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7c25c89992c0b71a875f971b7ba81b851bd78d9f
ark-stronghold-protocol
/
public
/
js
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render
T
History
sganggs
205f3bb7f7
0.2.6: the device slabs stay drawn on an official scene (GitHub
#569
) — 射击台, 特制水上平台 and 封印的地面 lived only in the procedural board's bucket that a scene replaces, so 战场#03's raised tiles by the blue gate were flat and 战场#05(上半)'s water platforms read as open water; buildBoard repeats them into buckets.raised / raisedDecal with sides reaching under the scene's ground and setStage draws just those on a scene (the 'h' high ground is the scenes' own and is not repeated); DESIGN §31.11, client §15; golden: unchanged
2026-10-13 17:45:04 +08:00
..
app
0.2.6-dev: port PR
#416
by Cromemadnd — at every round start the own board's pieces replay their Start clip and landing sound one after another in deployment order (the maintainer's confirmation from official play, 2026-10-13), and a purchase or a move onto / across the board plays them too ([ASSUMED], the PR author's account); one sound per landing, idle prep pieces only, the round marked once the view took the sequence, own board only, timers cleared when prep mode ends and on destroy; DESIGN §31.8; golden: unchanged
2026-10-13 04:36:56 +08:00
board3d
0.2.6: the device slabs stay drawn on an official scene (GitHub
#569
) — 射击台, 特制水上平台 and 封印的地面 lived only in the procedural board's bucket that a scene replaces, so 战场#03's raised tiles by the blue gate were flat and 战场#05(上半)'s water platforms read as open water; buildBoard repeats them into buckets.raised / raisedDecal with sides reaching under the scene's ground and setStage draws just those on a scene (the 'h' high ground is the scenes' own and is not repeated); DESIGN §31.11, client §15; golden: unchanged
2026-10-13 17:45:04 +08:00
fx
0.2.5-dev: an optional 「官方伤害数字」 setting (default off) shows only the numbers the official game shows per the PRTS red-number rule (
#412
, the owner's decision of 2026-10-12); a small link to the project's GitHub repository on the title page (
#543
); golden: unchanged
2026-10-12 14:59:20 +08:00
app.js
0.2.6-dev: a piece has no screen rect until it is first drawn — pieceScreenRect returned a just-built view's unprojected (0, 0) record, so a browser test grabbed a piece bought that frame at the canvas corner (the intermittent .fwheel__dia timeout in coop.e2e / real.e2e); the tests' piecePoint waits for a drawn piece that holds still; golden: unchanged
2026-10-13 15:54:40 +08:00
boardArt.js
The 3D board textures can be extracted as WebP: each player downloads about 4.7 MB less on a cold start (
#186
)
2026-10-06 05:05:42 +08:00
drag.js
feedback7 R23-DRAGSNAP: a dragged operator stands on the tile under the pointer while that is a legal target (a board tile or a bench slot: render/drag.js dragStandTile), as in the official deploy drag (the owner's recording of 2026-10-09), and is held under the pointer elsewhere (an illegal tile, the shop bar); the pick, highlight, tileHover, wheel and drop stay the pointer's tile — the report in PR
#403
by @bubububaoshe (not merged); §27.62; golden: unchanged
2026-10-09 01:38:57 +08:00
fx.js
feedback5 R19G: 蕾缪安's S3 no longer ends by itself when nothing is in her range — it keeps its bullets and locks and locks the next enemy that comes; the bombardment follows only when the bullets are spent (community report); golden: 3 scenarios move
2026-10-07 12:19:55 +08:00
impostor.js
0.2.6-dev: impostor boxes without the setup-pose floor (
#542
) — a model frozen before its first update (built while stunned without a stun clip, or dead without a death or idle clip) shows its clip's first frame instead of its setup pose, the box's core is the idle clip (looping clips up to 5× it, one-off clips 2×), and PIXI gets a vertex buffer per batch flush (the per-slot scissor's flushes stalled Apple GPUs: 42–58 → 60 fps for 120 units at 1920 × 1080); golden: unchanged
2026-10-13 05:26:04 +08:00
interp.js
0.2.4-dev: round-29 community fixes and the official shared card pool
2026-10-11 01:58:52 +08:00
pen.js
卫戍协议:盟约 web remake — initial import
2026-09-29 16:21:31 +08:00
pick.js
feedback3 WD: the boss rounds' prep shows the leader on its spawn tile with its HP bar, and its hit tiles in red beside an operator's range preview (community report
#12
)
2026-10-04 17:42:18 +08:00
prepfield.js
feedback3 WD: the boss rounds' prep shows the leader on its spawn tile with its HP bar, and its hit tiles in red beside an operator's range preview (community report
#12
)
2026-10-04 17:42:18 +08:00
projection.js
feedback3 WD: shots leave the hands and aim at the chest in screen terms; a shown Spine model no longer jolts toward its target (GitHub
#61
)
2026-10-04 17:27:56 +08:00
promote.js
Playtest
#6
follow-up (v2.5.1): leader HP review — 直接乘算, one debuff instance, 999 layer cap, 限伤; elite to the board; 假想敌:胄 kit
2026-10-02 04:19:28 +08:00
spine.js
0.2.6-dev: impostor review follow-ups (
#542
) — a skeleton stays in the clip-bounds queue only while an actor uses it (the last one destroyed drops its pending clips, the clip in progress and its scratch skeleton; a later actor queues them again), a clip whose sampling throws is recorded as not measurable and drawn directly while it plays instead of counting as empty, and a frozen model's first update counts as posed only when it succeeded; DESIGN §31.6 updated; golden: unchanged
2026-10-13 06:29:20 +08:00
style.js
0.2.5-dev: an optional 「官方伤害数字」 setting (default off) shows only the numbers the official game shows per the PRTS red-number rule (
#412
, the owner's decision of 2026-10-12); a small link to the project's GitHub repository on the title page (
#543
); golden: unchanged
2026-10-12 14:59:20 +08:00
textures.js
Reuse held Spine poses and redeploy countdown textures (
#434
)
2026-10-09 17:14:50 +08:00
tiles.js
A special terrain tile explains itself on a tap, and 活性源石 is one material on both boards (GitHub
#184
) (
#185
)
2026-10-06 14:08:18 +08:00
units.js
0.2.6-dev: a piece has no screen rect until it is first drawn — pieceScreenRect returned a just-built view's unprojected (0, 0) record, so a browser test grabbed a piece bought that frame at the canvas corner (the intermittent .fwheel__dia timeout in coop.e2e / real.e2e); the tests' piecePoint waits for a drawn piece that holds still; golden: unchanged
2026-10-13 15:54:40 +08:00