Android build v1.1.40

This commit is contained in:
Warren H
2026-07-09 23:37:31 -04:00
parent 90930b71aa
commit e9ee7bcd70
11 changed files with 329 additions and 352 deletions
Binary file not shown.
+2 -2
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@@ -7,8 +7,8 @@ android {
applicationId "com.warren.iwanttoheal"
minSdkVersion rootProject.ext.minSdkVersion
targetSdkVersion rootProject.ext.targetSdkVersion
versionCode 120
versionName "1.1.39"
versionCode 121
versionName "1.1.40"
testInstrumentationRunner "androidx.test.runner.AndroidJUnitRunner"
aaptOptions {
// Files and dirs to omit from the packaged assets dir, modified to accommodate modern web apps.
+8
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@@ -236,6 +236,14 @@
width: 100%;
}
.iwt2-arena-loading {
align-items: center;
color: var(--muted);
display: flex;
font-family: var(--pixel-font);
justify-content: center;
}
.iwt2-phaser-host canvas {
display: block;
}
+19 -3
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@@ -1,8 +1,11 @@
import { useState } from 'react'
import { lazy, Suspense, useState } from 'react'
import { AuthScreen } from './components/AuthScreen'
import { IWantToHeal2App } from './modes/iwt2/IWantToHeal2App'
import type { Iwt2LocalSaveSlot, Iwt2Save } from './modes/iwt2/save/iwt2Repository'
const LazyIWantToHeal2App = lazy(() => import('./modes/iwt2/IWantToHeal2App').then((module) => ({
default: module.IWantToHeal2App,
})))
type Iwt2Launch = {
localSlot: Iwt2LocalSaveSlot
onlineBackupsAvailable: boolean
@@ -14,16 +17,29 @@ function App() {
if (launch) {
return (
<IWantToHeal2App
<Suspense fallback={<Iwt2LaunchFallback />}>
<LazyIWantToHeal2App
initialSave={launch.save}
localSlot={launch.localSlot}
onlineBackupsAvailable={launch.onlineBackupsAvailable}
onExitToSaveSelect={() => setLaunch(null)}
/>
</Suspense>
)
}
return <AuthScreen onContinue={setLaunch} />
}
function Iwt2LaunchFallback() {
return (
<main className="game-shell iwt2-shell">
<section className="message-panel" aria-live="polite">
<p className="eyebrow">I Want To Heal 2</p>
<h1>Loading...</h1>
</section>
</main>
)
}
export default App
+24 -1
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@@ -4,14 +4,18 @@ import type { MovementVector } from '../../../input'
import { BulldromeArenaScene } from './scenes/BulldromeArenaScene'
import type { Iwt2ArenaState } from '../sim/arenaState'
const IWT2_ARENA_FPS = 60
type PhaserArenaProps = {
active: boolean
movementRef: MutableRefObject<MovementVector>
selectedPartyIdRef: MutableRefObject<string>
stateRef: MutableRefObject<Iwt2ArenaState>
onStep: (movement: MovementVector, dtSeconds: number) => Iwt2ArenaState
}
export function PhaserArena({ movementRef, onStep, selectedPartyIdRef, stateRef }: PhaserArenaProps) {
export function PhaserArena({ active, movementRef, onStep, selectedPartyIdRef, stateRef }: PhaserArenaProps) {
const gameRef = useRef<Phaser.Game | null>(null)
const hostRef = useRef<HTMLDivElement | null>(null)
const onStepRef = useRef(onStep)
@@ -35,17 +39,36 @@ export function PhaserArena({ movementRef, onStep, selectedPartyIdRef, stateRef
height: initialState.bounds.height,
backgroundColor: '#10141b',
pixelArt: false,
fps: {
target: IWT2_ARENA_FPS,
limit: IWT2_ARENA_FPS,
},
scale: {
mode: Phaser.Scale.FIT,
autoCenter: Phaser.Scale.CENTER_BOTH,
},
scene,
})
gameRef.current = game
return () => {
if (gameRef.current === game) gameRef.current = null
game.destroy(true)
}
}, [movementRef, selectedPartyIdRef, stateRef])
useEffect(() => {
const game = gameRef.current
if (!game?.loop.started) return
if (active) {
if (!game.loop.running) {
game.loop.resetDelta()
game.loop.wake()
}
return
}
game.loop.sleep()
}, [active])
return <div className="iwt2-phaser-host" ref={hostRef} />
}
+47 -47
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@@ -52,20 +52,17 @@ const BOSS_PROFILES: Partial<Record<Iwt2BossEntityState['bossId'], BossMotionPro
const WARM_TINT = 0xffc88a
const IMPACT_TINT = 0xff9b5f
export function bossRenderMotion(entity: Iwt2BossEntityState, timeSeconds: number): BossRenderMotion {
export function bossRenderMotion(
entity: Iwt2BossEntityState,
timeSeconds: number,
motion: BossRenderMotion = createBossRenderMotion(),
): BossRenderMotion {
const profile = BOSS_PROFILES[entity.bossId] ?? DEFAULT_PROFILE
const phase = String(entity.attackPhase)
const speed = Math.hypot(entity.velocity.x, entity.velocity.y)
const moving = speed > 8 || phase === 'relocating'
const facingX = entity.facing.x < -0.05 ? -1 : 1
const motion: BossRenderMotion = {
x: 0,
y: 0,
scaleX: 1,
scaleY: 1,
rotation: 0,
}
resetBossRenderMotion(motion)
if (isActionPhase(phase, 'windup')) return windupMotion(motion, entity, phase, timeSeconds, facingX)
if (isBurstPhase(phase)) return burstMotion(motion, timeSeconds, facingX)
@@ -76,12 +73,10 @@ export function bossRenderMotion(entity: Iwt2BossEntityState, timeSeconds: numbe
function idleMotion(motion: BossRenderMotion, profile: BossMotionProfile, timeSeconds: number): BossRenderMotion {
const wave = Math.sin(timeSeconds * profile.idleFrequency * Math.PI * 2)
return {
...motion,
y: -Math.max(0, wave) * profile.idleBob,
scaleY: 1 + Math.max(0, wave) * 0.025,
scaleX: 1 - Math.max(0, wave) * 0.01,
}
motion.y = -Math.max(0, wave) * profile.idleBob
motion.scaleY = 1 + Math.max(0, wave) * 0.025
motion.scaleX = 1 - Math.max(0, wave) * 0.01
return motion
}
function movingMotion(
@@ -94,13 +89,11 @@ function movingMotion(
const speedFactor = Math.min(1, Math.hypot(entity.velocity.x, entity.velocity.y) / 180)
const stride = Math.sin(timeSeconds * profile.moveFrequency * Math.PI * 2)
const lift = Math.abs(stride) * profile.moveBob
return {
...motion,
y: -lift,
scaleX: 1 + 0.012 * speedFactor,
scaleY: 1 - 0.009 * Math.abs(stride),
rotation: facingX * 0.025 * speedFactor,
}
motion.y = -lift
motion.scaleX = 1 + 0.012 * speedFactor
motion.scaleY = 1 - 0.009 * Math.abs(stride)
motion.rotation = facingX * 0.025 * speedFactor
return motion
}
function windupMotion(
@@ -112,28 +105,24 @@ function windupMotion(
): BossRenderMotion {
const pulse = 0.5 + Math.sin(timeSeconds * Math.PI * 9) * 0.5
const isSlam = phase.includes('slam') || phase.includes('quake') || phase.includes('shatter')
return {
...motion,
x: -facingX * (isSlam ? 1.5 : 3),
y: isSlam ? -2 : 2,
scaleX: 1.035,
scaleY: 0.965,
rotation: -facingX * 0.02,
tint: pulse > 0.45 || entity.phaseSecondsRemaining < 0.18 ? WARM_TINT : undefined,
}
motion.x = -facingX * (isSlam ? 1.5 : 3)
motion.y = isSlam ? -2 : 2
motion.scaleX = 1.035
motion.scaleY = 0.965
motion.rotation = -facingX * 0.02
motion.tint = pulse > 0.45 || entity.phaseSecondsRemaining < 0.18 ? WARM_TINT : undefined
return motion
}
function burstMotion(motion: BossRenderMotion, timeSeconds: number, facingX: number): BossRenderMotion {
const shake = Math.sin(timeSeconds * Math.PI * 38) * 1.8
return {
...motion,
x: facingX * 3 + shake,
y: Math.cos(timeSeconds * Math.PI * 42) * 1.2,
scaleX: 1.045,
scaleY: 0.96,
rotation: facingX * 0.018,
tint: WARM_TINT,
}
motion.x = facingX * 3 + shake
motion.y = Math.cos(timeSeconds * Math.PI * 42) * 1.2
motion.scaleX = 1.045
motion.scaleY = 0.96
motion.rotation = facingX * 0.018
motion.tint = WARM_TINT
return motion
}
function recoverMotion(
@@ -145,13 +134,24 @@ function recoverMotion(
const settle = Math.max(0, Math.min(1, entity.phaseSecondsRemaining / 0.45))
const impactPulse = Math.abs(Math.sin(timeSeconds * Math.PI * 11)) * settle
const pop = profile.impactScale * impactPulse
return {
...motion,
y: -2 * impactPulse,
scaleX: 1 + pop,
scaleY: 1 + pop * 0.45,
tint: impactPulse > 0.45 ? IMPACT_TINT : undefined,
}
motion.y = -2 * impactPulse
motion.scaleX = 1 + pop
motion.scaleY = 1 + pop * 0.45
motion.tint = impactPulse > 0.45 ? IMPACT_TINT : undefined
return motion
}
function createBossRenderMotion(): BossRenderMotion {
return { x: 0, y: 0, scaleX: 1, scaleY: 1, rotation: 0 }
}
function resetBossRenderMotion(motion: BossRenderMotion) {
motion.x = 0
motion.y = 0
motion.scaleX = 1
motion.scaleY = 1
motion.rotation = 0
motion.tint = undefined
}
function isActionPhase(phase: string, suffix: string): boolean {
+61 -43
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@@ -27,65 +27,59 @@ export function partyRenderMotion(
entity: Iwt2PartyEntityState,
timeSeconds: number,
attackPulse?: PartyAttackPulse,
motion: PartyRenderMotion = createPartyRenderMotion(),
): PartyRenderMotion {
const speed = Math.hypot(entity.velocity.x, entity.velocity.y)
const facingX = entity.facing.x < -0.05 ? -1 : 1
const motion: PartyRenderMotion = {
x: 0,
y: 0,
rotation: 0,
scaleX: 1,
scaleY: 1,
}
resetPartyRenderMotion(motion)
if (entity.health <= 0) return { ...motion, rotation: facingX * 0.08, scaleY: 0.92 }
if (entity.health <= 0) {
motion.rotation = facingX * 0.08
motion.scaleY = 0.92
return motion
}
if (entity.status.stunnedSeconds > 0 || entity.status.knockedDownSeconds > 0) {
return { ...motion, y: 3, rotation: -facingX * 0.12, scaleY: 0.9 }
motion.y = 3
motion.rotation = -facingX * 0.12
motion.scaleY = 0.9
return motion
}
const attackProgress = attackPulse ? attackProgressFor(entity, timeSeconds, attackPulse) : 1
if (attackProgress < 1) {
const strike = Math.sin(attackProgress * Math.PI)
const ranged = entity.projectileSpeed > 0
return {
...motion,
x: facingX * (ranged ? -3 : 4) * strike,
y: -1.5 * strike,
rotation: facingX * (ranged ? -0.05 : 0.09) * strike,
scaleX: 1 + (ranged ? 0.012 : 0.035) * strike,
scaleY: 1 - (ranged ? 0.006 : 0.018) * strike,
tint: ranged ? 0xdff3ff : 0xffe1a6,
}
motion.x = facingX * (ranged ? -3 : 4) * strike
motion.y = -1.5 * strike
motion.rotation = facingX * (ranged ? -0.05 : 0.09) * strike
motion.scaleX = 1 + (ranged ? 0.012 : 0.035) * strike
motion.scaleY = 1 - (ranged ? 0.006 : 0.018) * strike
motion.tint = ranged ? 0xdff3ff : 0xffe1a6
return motion
}
if (entity.castSecondsRemaining > 0) {
const pulse = 0.5 + Math.sin(timeSeconds * Math.PI * 12) * 0.5
return {
...motion,
y: -1 - pulse * 1.5,
scaleX: 1 + pulse * 0.012,
scaleY: 1 + pulse * 0.012,
tint: entity.classId === 'mage' ? 0xefc4ff : 0xb9e3ff,
}
motion.y = -1 - pulse * 1.5
motion.scaleX = 1 + pulse * 0.012
motion.scaleY = 1 + pulse * 0.012
motion.tint = entity.classId === 'mage' ? 0xefc4ff : 0xb9e3ff
return motion
}
if (speed > 10) {
const stride = Math.sin(timeSeconds * Math.PI * 9)
const lift = Math.abs(stride) * Math.min(2.8, speed / 90)
return {
...motion,
y: -lift,
rotation: facingX * 0.025 * Math.min(1, speed / 190),
scaleY: 1 - Math.abs(stride) * 0.01,
}
motion.y = -lift
motion.rotation = facingX * 0.025 * Math.min(1, speed / 190)
motion.scaleY = 1 - Math.abs(stride) * 0.01
return motion
}
const idle = Math.sin(timeSeconds * Math.PI * 2.2)
return {
...motion,
y: -Math.max(0, idle) * 0.9,
scaleY: 1 + Math.max(0, idle) * 0.008,
}
motion.y = -Math.max(0, idle) * 0.9
motion.scaleY = 1 + Math.max(0, idle) * 0.008
return motion
}
export function isPartyAttackPulseActive(
@@ -101,17 +95,41 @@ export function partyWeaponLayerMotion(
layer: Iwt2ClassWeaponLayer,
timeSeconds: number,
attackPulse?: PartyAttackPulse,
motion: PartyWeaponLayerMotion = createPartyWeaponLayerMotion(),
): PartyWeaponLayerMotion {
if (!attackPulse || entity.health <= 0) return { offsetXScale: 0, offsetYScale: 0, rotation: 0 }
resetPartyWeaponLayerMotion(motion)
if (!attackPulse || entity.health <= 0) return motion
const progress = attackProgressFor(entity, timeSeconds, attackPulse)
if (progress >= 1) return { offsetXScale: 0, offsetYScale: 0, rotation: 0 }
if (progress >= 1) return motion
const strike = Math.sin(progress * Math.PI)
const attackMotion = layer.attackMotion
return {
offsetXScale: (attackMotion?.offsetXScale ?? 0) * strike,
offsetYScale: (attackMotion?.offsetYScale ?? 0) * strike,
rotation: (attackMotion?.rotation ?? 0) * strike,
}
motion.offsetXScale = (attackMotion?.offsetXScale ?? 0) * strike
motion.offsetYScale = (attackMotion?.offsetYScale ?? 0) * strike
motion.rotation = (attackMotion?.rotation ?? 0) * strike
return motion
}
function createPartyRenderMotion(): PartyRenderMotion {
return { x: 0, y: 0, rotation: 0, scaleX: 1, scaleY: 1 }
}
function resetPartyRenderMotion(motion: PartyRenderMotion) {
motion.x = 0
motion.y = 0
motion.rotation = 0
motion.scaleX = 1
motion.scaleY = 1
motion.tint = undefined
}
function createPartyWeaponLayerMotion(): PartyWeaponLayerMotion {
return { offsetXScale: 0, offsetYScale: 0, rotation: 0 }
}
function resetPartyWeaponLayerMotion(motion: PartyWeaponLayerMotion) {
motion.offsetXScale = 0
motion.offsetYScale = 0
motion.rotation = 0
}
function attackProgressFor(
@@ -2,12 +2,14 @@ import Phaser from 'phaser'
import type { MovementVector } from '../../../../input'
import { IWT2_BOSS_METADATA, type Iwt2BossId } from '../../content/bosses'
import { IWT2_CLASS_METADATA, type Iwt2PlayerClassId } from '../../content/classes'
import { bossRenderMotion } from '../bossAnimation'
import { bossRenderMotion, type BossRenderMotion } from '../bossAnimation'
import {
isPartyAttackPulseActive,
partyRenderMotion,
partyWeaponLayerMotion,
type PartyAttackPulse,
type PartyRenderMotion,
type PartyWeaponLayerMotion,
} from '../partyAnimation'
import type {
Iwt2ArenaEvent,
@@ -41,10 +43,15 @@ type PartyLayerSprites = {
export class BulldromeArenaScene extends Phaser.Scene {
private deps: SceneDeps
private drawableEntities: DrawableEntity[] = []
private arenaGraphics?: Phaser.GameObjects.Graphics
private bossUnderlayGraphics?: Phaser.GameObjects.Graphics
private entityGraphics?: Phaser.GameObjects.Graphics
private telegraphGraphics?: Phaser.GameObjects.Graphics
private liveBossIds = new Set<string>()
private liveLabelIds = new Set<string>()
private livePartyIds = new Set<string>()
private liveProjectileIds = new Set<string>()
private labels = new Map<string, Phaser.GameObjects.Text>()
private bossSprites = new Map<string, Phaser.GameObjects.Image>()
private partySprites = new Map<string, Phaser.GameObjects.Image>()
@@ -54,11 +61,15 @@ export class BulldromeArenaScene extends Phaser.Scene {
private livePartyEffectIds = new Set<string>()
private floatingCombatTexts = new Map<number, Phaser.GameObjects.Text>()
private castGlowEffects = new Set<Phaser.GameObjects.Graphics>()
private currentEntityAnchors = new Map<string, FloatingCombatTextAnchor>()
private lastEntityAnchors = new Map<string, FloatingCombatTextAnchor>()
private liveEntityAnchorIds = new Set<string>()
private bossMotionScratch: BossRenderMotion = { x: 0, y: 0, scaleX: 1, scaleY: 1, rotation: 0 }
private partyMotionScratch: PartyRenderMotion = { x: 0, y: 0, scaleX: 1, scaleY: 1, rotation: 0 }
private weaponMotionScratch: PartyWeaponLayerMotion = { offsetXScale: 0, offsetYScale: 0, rotation: 0 }
private lastPartyAnimationEventId = 0
private lastFloatingEventId = 0
private lastStateTime = 0
private lastHudPublish = 0
constructor(deps: SceneDeps) {
super('bulldrome-arena')
@@ -66,7 +77,9 @@ export class BulldromeArenaScene extends Phaser.Scene {
}
preload() {
for (const metadata of Object.values(IWT2_BOSS_METADATA)) {
const encounterBossIds = new Set(this.deps.getState().bosses.map((boss) => boss.bossId))
for (const bossId of encounterBossIds) {
const metadata = IWT2_BOSS_METADATA[bossId]
if (metadata.spriteUrl.endsWith('.svg')) {
this.load.svg(bossSpriteKey(metadata.id), metadata.spriteUrl, { width: 144, height: 144 })
} else {
@@ -92,7 +105,9 @@ export class BulldromeArenaScene extends Phaser.Scene {
this.telegraphGraphics = this.add.graphics().setDepth(10)
this.bossUnderlayGraphics = this.add.graphics().setDepth(20)
this.entityGraphics = this.add.graphics().setDepth(35)
this.drawState(this.deps.getState())
const state = this.deps.getState()
this.drawArena(state)
this.drawState(state)
}
update(_: number, delta: number) {
@@ -102,13 +117,11 @@ export class BulldromeArenaScene extends Phaser.Scene {
private drawState(state: Iwt2ArenaState) {
if (!this.arenaGraphics || !this.entityGraphics || !this.telegraphGraphics) return
this.drawArena(state)
this.drawTelegraphs(state)
this.updatePartyAnimations(state)
this.drawEntities(state)
this.drawProjectiles(state)
this.drawFloatingCombatTexts(state)
this.lastHudPublish += 1
}
private drawArena(state: Iwt2ArenaState) {
@@ -140,12 +153,30 @@ export class BulldromeArenaScene extends Phaser.Scene {
bossUnderlay.clear()
graphics.clear()
for (const hazard of state.hazards) drawHazard(graphics, hazard)
const entities: DrawableEntity[] = [...state.party, ...state.hostileAdds, ...state.bosses]
const liveLabelIds = new Set<string>(entities.filter((entity) => shouldDrawLabel(entity)).map((entity) => entity.id))
const liveBossIds = new Set<string>(state.bosses.map((boss) => boss.id))
const livePartyIds = new Set<string>(state.party.map((member) => member.id))
const entities = this.drawableEntities
const liveBossIds = this.liveBossIds
const liveLabelIds = this.liveLabelIds
const livePartyIds = this.livePartyIds
entities.length = 0
liveBossIds.clear()
liveLabelIds.clear()
livePartyIds.clear()
for (const boss of state.bosses) {
entities.push(boss)
liveBossIds.add(boss.id)
if (shouldDrawLabel(boss)) liveLabelIds.add(boss.id)
}
for (const add of state.hostileAdds) {
entities.push(add)
if (shouldDrawLabel(add)) liveLabelIds.add(add.id)
}
for (const member of state.party) {
entities.push(member)
livePartyIds.add(member.id)
if (shouldDrawLabel(member)) liveLabelIds.add(member.id)
}
for (const entity of entities.sort(entitySort)) {
for (const entity of entities) {
const stunned = entity.kind === 'party' && (entity.status.stunnedSeconds > 0 || entity.status.knockedDownSeconds > 0)
const alpha = entity.health <= 0 ? 0.35 : stunned ? 0.55 : 1
const color = entityColor(entity)
@@ -232,8 +263,10 @@ export class BulldromeArenaScene extends Phaser.Scene {
private drawProjectiles(state: Iwt2ArenaState) {
const graphics = this.entityGraphics!
const liveProjectileIds = new Set(state.projectiles.map((projectile) => projectile.id))
const liveProjectileIds = this.liveProjectileIds
liveProjectileIds.clear()
for (const projectile of state.projectiles) {
liveProjectileIds.add(projectile.id)
const spriteKey = projectileSpriteKey(projectile.projectileKind)
if (this.textures.exists(spriteKey)) {
let sprite = this.projectileSprites.get(projectile.id)
@@ -244,7 +277,6 @@ export class BulldromeArenaScene extends Phaser.Scene {
const velocityAngle = Math.atan2(projectile.velocity.y, projectile.velocity.x)
const size = projectileDisplaySize(projectile.projectileKind, projectile.radius)
sprite
.setTexture(spriteKey)
.setPosition(projectile.position.x, projectile.position.y)
.setRotation(velocityAngle)
.setDisplaySize(size.width, size.height)
@@ -280,14 +312,13 @@ export class BulldromeArenaScene extends Phaser.Scene {
const width = entity.radius * (metadata.spriteWidthScale ?? 3.35)
const height = entity.radius * (metadata.spriteHeightScale ?? 3.35)
const yOffset = entity.radius * (metadata.spriteYOffsetScale ?? 0)
const motion = bossRenderMotion(entity, timeSeconds)
const motion = bossRenderMotion(entity, timeSeconds, this.bossMotionScratch)
if (motion.tint) {
sprite.setTint(motion.tint)
} else {
sprite.clearTint()
}
sprite
.setTexture(key)
.setPosition(entity.position.x + motion.x, entity.position.y + yOffset + motion.y)
.setDisplaySize(width * motion.scaleX, height * motion.scaleY)
.setRotation(rotation + motion.rotation)
@@ -314,10 +345,9 @@ export class BulldromeArenaScene extends Phaser.Scene {
}
const baseHeight = entity.radius * (metadata.bodyHeightScale ?? 4.55)
const motion = partyRenderMotion(entity, timeSeconds, this.partyAttackPulses.get(entity.id))
const motion = partyRenderMotion(entity, timeSeconds, this.partyAttackPulses.get(entity.id), this.partyMotionScratch)
applyMotionTint(sprites.body, motion.tint)
sprites.body
.setTexture(classArenaBodySpriteKey(entity.classId))
.setPosition(entity.position.x + motion.x, entity.position.y + entity.radius * 0.18 + motion.y)
.setDisplaySize(baseHeight * (sprites.body.width / Math.max(1, sprites.body.height)) * motion.scaleX, baseHeight * motion.scaleY)
.setRotation(motion.rotation)
@@ -335,7 +365,13 @@ export class BulldromeArenaScene extends Phaser.Scene {
}
const flipX = entity.facing.x < -0.05
const facingSign = flipX ? -1 : 1
const layerMotion = partyWeaponLayerMotion(entity, layer, timeSeconds, this.partyAttackPulses.get(entity.id))
const layerMotion = partyWeaponLayerMotion(
entity,
layer,
timeSeconds,
this.partyAttackPulses.get(entity.id),
this.weaponMotionScratch,
)
const layerHeight = entity.radius * layer.heightScale
const positionX = entity.position.x + motion.x + facingSign * entity.radius * (layer.offsetXScale + layerMotion.offsetXScale)
const positionY = entity.position.y + entity.radius * 0.18 + motion.y + entity.radius * (layer.offsetYScale + layerMotion.offsetYScale)
@@ -358,7 +394,6 @@ export class BulldromeArenaScene extends Phaser.Scene {
})
applyMotionTint(sprite, motion.tint)
sprite
.setTexture(key)
.setDepth(layer.drawOrder === 'behindBody' ? 38 : 42)
.setPosition(positionX, positionY)
.setDisplaySize(displayWidth, displayHeight)
@@ -420,7 +455,6 @@ export class BulldromeArenaScene extends Phaser.Scene {
}
accent
.setVisible(true)
.setTexture(key)
.setDepth(layer.drawOrder === 'behindBody' ? 37 : 41)
.setPosition(positionX, positionY)
.setDisplaySize(displayWidth * 1.08, displayHeight * 1.12)
@@ -446,14 +480,13 @@ export class BulldromeArenaScene extends Phaser.Scene {
}
const displayHeight = entity.radius * 4.55
const motion = partyRenderMotion(entity, timeSeconds, this.partyAttackPulses.get(entity.id))
const motion = partyRenderMotion(entity, timeSeconds, this.partyAttackPulses.get(entity.id), this.partyMotionScratch)
if (motion.tint) {
sprite.setTint(motion.tint)
} else {
sprite.clearTint()
}
sprite
.setTexture(key)
.setPosition(entity.position.x + motion.x, entity.position.y + entity.radius * 0.18 + motion.y)
.setDisplaySize(
displayHeight * (sprite.width / Math.max(1, sprite.height)) * motion.scaleX,
@@ -541,6 +574,8 @@ export class BulldromeArenaScene extends Phaser.Scene {
}
private drawFloatingCombatTexts(state: Iwt2ArenaState) {
const currentEntityAnchors = this.currentEntityAnchors
updateEntityAnchors(currentEntityAnchors, this.liveEntityAnchorIds, state)
if (state.time < this.lastStateTime) {
this.lastFloatingEventId = 0
for (const text of this.floatingCombatTexts.values()) text.destroy()
@@ -557,17 +592,21 @@ export class BulldromeArenaScene extends Phaser.Scene {
this.lastFloatingEventId = Math.max(this.lastFloatingEventId, event.id)
continue
}
this.spawnFloatingCombatText(event, state)
this.spawnFloatingCombatText(event, currentEntityAnchors)
this.lastFloatingEventId = Math.max(this.lastFloatingEventId, event.id)
}
this.lastStateTime = state.time
this.lastEntityAnchors = entityAnchors(state)
this.currentEntityAnchors = this.lastEntityAnchors
this.lastEntityAnchors = currentEntityAnchors
}
private spawnFloatingCombatText(event: Iwt2ArenaEvent, state: Iwt2ArenaState) {
private spawnFloatingCombatText(
event: Iwt2ArenaEvent,
currentEntityAnchors: Map<string, FloatingCombatTextAnchor>,
) {
const anchor = event.targetId
? entityAnchors(state).get(event.targetId) ?? this.lastEntityAnchors.get(event.targetId)
? currentEntityAnchors.get(event.targetId) ?? this.lastEntityAnchors.get(event.targetId)
: undefined
if (!anchor || !event.value || event.value <= 0) return
@@ -630,11 +669,6 @@ export class BulldromeArenaScene extends Phaser.Scene {
}
}
function entitySort(a: DrawableEntity, b: DrawableEntity): number {
const rank = { boss: 0, hostileAdd: 1, party: 2 } satisfies Record<DrawableEntity['kind'], number>
return rank[a.kind] - rank[b.kind]
}
function entityColor(entity: DrawableEntity): string {
if (entity.kind === 'boss') return IWT2_BOSS_METADATA[entity.bossId].color
if (entity.kind === 'hostileAdd') return '#f0b84f'
@@ -710,16 +744,38 @@ function shouldSpawnFloatingCombatText(event: Iwt2ArenaEvent): boolean {
&& event.targetId !== undefined
}
function entityAnchors(state: Iwt2ArenaState): Map<string, FloatingCombatTextAnchor> {
const anchors = new Map<string, FloatingCombatTextAnchor>()
for (const entity of [...state.party, ...state.hostileAdds, ...state.bosses]) {
function updateEntityAnchors(
anchors: Map<string, FloatingCombatTextAnchor>,
liveIds: Set<string>,
state: Iwt2ArenaState,
) {
liveIds.clear()
for (const entity of state.party) updateEntityAnchor(anchors, liveIds, entity)
for (const entity of state.hostileAdds) updateEntityAnchor(anchors, liveIds, entity)
for (const entity of state.bosses) updateEntityAnchor(anchors, liveIds, entity)
for (const id of anchors.keys()) {
if (!liveIds.has(id)) anchors.delete(id)
}
}
function updateEntityAnchor(
anchors: Map<string, FloatingCombatTextAnchor>,
liveIds: Set<string>,
entity: DrawableEntity,
) {
liveIds.add(entity.id)
const anchor = anchors.get(entity.id)
if (!anchor) {
anchors.set(entity.id, {
kind: entity.kind,
position: { ...entity.position },
position: entity.position,
radius: entity.radius,
})
return
}
return anchors
anchor.kind = entity.kind
anchor.position = entity.position
anchor.radius = entity.radius
}
function floatingTextYOffset(anchor: FloatingCombatTextAnchor): number {
@@ -792,9 +848,7 @@ function drawIndicator(graphics: Phaser.GameObjects.Graphics, indicator: Iwt2Are
graphics.fillStyle(color, indicator.fillAlpha ?? (active ? 0.16 : 0.09))
if (indicator.kind === 'lane') {
const points = laneDangerPolygon(indicator.start, indicator.end, indicator.width)
graphics.fillPoints(points, true)
graphics.strokePoints(points, true)
drawLaneDangerPath(graphics, indicator.start, indicator.end, indicator.width)
return
}
@@ -805,27 +859,25 @@ function drawIndicator(graphics: Phaser.GameObjects.Graphics, indicator: Iwt2Are
}
if (indicator.kind === 'cone') {
const points = coneDangerPolygon(
drawConeDangerPath(
graphics,
indicator.origin,
indicator.direction,
indicator.range,
indicator.angleRadians,
)
graphics.fillPoints(points, true)
graphics.strokePoints(points, true)
return
}
if (indicator.kind === 'arc') {
const points = arcDangerPolygon(
drawArcDangerPath(
graphics,
indicator.position,
indicator.direction,
indicator.innerRadius,
indicator.outerRadius,
indicator.angleRadians,
)
graphics.fillPoints(points, true)
graphics.strokePoints(points, true)
return
}
@@ -835,7 +887,8 @@ function drawIndicator(graphics: Phaser.GameObjects.Graphics, indicator: Iwt2Are
graphics.strokeCircle(indicator.position.x, indicator.position.y, indicator.innerRadius)
}
function arcDangerPolygon(
function drawArcDangerPath(
graphics: Phaser.GameObjects.Graphics,
position: Iwt2Vec2,
direction: Iwt2Vec2,
innerRadius: number,
@@ -845,43 +898,50 @@ function arcDangerPolygon(
const baseAngle = Math.atan2(direction.y, direction.x)
const halfAngle = angleRadians / 2
const segmentCount = 18
const points: Phaser.Math.Vector2[] = []
graphics.beginPath()
for (let index = 0; index <= segmentCount; index += 1) {
const t = index / segmentCount
const angle = baseAngle - halfAngle + angleRadians * t
points.push(new Phaser.Math.Vector2(
position.x + Math.cos(angle) * outerRadius,
position.y + Math.sin(angle) * outerRadius,
))
const x = position.x + Math.cos(angle) * outerRadius
const y = position.y + Math.sin(angle) * outerRadius
if (index === 0) graphics.moveTo(x, y)
else graphics.lineTo(x, y)
}
for (let index = segmentCount; index >= 0; index -= 1) {
const t = index / segmentCount
const angle = baseAngle - halfAngle + angleRadians * t
points.push(new Phaser.Math.Vector2(
graphics.lineTo(
position.x + Math.cos(angle) * innerRadius,
position.y + Math.sin(angle) * innerRadius,
))
)
}
return points
graphics.closePath().fillPath().strokePath()
}
function laneDangerPolygon(start: Iwt2Vec2, end: Iwt2Vec2, halfWidth: number) {
function drawLaneDangerPath(
graphics: Phaser.GameObjects.Graphics,
start: Iwt2Vec2,
end: Iwt2Vec2,
halfWidth: number,
) {
const dx = end.x - start.x
const dy = end.y - start.y
const length = Math.max(1, Math.hypot(dx, dy))
const normal = {
x: (-dy / length) * halfWidth,
y: (dx / length) * halfWidth,
}
return [
new Phaser.Math.Vector2(start.x + normal.x, start.y + normal.y),
new Phaser.Math.Vector2(end.x + normal.x, end.y + normal.y),
new Phaser.Math.Vector2(end.x - normal.x, end.y - normal.y),
new Phaser.Math.Vector2(start.x - normal.x, start.y - normal.y),
]
const normalX = (-dy / length) * halfWidth
const normalY = (dx / length) * halfWidth
graphics
.beginPath()
.moveTo(start.x + normalX, start.y + normalY)
.lineTo(end.x + normalX, end.y + normalY)
.lineTo(end.x - normalX, end.y - normalY)
.lineTo(start.x - normalX, start.y - normalY)
.closePath()
.fillPath()
.strokePath()
}
function coneDangerPolygon(
function drawConeDangerPath(
graphics: Phaser.GameObjects.Graphics,
origin: Iwt2Vec2,
direction: Iwt2Vec2,
range: number,
@@ -889,15 +949,15 @@ function coneDangerPolygon(
) {
const baseAngle = Math.atan2(direction.y, direction.x)
const halfAngle = angleRadians / 2
const points = [new Phaser.Math.Vector2(origin.x, origin.y)]
const segmentCount = 14
graphics.beginPath().moveTo(origin.x, origin.y)
for (let index = 0; index <= segmentCount; index += 1) {
const t = index / segmentCount
const angle = baseAngle - halfAngle + angleRadians * t
points.push(new Phaser.Math.Vector2(
graphics.lineTo(
origin.x + Math.cos(angle) * range,
origin.y + Math.sin(angle) * range,
))
)
}
return points
graphics.closePath().fillPath().strokePath()
}
+13 -40
View File
@@ -1,4 +1,4 @@
import { useCallback, useEffect, useMemo, useRef, useState, type CSSProperties } from 'react'
import { lazy, Suspense, useCallback, useEffect, useMemo, useRef, useState, type CSSProperties } from 'react'
import type { MovementVector } from '../../../input'
import { useGameAction, useInput, useMovementVectorRef } from '../../../input'
import {
@@ -14,7 +14,6 @@ import {
} from '../sim/arenaState'
import type { Iwt2ArenaBounds, Iwt2EntityId } from '../sim'
import { castIwt2HealerAbility } from '../sim'
import { PhaserArena } from '../render/PhaserArena'
import {
recordIwt2BossKillReward,
type Iwt2BossDropAward,
@@ -47,6 +46,10 @@ import {
} from '../content/roguelike'
import { createIwt2PvpNormalizedGearProgress } from '../content/pvpGearNormalization'
const PhaserArena = lazy(() => import('../render/PhaserArena').then((module) => ({
default: module.PhaserArena,
})))
type ArenaStatus = 'playing' | 'paused' | 'victory' | 'defeat'
type PvpResultReason = 'opponent-defeated' | null
type OverlayAction = 'primary' | 'requeue' | 'menu'
@@ -71,6 +74,7 @@ const IWT2_TOP_PARTY_RAIL_WIDTH = 172
const IWT2_THOR_TOP_PARTY_RAIL_WIDTH = 154
const IWT2_THOR_TOP_BREAKPOINT_WIDTH = 1000
const IWT2_THOR_TOP_BREAKPOINT_HEIGHT = 620
const IWT2_HUD_PUBLISH_INTERVAL_SECONDS = 0.1
type BossArenaScreenProps = {
bossId: Iwt2BossId
@@ -157,7 +161,6 @@ export function BossArenaScreen({ bossId, bossIds, difficulty, modeLabel, save,
const saveRef = useRef(save)
const recordedKillIdsRef = useRef<Set<Iwt2BossId>>(new Set())
const lastPublishTimeRef = useRef(0)
const lastHudSignatureRef = useRef('')
const abilityCooldownsRef = useRef<Record<string, number>>({})
const movementRef = useMovementVectorRef(status === 'playing')
const {
@@ -169,14 +172,6 @@ export function BossArenaScreen({ bossId, bossIds, difficulty, modeLabel, save,
const { enabled: dualScreenEnabled } = useDualScreen()
const activeBindings = bindings[lastDevice]
useEffect(() => {
stateRef.current = arenaState
}, [arenaState])
useEffect(() => {
opponentStateRef.current = opponentArenaState
}, [opponentArenaState])
useEffect(() => {
statusRef.current = status
}, [status])
@@ -219,7 +214,7 @@ export function BossArenaScreen({ bossId, bossIds, difficulty, modeLabel, save,
: null
recordedKillIdsRef.current = new Set()
abilityCooldownsRef.current = {}
lastHudSignatureRef.current = arenaHudSignature(next)
lastPublishTimeRef.current = next.time
stateRef.current = next
opponentStateRef.current = nextOpponentState
setArenaState(next)
@@ -278,7 +273,7 @@ export function BossArenaScreen({ bossId, bossIds, difficulty, modeLabel, save,
}
abilityCooldownsRef.current = nextCooldowns
stateRef.current = result.state
lastHudSignatureRef.current = arenaHudSignature(result.state)
lastPublishTimeRef.current = result.state.time
setAbilityCooldowns(nextCooldowns)
setArenaState(result.state)
}, [])
@@ -444,13 +439,8 @@ export function BossArenaScreen({ bossId, bossIds, difficulty, modeLabel, save,
showOverlay('defeat')
}
const hudSignature = arenaHudSignature(next)
if (
hudSignature !== lastHudSignatureRef.current
|| next.time - lastPublishTimeRef.current >= 0.08
|| next.bosses.some((boss) => boss.health <= 0)
) {
lastHudSignatureRef.current = hudSignature
const fightEnded = statusRef.current !== 'playing'
if (fightEnded || next.time - lastPublishTimeRef.current >= IWT2_HUD_PUBLISH_INTERVAL_SECONDS) {
lastPublishTimeRef.current = next.time
setArenaState(next)
if (pvpRoguelike) setOpponentArenaState(nextOpponentState)
@@ -546,12 +536,15 @@ export function BossArenaScreen({ bossId, bossIds, difficulty, modeLabel, save,
targetBindings={targetBindings}
/>
<Suspense fallback={<div className="iwt2-phaser-host iwt2-arena-loading" role="status">Loading arena...</div>}>
<PhaserArena
active={status === 'playing'}
movementRef={movementRef}
onStep={onStep}
selectedPartyIdRef={selectedPartyIdRef}
stateRef={stateRef}
/>
</Suspense>
{status === 'paused' && (
<div className="pause-screen iwt2-arena-overlay is-paused" data-game-nav-active="true" role="dialog" aria-modal="true">
<div>
@@ -704,26 +697,6 @@ function overlayNavEntriesFor(status: ArenaStatus, pvpRoguelike: boolean): Overl
return DEFAULT_OVERLAY_NAV_ENTRIES
}
function arenaHudSignature(state: Iwt2ArenaState): string {
return [
...state.bosses.map((boss) => [
boss.id,
Math.ceil(boss.health),
boss.attackPhase,
].join(':')),
state.hostileAdds.length,
state.hazards.length,
...state.party.map((member) => [
member.id,
Math.ceil(member.health),
Math.ceil(member.shield),
Math.ceil(member.mana),
Math.ceil(Math.max(member.status.stunnedSeconds, member.status.knockedDownSeconds) * 10),
member.hotEffects.map((effect) => `${effect.id}:${Math.ceil(effect.remainingSeconds)}:${Math.ceil(effect.nextTickInSeconds * 10)}`).join(','),
].join(':')),
].join('|')
}
function formatBossEncounterTitle(bosses: Iwt2ArenaState['bosses']): string {
return bosses
.map((boss) => IWT2_BOSS_METADATA[boss.bossId].name)
+10 -2
View File
@@ -197,7 +197,7 @@ function initialBossSecondaryCooldown(bossId: Iwt2BossId): number {
export function tickIwt2Arena(state: Iwt2ArenaState, input: Iwt2ArenaInput, dt: number): Iwt2ArenaState {
const step = Math.max(0, Math.min(dt, MAX_DT))
if (step <= 0) return { ...state, events: [...state.events] }
if (step <= 0) return state
const inputMove = {
x: clampInputAxis(input.moveX),
@@ -283,10 +283,18 @@ export function tickIwt2Arena(state: Iwt2ArenaState, input: Iwt2ArenaInput, dt:
nextAddId: bossResult.nextAddId ?? state.nextAddId,
nextHazardId: projectileResult.nextHazardId,
nextEventId: state.nextEventId + nextEvents.length,
events: [...state.events, ...nextEvents].slice(-MAX_EVENTS),
events: appendEventHistory(state.events, nextEvents),
}
}
function appendEventHistory(previous: Iwt2ArenaEvent[], next: Iwt2ArenaEvent[]): Iwt2ArenaEvent[] {
if (next.length === 0) return previous
const overflow = Math.max(0, previous.length + next.length - MAX_EVENTS)
return overflow > 0
? [...previous.slice(overflow), ...next]
: [...previous, ...next]
}
function tickPartyHotEffects(
party: Iwt2PartyEntityState[],
dt: number,
+4 -133
View File
@@ -1,60 +1,16 @@
import { IWT2_BOSS_METADATA, type Iwt2BossId } from '../content/bosses'
import { IWT2_CLASS_METADATA } from '../content/classes'
import type { Iwt2BossId } from '../content/bosses'
import {
createInitialIwt2ArenaState as createCoreIwt2ArenaState,
tickIwt2Arena as tickCoreIwt2Arena,
} from './arena'
import type {
Iwt2ArenaIndicator,
Iwt2ArenaInput,
Iwt2ArenaBounds,
Iwt2ArenaState as Iwt2CoreArenaState,
Iwt2BossEntityState,
Iwt2HostileAddState,
Iwt2PartyEntityState,
Iwt2RoguelikePressureState,
} from './types'
export type Iwt2ArenaEntityKind = 'player' | 'party' | 'boss' | 'projectile' | 'hostileAdd'
export type Iwt2ArenaEntity = {
id: string
kind: Iwt2ArenaEntityKind
icon: string
color: string
x: number
y: number
radius: number
health: number
maxHealth: number
stunnedFor: number
}
export type Iwt2ArenaTelegraph =
| {
kind: 'charge'
x: number
y: number
width: number
height: number
active: boolean
}
| {
kind: 'slam'
x: number
y: number
radius: number
active: boolean
}
export type Iwt2ArenaState = Iwt2CoreArenaState & {
arena: {
width: number
height: number
}
entities: Iwt2ArenaEntity[]
telegraphs: Iwt2ArenaTelegraph[]
}
export type Iwt2ArenaState = Iwt2CoreArenaState
export function createInitialIwt2ArenaState(
bossId?: Iwt2BossId,
@@ -64,94 +20,9 @@ export function createInitialIwt2ArenaState(
roguelikePressure?: Iwt2RoguelikePressureState,
bounds?: Iwt2ArenaBounds,
): Iwt2ArenaState {
return decorateArenaState(createCoreIwt2ArenaState(bossId, bossIds, bossHealthScale, partyDamageTakenScale, roguelikePressure, bounds))
return createCoreIwt2ArenaState(bossId, bossIds, bossHealthScale, partyDamageTakenScale, roguelikePressure, bounds)
}
export function tickIwt2Arena(state: Iwt2ArenaState, input: Iwt2ArenaInput, dt: number): Iwt2ArenaState {
return decorateArenaState(tickCoreIwt2Arena(state, input, dt))
}
export function decorateArenaState(state: Iwt2CoreArenaState): Iwt2ArenaState {
return {
...state,
arena: { ...state.bounds },
entities: [
...state.party.map(toArenaEntity),
...state.hostileAdds.map(toHostileAddArenaEntity),
...state.bosses.map(toBossArenaEntity),
],
telegraphs: createTelegraphs(state.indicators),
}
}
function toHostileAddArenaEntity(add: Iwt2HostileAddState): Iwt2ArenaEntity {
return {
id: add.id,
kind: 'hostileAdd',
icon: 'v',
color: '#f0b84f',
x: add.position.x,
y: add.position.y,
radius: add.radius,
health: add.health,
maxHealth: add.maxHealth,
stunnedFor: 0,
}
}
function toArenaEntity(member: Iwt2PartyEntityState): Iwt2ArenaEntity {
const metadata = IWT2_CLASS_METADATA[member.classId]
return {
id: member.id,
kind: member.aiRole === 'player' ? 'player' : 'party',
icon: metadata.icon,
color: metadata.color,
x: member.position.x,
y: member.position.y,
radius: member.radius,
health: member.health,
maxHealth: member.maxHealth,
stunnedFor: Math.max(member.status.stunnedSeconds, member.status.knockedDownSeconds),
}
}
function toBossArenaEntity(boss: Iwt2BossEntityState): Iwt2ArenaEntity {
const metadata = IWT2_BOSS_METADATA[boss.bossId]
return {
id: boss.id,
kind: 'boss',
icon: metadata.icon,
color: metadata.color,
x: boss.position.x,
y: boss.position.y,
radius: boss.radius,
health: boss.health,
maxHealth: boss.maxHealth,
stunnedFor: 0,
}
}
function createTelegraphs(indicators: Iwt2ArenaIndicator[]): Iwt2ArenaTelegraph[] {
return indicators.flatMap((indicator): Iwt2ArenaTelegraph[] => {
if (indicator.kind === 'lane') {
return [{
active: indicator.phase === 'active',
height: indicator.width * 2,
kind: 'charge' as const,
width: Math.max(16, Math.hypot(indicator.end.x - indicator.start.x, indicator.end.y - indicator.start.y)),
x: Math.min(indicator.start.x, indicator.end.x),
y: Math.min(indicator.start.y, indicator.end.y) - indicator.width,
}]
}
if (indicator.kind === 'circle') {
return [{
active: indicator.phase === 'active',
kind: 'slam' as const,
radius: indicator.radius,
x: indicator.position.x,
y: indicator.position.y,
}]
}
return []
})
return tickCoreIwt2Arena(state, input, dt)
}