => {
const next = foldCamera({
pub, myId, folded: shopFolded, ownPrep: !!view && viewModeRef.current === 'prep' && showPrep,
pen, busy: !!drag || !!facing, current: camRef.current,
});
if (next) setCam(next.kind, next.opts);
}, [view, shopFolded, showPrep, pen, !!drag, !!facing, prepCamKey]);
// 联防 / 最终攻势: the ‹ › pill moves the camera between the field's halves and 全景 (research 09 §3.1)
useEffect(() => {
if (!view || !field || !field.local || !isCombatPhase(phase)) return;
@@ -1050,7 +1073,6 @@ function MatchScreen() {
// ---- render ---------------------------------------------------------------------------------------------------
const readyCount = players.filter((p) => p.ready || p.status === 'ready').length;
const aliveCount = players.filter((p) => p.alive !== false && p.status !== 'left').length;
const showShop = !!priv && alive && (phase === PHASE.PREP || phase === PHASE.SP_DRAFT || phase === PHASE.ROUND_START) && !watchingOther;
// the own battle is over: the server says so (status done) or — client-side combat — the local simulation just ended
const localDone = cc && !!battleState && battleState.own && !battleState.watch && battleState.done && battleState.fieldId === ownFieldId(myId);
// (client-side combat: only in 各自行动 — 联防 observers just watch the 联防 field, research 09 §3.1)
+88 -18
View File
@@ -1,6 +1,8 @@
// Field view loader: mounts the Pixi render engine (public/js/render/app.js → createFieldView, DESIGN §9)
// into a host element, falling back to the DOM view (fallbackField.js) when the engine is missing, times
// out or throws. Every call into the view goes through a guard so a render bug can never crash the HUD.
// The shared asset store gets the game data's copy of the asset manifest (`seedAssets`, public issue #8 item 5), and the
// prep cameras the HUD bands they keep clear (`hudBands`; the folded shop's band: public issue #5).
//
// `?render=fallback` (or globalThis.__SP_RENDER__ = 'fallback') skips the engine (dev / mock harness);
// `?render=engine` never falls back silently (errors are logged and the fallback still mounts).
@@ -43,41 +45,85 @@ export function hudPadding(kind, size) {
* 2.15rem measured) and the shop bar's top edge above the viewport's bottom (css/screens/game-shop.css .shopbar
* bottom .2rem + .shopbar__row padding .1rem ×2 + card height 2.24rem, plus its 2 px + 1 px borders). The shop bar
* sits on the viewport's bottom edge even on a notched phone (css/devices.css, DESIGN §18.1).
* The folded shop (public issue #5): the tab's top edge (.shopbar-tab bottom .2rem + padding .08rem ×2 + its .44rem
* button, plus its 2 px + 1 px borders; it sits inside the HUD layer, above the bottom safe-area inset) and the corner
* buttons' top edge (css/screens/game.css .gm__corner bottom .24rem + a .56rem row — the fallback when the corner
* cannot be measured: on phones its buttons grow to 34 px and below 768 CSS px of width they wrap into two rows,
* css/devices.css).
*/
export const HUD_REM = Object.freeze({ bondStripBottom: 2.16, shopBarTop: 2.64, shopBarBorderPx: 3 });
export const HUD_REM = Object.freeze({
bondStripBottom: 2.16, shopBarTop: 2.64, shopBarBorderPx: 3, shopTabTop: 0.8, shopTabBorderPx: 3, cornerTop: 0.8,
});
/**
* CSS px of HUD along the top edge (top bar + bond strip) and the bottom edge (the shop bar) of the viewport during
* prep — the own board ('prep') or the Final Assault half ('bossPrep'); null for every other camera. The prep camera
* keeps the bench / temp rows and the field's back row clear of them (render/projection.js clearHud; user playtest
* #5 item 9: the rem floor of 40 px makes the HUD relatively taller on phones in landscape and the shop bar covered
* the bench). The prep camera is the shop camera whether or not the bar is collapsed, so the band assumes the bar —
* also for an eliminated player's own board (no shop bar: the band only costs size there, while a camera following
* the bar's presence would have to re-frame whenever it appears, e.g. when the private state arrives after the prep
* camera was set). Scouting a teammate's board uses the 'normal' camera: no band. An armed shop card (two-tap buy,
* css/screens/game-shop.css .scard.is-armed) rises 4 px above the bar's top on a phone and covers the bench pads'
* near corners by ≈ 3 px while it stays armed — less than under the unchanged official camera at 1920×1080 (13 px
* above the bar, ≈ 11 px over the pads).
* CSS px of HUD along the top edge (top bar + bond strip) and the bottom edge of the viewport during prep — the own
* board ('prep') or the Final Assault half ('bossPrep'); null for every other camera. The prep camera keeps the bench /
* temp rows and the field's back row clear of them (render/projection.js clearHud; user playtest #5 item 9: the rem
* floor of 40 px makes the HUD relatively taller on phones in landscape and the shop bar covered the bench).
* The bottom band is the shop bar's — also for an eliminated player's own board (no shop bar: the band only costs size
* there, while a camera following the bar's presence would have to re-frame whenever it appears, e.g. when the private
* state arrives after the prep camera was set) — unless `opts.shop === false`: the player folded the shop (收起) and the
* own prep board moved to the official shop-collapsed camera (public issue #5: the board did not grow; screens/game.js
* asks for it only while a folded bar is shown). Its band is the higher of the folded tab (bottom right) and the corner
* buttons' hit areas (交流 / ⚙ / 📖 / ⛶, bottom left, measured by `cornerBand`: on a narrow phone two rows of 34 px buttons
* with 44 px touch areas) — under the official collapsed camera the bench's left pads reach under the corner, and with
* the tab alone it would cover bench pad 0 at the user's 756×366 Android and the near edge of pads 0–2 at 844×390; both
* are 1-D bands like the bar's, so every bench pad stays fully pressable. Scouting a
* teammate's board uses the 'normal' camera: no band. An armed shop card (two-tap buy, css/screens/game-shop.css
* .scard.is-armed) rises 4 px above the bar's top on a phone and covers the bench pads' near corners by ≈ 3 px while it
* stays armed — less than under the unchanged official camera at 1920×1080 (13 px above the bar, ≈ 11 px over the pads).
* @param {string} kind
* @param {{ width: number, height: number }} size
* @param {{ shop?: boolean }} [opts] `shop: false` = the folded shop's band
* @returns {{ top: number, bottom: number }|null}
*/
export function hudBands(kind, size) {
export function hudBands(kind, size, opts) {
if (kind !== 'prep' && kind !== 'bossPrep') return null;
const folded = !!opts && opts.shop === false;
const h = size?.height || 1080;
let rem = 100;
let safeTop = 0;
let safeBottom = 0;
let corner = 0;
try {
rem = parseFloat(getComputedStyle(document.documentElement).fontSize) || 100;
// the HUD layer starts below the top safe-area inset (css/devices.css .gm__hud)
safeTop = Math.max(0, document.querySelector('.gm__hud')?.getBoundingClientRect().top || 0);
// the HUD layer starts below the top safe-area inset and ends above the bottom one (css/devices.css .gm__hud)
const hud = document.querySelector('.gm__hud')?.getBoundingClientRect();
safeTop = Math.max(0, hud?.top || 0);
if (folded) {
if (hud && hud.bottom > 0) safeBottom = Math.max(0, h - hud.bottom);
corner = cornerBand(h);
}
} catch { /* ignore */ }
const h = size?.height || 1080;
const bottom = folded
? Math.max(safeBottom + rem * HUD_REM.shopTabTop + HUD_REM.shopTabBorderPx, corner || safeBottom + rem * HUD_REM.cornerTop)
: rem * HUD_REM.shopBarTop + HUD_REM.shopBarBorderPx;
return {
top: Math.min(h * 0.4, safeTop + rem * HUD_REM.bondStripBottom),
bottom: Math.min(h * 0.4, rem * HUD_REM.shopBarTop + HUD_REM.shopBarBorderPx),
bottom: Math.min(h * 0.4, bottom),
};
}
/**
* CSS px from the viewport's bottom edge (`h` high) up to the top of the corner buttons' hit areas (交流 / ⚙ / 📖 / ⛶,
* .gm__corner), 0 when they are not on the page. On a touch screen every one of them takes taps from an invisible area
* of at least --tap-min (44 px) centred on it (css/devices.css touch targets), 5 px above a 34 px phone button — a bench
* pad edge there is not pressable.
* @param {number} h
*/
function cornerBand(h) {
const btns = document.querySelectorAll('.gm__corner .gm__gear, .gm__corner .ewheel__btn');
if (!btns || !btns.length) return 0;
const root = document.documentElement;
const tap = root?.classList?.contains('sp-coarse') ? parseFloat(getComputedStyle(root).getPropertyValue('--tap-min')) || 0 : 0;
let top = Infinity;
for (const b of btns) {
const r = b.getBoundingClientRect();
if (r && r.height > 0) top = Math.min(top, r.top + r.height / 2 - Math.max(r.height, tap) / 2);
}
return top < Infinity ? Math.max(0, h - top) : 0;
}
function renderPref() {
try {
const q = new URLSearchParams(globalThis.location?.search || '').get('render');
@@ -116,6 +162,27 @@ export function guardView(view, kind) {
return safe;
}
/**
* Hand the game data's copies of /data/assets.json and /data/local-assets.json (data.js 'assets' / 'local': the match
* screen waits for them, gameComponents GAME_FILES) to the asset store, now or when they land: it then never downloads
* the manifest a second time — after a page reload (a phone browser discarding a background tab, Chrome's Memory Saver)
* that second download was the one createFieldView waited ≤ 4 s for, and a slow or failed one left every operator the
* image-less placeholder (public issue #8 item 5). Without a copy the store fetches and retries by itself.
* @param {{ seed?: (m: any) => boolean, seedLocal?: (m: any) => boolean }} store public/js/assets.js store
*/
export function seedAssets(store) {
if (!store) return;
const give = (name, fn) => {
if (typeof fn !== 'function') return;
const now = data.get(name);
if (now) { fn(now); return; }
// still loading (or failed): adopt it if it lands; a later success of the store's own fetch makes this a no-op
Promise.resolve(data.load(name)).then((m) => { if (m) fn(m); }, () => {});
};
give('assets', store.seed?.bind(store));
give('local', store.seedLocal?.bind(store));
}
/**
* Create a field view in `host`: the render engine when available, else the DOM fallback.
* @param {HTMLElement} host
@@ -128,7 +195,10 @@ export async function mountFieldView(host) {
try {
// the shared asset store (public/js/assets.js) keeps its Spine cache across remounts (next match, reconnect)
const am = await withTimeout(import('../assets.js'), LOAD_TIMEOUT_MS, 'asset store import').catch(() => null);
if (am?.assets && typeof am.assets.ready === 'function') opts.assets = am.assets;
if (am?.assets && typeof am.assets.ready === 'function') {
opts.assets = am.assets;
seedAssets(am.assets);
}
const mod = await withTimeout(import('../render/app.js'), LOAD_TIMEOUT_MS, 'render engine import');
if (typeof mod?.createFieldView !== 'function') throw new Error('createFieldView missing');
const view = await withTimeout(Promise.resolve(mod.createFieldView(host, opts)), LOAD_TIMEOUT_MS, 'createFieldView');
+31
View File
@@ -91,6 +91,37 @@ export function prepCamera(pub, myId) {
return { kind: 'bossPrep', opts: { side: idx % 2 === 1 ? 'R' : 'L' } };
}
/**
* The own prep board's camera request with the shop bar's state (public issue #5 "准备阶段,收起商店界面时,界面并不会进行
* 缩放"): `prepCamera` plus `shop: !folded` — a folded shop (收起) takes the official shop-collapsed camera
* (configBlackBoard left_prepare_camera_param / *_boss_prepare_*, render/projection.js presetCamera `shop: false`) and
* the folded shop's HUD band (ui/fieldHost.js hudBands), an open one the shop camera. `folded` = the shop bar is shown
* and folded (an eliminated player's board, which shows no bar, keeps the shop camera).
* @returns {{ kind: 'prep'|'bossPrep', opts: { rect?: object, side: 'L'|'R', shop: boolean } }}
*/
export function prepCameraFor(pub, myId, folded = false) {
const c = prepCamera(pub, myId);
return { kind: c.kind, opts: { ...c.opts, shop: !folded } };
}
/**
* The camera request a fold / unfold of the shop bar needs right now (public issue #5), or null: only while the own prep
* board is on screen (`ownPrep`: prep, not a teammate's scouted board, not a battle), never over the enemy pen (`pen`: it
* folds the shop itself and returns to the camera it left), deferred while a piece is dragged or its direction is chosen
* (`busy`: the drop target and the wheel sit on tiles of the camera in use — the caller asks again once that ends), and
* nothing when the current request (`current` { kind, opts }) already has that shop state.
* @param {{ pub: any, myId: string|null, ownPrep: boolean, folded: boolean, pen?: boolean, busy?: boolean,
* current?: { kind: string, opts?: { shop?: boolean } }|null }} s
* @returns {{ kind: 'prep'|'bossPrep', opts: object }|null}
*/
export function foldCamera(s) {
if (!s || !s.ownPrep || s.pen || s.busy) return null;
const want = prepCameraFor(s.pub, s.myId, !!s.folded);
const cur = s.current;
if (cur && cur.kind === want.kind && (cur.opts?.shop !== false) === want.opts.shop) return null;
return want;
}
/**
* The field the own pieces are deployed on (server/match/Match.js deployFieldOf): 'bossL' / 'bossR' in the prep of a
* boss round (the same pairing as `prepCamera`), else 'normal'. Placement legality (`placementContext` → `deployMap`