Compare commits

...
6 Commits
Author SHA1 Message Date
Warren H 1f633e5aaa Android build v1.1.41 2026-07-10 00:01:17 -04:00
Warren H e9ee7bcd70 Android build v1.1.40 2026-07-09 23:37:31 -04:00
Warren H 90930b71aa Android build v1.1.39 2026-07-09 22:07:35 -04:00
Warren H 4766a34cd3 Android build v1.1.38 2026-07-09 21:57:51 -04:00
Warren H 8ffa6db317 Android build v1.1.37 2026-07-09 19:21:51 -04:00
Warren H 1fa1c8c070 Android build v1.1.36 2026-07-08 23:33:57 -04:00
26 changed files with 1562 additions and 740 deletions
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+2 -2
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@@ -7,8 +7,8 @@ android {
applicationId "com.warren.iwanttoheal" applicationId "com.warren.iwanttoheal"
minSdkVersion rootProject.ext.minSdkVersion minSdkVersion rootProject.ext.minSdkVersion
targetSdkVersion rootProject.ext.targetSdkVersion targetSdkVersion rootProject.ext.targetSdkVersion
versionCode 116 versionCode 122
versionName "1.1.35" versionName "1.1.41"
testInstrumentationRunner "androidx.test.runner.AndroidJUnitRunner" testInstrumentationRunner "androidx.test.runner.AndroidJUnitRunner"
aaptOptions { aaptOptions {
// Files and dirs to omit from the packaged assets dir, modified to accommodate modern web apps. // Files and dirs to omit from the packaged assets dir, modified to accommodate modern web apps.
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After

Width:  |  Height:  |  Size: 50 KiB

+529
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@@ -236,6 +236,14 @@
width: 100%; 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 { .iwt2-phaser-host canvas {
display: block; display: block;
} }
@@ -1429,6 +1437,36 @@
} }
@media (max-width: 1000px) and (max-height: 620px) { @media (max-width: 1000px) and (max-height: 620px) {
.pause-screen.iwt2-arena-overlay {
padding: 10px;
}
.pause-screen.iwt2-arena-overlay > .iwt2-result-panel {
gap: 8px;
max-height: calc(100dvh - 20px);
max-width: 460px;
min-width: min(460px, calc(100vw - 20px));
padding: 12px 14px;
}
.iwt2-result-panel .iwt2-result-crest {
display: none;
}
.iwt2-result-panel h1 {
font-size: 1.35rem;
}
.iwt2-result-summary {
gap: 6px;
grid-template-columns: repeat(4, minmax(0, 1fr));
}
.iwt2-result-summary span {
min-height: 42px;
padding: 6px;
}
.iwt2-arena-layout { .iwt2-arena-layout {
grid-template-columns: 154px minmax(0, 1fr); grid-template-columns: 154px minmax(0, 1fr);
} }
@@ -1873,6 +1911,497 @@
} }
} }
/* IWT2 startup save gateway */
.save-gateway-shell {
align-items: stretch;
height: 100dvh;
min-height: 0;
overflow: auto;
padding: 14px;
}
.save-gateway-panel {
background: rgba(17, 19, 25, 0.96);
border: 3px solid #08090c;
box-shadow: 8px 8px 0 #050609;
display: grid;
gap: 12px;
grid-template-rows: auto minmax(0, 1fr) auto auto;
margin: auto;
max-width: 1080px;
min-height: min(512px, calc(100dvh - 28px));
outline: 2px solid #4a4653;
padding: 16px;
width: 100%;
}
.save-gateway-heading {
align-items: end;
border-bottom: 2px solid #34343d;
display: flex;
gap: 22px;
justify-content: space-between;
padding: 0 2px 10px;
}
.save-gateway-heading h1 {
color: var(--ink);
font-family: var(--pixel-font);
font-size: clamp(24px, 4vw, 38px);
line-height: 1;
margin: 4px 0 0;
}
.save-gateway-heading > p {
color: var(--muted);
font-size: 14px;
line-height: 1.25;
margin: 0;
max-width: 440px;
text-align: right;
}
.save-option-grid {
display: grid;
gap: 12px;
grid-template-columns: repeat(3, minmax(0, 1fr));
min-height: 0;
}
.save-option-card {
background: #151921;
border: 2px solid #090a0d;
display: flex;
flex-direction: column;
gap: 10px;
min-width: 0;
outline: 2px solid #3a4250;
padding: 12px;
}
.local-save-card {
border-top-color: #5eaf7e;
}
.new-save-card {
border-top-color: #d8af58;
}
.online-save-card {
border-top-color: #5799db;
}
.save-option-heading {
align-items: center;
display: flex;
gap: 10px;
}
.save-option-heading > span {
align-items: center;
background: #202938;
border: 2px solid #090a0d;
color: var(--gold);
display: inline-flex;
flex: 0 0 42px;
font-family: var(--pixel-font);
height: 42px;
justify-content: center;
outline: 1px solid #4c5667;
}
.online-save-panel .save-option-heading > span {
color: #80bdf2;
}
.save-option-heading h2 {
color: var(--ink);
font-family: var(--pixel-font);
font-size: 15px;
line-height: 1.15;
margin: 3px 0 0;
}
.save-character-name {
color: var(--ink);
display: block;
font-size: 19px;
overflow: hidden;
text-overflow: ellipsis;
white-space: nowrap;
}
.save-metadata {
display: grid;
gap: 7px;
margin: 0;
}
.save-metadata > div {
background: #101219;
border-left: 3px solid #4b5363;
display: grid;
gap: 3px;
padding: 7px 9px;
}
.save-metadata dt {
color: var(--muted);
font-family: var(--pixel-font);
font-size: 7px;
text-transform: uppercase;
}
.save-metadata dd {
color: var(--ink);
font-size: 14px;
line-height: 1.15;
margin: 0;
}
.save-empty-state {
align-items: center;
background: #101219;
border-left: 3px solid #4b5363;
color: var(--muted);
display: flex;
flex: 1;
font-size: 14px;
line-height: 1.25;
margin: 0;
min-height: 58px;
padding: 12px;
}
.save-continue-button,
.save-secondary-button {
border: 2px solid #090a0d;
cursor: pointer;
font-family: var(--pixel-font);
font-size: 8px;
line-height: 1.2;
min-height: 42px;
padding: 8px 10px;
width: 100%;
}
.slot-save-actions {
display: grid;
gap: 7px;
grid-template-columns: repeat(2, minmax(0, 1fr));
margin-top: auto;
}
.slot-save-actions .save-continue-button {
margin-top: 0;
}
.character-create-form {
display: flex;
flex: 1;
flex-direction: column;
gap: 9px;
min-height: 0;
}
.character-create-form label,
.online-save-destination {
color: var(--muted);
display: grid;
font-family: var(--pixel-font);
font-size: 7px;
gap: 5px;
text-transform: uppercase;
}
.character-create-form input,
.online-save-destination select {
background: #0e1016;
border: 2px solid #090a0d;
color: var(--ink);
font: 16px var(--body-font);
min-height: 38px;
outline: 2px solid #3e3d47;
padding: 7px 9px;
width: 100%;
}
.character-create-form > small {
color: var(--muted);
font-size: 12px;
line-height: 1.2;
}
.online-save-panel {
align-items: center;
background: #131821;
border: 2px solid #090a0d;
border-top-color: #5799db;
display: grid;
gap: 12px;
grid-template-columns: 130px minmax(260px, 1fr) 160px minmax(170px, 210px);
min-width: 0;
outline: 2px solid #3a4250;
padding: 10px 12px;
}
.online-save-heading {
min-width: 0;
}
.online-save-summary {
align-items: center;
display: grid;
gap: 8px;
grid-template-columns: minmax(75px, 0.7fr) minmax(0, 1.8fr);
min-width: 0;
}
.online-save-summary .save-character-name {
font-size: 16px;
}
.online-save-summary .save-metadata {
gap: 5px;
grid-template-columns: repeat(2, minmax(0, 1fr));
}
.online-save-summary .save-metadata > div {
padding: 5px 7px;
}
.online-save-summary .save-metadata dd {
font-size: 11px;
}
.online-save-summary .save-empty-state {
min-height: 48px;
}
.save-continue-button {
background: var(--gold);
color: #19150e;
margin-top: auto;
outline: 2px solid #816630;
}
.save-continue-button.danger {
background: var(--red-bright);
color: #fff6ee;
outline-color: #8d2b38;
}
.save-continue-button:disabled,
.save-secondary-button:disabled {
cursor: not-allowed;
filter: grayscale(0.8);
opacity: 0.45;
}
.save-secondary-button {
background: #242630;
color: var(--muted);
outline: 2px solid #4b4855;
}
.online-save-login {
display: grid;
gap: 9px;
grid-column: 2 / -1;
grid-template-columns: repeat(2, minmax(0, 1fr)) minmax(180px, 0.75fr);
margin: 0;
}
.online-save-login label {
color: var(--muted);
display: grid;
font-family: var(--pixel-font);
font-size: 7px;
gap: 5px;
text-transform: uppercase;
}
.online-save-login input {
background: #0e1016;
border: 2px solid #090a0d;
color: var(--ink);
font: 16px var(--body-font);
min-height: 38px;
outline: 2px solid #3e3d47;
padding: 7px 9px;
width: 100%;
}
.online-save-actions {
display: grid;
gap: 7px;
margin-top: auto;
}
.online-save-actions .save-continue-button {
margin-top: 0;
}
.save-gateway-status {
color: #a9d7b8;
font-size: 13px;
line-height: 1.2;
margin: 0;
min-height: 16px;
padding: 0 2px;
}
.save-gateway-status.error {
color: #ff8190;
}
@media (max-width: 800px) {
.auth-shell.save-gateway-shell {
align-items: flex-start;
overflow: auto;
}
.save-gateway-panel {
min-height: auto;
}
.save-gateway-heading {
align-items: flex-start;
flex-direction: column;
gap: 8px;
}
.save-gateway-heading > p {
text-align: left;
}
.save-option-grid {
grid-template-columns: 1fr;
}
.online-save-panel {
align-items: stretch;
grid-template-columns: 1fr;
}
.online-save-login {
grid-column: auto;
grid-template-columns: 1fr;
}
.online-save-summary {
grid-template-columns: 1fr;
}
}
@media (max-width: 1000px) and (max-height: 620px) {
.save-gateway-shell {
overflow: hidden;
padding: 10px;
}
.save-gateway-panel {
gap: 9px;
min-height: calc(100dvh - 20px);
padding: 11px;
}
.save-gateway-heading {
padding-bottom: 7px;
}
.save-gateway-heading h1 {
font-size: 25px;
}
.save-gateway-heading > p {
font-size: 12px;
}
.save-option-grid {
gap: 9px;
}
.save-option-card {
gap: 6px;
padding: 8px;
}
.save-option-heading > span {
flex-basis: 36px;
height: 36px;
}
.save-option-heading h2 {
font-size: 13px;
}
.save-character-name {
font-size: 16px;
}
.save-metadata {
gap: 5px;
}
.save-metadata > div {
padding: 5px 7px;
}
.save-metadata dd {
font-size: 12px;
}
.save-continue-button,
.save-secondary-button {
min-height: 34px;
padding: 6px 8px;
}
.slot-save-actions {
gap: 5px;
}
.character-create-form {
gap: 6px;
}
.character-create-form input,
.online-save-destination select {
font-size: 14px;
min-height: 32px;
padding: 5px 7px;
}
.character-create-form > small {
font-size: 10px;
}
.online-save-panel {
gap: 8px;
grid-template-columns: 115px minmax(230px, 1fr) 145px minmax(160px, 190px);
padding: 7px 9px;
}
.online-save-summary {
gap: 5px;
}
.online-save-login {
gap: 6px;
}
.online-save-login input {
font-size: 14px;
min-height: 32px;
padding: 5px 7px;
}
.save-gateway-status {
font-size: 11px;
}
}
.combat-touch-lock-status { .combat-touch-lock-status {
background: #101216; background: #101216;
border: 2px solid #d9b55a; border: 2px solid #d9b55a;
+27 -141
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@@ -1,156 +1,42 @@
import { useCallback, useEffect, useState } from 'react' import { lazy, Suspense, useState } from 'react'
import { AuthScreen } from './components/AuthScreen' import { AuthScreen } from './components/AuthScreen'
import IWantToHeal1App from './modes/iwt1/IWantToHeal1App' import type { Iwt2LocalSaveSlot, Iwt2Save } from './modes/iwt2/save/iwt2Repository'
import { IWantToHeal2App } from './modes/iwt2/IWantToHeal2App'
import { useGameAction } from './input'
import {
loadAuthSession,
type AuthSession,
} from './profile'
type GameVersion = 'iwt1' | 'iwt2' const LazyIWantToHeal2App = lazy(() => import('./modes/iwt2/IWantToHeal2App').then((module) => ({
default: module.IWantToHeal2App,
})))
const GAME_OPTIONS: Array<{ type Iwt2Launch = {
version: GameVersion localSlot: Iwt2LocalSaveSlot
title: string onlineBackupsAvailable: boolean
label: string save: Iwt2Save
description: string }
glyph: string
}> = [
{
version: 'iwt1',
title: 'I Want To Heal 1',
label: 'Classic Healer Runs',
description: 'Original dungeon, raid, roguelike, PvP, gear, talents, and collection progression.',
glyph: 'I',
},
{
version: 'iwt2',
title: 'I Want To Heal 2',
label: '2D Boss Arena',
description: 'Move through boss arenas with a visible party, analog movement, projectiles, and separate progression.',
glyph: 'II',
},
]
function App() { function App() {
const [selectedVersion, setSelectedVersion] = useState<GameVersion | null>(null) const [launch, setLaunch] = useState<Iwt2Launch | null>(null)
const [selectedIndex, setSelectedIndex] = useState(0)
const [authSession, setAuthSession] = useState<AuthSession | null>(null)
const [authChecked, setAuthChecked] = useState(false)
const [serverMessage, setServerMessage] = useState('')
useEffect(() => { if (launch) {
let cancelled = false
loadAuthSession()
.then((session) => {
if (cancelled) return
setAuthSession(session.account && session.profile ? session : null)
})
.catch((reason: unknown) => {
if (cancelled) return
setServerMessage(
reason instanceof Error
? `${reason.message} Offline play is still available.`
: 'Unable to reach the server. Offline play is still available.',
)
})
.finally(() => {
if (!cancelled) setAuthChecked(true)
})
return () => {
cancelled = true
}
}, [])
const acceptSession = useCallback((session: AuthSession) => {
setAuthSession(session)
setSelectedVersion(null)
setServerMessage('')
}, [])
const clearAuthSession = useCallback(() => {
setAuthSession(null)
setSelectedVersion(null)
}, [])
useGameAction((action, device) => {
if (!authSession || selectedVersion || device !== 'controller') return
if (action === 'navigateLeft' || action === 'navigateUp') {
setSelectedIndex((current) => Math.max(0, current - 1))
} else if (action === 'navigateRight' || action === 'navigateDown') {
setSelectedIndex((current) => Math.min(GAME_OPTIONS.length - 1, current + 1))
} else if (action === 'confirm') {
setSelectedVersion(GAME_OPTIONS[selectedIndex].version)
}
})
if (!authChecked) {
return ( return (
<main className="game-shell"> <Suspense fallback={<Iwt2LaunchFallback />}>
<section className="message-panel"> <LazyIWantToHeal2App
<p className="eyebrow">Opening Chronicle</p> initialSave={launch.save}
<h1>Loading...</h1> localSlot={launch.localSlot}
</section> onlineBackupsAvailable={launch.onlineBackupsAvailable}
</main> onExitToSaveSelect={() => setLaunch(null)}
/>
</Suspense>
) )
} }
if (!authSession) { return <AuthScreen onContinue={setLaunch} />
return ( }
<AuthScreen
onAuthenticated={acceptSession}
serverMessage={serverMessage}
/>
)
}
if (selectedVersion === 'iwt1') {
return (
<IWantToHeal1App
initialSession={authSession}
onAuthenticationCleared={clearAuthSession}
onBackToGameSelect={() => setSelectedVersion(null)}
/>
)
}
if (selectedVersion === 'iwt2') {
return (
<IWantToHeal2App
onlineBackupsAvailable={authSession.account?.id !== -1}
onBackToGameSelect={() => setSelectedVersion(null)}
/>
)
}
function Iwt2LaunchFallback() {
return ( return (
<main className="game-shell game-version-shell"> <main className="game-shell iwt2-shell">
<section className="game-version-screen" data-game-nav-active="true"> <section className="message-panel" aria-live="polite">
<div className="game-version-heading"> <p className="eyebrow">I Want To Heal 2</p>
<p className="eyebrow">Select Game</p> <h1>Loading...</h1>
<h1>I Want To Heal</h1>
</div>
<div className="game-version-grid">
{GAME_OPTIONS.map((option, index) => (
<button
className={`game-version-card ${selectedIndex === index ? 'game-selected' : ''}`}
data-controller-nav="skip"
data-game-selected={selectedIndex === index ? 'true' : undefined}
key={option.version}
onClick={() => setSelectedVersion(option.version)}
onPointerDown={() => setSelectedIndex(index)}
type="button"
>
<span>{option.glyph}</span>
<div>
<strong>{option.title}</strong>
<small>{option.label}</small>
<p>{option.description}</p>
</div>
</button>
))}
</div>
</section> </section>
</main> </main>
) )
+381 -153
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@@ -1,192 +1,420 @@
import { useState } from 'react' import { useCallback, useEffect, useState } from 'react'
import { import {
loadAuthSession,
loginAccount, loginAccount,
registerAccount, logoutAccount,
type AuthSession, type Account,
} from '../profile' } from '../profile'
import { selectOfflineMode, selectOnlineMode } from '../gameRepository'
import { import {
createOfflineCharacter, createDefaultIwt2Save,
hasOfflineCharacter, IWT2_LOCAL_SAVE_SLOTS,
resumeOfflineCharacter, loadIwt2OnlineSave,
selectOnlineMode, loadIwt2SaveSlots,
} from '../gameRepository' replaceIwt2Save,
selectActiveIwt2SaveSlot,
type Iwt2LocalSaveSlot,
type Iwt2LocalSaveSlots,
type Iwt2Save,
} from '../modes/iwt2/save/iwt2Repository'
type Props = { type Iwt2Launch = {
onAuthenticated: (session: AuthSession) => void localSlot: Iwt2LocalSaveSlot
serverMessage?: string onlineBackupsAvailable: boolean
save: Iwt2Save
} }
export function AuthScreen({ onAuthenticated, serverMessage = '' }: Props) { type Props = {
const [mode, setMode] = useState<'login' | 'register'>('login') onContinue: (launch: Iwt2Launch) => void
}
const IWT2_CHARACTER_NAME_PATTERN = /^[A-Za-z][A-Za-z0-9 -]{1,17}$/
function formatSaveTimestamp(updatedAt: number) {
return new Intl.DateTimeFormat(undefined, {
dateStyle: 'medium',
timeStyle: 'short',
}).format(new Date(updatedAt))
}
function SaveMetadata({ save }: { save: Iwt2Save }) {
return (
<dl className="save-metadata">
<div>
<dt>Last updated</dt>
<dd>
<time dateTime={new Date(save.updatedAt).toISOString()}>
{formatSaveTimestamp(save.updatedAt)}
</time>
</dd>
</div>
<div>
<dt>Character XP</dt>
<dd>{save.character.experience.toLocaleString()} XP</dd>
</div>
</dl>
)
}
function firstEmptySlot(saves: Iwt2LocalSaveSlots): Iwt2LocalSaveSlot {
return IWT2_LOCAL_SAVE_SLOTS.find((slot) => !saves[slot]) ?? 1
}
export function AuthScreen({ onContinue }: Props) {
const [localSaves] = useState(loadIwt2SaveSlots)
const [editingSlot, setEditingSlot] = useState<Iwt2LocalSaveSlot | null>(null)
const [characterName, setCharacterName] = useState('')
const [account, setAccount] = useState<Account | null>(null)
const [onlineSave, setOnlineSave] = useState<Iwt2Save | null>(null)
const [onlineDestinationSlot, setOnlineDestinationSlot] = useState<Iwt2LocalSaveSlot>(
() => firstEmptySlot(localSaves),
)
const [confirmOnlineDestination, setConfirmOnlineDestination] = useState<Iwt2LocalSaveSlot | null>(null)
const [username, setUsername] = useState('') const [username, setUsername] = useState('')
const [password, setPassword] = useState('') const [password, setPassword] = useState('')
const [characterName, setCharacterName] = useState('') const [checkingSession, setCheckingSession] = useState(true)
const [offlineName, setOfflineName] = useState('') const [checkingOnlineSave, setCheckingOnlineSave] = useState(false)
const [busy, setBusy] = useState(false) const [submitting, setSubmitting] = useState(false)
const [message, setMessage] = useState('') const [message, setMessage] = useState('Choose a slot or sign in to inspect the online save.')
const offlineCharacterExists = hasOfflineCharacter() const [messageIsError, setMessageIsError] = useState(false)
async function submit(event: React.FormEvent) { const inspectOnlineSave = useCallback(async (cancelled: () => boolean = () => false) => {
setCheckingOnlineSave(true)
try {
const result = await loadIwt2OnlineSave()
if (cancelled()) return
setOnlineSave(result.save)
setMessage(result.save
? 'Online save ready. Load it below, or continue a local slot and upload it from Cloud Backup.'
: 'No online save yet. Continue a local slot, then use Cloud Backup to upload it.')
setMessageIsError(false)
} catch (reason) {
if (cancelled()) return
setOnlineSave(null)
setMessage(reason instanceof Error ? reason.message : 'Unable to check online save.')
setMessageIsError(true)
} finally {
if (!cancelled()) setCheckingOnlineSave(false)
}
}, [])
useEffect(() => {
let cancelled = false
selectOnlineMode()
loadAuthSession()
.then((session) => {
if (cancelled || !session.account) return
setAccount(session.account)
return inspectOnlineSave(() => cancelled)
})
.catch((reason: unknown) => {
if (cancelled) return
setMessage(
reason instanceof Error
? `${reason.message} Local slots remain available.`
: 'Online service unavailable. Local slots remain available.',
)
setMessageIsError(true)
})
.finally(() => {
if (!cancelled) setCheckingSession(false)
})
return () => {
cancelled = true
}
}, [inspectOnlineSave])
function continueLocal(slot: Iwt2LocalSaveSlot) {
const save = localSaves[slot]
if (!save) return
selectActiveIwt2SaveSlot(slot)
selectOfflineMode()
onContinue({ localSlot: slot, save, onlineBackupsAvailable: Boolean(account) })
}
function openCharacterEditor(slot: Iwt2LocalSaveSlot) {
setEditingSlot(slot)
setCharacterName('')
setMessage(localSaves[slot]
? `Creating a new character will replace Slot ${slot}.`
: `Enter a name for the new character in Slot ${slot}.`)
setMessageIsError(false)
}
function createCharacter(event: React.FormEvent, slot: Iwt2LocalSaveSlot) {
event.preventDefault() event.preventDefault()
setBusy(true) const name = characterName.trim()
setMessage('') if (!IWT2_CHARACTER_NAME_PATTERN.test(name)) {
setMessage('Character name must be 218 characters, start with a letter, and use letters, numbers, spaces, or hyphens.')
setMessageIsError(true)
return
}
const save = createDefaultIwt2Save(name)
replaceIwt2Save(save, slot)
selectActiveIwt2SaveSlot(slot)
selectOfflineMode()
onContinue({ localSlot: slot, save, onlineBackupsAvailable: Boolean(account) })
}
async function signIn(event: React.FormEvent) {
event.preventDefault()
setSubmitting(true)
setMessage('Signing in and checking online save...')
setMessageIsError(false)
try { try {
selectOnlineMode() selectOnlineMode()
const session = mode === 'login' const session = await loginAccount(username, password)
? await loginAccount(username, password) if (!session.account) throw new Error('Account session was not returned.')
: await registerAccount(username, password, characterName) setAccount(session.account)
onAuthenticated(session) await inspectOnlineSave()
} catch (reason) { } catch (reason) {
setMessage(reason instanceof Error ? reason.message : 'Unable to authenticate.') setAccount(null)
setOnlineSave(null)
setMessage(reason instanceof Error ? reason.message : 'Unable to sign in.')
setMessageIsError(true)
} finally { } finally {
setBusy(false) setSubmitting(false)
} }
} }
function beginOffline() { function continueOnline() {
setMessage('') if (!account || !onlineSave) return
const destinationSave = localSaves[onlineDestinationSlot]
if (destinationSave && confirmOnlineDestination !== onlineDestinationSlot) {
setConfirmOnlineDestination(onlineDestinationSlot)
setMessage(`Online save will replace ${destinationSave.character.name} in Slot ${onlineDestinationSlot}. Select again to confirm.`)
setMessageIsError(false)
return
}
replaceIwt2Save(onlineSave, onlineDestinationSlot)
selectActiveIwt2SaveSlot(onlineDestinationSlot)
selectOnlineMode()
onContinue({
localSlot: onlineDestinationSlot,
onlineBackupsAvailable: true,
save: onlineSave,
})
}
async function handleDifferentAccount() {
setSubmitting(true)
try { try {
onAuthenticated(createOfflineCharacter(offlineName)) await logoutAccount()
setAccount(null)
setOnlineSave(null)
setPassword('')
setMessage('Signed out. Enter account credentials to load another online save.')
setMessageIsError(false)
} catch (reason) { } catch (reason) {
setMessage(reason instanceof Error ? reason.message : 'Unable to create an offline character.') setMessage(reason instanceof Error ? reason.message : 'Unable to sign out.')
setMessageIsError(true)
} finally {
setSubmitting(false)
} }
} }
function resumeOffline() { const onlineBusy = checkingSession || checkingOnlineSave || submitting
const session = resumeOfflineCharacter()
if (session) onAuthenticated(session)
}
return ( return (
<main className="auth-shell"> <main className="auth-shell save-gateway-shell">
<section className="auth-panel"> <section className="save-gateway-panel">
<div className="auth-brand"> <header className="save-gateway-heading">
<p className="eyebrow">Healer RPG</p> <div>
<h1>I want to Heal</h1> <p className="eyebrow">I Want To Heal 2</p>
<p> <h1>Choose Character</h1>
Build your healer, master each dungeon, and compete for the most </div>
efficient clears. <p>Three local slots. Each character keeps separate progress, timestamp, and XP.</p>
</p> </header>
<div className="save-option-grid">
{IWT2_LOCAL_SAVE_SLOTS.map((slot) => {
const save = localSaves[slot]
const editing = editingSlot === slot
return (
<article className={`save-option-card local-save-card ${save ? '' : 'empty'}`} key={slot}>
<div className="save-option-heading">
<span aria-hidden="true">{slot}</span>
<div>
<p className="eyebrow">Local Save</p>
<h2>Slot {slot}</h2>
</div>
</div>
{editing ? (
<form className="character-create-form" onSubmit={(event) => createCharacter(event, slot)}>
<label>
Character Name
<input
autoFocus
maxLength={18}
minLength={2}
onChange={(event) => setCharacterName(event.target.value)}
pattern="[A-Za-z][A-Za-z0-9 \-]{1,17}"
placeholder="Mira"
required
value={characterName}
/>
</label>
<small>
{save ? `Replaces ${save.character.name} in this slot.` : 'Creates a fresh Level 1 character.'}
</small>
<div className="slot-save-actions">
<button
className={`save-continue-button ${save ? 'danger' : ''}`}
type="submit"
>
{save ? `Replace Slot ${slot}` : `Create in Slot ${slot}`}
</button>
<button
className="save-secondary-button"
onClick={() => setEditingSlot(null)}
type="button"
>
Cancel
</button>
</div>
</form>
) : save ? (
<>
<strong className="save-character-name">{save.character.name}</strong>
<SaveMetadata save={save} />
<div className="slot-save-actions">
<button
aria-label={`Continue ${save.character.name} in Slot ${slot}`}
className="save-continue-button"
onClick={() => continueLocal(slot)}
type="button"
>
Continue Offline
</button>
<button
aria-label={`Create new character in Slot ${slot}`}
className="save-secondary-button"
onClick={() => openCharacterEditor(slot)}
type="button"
>
New Character
</button>
</div>
</>
) : (
<>
<p className="save-empty-state">Empty slot</p>
<button
aria-label={`Create character in Slot ${slot}`}
className="save-continue-button"
onClick={() => openCharacterEditor(slot)}
type="button"
>
Create Character
</button>
</>
)}
</article>
)
})}
</div> </div>
<div className="auth-card"> <section className="online-save-panel">
<div className="auth-tabs"> <div className="save-option-heading online-save-heading">
<button <span aria-hidden="true">O</span>
className={mode === 'login' ? 'selected' : ''} <div>
onClick={() => { <p className="eyebrow">Account</p>
setMode('login') <h2>Online Save</h2>
setMessage('') </div>
}}
type="button"
>
Sign In
</button>
<button
className={mode === 'register' ? 'selected' : ''}
onClick={() => {
setMode('register')
setMessage('')
}}
type="button"
>
Create Account
</button>
</div> </div>
<form onSubmit={submit}> {account ? (
<label> <>
Username <div className="online-save-summary">
<input <strong className="save-character-name">
autoComplete="username" {onlineSave?.character.name ?? account.username}
maxLength={20} </strong>
minLength={3} {onlineSave ? (
onChange={(event) => setUsername(event.target.value)} <SaveMetadata save={onlineSave} />
pattern="[A-Za-z0-9_]+" ) : (
required <p className="save-empty-state">
value={username} {onlineBusy ? 'Checking online save...' : 'No online IWT2 save found.'}
/> </p>
</label> )}
{mode === 'register' && ( </div>
<label className="online-save-destination">
Copy Into
<select
disabled={onlineBusy || !onlineSave}
onChange={(event) => {
setOnlineDestinationSlot(Number(event.target.value) as Iwt2LocalSaveSlot)
setConfirmOnlineDestination(null)
}}
value={onlineDestinationSlot}
>
{IWT2_LOCAL_SAVE_SLOTS.map((slot) => (
<option key={slot} value={slot}>
Slot {slot} {localSaves[slot]?.character.name ?? 'Empty'}
</option>
))}
</select>
</label>
<div className="online-save-actions">
<button
className={`save-continue-button ${confirmOnlineDestination === onlineDestinationSlot ? 'danger' : ''}`}
disabled={onlineBusy || !onlineSave}
onClick={continueOnline}
type="button"
>
{confirmOnlineDestination === onlineDestinationSlot
? `Confirm Replace Slot ${onlineDestinationSlot}`
: `Load Into Slot ${onlineDestinationSlot}`}
</button>
<button
className="save-secondary-button"
disabled={onlineBusy}
onClick={() => { void handleDifferentAccount() }}
type="button"
>
Switch Account
</button>
</div>
</>
) : (
<form className="online-save-login" onSubmit={signIn}>
<label> <label>
Character Name Username
<input <input
autoComplete="nickname" autoComplete="username"
maxLength={20} maxLength={20}
minLength={2} minLength={3}
onChange={(event) => setCharacterName(event.target.value)} onChange={(event) => setUsername(event.target.value)}
pattern="[A-Za-z0-9_]+"
required required
value={characterName} value={username}
/> />
</label> </label>
)} <label>
<label> Password
Password <input
<input autoComplete="current-password"
autoComplete={mode === 'login' ? 'current-password' : 'new-password'} maxLength={128}
maxLength={128} minLength={10}
minLength={10} onChange={(event) => setPassword(event.target.value)}
onChange={(event) => setPassword(event.target.value)} required
required type="password"
type="password" value={password}
value={password} />
/> </label>
</label> <button className="save-continue-button" disabled={onlineBusy} type="submit">
<button className="primary-button" disabled={busy} type="submit"> {onlineBusy ? 'Checking Account...' : 'Sign In & Check Save'}
{busy
? 'Working...'
: mode === 'login'
? 'Enter Chronicle'
: 'Begin Adventure'}
</button>
</form>
<p className={`auth-message ${message ? 'error' : ''}`}>
{message || serverMessage || (
mode === 'register'
? 'The first account keeps the current local character and save.'
: 'Sign in to continue your character.'
)}
</p>
<div className="offline-divider"><span>or</span></div>
<section className="offline-entry">
<div>
<p className="eyebrow">Local Save</p>
<h2>Play Offline</h2>
<p>
No account or connection required. Offline progress stays on
this device.
</p>
</div>
{offlineCharacterExists && (
<button
className="offline-resume-button"
onClick={resumeOffline}
type="button"
>
Continue Offline Character
</button> </button>
)} </form>
<label> )}
{offlineCharacterExists ? 'New Character Name' : 'Character Name'} </section>
<input
maxLength={20} <p
minLength={2} aria-live="polite"
onChange={(event) => setOfflineName(event.target.value)} className={`save-gateway-status ${messageIsError ? 'error' : ''}`}
placeholder="Mira" >
value={offlineName} {message}
/> </p>
</label>
<button
className="text-button offline-new-button"
onClick={beginOffline}
type="button"
>
{offlineCharacterExists ? 'Replace Offline Character' : 'Begin Offline Adventure'}
</button>
</section>
</div>
</section> </section>
</main> </main>
) )
+4
View File
@@ -1841,6 +1841,10 @@ export function selectOnlineMode() {
writeMode('online') writeMode('online')
} }
export function selectOfflineMode() {
writeMode('offline-local')
}
export function createOfflineCharacter(characterName: string): AuthSession { export function createOfflineCharacter(characterName: string): AuthSession {
const name = characterName.trim() || 'Mira' const name = characterName.trim() || 'Mira'
if (!/^[A-Za-z][A-Za-z0-9 '-]{1,19}$/.test(name)) { if (!/^[A-Za-z][A-Za-z0-9 '-]{1,19}$/.test(name)) {
+5 -1
View File
@@ -1043,7 +1043,11 @@ export function InputProvider({ children }: { children: ReactNode }) {
<div className="controller-keyboard-heading"> <div className="controller-keyboard-heading">
<div> <div>
<p className="eyebrow">Controller Keyboard</p> <p className="eyebrow">Controller Keyboard</p>
<strong>{keyboardInput.value || 'Enter text'}</strong> <strong>
{keyboardInput.type === 'password'
? '•'.repeat(keyboardInput.value.length) || 'Enter password'
: keyboardInput.value || 'Enter text'}
</strong>
</div> </div>
<button onClick={closeKeyboard} type="button">Done</button> <button onClick={closeKeyboard} type="button">Done</button>
</div> </div>
+38 -30
View File
@@ -22,11 +22,7 @@ import {
Iwt2RoguelikeUpgradeScreen, Iwt2RoguelikeUpgradeScreen,
Iwt2SettingsScreen, Iwt2SettingsScreen,
} from './screens/Iwt2ShellScreens' } from './screens/Iwt2ShellScreens'
import { import { writeIwt2Save, type Iwt2LocalSaveSlot, type Iwt2Save } from './save/iwt2Repository'
loadIwt2Save,
writeIwt2Save,
type Iwt2Save,
} from './save/iwt2Repository'
import { IWT2_BOSS_METADATA, type Iwt2BossId } from './content/bosses' import { IWT2_BOSS_METADATA, type Iwt2BossId } from './content/bosses'
import { iwt2BossCoinRewardFor } from './content/bossRewards' import { iwt2BossCoinRewardFor } from './content/bossRewards'
import { import {
@@ -76,9 +72,11 @@ type Iwt2Screen =
const IWT2_MENU_COLUMNS = 2 const IWT2_MENU_COLUMNS = 2
const IWT2_ROGUELIKE_CHOICE_COUNT = 3 const IWT2_ROGUELIKE_CHOICE_COUNT = 3
const IWT2_PVP_FIRST_BUFF_EXTRA_TARGET_CHANCE = 0.65 const IWT2_PVP_FIRST_BUFF_EXTRA_TARGET_CHANCE = 0.65
const IWT2_ROGUELIKE_GREEN_COIN_BOSS_THRESHOLD = 5
type Iwt2RoguelikeRunState = { type Iwt2RoguelikeRunState = {
bossIds: Iwt2BossId[] bossIds: Iwt2BossId[]
bossesDefeated: number
buffs: Iwt2RoguelikeSelfBuffId[] buffs: Iwt2RoguelikeSelfBuffId[]
contentType: Iwt2RoguelikeContentType contentType: Iwt2RoguelikeContentType
debuffs: Iwt2RoguelikeOpponentDebuffId[] debuffs: Iwt2RoguelikeOpponentDebuffId[]
@@ -138,8 +136,8 @@ const MENU_ITEMS: Array<{
}, },
{ {
screen: 'cloud-save', screen: 'cloud-save',
title: 'Backup Slot', title: 'Cloud Backup',
description: 'Choose local, online, or fresh IWT2 progress.', description: 'Compare the active local slot with your online backup.',
glyph: 'C', glyph: 'C',
}, },
{ {
@@ -151,15 +149,19 @@ const MENU_ITEMS: Array<{
] ]
export function IWantToHeal2App({ export function IWantToHeal2App({
initialSave,
localSlot,
onlineBackupsAvailable, onlineBackupsAvailable,
onBackToGameSelect, onExitToSaveSelect,
}: { }: {
initialSave: Iwt2Save
localSlot: Iwt2LocalSaveSlot
onlineBackupsAvailable: boolean onlineBackupsAvailable: boolean
onBackToGameSelect: () => void onExitToSaveSelect: () => void
}) { }) {
const { enabled: dualScreenEnabled } = useDualScreen() const { enabled: dualScreenEnabled } = useDualScreen()
const [screen, setScreen] = useState<Iwt2Screen>('menu') const [screen, setScreen] = useState<Iwt2Screen>('menu')
const [save, setSave] = useState<Iwt2Save>(loadIwt2Save) const [save, setSave] = useState<Iwt2Save>(initialSave)
const [selectedIndex, setSelectedIndex] = useState(0) const [selectedIndex, setSelectedIndex] = useState(0)
const [selectedBossId, setSelectedBossId] = useState<Iwt2BossId>('bulldrome') const [selectedBossId, setSelectedBossId] = useState<Iwt2BossId>('bulldrome')
const [arenaModeLabel, setArenaModeLabel] = useState('Dungeon') const [arenaModeLabel, setArenaModeLabel] = useState('Dungeon')
@@ -174,8 +176,8 @@ export function IWantToHeal2App({
const cancelPvpQueueRef = useRef<(() => void) | null>(null) const cancelPvpQueueRef = useRef<(() => void) | null>(null)
useEffect(() => { useEffect(() => {
writeIwt2Save(save) writeIwt2Save(save, localSlot)
}, [save]) }, [localSlot, save])
useEffect(() => () => { useEffect(() => () => {
cancelPvpQueueRef.current?.() cancelPvpQueueRef.current?.()
@@ -203,7 +205,7 @@ export function IWantToHeal2App({
useGameAction((action, device) => { useGameAction((action, device) => {
if (screen !== 'menu' || device !== 'controller') return if (screen !== 'menu' || device !== 'controller') return
if (action === 'back') { if (action === 'back') {
onBackToGameSelect() onExitToSaveSelect()
return return
} }
if (action === 'confirm') { if (action === 'confirm') {
@@ -256,10 +258,13 @@ export function IWantToHeal2App({
buffs: roguelikeRun.buffs, buffs: roguelikeRun.buffs,
contentType: roguelikeRun.contentType, contentType: roguelikeRun.contentType,
debuffs: roguelikeRun.debuffs, debuffs: roguelikeRun.debuffs,
greenCoinThreshold: IWT2_ROGUELIKE_GREEN_COIN_BOSS_THRESHOLD,
bossesDefeated: roguelikeRun.bossesDefeated,
onVictory: () => { onVictory: () => {
setRoguelikeRun((current) => current setRoguelikeRun((current) => current
? { ? {
...current, ...current,
bossesDefeated: current.bossesDefeated + current.bossIds.length,
...buildRoguelikeChoices(save, current.variant), ...buildRoguelikeChoices(save, current.variant),
} }
: current) : current)
@@ -283,7 +288,7 @@ export function IWantToHeal2App({
if (screen === 'roguelike-upgrade' && roguelikeRun) { if (screen === 'roguelike-upgrade' && roguelikeRun) {
return ( return (
<main className="game-shell iwt2-shell"> <main className="game-shell iwt2-shell">
<Iwt2Header save={save} onBackToGameSelect={onBackToGameSelect} /> <Iwt2Header save={save} onExitToSaveSelect={onExitToSaveSelect} />
<Iwt2RoguelikeUpgradeScreen <Iwt2RoguelikeUpgradeScreen
activeBuffSummary={summarizeIwt2Buffs(save, roguelikeRun.buffs)} activeBuffSummary={summarizeIwt2Buffs(save, roguelikeRun.buffs)}
activeDebuffSummary={summarizeIwt2Debuffs(save, roguelikeRun.debuffs)} activeDebuffSummary={summarizeIwt2Debuffs(save, roguelikeRun.debuffs)}
@@ -307,7 +312,7 @@ export function IWantToHeal2App({
if (screen === 'dungeons') { if (screen === 'dungeons') {
return ( return (
<main className="game-shell iwt2-shell"> <main className="game-shell iwt2-shell">
<Iwt2Header save={save} onBackToGameSelect={onBackToGameSelect} /> <Iwt2Header save={save} onExitToSaveSelect={onExitToSaveSelect} />
<Iwt2DungeonsScreen <Iwt2DungeonsScreen
difficultySlug={selectedDungeonDifficultySlug} difficultySlug={selectedDungeonDifficultySlug}
save={save} save={save}
@@ -328,7 +333,7 @@ export function IWantToHeal2App({
if (screen === 'roguelike') { if (screen === 'roguelike') {
return ( return (
<main className="game-shell iwt2-shell"> <main className="game-shell iwt2-shell">
<Iwt2Header save={save} onBackToGameSelect={onBackToGameSelect} /> <Iwt2Header save={save} onExitToSaveSelect={onExitToSaveSelect} />
<Iwt2RoguelikeScreen <Iwt2RoguelikeScreen
contentType={roguelikeContentType} contentType={roguelikeContentType}
variant={roguelikeVariant} variant={roguelikeVariant}
@@ -358,7 +363,7 @@ export function IWantToHeal2App({
if (screen === 'raids') { if (screen === 'raids') {
return ( return (
<main className="game-shell iwt2-shell"> <main className="game-shell iwt2-shell">
<Iwt2Header save={save} onBackToGameSelect={onBackToGameSelect} /> <Iwt2Header save={save} onExitToSaveSelect={onExitToSaveSelect} />
<Iwt2ModeScreen <Iwt2ModeScreen
difficultySlug={selectedRaidDifficultySlug} difficultySlug={selectedRaidDifficultySlug}
mode="Raids" mode="Raids"
@@ -392,7 +397,7 @@ export function IWantToHeal2App({
save={save} save={save}
title="Gear Upgrade" title="Gear Upgrade"
onBack={() => setScreen('menu')} onBack={() => setScreen('menu')}
onBackToGameSelect={onBackToGameSelect} onExitToSaveSelect={onExitToSaveSelect}
/> />
<Iwt2GearUpgradeScreen <Iwt2GearUpgradeScreen
save={save} save={save}
@@ -406,7 +411,7 @@ export function IWantToHeal2App({
if (screen === 'customize-character') { if (screen === 'customize-character') {
return ( return (
<main className="game-shell iwt2-shell"> <main className="game-shell iwt2-shell">
<Iwt2Header save={save} onBackToGameSelect={onBackToGameSelect} /> <Iwt2Header save={save} onExitToSaveSelect={onExitToSaveSelect} />
<Iwt2CustomizeCharacterScreen <Iwt2CustomizeCharacterScreen
save={save} save={save}
onBack={() => setScreen('menu')} onBack={() => setScreen('menu')}
@@ -419,7 +424,7 @@ export function IWantToHeal2App({
if (screen === 'cloud-save') { if (screen === 'cloud-save') {
return ( return (
<main className="game-shell iwt2-shell"> <main className="game-shell iwt2-shell">
<Iwt2Header save={save} onBackToGameSelect={onBackToGameSelect} /> <Iwt2Header save={save} onExitToSaveSelect={onExitToSaveSelect} />
<Iwt2CloudSaveScreen <Iwt2CloudSaveScreen
save={save} save={save}
onlineBackupsAvailable={onlineBackupsAvailable} onlineBackupsAvailable={onlineBackupsAvailable}
@@ -433,7 +438,7 @@ export function IWantToHeal2App({
if (screen === 'settings') { if (screen === 'settings') {
return ( return (
<main className="game-shell iwt2-shell"> <main className="game-shell iwt2-shell">
<Iwt2Header save={save} onBackToGameSelect={onBackToGameSelect} /> <Iwt2Header save={save} onExitToSaveSelect={onExitToSaveSelect} />
<Iwt2SettingsScreen onBack={() => setScreen('menu')} /> <Iwt2SettingsScreen onBack={() => setScreen('menu')} />
</main> </main>
) )
@@ -441,7 +446,7 @@ export function IWantToHeal2App({
return ( return (
<main className="game-shell iwt2-shell"> <main className="game-shell iwt2-shell">
<Iwt2Header save={save} onBackToGameSelect={onBackToGameSelect} /> <Iwt2Header save={save} onExitToSaveSelect={onExitToSaveSelect} />
{screen === 'menu' && ( {screen === 'menu' && (
<section className="iwt2-menu-screen" data-game-nav-active="true"> <section className="iwt2-menu-screen" data-game-nav-active="true">
@@ -534,7 +539,8 @@ function createRoguelikeRun(
contentType: Iwt2RoguelikeContentType, contentType: Iwt2RoguelikeContentType,
): Iwt2RoguelikeRunState { ): Iwt2RoguelikeRunState {
return { return {
bossIds: createRoguelikeBossPair(variant, contentType, 1), bossIds: createRoguelikeBossPair(variant, contentType, 1, 0),
bossesDefeated: 0,
buffs: [], buffs: [],
contentType, contentType,
debuffs: [], debuffs: [],
@@ -602,7 +608,7 @@ function applyRoguelikeChoice(
return { return {
...run, ...run,
...nextBase, ...nextBase,
bossIds: createRoguelikeBossPair(run.variant, run.contentType, run.stage + 1), bossIds: createRoguelikeBossPair(run.variant, run.contentType, run.stage + 1, run.bossesDefeated),
...buildRoguelikeChoices(save, run.variant), ...buildRoguelikeChoices(save, run.variant),
stage: run.stage + 1, stage: run.stage + 1,
} }
@@ -612,6 +618,7 @@ function createRoguelikeBossPair(
variant: Iwt2RoguelikeVariant, variant: Iwt2RoguelikeVariant,
contentType: Iwt2RoguelikeContentType, contentType: Iwt2RoguelikeContentType,
stage: number, stage: number,
bossesDefeated: number,
): Iwt2BossId[] { ): Iwt2BossId[] {
const weightedProgressionEnabled = variant === 'pve' const weightedProgressionEnabled = variant === 'pve'
? IWT2_PVE_ROGUELIKE_WEIGHTED_BOSS_PROGRESSION_ENABLED ? IWT2_PVE_ROGUELIKE_WEIGHTED_BOSS_PROGRESSION_ENABLED
@@ -619,11 +626,12 @@ function createRoguelikeBossPair(
? IWT2_PVP_STADIUM_WEIGHTED_BOSS_PROGRESSION_ENABLED ? IWT2_PVP_STADIUM_WEIGHTED_BOSS_PROGRESSION_ENABLED
: IWT2_PVP_ROGUELIKE_WEIGHTED_BOSS_PROGRESSION_ENABLED : IWT2_PVP_ROGUELIKE_WEIGHTED_BOSS_PROGRESSION_ENABLED
const bossPool = roguelikeBossPoolFor(variant, contentType) const bossPool = roguelikeBossPoolFor(variant, contentType)
const count = bossesDefeated >= IWT2_ROGUELIKE_GREEN_COIN_BOSS_THRESHOLD ? 3 : 2
if (weightedProgressionEnabled) { if (weightedProgressionEnabled) {
return createIwt2WeightedRoguelikeBossPair(stage, Math.random, { bossPool }) return createIwt2WeightedRoguelikeBossPair(stage, Math.random, { bossPool, count })
} }
return createUniformIwt2RoguelikeBossPair(Math.random, { bossPool }) return createUniformIwt2RoguelikeBossPair(Math.random, { bossPool, count })
} }
function roguelikeBossPoolFor( function roguelikeBossPoolFor(
@@ -684,19 +692,19 @@ function isExtraTargetBuff(choice: Iwt2RoguelikeChoice<Iwt2RoguelikeSelfBuffId>)
function Iwt2Header({ function Iwt2Header({
onBack, onBack,
onBackToGameSelect, onExitToSaveSelect,
save, save,
title, title,
}: { }: {
onBack?: () => void onBack?: () => void
onBackToGameSelect: () => void onExitToSaveSelect: () => void
save: Iwt2Save save: Iwt2Save
title?: string title?: string
}) { }) {
return ( return (
<header className="topbar app-header"> <header className="topbar app-header">
<button className="brand-button" onClick={onBackToGameSelect} type="button"> <button className="brand-button" onClick={onExitToSaveSelect} type="button">
<strong>Games</strong> <strong>Saves</strong>
</button> </button>
{title && <strong className="iwt2-header-title">{title}</strong>} {title && <strong className="iwt2-header-title">{title}</strong>}
<div className="character-summary"> <div className="character-summary">
+23 -4
View File
@@ -2,11 +2,13 @@ import type { Iwt2BossId } from './bosses'
import type { Iwt2PlayerClassId } from './classes' import type { Iwt2PlayerClassId } from './classes'
import { iwt2BossCoinRewardFor } from './bossRewards' import { iwt2BossCoinRewardFor } from './bossRewards'
import { IWT2_INFUSION_ABILITIES, type Iwt2InfusionAbilityId } from './infusionAbilities' import { IWT2_INFUSION_ABILITIES, type Iwt2InfusionAbilityId } from './infusionAbilities'
import type { Iwt2RoguelikeSelfBuffId } from './roguelike'
export { IWT2_INFUSION_ABILITIES, iwt2InfusionAbilitiesForClass } from './infusionAbilities' export { IWT2_INFUSION_ABILITIES, iwt2InfusionAbilitiesForClass } from './infusionAbilities'
export type { Iwt2InfusionAbility, Iwt2InfusionAbilityId } from './infusionAbilities' export type { Iwt2InfusionAbility, Iwt2InfusionAbilityId } from './infusionAbilities'
export type Iwt2GearSlotId = 'weapon' | 'helmet' | 'chest' | 'legs' | 'feet' export type Iwt2GearSlotId = 'weapon' | 'helmet' | 'chest' | 'legs' | 'feet'
export type Iwt2GearLevel = 0 | 1 | 2 | 3 | 4 | 5 export type Iwt2GearLevel = 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10
export type Iwt2PassiveInfusionId = Exclude<Iwt2RoguelikeSelfBuffId, 'revive-party-members'>
export type Iwt2GearStatId = export type Iwt2GearStatId =
| 'maxHealth' | 'maxHealth'
| 'moveSpeed' | 'moveSpeed'
@@ -24,6 +26,7 @@ export type Iwt2GearSlotProgress = {
export type Iwt2ClassGearProgress = { export type Iwt2ClassGearProgress = {
slots: Record<Iwt2GearSlotId, Iwt2GearSlotProgress> slots: Record<Iwt2GearSlotId, Iwt2GearSlotProgress>
infusionAbilityId: Iwt2InfusionAbilityId | null infusionAbilityId: Iwt2InfusionAbilityId | null
passiveInfusionId: Iwt2PassiveInfusionId | null
} }
export type Iwt2GearProgress = Record<Iwt2PlayerClassId, Iwt2ClassGearProgress> export type Iwt2GearProgress = Record<Iwt2PlayerClassId, Iwt2ClassGearProgress>
@@ -43,6 +46,9 @@ export type Iwt2GearSlotRecipe = {
} }
export const IWT2_GEAR_SLOTS: Iwt2GearSlotId[] = ['weapon', 'helmet', 'chest', 'legs', 'feet'] export const IWT2_GEAR_SLOTS: Iwt2GearSlotId[] = ['weapon', 'helmet', 'chest', 'legs', 'feet']
export const IWT2_MAX_GEAR_LEVEL: Iwt2GearLevel = 10
export const IWT2_ACTIVE_INFUSION_MIN_GEAR_LEVEL: Iwt2GearLevel = 5
export const IWT2_PASSIVE_INFUSION_MIN_GEAR_LEVEL: Iwt2GearLevel = 10
export const IWT2_GEAR_SLOT_LABELS: Record<Iwt2GearSlotId, string> = { export const IWT2_GEAR_SLOT_LABELS: Record<Iwt2GearSlotId, string> = {
weapon: 'Weapon', weapon: 'Weapon',
@@ -120,7 +126,13 @@ export function createDefaultIwt2GearProgress(): Iwt2GearProgress {
} }
export function isIwt2InfusionUnlocked(progress: Iwt2ClassGearProgress): boolean { export function isIwt2InfusionUnlocked(progress: Iwt2ClassGearProgress): boolean {
return Object.values(progress.slots).some((slot) => slot.level >= 5) return Object.values(progress.slots).some((slot) => slot.level >= IWT2_ACTIVE_INFUSION_MIN_GEAR_LEVEL)
}
export function isIwt2PassiveInfusionUnlocked(progress: Iwt2GearProgress): boolean {
return Object.values(progress).some((classProgress) => (
Object.values(classProgress.slots).some((slot) => slot.level >= IWT2_PASSIVE_INFUSION_MIN_GEAR_LEVEL)
))
} }
export function iwt2GearUpgradeCosts( export function iwt2GearUpgradeCosts(
@@ -128,7 +140,7 @@ export function iwt2GearUpgradeCosts(
slotId: Iwt2GearSlotId, slotId: Iwt2GearSlotId,
currentLevel: Iwt2GearLevel, currentLevel: Iwt2GearLevel,
): Iwt2GearUpgradeCost[] { ): Iwt2GearUpgradeCost[] {
if (currentLevel >= 5) return [] if (currentLevel >= IWT2_MAX_GEAR_LEVEL) return []
const recipe = IWT2_GEAR_SLOT_RECIPES[classId][slotId] const recipe = IWT2_GEAR_SLOT_RECIPES[classId][slotId]
const nextLevel = (currentLevel + 1) as Exclude<Iwt2GearLevel, 0> const nextLevel = (currentLevel + 1) as Exclude<Iwt2GearLevel, 0>
const slug = upgradeDifficultySlug(nextLevel) const slug = upgradeDifficultySlug(nextLevel)
@@ -147,10 +159,15 @@ export function iwt2GearUpgradeCosts(
{ itemId: primary.id, itemName: primary.name, quantity: 4 }, { itemId: primary.id, itemName: primary.name, quantity: 4 },
{ itemId: secondary.id, itemName: secondary.name, quantity: 3 }, { itemId: secondary.id, itemName: secondary.name, quantity: 3 },
] ]
return [ if (nextLevel === 5) return [
{ itemId: primary.id, itemName: primary.name, quantity: 5 }, { itemId: primary.id, itemName: primary.name, quantity: 5 },
{ itemId: secondary.id, itemName: secondary.name, quantity: 4 }, { itemId: secondary.id, itemName: secondary.name, quantity: 4 },
] ]
const overcap = nextLevel - 5
return [
{ itemId: primary.id, itemName: primary.name, quantity: 5 + overcap },
{ itemId: secondary.id, itemName: secondary.name, quantity: 4 + overcap },
]
} }
export function iwt2InfusionCosts( export function iwt2InfusionCosts(
@@ -178,6 +195,7 @@ function createDefaultClassGearProgress(): Iwt2ClassGearProgress {
feet: { level: 0 }, feet: { level: 0 },
}, },
infusionAbilityId: null, infusionAbilityId: null,
passiveInfusionId: null,
} }
} }
@@ -193,6 +211,7 @@ function slotRecipe(
function upgradeDifficultySlug(level: Exclude<Iwt2GearLevel, 0>): string { function upgradeDifficultySlug(level: Exclude<Iwt2GearLevel, 0>): string {
if (level <= 2) return 'initiate' if (level <= 2) return 'initiate'
if (level >= 6) return 'veteran'
if (level === 3) return 'veteran' if (level === 3) return 'veteran'
if (level === 4) return 'champion' if (level === 4) return 'champion'
return 'mythic' return 'mythic'
@@ -30,6 +30,7 @@ export function createIwt2PvpNormalizedGearProgress(
IWT2_GEAR_SLOTS.map((slotId) => [slotId, { level: config.gearLevel }]), IWT2_GEAR_SLOTS.map((slotId) => [slotId, { level: config.gearLevel }]),
), ),
infusionAbilityId: null, infusionAbilityId: null,
passiveInfusionId: null,
}, },
]), ]),
) as Iwt2GearProgress ) as Iwt2GearProgress
@@ -19,6 +19,7 @@ type TierWeight = {
type Iwt2RoguelikeBossPoolOptions = { type Iwt2RoguelikeBossPoolOptions = {
bossPool?: readonly Iwt2BossId[] bossPool?: readonly Iwt2BossId[]
count?: number
} }
const IWT2_ROGUELIKE_BOSS_TIERS: Record<Iwt2RoguelikeBossTier, readonly Iwt2BossId[]> = { const IWT2_ROGUELIKE_BOSS_TIERS: Record<Iwt2RoguelikeBossTier, readonly Iwt2BossId[]> = {
@@ -67,16 +68,17 @@ export function createIwt2WeightedRoguelikeBossPair(
const choices: Iwt2BossId[] = [] const choices: Iwt2BossId[] = []
const maxThreat = maxThreatForStage(stage) const maxThreat = maxThreatForStage(stage)
const bossPool = normalizeBossPool(options.bossPool) const bossPool = normalizeBossPool(options.bossPool)
const count = normalizeBossCount(options.count)
while (choices.length < 2) { while (choices.length < count) {
const next = chooseWeightedBossForStage(stage, choices, maxThreat, random, bossPool) const next = chooseWeightedBossForStage(stage, choices, maxThreat, random, bossPool)
if (!next) break if (!next) break
choices.push(next) choices.push(next)
} }
return choices.length === 2 return choices.length === count
? choices ? choices
: createUniformIwt2RoguelikeBossPair(random, { bossPool }) : createUniformIwt2RoguelikeBossPair(random, { bossPool, count })
} }
export function createUniformIwt2RoguelikeBossPair( export function createUniformIwt2RoguelikeBossPair(
@@ -84,8 +86,9 @@ export function createUniformIwt2RoguelikeBossPair(
options: Iwt2RoguelikeBossPoolOptions = {}, options: Iwt2RoguelikeBossPoolOptions = {},
): Iwt2BossId[] { ): Iwt2BossId[] {
const pool = normalizeBossPool(options.bossPool) const pool = normalizeBossPool(options.bossPool)
const count = normalizeBossCount(options.count)
const choices: Iwt2BossId[] = [] const choices: Iwt2BossId[] = []
while (pool.length > 0 && choices.length < 2) { while (pool.length > 0 && choices.length < count) {
const index = randomIndex(pool.length, random) const index = randomIndex(pool.length, random)
const [choice] = pool.splice(index, 1) const [choice] = pool.splice(index, 1)
if (choice) choices.push(choice) if (choice) choices.push(choice)
@@ -192,7 +195,7 @@ function maxThreatForStage(stage: number): number {
if (safeStage <= 2) return 3 if (safeStage <= 2) return 3
if (safeStage === 3) return 4 if (safeStage === 3) return 4
if (safeStage <= 5) return 5 if (safeStage <= 5) return 5
return 6 return 8
} }
function threatForBoss(bossId: Iwt2BossId): number { function threatForBoss(bossId: Iwt2BossId): number {
@@ -203,6 +206,10 @@ function randomIndex(length: number, random: () => number): number {
return Math.min(length - 1, Math.floor(safeRandom(random) * length)) return Math.min(length - 1, Math.floor(safeRandom(random) * length))
} }
function normalizeBossCount(count: number | undefined): number {
return Math.max(1, Math.min(3, Math.floor(count ?? 2)))
}
function safeRandom(random: () => number): number { function safeRandom(random: () => number): number {
const value = random() const value = random()
return Number.isFinite(value) ? Math.min(0.999999999, Math.max(0, value)) : 0 return Number.isFinite(value) ? Math.min(0.999999999, Math.max(0, value)) : 0
+31 -3
View File
@@ -4,15 +4,24 @@ import type { MovementVector } from '../../../input'
import { BulldromeArenaScene } from './scenes/BulldromeArenaScene' import { BulldromeArenaScene } from './scenes/BulldromeArenaScene'
import type { Iwt2ArenaState } from '../sim/arenaState' import type { Iwt2ArenaState } from '../sim/arenaState'
const IWT2_ARENA_FPS = 60
type PhaserArenaProps = { type PhaserArenaProps = {
active: boolean
movementRef: MutableRefObject<MovementVector> movementRef: MutableRefObject<MovementVector>
selectedPartyIdRef: MutableRefObject<string> selectedPartyIdRef: MutableRefObject<string>
stateRef: MutableRefObject<Iwt2ArenaState> stateRef: MutableRefObject<Iwt2ArenaState>
onStep: (movement: MovementVector, dtSeconds: number) => 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 hostRef = useRef<HTMLDivElement | null>(null)
const onStepRef = useRef(onStep)
useEffect(() => {
onStepRef.current = onStep
}, [onStep])
useEffect(() => { useEffect(() => {
if (!hostRef.current) return undefined if (!hostRef.current) return undefined
@@ -21,7 +30,7 @@ export function PhaserArena({ movementRef, onStep, selectedPartyIdRef, stateRef
getMovement: () => movementRef.current, getMovement: () => movementRef.current,
getSelectedPartyId: () => selectedPartyIdRef.current, getSelectedPartyId: () => selectedPartyIdRef.current,
getState: () => stateRef.current, getState: () => stateRef.current,
step: onStep, step: (movement, dtSeconds) => onStepRef.current(movement, dtSeconds),
}) })
const game = new Phaser.Game({ const game = new Phaser.Game({
type: Phaser.AUTO, type: Phaser.AUTO,
@@ -30,17 +39,36 @@ export function PhaserArena({ movementRef, onStep, selectedPartyIdRef, stateRef
height: initialState.bounds.height, height: initialState.bounds.height,
backgroundColor: '#10141b', backgroundColor: '#10141b',
pixelArt: false, pixelArt: false,
fps: {
target: IWT2_ARENA_FPS,
limit: IWT2_ARENA_FPS,
},
scale: { scale: {
mode: Phaser.Scale.FIT, mode: Phaser.Scale.FIT,
autoCenter: Phaser.Scale.CENTER_BOTH, autoCenter: Phaser.Scale.CENTER_BOTH,
}, },
scene, scene,
}) })
gameRef.current = game
return () => { return () => {
if (gameRef.current === game) gameRef.current = null
game.destroy(true) game.destroy(true)
} }
}, [movementRef, onStep, selectedPartyIdRef, stateRef]) }, [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} /> return <div className="iwt2-phaser-host" ref={hostRef} />
} }
+47 -47
View File
@@ -52,20 +52,17 @@ const BOSS_PROFILES: Partial<Record<Iwt2BossEntityState['bossId'], BossMotionPro
const WARM_TINT = 0xffc88a const WARM_TINT = 0xffc88a
const IMPACT_TINT = 0xff9b5f 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 profile = BOSS_PROFILES[entity.bossId] ?? DEFAULT_PROFILE
const phase = String(entity.attackPhase) const phase = String(entity.attackPhase)
const speed = Math.hypot(entity.velocity.x, entity.velocity.y) const speed = Math.hypot(entity.velocity.x, entity.velocity.y)
const moving = speed > 8 || phase === 'relocating' const moving = speed > 8 || phase === 'relocating'
const facingX = entity.facing.x < -0.05 ? -1 : 1 const facingX = entity.facing.x < -0.05 ? -1 : 1
resetBossRenderMotion(motion)
const motion: BossRenderMotion = {
x: 0,
y: 0,
scaleX: 1,
scaleY: 1,
rotation: 0,
}
if (isActionPhase(phase, 'windup')) return windupMotion(motion, entity, phase, timeSeconds, facingX) if (isActionPhase(phase, 'windup')) return windupMotion(motion, entity, phase, timeSeconds, facingX)
if (isBurstPhase(phase)) return burstMotion(motion, 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 { function idleMotion(motion: BossRenderMotion, profile: BossMotionProfile, timeSeconds: number): BossRenderMotion {
const wave = Math.sin(timeSeconds * profile.idleFrequency * Math.PI * 2) const wave = Math.sin(timeSeconds * profile.idleFrequency * Math.PI * 2)
return { motion.y = -Math.max(0, wave) * profile.idleBob
...motion, motion.scaleY = 1 + Math.max(0, wave) * 0.025
y: -Math.max(0, wave) * profile.idleBob, motion.scaleX = 1 - Math.max(0, wave) * 0.01
scaleY: 1 + Math.max(0, wave) * 0.025, return motion
scaleX: 1 - Math.max(0, wave) * 0.01,
}
} }
function movingMotion( function movingMotion(
@@ -94,13 +89,11 @@ function movingMotion(
const speedFactor = Math.min(1, Math.hypot(entity.velocity.x, entity.velocity.y) / 180) 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 stride = Math.sin(timeSeconds * profile.moveFrequency * Math.PI * 2)
const lift = Math.abs(stride) * profile.moveBob const lift = Math.abs(stride) * profile.moveBob
return { motion.y = -lift
...motion, motion.scaleX = 1 + 0.012 * speedFactor
y: -lift, motion.scaleY = 1 - 0.009 * Math.abs(stride)
scaleX: 1 + 0.012 * speedFactor, motion.rotation = facingX * 0.025 * speedFactor
scaleY: 1 - 0.009 * Math.abs(stride), return motion
rotation: facingX * 0.025 * speedFactor,
}
} }
function windupMotion( function windupMotion(
@@ -112,28 +105,24 @@ function windupMotion(
): BossRenderMotion { ): BossRenderMotion {
const pulse = 0.5 + Math.sin(timeSeconds * Math.PI * 9) * 0.5 const pulse = 0.5 + Math.sin(timeSeconds * Math.PI * 9) * 0.5
const isSlam = phase.includes('slam') || phase.includes('quake') || phase.includes('shatter') const isSlam = phase.includes('slam') || phase.includes('quake') || phase.includes('shatter')
return { motion.x = -facingX * (isSlam ? 1.5 : 3)
...motion, motion.y = isSlam ? -2 : 2
x: -facingX * (isSlam ? 1.5 : 3), motion.scaleX = 1.035
y: isSlam ? -2 : 2, motion.scaleY = 0.965
scaleX: 1.035, motion.rotation = -facingX * 0.02
scaleY: 0.965, motion.tint = pulse > 0.45 || entity.phaseSecondsRemaining < 0.18 ? WARM_TINT : undefined
rotation: -facingX * 0.02, return motion
tint: pulse > 0.45 || entity.phaseSecondsRemaining < 0.18 ? WARM_TINT : undefined,
}
} }
function burstMotion(motion: BossRenderMotion, timeSeconds: number, facingX: number): BossRenderMotion { function burstMotion(motion: BossRenderMotion, timeSeconds: number, facingX: number): BossRenderMotion {
const shake = Math.sin(timeSeconds * Math.PI * 38) * 1.8 const shake = Math.sin(timeSeconds * Math.PI * 38) * 1.8
return { motion.x = facingX * 3 + shake
...motion, motion.y = Math.cos(timeSeconds * Math.PI * 42) * 1.2
x: facingX * 3 + shake, motion.scaleX = 1.045
y: Math.cos(timeSeconds * Math.PI * 42) * 1.2, motion.scaleY = 0.96
scaleX: 1.045, motion.rotation = facingX * 0.018
scaleY: 0.96, motion.tint = WARM_TINT
rotation: facingX * 0.018, return motion
tint: WARM_TINT,
}
} }
function recoverMotion( function recoverMotion(
@@ -145,13 +134,24 @@ function recoverMotion(
const settle = Math.max(0, Math.min(1, entity.phaseSecondsRemaining / 0.45)) const settle = Math.max(0, Math.min(1, entity.phaseSecondsRemaining / 0.45))
const impactPulse = Math.abs(Math.sin(timeSeconds * Math.PI * 11)) * settle const impactPulse = Math.abs(Math.sin(timeSeconds * Math.PI * 11)) * settle
const pop = profile.impactScale * impactPulse const pop = profile.impactScale * impactPulse
return { motion.y = -2 * impactPulse
...motion, motion.scaleX = 1 + pop
y: -2 * impactPulse, motion.scaleY = 1 + pop * 0.45
scaleX: 1 + pop, motion.tint = impactPulse > 0.45 ? IMPACT_TINT : undefined
scaleY: 1 + pop * 0.45, return motion
tint: impactPulse > 0.45 ? IMPACT_TINT : undefined, }
}
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 { function isActionPhase(phase: string, suffix: string): boolean {
+61 -43
View File
@@ -27,65 +27,59 @@ export function partyRenderMotion(
entity: Iwt2PartyEntityState, entity: Iwt2PartyEntityState,
timeSeconds: number, timeSeconds: number,
attackPulse?: PartyAttackPulse, attackPulse?: PartyAttackPulse,
motion: PartyRenderMotion = createPartyRenderMotion(),
): PartyRenderMotion { ): PartyRenderMotion {
const speed = Math.hypot(entity.velocity.x, entity.velocity.y) const speed = Math.hypot(entity.velocity.x, entity.velocity.y)
const facingX = entity.facing.x < -0.05 ? -1 : 1 const facingX = entity.facing.x < -0.05 ? -1 : 1
const motion: PartyRenderMotion = { resetPartyRenderMotion(motion)
x: 0,
y: 0,
rotation: 0,
scaleX: 1,
scaleY: 1,
}
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) { 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 const attackProgress = attackPulse ? attackProgressFor(entity, timeSeconds, attackPulse) : 1
if (attackProgress < 1) { if (attackProgress < 1) {
const strike = Math.sin(attackProgress * Math.PI) const strike = Math.sin(attackProgress * Math.PI)
const ranged = entity.projectileSpeed > 0 const ranged = entity.projectileSpeed > 0
return { motion.x = facingX * (ranged ? -3 : 4) * strike
...motion, motion.y = -1.5 * strike
x: facingX * (ranged ? -3 : 4) * strike, motion.rotation = facingX * (ranged ? -0.05 : 0.09) * strike
y: -1.5 * strike, motion.scaleX = 1 + (ranged ? 0.012 : 0.035) * strike
rotation: facingX * (ranged ? -0.05 : 0.09) * strike, motion.scaleY = 1 - (ranged ? 0.006 : 0.018) * strike
scaleX: 1 + (ranged ? 0.012 : 0.035) * strike, motion.tint = ranged ? 0xdff3ff : 0xffe1a6
scaleY: 1 - (ranged ? 0.006 : 0.018) * strike, return motion
tint: ranged ? 0xdff3ff : 0xffe1a6,
}
} }
if (entity.castSecondsRemaining > 0) { if (entity.castSecondsRemaining > 0) {
const pulse = 0.5 + Math.sin(timeSeconds * Math.PI * 12) * 0.5 const pulse = 0.5 + Math.sin(timeSeconds * Math.PI * 12) * 0.5
return { motion.y = -1 - pulse * 1.5
...motion, motion.scaleX = 1 + pulse * 0.012
y: -1 - pulse * 1.5, motion.scaleY = 1 + pulse * 0.012
scaleX: 1 + pulse * 0.012, motion.tint = entity.classId === 'mage' ? 0xefc4ff : 0xb9e3ff
scaleY: 1 + pulse * 0.012, return motion
tint: entity.classId === 'mage' ? 0xefc4ff : 0xb9e3ff,
}
} }
if (speed > 10) { if (speed > 10) {
const stride = Math.sin(timeSeconds * Math.PI * 9) const stride = Math.sin(timeSeconds * Math.PI * 9)
const lift = Math.abs(stride) * Math.min(2.8, speed / 90) const lift = Math.abs(stride) * Math.min(2.8, speed / 90)
return { motion.y = -lift
...motion, motion.rotation = facingX * 0.025 * Math.min(1, speed / 190)
y: -lift, motion.scaleY = 1 - Math.abs(stride) * 0.01
rotation: facingX * 0.025 * Math.min(1, speed / 190), return motion
scaleY: 1 - Math.abs(stride) * 0.01,
}
} }
const idle = Math.sin(timeSeconds * Math.PI * 2.2) const idle = Math.sin(timeSeconds * Math.PI * 2.2)
return { motion.y = -Math.max(0, idle) * 0.9
...motion, motion.scaleY = 1 + Math.max(0, idle) * 0.008
y: -Math.max(0, idle) * 0.9, return motion
scaleY: 1 + Math.max(0, idle) * 0.008,
}
} }
export function isPartyAttackPulseActive( export function isPartyAttackPulseActive(
@@ -101,17 +95,41 @@ export function partyWeaponLayerMotion(
layer: Iwt2ClassWeaponLayer, layer: Iwt2ClassWeaponLayer,
timeSeconds: number, timeSeconds: number,
attackPulse?: PartyAttackPulse, attackPulse?: PartyAttackPulse,
motion: PartyWeaponLayerMotion = createPartyWeaponLayerMotion(),
): PartyWeaponLayerMotion { ): 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) 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 strike = Math.sin(progress * Math.PI)
const attackMotion = layer.attackMotion const attackMotion = layer.attackMotion
return { motion.offsetXScale = (attackMotion?.offsetXScale ?? 0) * strike
offsetXScale: (attackMotion?.offsetXScale ?? 0) * strike, motion.offsetYScale = (attackMotion?.offsetYScale ?? 0) * strike
offsetYScale: (attackMotion?.offsetYScale ?? 0) * strike, motion.rotation = (attackMotion?.rotation ?? 0) * strike
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( function attackProgressFor(
@@ -2,12 +2,14 @@ import Phaser from 'phaser'
import type { MovementVector } from '../../../../input' import type { MovementVector } from '../../../../input'
import { IWT2_BOSS_METADATA, type Iwt2BossId } from '../../content/bosses' import { IWT2_BOSS_METADATA, type Iwt2BossId } from '../../content/bosses'
import { IWT2_CLASS_METADATA, type Iwt2PlayerClassId } from '../../content/classes' import { IWT2_CLASS_METADATA, type Iwt2PlayerClassId } from '../../content/classes'
import { bossRenderMotion } from '../bossAnimation' import { bossRenderMotion, type BossRenderMotion } from '../bossAnimation'
import { import {
isPartyAttackPulseActive, isPartyAttackPulseActive,
partyRenderMotion, partyRenderMotion,
partyWeaponLayerMotion, partyWeaponLayerMotion,
type PartyAttackPulse, type PartyAttackPulse,
type PartyRenderMotion,
type PartyWeaponLayerMotion,
} from '../partyAnimation' } from '../partyAnimation'
import type { import type {
Iwt2ArenaEvent, Iwt2ArenaEvent,
@@ -41,10 +43,15 @@ type PartyLayerSprites = {
export class BulldromeArenaScene extends Phaser.Scene { export class BulldromeArenaScene extends Phaser.Scene {
private deps: SceneDeps private deps: SceneDeps
private drawableEntities: DrawableEntity[] = []
private arenaGraphics?: Phaser.GameObjects.Graphics private arenaGraphics?: Phaser.GameObjects.Graphics
private bossUnderlayGraphics?: Phaser.GameObjects.Graphics private bossUnderlayGraphics?: Phaser.GameObjects.Graphics
private entityGraphics?: Phaser.GameObjects.Graphics private entityGraphics?: Phaser.GameObjects.Graphics
private telegraphGraphics?: 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 labels = new Map<string, Phaser.GameObjects.Text>()
private bossSprites = new Map<string, Phaser.GameObjects.Image>() private bossSprites = new Map<string, Phaser.GameObjects.Image>()
private partySprites = 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 livePartyEffectIds = new Set<string>()
private floatingCombatTexts = new Map<number, Phaser.GameObjects.Text>() private floatingCombatTexts = new Map<number, Phaser.GameObjects.Text>()
private castGlowEffects = new Set<Phaser.GameObjects.Graphics>() private castGlowEffects = new Set<Phaser.GameObjects.Graphics>()
private currentEntityAnchors = new Map<string, FloatingCombatTextAnchor>()
private lastEntityAnchors = 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 lastPartyAnimationEventId = 0
private lastFloatingEventId = 0 private lastFloatingEventId = 0
private lastStateTime = 0 private lastStateTime = 0
private lastHudPublish = 0
constructor(deps: SceneDeps) { constructor(deps: SceneDeps) {
super('bulldrome-arena') super('bulldrome-arena')
@@ -66,7 +77,9 @@ export class BulldromeArenaScene extends Phaser.Scene {
} }
preload() { 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')) { if (metadata.spriteUrl.endsWith('.svg')) {
this.load.svg(bossSpriteKey(metadata.id), metadata.spriteUrl, { width: 144, height: 144 }) this.load.svg(bossSpriteKey(metadata.id), metadata.spriteUrl, { width: 144, height: 144 })
} else { } else {
@@ -92,7 +105,9 @@ export class BulldromeArenaScene extends Phaser.Scene {
this.telegraphGraphics = this.add.graphics().setDepth(10) this.telegraphGraphics = this.add.graphics().setDepth(10)
this.bossUnderlayGraphics = this.add.graphics().setDepth(20) this.bossUnderlayGraphics = this.add.graphics().setDepth(20)
this.entityGraphics = this.add.graphics().setDepth(35) 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) { update(_: number, delta: number) {
@@ -102,13 +117,11 @@ export class BulldromeArenaScene extends Phaser.Scene {
private drawState(state: Iwt2ArenaState) { private drawState(state: Iwt2ArenaState) {
if (!this.arenaGraphics || !this.entityGraphics || !this.telegraphGraphics) return if (!this.arenaGraphics || !this.entityGraphics || !this.telegraphGraphics) return
this.drawArena(state)
this.drawTelegraphs(state) this.drawTelegraphs(state)
this.updatePartyAnimations(state) this.updatePartyAnimations(state)
this.drawEntities(state) this.drawEntities(state)
this.drawProjectiles(state) this.drawProjectiles(state)
this.drawFloatingCombatTexts(state) this.drawFloatingCombatTexts(state)
this.lastHudPublish += 1
} }
private drawArena(state: Iwt2ArenaState) { private drawArena(state: Iwt2ArenaState) {
@@ -140,12 +153,30 @@ export class BulldromeArenaScene extends Phaser.Scene {
bossUnderlay.clear() bossUnderlay.clear()
graphics.clear() graphics.clear()
for (const hazard of state.hazards) drawHazard(graphics, hazard) for (const hazard of state.hazards) drawHazard(graphics, hazard)
const entities: DrawableEntity[] = [...state.party, ...state.hostileAdds, ...state.bosses] const entities = this.drawableEntities
const liveLabelIds = new Set<string>(entities.filter((entity) => shouldDrawLabel(entity)).map((entity) => entity.id)) const liveBossIds = this.liveBossIds
const liveBossIds = new Set<string>(state.bosses.map((boss) => boss.id)) const liveLabelIds = this.liveLabelIds
const livePartyIds = new Set<string>(state.party.map((member) => member.id)) 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 stunned = entity.kind === 'party' && (entity.status.stunnedSeconds > 0 || entity.status.knockedDownSeconds > 0)
const alpha = entity.health <= 0 ? 0.35 : stunned ? 0.55 : 1 const alpha = entity.health <= 0 ? 0.35 : stunned ? 0.55 : 1
const color = entityColor(entity) const color = entityColor(entity)
@@ -232,8 +263,10 @@ export class BulldromeArenaScene extends Phaser.Scene {
private drawProjectiles(state: Iwt2ArenaState) { private drawProjectiles(state: Iwt2ArenaState) {
const graphics = this.entityGraphics! 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) { for (const projectile of state.projectiles) {
liveProjectileIds.add(projectile.id)
const spriteKey = projectileSpriteKey(projectile.projectileKind) const spriteKey = projectileSpriteKey(projectile.projectileKind)
if (this.textures.exists(spriteKey)) { if (this.textures.exists(spriteKey)) {
let sprite = this.projectileSprites.get(projectile.id) 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 velocityAngle = Math.atan2(projectile.velocity.y, projectile.velocity.x)
const size = projectileDisplaySize(projectile.projectileKind, projectile.radius) const size = projectileDisplaySize(projectile.projectileKind, projectile.radius)
sprite sprite
.setTexture(spriteKey)
.setPosition(projectile.position.x, projectile.position.y) .setPosition(projectile.position.x, projectile.position.y)
.setRotation(velocityAngle) .setRotation(velocityAngle)
.setDisplaySize(size.width, size.height) .setDisplaySize(size.width, size.height)
@@ -280,14 +312,13 @@ export class BulldromeArenaScene extends Phaser.Scene {
const width = entity.radius * (metadata.spriteWidthScale ?? 3.35) const width = entity.radius * (metadata.spriteWidthScale ?? 3.35)
const height = entity.radius * (metadata.spriteHeightScale ?? 3.35) const height = entity.radius * (metadata.spriteHeightScale ?? 3.35)
const yOffset = entity.radius * (metadata.spriteYOffsetScale ?? 0) const yOffset = entity.radius * (metadata.spriteYOffsetScale ?? 0)
const motion = bossRenderMotion(entity, timeSeconds) const motion = bossRenderMotion(entity, timeSeconds, this.bossMotionScratch)
if (motion.tint) { if (motion.tint) {
sprite.setTint(motion.tint) sprite.setTint(motion.tint)
} else { } else {
sprite.clearTint() sprite.clearTint()
} }
sprite sprite
.setTexture(key)
.setPosition(entity.position.x + motion.x, entity.position.y + yOffset + motion.y) .setPosition(entity.position.x + motion.x, entity.position.y + yOffset + motion.y)
.setDisplaySize(width * motion.scaleX, height * motion.scaleY) .setDisplaySize(width * motion.scaleX, height * motion.scaleY)
.setRotation(rotation + motion.rotation) .setRotation(rotation + motion.rotation)
@@ -314,10 +345,9 @@ export class BulldromeArenaScene extends Phaser.Scene {
} }
const baseHeight = entity.radius * (metadata.bodyHeightScale ?? 4.55) 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) applyMotionTint(sprites.body, motion.tint)
sprites.body sprites.body
.setTexture(classArenaBodySpriteKey(entity.classId))
.setPosition(entity.position.x + motion.x, entity.position.y + entity.radius * 0.18 + motion.y) .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) .setDisplaySize(baseHeight * (sprites.body.width / Math.max(1, sprites.body.height)) * motion.scaleX, baseHeight * motion.scaleY)
.setRotation(motion.rotation) .setRotation(motion.rotation)
@@ -335,7 +365,13 @@ export class BulldromeArenaScene extends Phaser.Scene {
} }
const flipX = entity.facing.x < -0.05 const flipX = entity.facing.x < -0.05
const facingSign = flipX ? -1 : 1 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 layerHeight = entity.radius * layer.heightScale
const positionX = entity.position.x + motion.x + facingSign * entity.radius * (layer.offsetXScale + layerMotion.offsetXScale) 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) 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) applyMotionTint(sprite, motion.tint)
sprite sprite
.setTexture(key)
.setDepth(layer.drawOrder === 'behindBody' ? 38 : 42) .setDepth(layer.drawOrder === 'behindBody' ? 38 : 42)
.setPosition(positionX, positionY) .setPosition(positionX, positionY)
.setDisplaySize(displayWidth, displayHeight) .setDisplaySize(displayWidth, displayHeight)
@@ -420,7 +455,6 @@ export class BulldromeArenaScene extends Phaser.Scene {
} }
accent accent
.setVisible(true) .setVisible(true)
.setTexture(key)
.setDepth(layer.drawOrder === 'behindBody' ? 37 : 41) .setDepth(layer.drawOrder === 'behindBody' ? 37 : 41)
.setPosition(positionX, positionY) .setPosition(positionX, positionY)
.setDisplaySize(displayWidth * 1.08, displayHeight * 1.12) .setDisplaySize(displayWidth * 1.08, displayHeight * 1.12)
@@ -446,14 +480,13 @@ export class BulldromeArenaScene extends Phaser.Scene {
} }
const displayHeight = entity.radius * 4.55 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) { if (motion.tint) {
sprite.setTint(motion.tint) sprite.setTint(motion.tint)
} else { } else {
sprite.clearTint() sprite.clearTint()
} }
sprite sprite
.setTexture(key)
.setPosition(entity.position.x + motion.x, entity.position.y + entity.radius * 0.18 + motion.y) .setPosition(entity.position.x + motion.x, entity.position.y + entity.radius * 0.18 + motion.y)
.setDisplaySize( .setDisplaySize(
displayHeight * (sprite.width / Math.max(1, sprite.height)) * motion.scaleX, displayHeight * (sprite.width / Math.max(1, sprite.height)) * motion.scaleX,
@@ -541,6 +574,8 @@ export class BulldromeArenaScene extends Phaser.Scene {
} }
private drawFloatingCombatTexts(state: Iwt2ArenaState) { private drawFloatingCombatTexts(state: Iwt2ArenaState) {
const currentEntityAnchors = this.currentEntityAnchors
updateEntityAnchors(currentEntityAnchors, this.liveEntityAnchorIds, state)
if (state.time < this.lastStateTime) { if (state.time < this.lastStateTime) {
this.lastFloatingEventId = 0 this.lastFloatingEventId = 0
for (const text of this.floatingCombatTexts.values()) text.destroy() 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) this.lastFloatingEventId = Math.max(this.lastFloatingEventId, event.id)
continue continue
} }
this.spawnFloatingCombatText(event, state) this.spawnFloatingCombatText(event, currentEntityAnchors)
this.lastFloatingEventId = Math.max(this.lastFloatingEventId, event.id) this.lastFloatingEventId = Math.max(this.lastFloatingEventId, event.id)
} }
this.lastStateTime = state.time 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 const anchor = event.targetId
? entityAnchors(state).get(event.targetId) ?? this.lastEntityAnchors.get(event.targetId) ? currentEntityAnchors.get(event.targetId) ?? this.lastEntityAnchors.get(event.targetId)
: undefined : undefined
if (!anchor || !event.value || event.value <= 0) return 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 { function entityColor(entity: DrawableEntity): string {
if (entity.kind === 'boss') return IWT2_BOSS_METADATA[entity.bossId].color if (entity.kind === 'boss') return IWT2_BOSS_METADATA[entity.bossId].color
if (entity.kind === 'hostileAdd') return '#f0b84f' if (entity.kind === 'hostileAdd') return '#f0b84f'
@@ -710,16 +744,38 @@ function shouldSpawnFloatingCombatText(event: Iwt2ArenaEvent): boolean {
&& event.targetId !== undefined && event.targetId !== undefined
} }
function entityAnchors(state: Iwt2ArenaState): Map<string, FloatingCombatTextAnchor> { function updateEntityAnchors(
const anchors = new Map<string, FloatingCombatTextAnchor>() anchors: Map<string, FloatingCombatTextAnchor>,
for (const entity of [...state.party, ...state.hostileAdds, ...state.bosses]) { 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, { anchors.set(entity.id, {
kind: entity.kind, kind: entity.kind,
position: { ...entity.position }, position: entity.position,
radius: entity.radius, radius: entity.radius,
}) })
return
} }
return anchors anchor.kind = entity.kind
anchor.position = entity.position
anchor.radius = entity.radius
} }
function floatingTextYOffset(anchor: FloatingCombatTextAnchor): number { 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)) graphics.fillStyle(color, indicator.fillAlpha ?? (active ? 0.16 : 0.09))
if (indicator.kind === 'lane') { if (indicator.kind === 'lane') {
const points = laneDangerPolygon(indicator.start, indicator.end, indicator.width) drawLaneDangerPath(graphics, indicator.start, indicator.end, indicator.width)
graphics.fillPoints(points, true)
graphics.strokePoints(points, true)
return return
} }
@@ -805,27 +859,25 @@ function drawIndicator(graphics: Phaser.GameObjects.Graphics, indicator: Iwt2Are
} }
if (indicator.kind === 'cone') { if (indicator.kind === 'cone') {
const points = coneDangerPolygon( drawConeDangerPath(
graphics,
indicator.origin, indicator.origin,
indicator.direction, indicator.direction,
indicator.range, indicator.range,
indicator.angleRadians, indicator.angleRadians,
) )
graphics.fillPoints(points, true)
graphics.strokePoints(points, true)
return return
} }
if (indicator.kind === 'arc') { if (indicator.kind === 'arc') {
const points = arcDangerPolygon( drawArcDangerPath(
graphics,
indicator.position, indicator.position,
indicator.direction, indicator.direction,
indicator.innerRadius, indicator.innerRadius,
indicator.outerRadius, indicator.outerRadius,
indicator.angleRadians, indicator.angleRadians,
) )
graphics.fillPoints(points, true)
graphics.strokePoints(points, true)
return return
} }
@@ -835,7 +887,8 @@ function drawIndicator(graphics: Phaser.GameObjects.Graphics, indicator: Iwt2Are
graphics.strokeCircle(indicator.position.x, indicator.position.y, indicator.innerRadius) graphics.strokeCircle(indicator.position.x, indicator.position.y, indicator.innerRadius)
} }
function arcDangerPolygon( function drawArcDangerPath(
graphics: Phaser.GameObjects.Graphics,
position: Iwt2Vec2, position: Iwt2Vec2,
direction: Iwt2Vec2, direction: Iwt2Vec2,
innerRadius: number, innerRadius: number,
@@ -845,43 +898,50 @@ function arcDangerPolygon(
const baseAngle = Math.atan2(direction.y, direction.x) const baseAngle = Math.atan2(direction.y, direction.x)
const halfAngle = angleRadians / 2 const halfAngle = angleRadians / 2
const segmentCount = 18 const segmentCount = 18
const points: Phaser.Math.Vector2[] = [] graphics.beginPath()
for (let index = 0; index <= segmentCount; index += 1) { for (let index = 0; index <= segmentCount; index += 1) {
const t = index / segmentCount const t = index / segmentCount
const angle = baseAngle - halfAngle + angleRadians * t const angle = baseAngle - halfAngle + angleRadians * t
points.push(new Phaser.Math.Vector2( const x = position.x + Math.cos(angle) * outerRadius
position.x + Math.cos(angle) * outerRadius, const y = position.y + Math.sin(angle) * outerRadius
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) { for (let index = segmentCount; index >= 0; index -= 1) {
const t = index / segmentCount const t = index / segmentCount
const angle = baseAngle - halfAngle + angleRadians * t const angle = baseAngle - halfAngle + angleRadians * t
points.push(new Phaser.Math.Vector2( graphics.lineTo(
position.x + Math.cos(angle) * innerRadius, position.x + Math.cos(angle) * innerRadius,
position.y + Math.sin(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 dx = end.x - start.x
const dy = end.y - start.y const dy = end.y - start.y
const length = Math.max(1, Math.hypot(dx, dy)) const length = Math.max(1, Math.hypot(dx, dy))
const normal = { const normalX = (-dy / length) * halfWidth
x: (-dy / length) * halfWidth, const normalY = (dx / length) * halfWidth
y: (dx / length) * halfWidth, graphics
} .beginPath()
return [ .moveTo(start.x + normalX, start.y + normalY)
new Phaser.Math.Vector2(start.x + normal.x, start.y + normal.y), .lineTo(end.x + normalX, end.y + normalY)
new Phaser.Math.Vector2(end.x + normal.x, end.y + normal.y), .lineTo(end.x - normalX, end.y - normalY)
new Phaser.Math.Vector2(end.x - normal.x, end.y - normal.y), .lineTo(start.x - normalX, start.y - normalY)
new Phaser.Math.Vector2(start.x - normal.x, start.y - normal.y), .closePath()
] .fillPath()
.strokePath()
} }
function coneDangerPolygon( function drawConeDangerPath(
graphics: Phaser.GameObjects.Graphics,
origin: Iwt2Vec2, origin: Iwt2Vec2,
direction: Iwt2Vec2, direction: Iwt2Vec2,
range: number, range: number,
@@ -889,15 +949,15 @@ function coneDangerPolygon(
) { ) {
const baseAngle = Math.atan2(direction.y, direction.x) const baseAngle = Math.atan2(direction.y, direction.x)
const halfAngle = angleRadians / 2 const halfAngle = angleRadians / 2
const points = [new Phaser.Math.Vector2(origin.x, origin.y)]
const segmentCount = 14 const segmentCount = 14
graphics.beginPath().moveTo(origin.x, origin.y)
for (let index = 0; index <= segmentCount; index += 1) { for (let index = 0; index <= segmentCount; index += 1) {
const t = index / segmentCount const t = index / segmentCount
const angle = baseAngle - halfAngle + angleRadians * t const angle = baseAngle - halfAngle + angleRadians * t
points.push(new Phaser.Math.Vector2( graphics.lineTo(
origin.x + Math.cos(angle) * range, origin.x + Math.cos(angle) * range,
origin.y + Math.sin(angle) * range, origin.y + Math.sin(angle) * range,
)) )
} }
return points graphics.closePath().fillPath().strokePath()
} }
+104 -16
View File
@@ -10,13 +10,17 @@ import {
import type { Iwt2BossId } from '../content/bosses' import type { Iwt2BossId } from '../content/bosses'
import { import {
createDefaultIwt2GearProgress, createDefaultIwt2GearProgress,
IWT2_ACTIVE_INFUSION_MIN_GEAR_LEVEL,
IWT2_GEAR_SLOTS, IWT2_GEAR_SLOTS,
IWT2_MAX_GEAR_LEVEL,
iwt2GearUpgradeCosts, iwt2GearUpgradeCosts,
iwt2InfusionCosts, iwt2InfusionCosts,
isIwt2InfusionUnlocked, isIwt2InfusionUnlocked,
isIwt2PassiveInfusionUnlocked,
type Iwt2GearLevel, type Iwt2GearLevel,
type Iwt2GearProgress, type Iwt2GearProgress,
type Iwt2GearSlotId, type Iwt2GearSlotId,
type Iwt2PassiveInfusionId,
} from '../content/gear' } from '../content/gear'
import { import {
IWT2_INFUSION_ABILITIES, IWT2_INFUSION_ABILITIES,
@@ -97,14 +101,20 @@ export type Iwt2OnlineSaveResult = {
save: Iwt2Save | null save: Iwt2Save | null
} }
const IWT2_SAVE_KEY = 'i-want-to-heal-2:save:v1' export const IWT2_LOCAL_SAVE_SLOTS = [1, 2, 3] as const
export type Iwt2LocalSaveSlot = (typeof IWT2_LOCAL_SAVE_SLOTS)[number]
export type Iwt2LocalSaveSlots = Record<Iwt2LocalSaveSlot, Iwt2Save | null>
export function createDefaultIwt2Save(): Iwt2Save { const IWT2_LEGACY_SAVE_KEY = 'i-want-to-heal-2:save:v1'
const IWT2_SAVE_MIGRATION_KEY = 'i-want-to-heal-2:save-slots:migrated:v1'
const IWT2_ACTIVE_SAVE_SLOT_KEY = 'i-want-to-heal-2:active-save-slot:v1'
export function createDefaultIwt2Save(characterName = 'Healer'): Iwt2Save {
return { return {
version: 2, version: 2,
updatedAt: Date.now(), updatedAt: Date.now(),
character: { character: {
name: 'Healer', name: normalizeCharacterName(characterName),
level: 1, level: 1,
experience: 0, experience: 0,
healerStyle: 'dawnweaver', healerStyle: 'dawnweaver',
@@ -126,7 +136,11 @@ function normalizeSave(value: unknown): Iwt2Save {
if (candidate.version !== 1 && candidate.version !== 2) return createDefaultIwt2Save() if (candidate.version !== 1 && candidate.version !== 2) return createDefaultIwt2Save()
return { return {
version: 2, version: 2,
updatedAt: typeof candidate.updatedAt === 'number' ? candidate.updatedAt : Date.now(), updatedAt: typeof candidate.updatedAt === 'number'
&& Number.isFinite(candidate.updatedAt)
&& candidate.updatedAt > 0
? candidate.updatedAt
: Date.now(),
character: { character: {
name: candidate.character?.name || 'Healer', name: candidate.character?.name || 'Healer',
level: Math.max(1, Math.floor(candidate.character?.level ?? 1)), level: Math.max(1, Math.floor(candidate.character?.level ?? 1)),
@@ -145,11 +159,51 @@ function normalizeSave(value: unknown): Iwt2Save {
} }
} }
export function loadIwt2Save(): Iwt2Save { function iwt2SaveSlotKey(slot: Iwt2LocalSaveSlot) {
return `i-want-to-heal-2:save:slot-${slot}:v1`
}
function migrateLegacyIwt2Save() {
if (window.localStorage.getItem(IWT2_SAVE_MIGRATION_KEY)) return
const legacySave = window.localStorage.getItem(IWT2_LEGACY_SAVE_KEY)
const firstSlotKey = iwt2SaveSlotKey(1)
if (legacySave && !window.localStorage.getItem(firstSlotKey)) {
window.localStorage.setItem(firstSlotKey, legacySave)
}
window.localStorage.setItem(IWT2_SAVE_MIGRATION_KEY, 'true')
}
export function activeIwt2SaveSlot(): Iwt2LocalSaveSlot {
const stored = Number(window.localStorage.getItem(IWT2_ACTIVE_SAVE_SLOT_KEY))
return IWT2_LOCAL_SAVE_SLOTS.includes(stored as Iwt2LocalSaveSlot)
? stored as Iwt2LocalSaveSlot
: 1
}
export function selectActiveIwt2SaveSlot(slot: Iwt2LocalSaveSlot) {
window.localStorage.setItem(IWT2_ACTIVE_SAVE_SLOT_KEY, String(slot))
}
export function loadIwt2Save(slot = activeIwt2SaveSlot()): Iwt2Save {
return loadExistingIwt2Save(slot) ?? createDefaultIwt2Save()
}
export function loadExistingIwt2Save(slot = activeIwt2SaveSlot()): Iwt2Save | null {
migrateLegacyIwt2Save()
const serialized = window.localStorage.getItem(iwt2SaveSlotKey(slot))
if (!serialized) return null
try { try {
return normalizeSave(JSON.parse(window.localStorage.getItem(IWT2_SAVE_KEY) ?? 'null')) return normalizeSave(JSON.parse(serialized))
} catch { } catch {
return createDefaultIwt2Save() return null
}
}
export function loadIwt2SaveSlots(): Iwt2LocalSaveSlots {
return {
1: loadExistingIwt2Save(1),
2: loadExistingIwt2Save(2),
3: loadExistingIwt2Save(3),
} }
} }
@@ -171,11 +225,12 @@ export async function writeIwt2OnlineSave(save: Iwt2Save): Promise<Iwt2OnlineSav
} }
} }
export function writeIwt2Save(save: Iwt2Save) { export function writeIwt2Save(save: Iwt2Save, slot = activeIwt2SaveSlot()) {
window.localStorage.setItem(IWT2_SAVE_KEY, JSON.stringify({ replaceIwt2Save(save, slot)
...save, }
updatedAt: Date.now(),
})) export function replaceIwt2Save(save: Iwt2Save, slot = activeIwt2SaveSlot()) {
window.localStorage.setItem(iwt2SaveSlotKey(slot), JSON.stringify(normalizeSave(save)))
} }
export function recordIwt2BossKill( export function recordIwt2BossKill(
@@ -263,7 +318,7 @@ export function upgradeIwt2GearSlot(
): Iwt2Save { ): Iwt2Save {
const classProgress = save.gearProgress[classId] const classProgress = save.gearProgress[classId]
const slot = classProgress.slots[slotId] const slot = classProgress.slots[slotId]
if (slot.level >= 5) throw new Error('Gear slot already at +5.') if (slot.level >= IWT2_MAX_GEAR_LEVEL) throw new Error(`Gear slot already at +${IWT2_MAX_GEAR_LEVEL}.`)
const costs = iwt2GearUpgradeCosts(classId, slotId, slot.level) const costs = iwt2GearUpgradeCosts(classId, slotId, slot.level)
const inventory = spendInventoryCosts(save.inventory, costs) const inventory = spendInventoryCosts(save.inventory, costs)
return { return {
@@ -294,8 +349,10 @@ export function setIwt2InfusionAbility(
const classProgress = save.gearProgress[classId] const classProgress = save.gearProgress[classId]
const ability = IWT2_INFUSION_ABILITIES[abilityId] const ability = IWT2_INFUSION_ABILITIES[abilityId]
if (!ability || ability.classId !== classId) throw new Error('Ability is not available for this class.') if (!ability || ability.classId !== classId) throw new Error('Ability is not available for this class.')
if (!isIwt2InfusionUnlocked(classProgress)) throw new Error('Upgrade any gear slot to +5 first.') if (!isIwt2InfusionUnlocked(classProgress)) throw new Error(`Upgrade any gear slot to +${IWT2_ACTIVE_INFUSION_MIN_GEAR_LEVEL} first.`)
if (classProgress.slots[slotId].level < 5) throw new Error('Select a +5 gear slot to anchor the infusion cost.') if (classProgress.slots[slotId].level < IWT2_ACTIVE_INFUSION_MIN_GEAR_LEVEL) {
throw new Error(`Select a +${IWT2_ACTIVE_INFUSION_MIN_GEAR_LEVEL} gear slot to anchor the infusion cost.`)
}
if (classProgress.infusionAbilityId === abilityId) return save if (classProgress.infusionAbilityId === abilityId) return save
const inventory = spendInventoryCosts(save.inventory, iwt2InfusionCosts(classId, slotId, abilityId)) const inventory = spendInventoryCosts(save.inventory, iwt2InfusionCosts(classId, slotId, abilityId))
return { return {
@@ -312,6 +369,27 @@ export function setIwt2InfusionAbility(
} }
} }
export function setIwt2PassiveInfusion(
save: Iwt2Save,
passiveInfusionId: Iwt2PassiveInfusionId,
): Iwt2Save {
if (!isIwt2PassiveInfusionUnlocked(save.gearProgress)) {
throw new Error(`Upgrade any gear slot to +${IWT2_MAX_GEAR_LEVEL} first.`)
}
if (save.gearProgress.healer.passiveInfusionId === passiveInfusionId) return save
return {
...save,
updatedAt: Date.now(),
gearProgress: {
...save.gearProgress,
healer: {
...save.gearProgress.healer,
passiveInfusionId,
},
},
}
}
export function canAffordIwt2Costs(save: Iwt2Save, costs: Array<{ itemId: string, quantity: number }>): boolean { export function canAffordIwt2Costs(save: Iwt2Save, costs: Array<{ itemId: string, quantity: number }>): boolean {
return costs.every((cost) => inventoryQuantity(save.inventory, cost.itemId) >= cost.quantity) return costs.every((cost) => inventoryQuantity(save.inventory, cost.itemId) >= cost.quantity)
} }
@@ -450,6 +528,7 @@ function normalizeGearProgress(value: unknown): Iwt2GearProgress {
const classProgress = rawClassProgress as { const classProgress = rawClassProgress as {
slots?: Partial<Record<Iwt2GearSlotId, { level?: unknown }>> slots?: Partial<Record<Iwt2GearSlotId, { level?: unknown }>>
infusionAbilityId?: unknown infusionAbilityId?: unknown
passiveInfusionId?: unknown
} }
for (const slotId of IWT2_GEAR_SLOTS) { for (const slotId of IWT2_GEAR_SLOTS) {
next[classId].slots[slotId] = { next[classId].slots[slotId] = {
@@ -461,6 +540,10 @@ function normalizeGearProgress(value: unknown): Iwt2GearProgress {
&& isIwt2InfusionUnlocked(next[classId]) && isIwt2InfusionUnlocked(next[classId])
? infusionAbilityId as Iwt2InfusionAbilityId ? infusionAbilityId as Iwt2InfusionAbilityId
: null : null
next[classId].passiveInfusionId = classId === 'healer'
&& isIwt2PassiveInfusionUnlocked(next)
? asPassiveInfusionId(classProgress.passiveInfusionId)
: null
} }
return next return next
} }
@@ -470,10 +553,15 @@ function cloneGearProgress(progress: Iwt2GearProgress): Iwt2GearProgress {
} }
function asGearLevel(value: unknown): Iwt2GearLevel { function asGearLevel(value: unknown): Iwt2GearLevel {
const level = Math.max(0, Math.min(5, Math.floor(Number(value) || 0))) const level = Math.max(0, Math.min(IWT2_MAX_GEAR_LEVEL, Math.floor(Number(value) || 0)))
return level as Iwt2GearLevel return level as Iwt2GearLevel
} }
function asPassiveInfusionId(value: unknown): Iwt2PassiveInfusionId | null {
if (typeof value !== 'string' || value === 'revive-party-members') return null
return value as Iwt2PassiveInfusionId
}
function normalizeInventory(value: unknown): Iwt2InventoryItem[] { function normalizeInventory(value: unknown): Iwt2InventoryItem[] {
if (!Array.isArray(value)) return [] if (!Array.isArray(value)) return []
const byId = new Map<string, Iwt2InventoryItem>() const byId = new Map<string, Iwt2InventoryItem>()
+69 -62
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 type { MovementVector } from '../../../input'
import { useGameAction, useInput, useMovementVectorRef } from '../../../input' import { useGameAction, useInput, useMovementVectorRef } from '../../../input'
import { import {
@@ -14,7 +14,6 @@ import {
} from '../sim/arenaState' } from '../sim/arenaState'
import type { Iwt2ArenaBounds, Iwt2EntityId } from '../sim' import type { Iwt2ArenaBounds, Iwt2EntityId } from '../sim'
import { castIwt2HealerAbility } from '../sim' import { castIwt2HealerAbility } from '../sim'
import { PhaserArena } from '../render/PhaserArena'
import { import {
recordIwt2BossKillReward, recordIwt2BossKillReward,
type Iwt2BossDropAward, type Iwt2BossDropAward,
@@ -47,7 +46,12 @@ import {
} from '../content/roguelike' } from '../content/roguelike'
import { createIwt2PvpNormalizedGearProgress } from '../content/pvpGearNormalization' import { createIwt2PvpNormalizedGearProgress } from '../content/pvpGearNormalization'
const PhaserArena = lazy(() => import('../render/PhaserArena').then((module) => ({
default: module.PhaserArena,
})))
type ArenaStatus = 'playing' | 'paused' | 'victory' | 'defeat' type ArenaStatus = 'playing' | 'paused' | 'victory' | 'defeat'
type PvpResultReason = 'opponent-defeated' | null
type OverlayAction = 'primary' | 'requeue' | 'menu' type OverlayAction = 'primary' | 'requeue' | 'menu'
type OverlayNavEntry = { type OverlayNavEntry = {
action: OverlayAction action: OverlayAction
@@ -55,10 +59,14 @@ type OverlayNavEntry = {
column: number column: number
} }
const DEFAULT_OVERLAY_NAV_ENTRIES: OverlayNavEntry[] = [ const PAUSE_OVERLAY_NAV_ENTRIES: OverlayNavEntry[] = [
{ action: 'primary', row: 0, column: 0 }, { action: 'primary', row: 0, column: 0 },
{ action: 'menu', row: 1, column: 0 }, { action: 'menu', row: 1, column: 0 },
] ]
const RESULT_OVERLAY_NAV_ENTRIES: OverlayNavEntry[] = [
{ action: 'primary', row: 0, column: 0 },
{ action: 'menu', row: 0, column: 1 },
]
const PVP_RESULT_OVERLAY_NAV_ENTRIES: OverlayNavEntry[] = [ const PVP_RESULT_OVERLAY_NAV_ENTRIES: OverlayNavEntry[] = [
{ action: 'primary', row: 0, column: 0 }, { action: 'primary', row: 0, column: 0 },
{ action: 'requeue', row: 0, column: 1 }, { action: 'requeue', row: 0, column: 1 },
@@ -70,6 +78,7 @@ const IWT2_TOP_PARTY_RAIL_WIDTH = 172
const IWT2_THOR_TOP_PARTY_RAIL_WIDTH = 154 const IWT2_THOR_TOP_PARTY_RAIL_WIDTH = 154
const IWT2_THOR_TOP_BREAKPOINT_WIDTH = 1000 const IWT2_THOR_TOP_BREAKPOINT_WIDTH = 1000
const IWT2_THOR_TOP_BREAKPOINT_HEIGHT = 620 const IWT2_THOR_TOP_BREAKPOINT_HEIGHT = 620
const IWT2_HUD_PUBLISH_INTERVAL_SECONDS = 0.1
type BossArenaScreenProps = { type BossArenaScreenProps = {
bossId: Iwt2BossId bossId: Iwt2BossId
@@ -82,9 +91,11 @@ type BossArenaScreenProps = {
onPvpRequeue?: () => void onPvpRequeue?: () => void
onSaveUpdated: (save: Iwt2Save) => void onSaveUpdated: (save: Iwt2Save) => void
roguelikeRun?: { roguelikeRun?: {
bossesDefeated: number
buffs: Iwt2RoguelikeSelfBuffId[] buffs: Iwt2RoguelikeSelfBuffId[]
contentType: Iwt2RoguelikeContentType contentType: Iwt2RoguelikeContentType
debuffs: Iwt2RoguelikeOpponentDebuffId[] debuffs: Iwt2RoguelikeOpponentDebuffId[]
greenCoinThreshold: number
onVictory: () => void onVictory: () => void
stage: number stage: number
variant: Iwt2RoguelikeVariant variant: Iwt2RoguelikeVariant
@@ -141,6 +152,7 @@ export function BossArenaScreen({ bossId, bossIds, difficulty, modeLabel, save,
)) ))
const [abilityCooldowns, setAbilityCooldowns] = useState<Record<string, number>>({}) const [abilityCooldowns, setAbilityCooldowns] = useState<Record<string, number>>({})
const [status, setStatus] = useState<ArenaStatus>('playing') const [status, setStatus] = useState<ArenaStatus>('playing')
const [pvpResultReason, setPvpResultReason] = useState<PvpResultReason>(null)
const [selectedOverlayAction, setSelectedOverlayAction] = useState<OverlayAction>('primary') const [selectedOverlayAction, setSelectedOverlayAction] = useState<OverlayAction>('primary')
const [selectedPartyId, setSelectedPartyId] = useState<Iwt2EntityId>('player-healer') const [selectedPartyId, setSelectedPartyId] = useState<Iwt2EntityId>('player-healer')
const [dropAwards, setDropAwards] = useState<Iwt2BossDropAward[]>([]) const [dropAwards, setDropAwards] = useState<Iwt2BossDropAward[]>([])
@@ -153,7 +165,6 @@ export function BossArenaScreen({ bossId, bossIds, difficulty, modeLabel, save,
const saveRef = useRef(save) const saveRef = useRef(save)
const recordedKillIdsRef = useRef<Set<Iwt2BossId>>(new Set()) const recordedKillIdsRef = useRef<Set<Iwt2BossId>>(new Set())
const lastPublishTimeRef = useRef(0) const lastPublishTimeRef = useRef(0)
const lastHudSignatureRef = useRef('')
const abilityCooldownsRef = useRef<Record<string, number>>({}) const abilityCooldownsRef = useRef<Record<string, number>>({})
const movementRef = useMovementVectorRef(status === 'playing') const movementRef = useMovementVectorRef(status === 'playing')
const { const {
@@ -165,14 +176,6 @@ export function BossArenaScreen({ bossId, bossIds, difficulty, modeLabel, save,
const { enabled: dualScreenEnabled } = useDualScreen() const { enabled: dualScreenEnabled } = useDualScreen()
const activeBindings = bindings[lastDevice] const activeBindings = bindings[lastDevice]
useEffect(() => {
stateRef.current = arenaState
}, [arenaState])
useEffect(() => {
opponentStateRef.current = opponentArenaState
}, [opponentArenaState])
useEffect(() => { useEffect(() => {
statusRef.current = status statusRef.current = status
}, [status]) }, [status])
@@ -215,7 +218,7 @@ export function BossArenaScreen({ bossId, bossIds, difficulty, modeLabel, save,
: null : null
recordedKillIdsRef.current = new Set() recordedKillIdsRef.current = new Set()
abilityCooldownsRef.current = {} abilityCooldownsRef.current = {}
lastHudSignatureRef.current = arenaHudSignature(next) lastPublishTimeRef.current = next.time
stateRef.current = next stateRef.current = next
opponentStateRef.current = nextOpponentState opponentStateRef.current = nextOpponentState
setArenaState(next) setArenaState(next)
@@ -224,16 +227,19 @@ export function BossArenaScreen({ bossId, bossIds, difficulty, modeLabel, save,
setDropAwards([]) setDropAwards([])
setPetAwards([]) setPetAwards([])
setSelectedOverlayAction('primary') setSelectedOverlayAction('primary')
setPvpResultReason(null)
setStatus('playing') setStatus('playing')
}, [activeGearProgress, arenaBounds, bossId, bossIds, combinedBossHealthScale, combinedDamageScale, pvpRoguelike, roguelikeBuffs, roguelikeContentType, roguelikeStage]) }, [activeGearProgress, arenaBounds, bossId, bossIds, combinedBossHealthScale, combinedDamageScale, pvpRoguelike, roguelikeBuffs, roguelikeContentType, roguelikeStage])
const showOverlay = useCallback((nextStatus: Exclude<ArenaStatus, 'playing'>) => { const showOverlay = useCallback((nextStatus: Exclude<ArenaStatus, 'playing'>, nextPvpResultReason: PvpResultReason = null) => {
setSelectedOverlayAction('primary') setSelectedOverlayAction('primary')
setPvpResultReason(nextPvpResultReason)
statusRef.current = nextStatus statusRef.current = nextStatus
setStatus(nextStatus) setStatus(nextStatus)
}, []) }, [])
const resumeArena = useCallback(() => { const resumeArena = useCallback(() => {
setPvpResultReason(null)
statusRef.current = 'playing' statusRef.current = 'playing'
setStatus('playing') setStatus('playing')
}, []) }, [])
@@ -247,9 +253,12 @@ export function BossArenaScreen({ bossId, bossIds, difficulty, modeLabel, save,
const gearAbilities = activeGearProgress const gearAbilities = activeGearProgress
? applyIwt2PveGearToHealerAbilities(baseAbilities, activeGearProgress) ? applyIwt2PveGearToHealerAbilities(baseAbilities, activeGearProgress)
: baseAbilities : baseAbilities
const passiveInfusionBuffs = activeGearProgress?.healer.passiveInfusionId
? [activeGearProgress.healer.passiveInfusionId]
: []
return applyRoguelikeModifiers( return applyRoguelikeModifiers(
gearAbilities, gearAbilities,
roguelikeRun?.buffs ?? [], [...passiveInfusionBuffs, ...(roguelikeRun?.buffs ?? [])],
roguelikeRun?.debuffs ?? [], roguelikeRun?.debuffs ?? [],
) )
}, },
@@ -268,7 +277,7 @@ export function BossArenaScreen({ bossId, bossIds, difficulty, modeLabel, save,
} }
abilityCooldownsRef.current = nextCooldowns abilityCooldownsRef.current = nextCooldowns
stateRef.current = result.state stateRef.current = result.state
lastHudSignatureRef.current = arenaHudSignature(result.state) lastPublishTimeRef.current = result.state.time
setAbilityCooldowns(nextCooldowns) setAbilityCooldowns(nextCooldowns)
setArenaState(result.state) setArenaState(result.state)
}, []) }, [])
@@ -331,7 +340,7 @@ export function BossArenaScreen({ bossId, bossIds, difficulty, modeLabel, save,
return return
} }
if (action === 'back') { if (action === 'back') {
if (statusRef.current === 'paused') resumeArena() if (device === 'pc' && statusRef.current === 'paused') resumeArena()
return return
} }
} }
@@ -402,7 +411,7 @@ export function BossArenaScreen({ bossId, bossIds, difficulty, modeLabel, save,
for (const defeatedBoss of newlyDefeatedBosses) { for (const defeatedBoss of newlyDefeatedBosses) {
nextRecordedIds.add(defeatedBoss.bossId) nextRecordedIds.add(defeatedBoss.bossId)
const reward = recordIwt2BossKillReward(updatedSave, defeatedBoss.bossId, { const reward = recordIwt2BossKillReward(updatedSave, defeatedBoss.bossId, {
difficultySlug, difficultySlug: rewardDifficultySlugForKill(roguelikeRun, newDropAwards.length, difficultySlug),
experienceMultiplier, experienceMultiplier,
}) })
updatedSave = reward.save updatedSave = reward.save
@@ -416,25 +425,26 @@ export function BossArenaScreen({ bossId, bossIds, difficulty, modeLabel, save,
onSaveUpdated(updatedSave) onSaveUpdated(updatedSave)
} }
if (next.bosses.every((boss) => boss.health <= 0)) { const playerCleared = next.bosses.every((boss) => boss.health <= 0)
if (pvpRoguelike && roguelikeRun) { const playerDefeated = next.party.every((member) => member.health <= 0)
statusRef.current = 'victory' const opponentCleared = Boolean(nextOpponentState?.bosses.every((boss) => boss.health <= 0))
setStatus('victory') const opponentDefeated = Boolean(nextOpponentState?.party.every((member) => member.health <= 0))
roguelikeRun.onVictory() if (!pvpRoguelike && playerCleared) {
} else { showOverlay('victory')
showOverlay('victory') } else if (pvpRoguelike && playerDefeated) {
} showOverlay('defeat')
} else if (next.party.every((member) => member.health <= 0)) { } else if (pvpRoguelike && playerCleared && opponentDefeated) {
showOverlay('victory', 'opponent-defeated')
} else if (pvpRoguelike && playerCleared && opponentCleared && roguelikeRun) {
statusRef.current = 'victory'
setStatus('victory')
roguelikeRun.onVictory()
} else if (!pvpRoguelike && playerDefeated) {
showOverlay('defeat') showOverlay('defeat')
} }
const hudSignature = arenaHudSignature(next) const fightEnded = statusRef.current !== 'playing'
if ( if (fightEnded || next.time - lastPublishTimeRef.current >= IWT2_HUD_PUBLISH_INTERVAL_SECONDS) {
hudSignature !== lastHudSignatureRef.current
|| next.time - lastPublishTimeRef.current >= 0.08
|| next.bosses.some((boss) => boss.health <= 0)
) {
lastHudSignatureRef.current = hudSignature
lastPublishTimeRef.current = next.time lastPublishTimeRef.current = next.time
setArenaState(next) setArenaState(next)
if (pvpRoguelike) setOpponentArenaState(nextOpponentState) if (pvpRoguelike) setOpponentArenaState(nextOpponentState)
@@ -460,7 +470,9 @@ export function BossArenaScreen({ bossId, bossIds, difficulty, modeLabel, save,
? 'Rematch' ? 'Rematch'
: 'Restart' : 'Restart'
const overlayTitle = status === 'victory' const overlayTitle = status === 'victory'
? `${bossTitle} Down` ? pvpResultReason === 'opponent-defeated'
? 'CPU Rival Falls'
: `${bossTitle} Down`
: status === 'defeat' : status === 'defeat'
? 'Party Defeated' ? 'Party Defeated'
: 'Arena Paused' : 'Arena Paused'
@@ -528,12 +540,15 @@ export function BossArenaScreen({ bossId, bossIds, difficulty, modeLabel, save,
targetBindings={targetBindings} targetBindings={targetBindings}
/> />
<PhaserArena <Suspense fallback={<div className="iwt2-phaser-host iwt2-arena-loading" role="status">Loading arena...</div>}>
movementRef={movementRef} <PhaserArena
onStep={onStep} active={status === 'playing'}
selectedPartyIdRef={selectedPartyIdRef} movementRef={movementRef}
stateRef={stateRef} onStep={onStep}
/> selectedPartyIdRef={selectedPartyIdRef}
stateRef={stateRef}
/>
</Suspense>
{status === 'paused' && ( {status === 'paused' && (
<div className="pause-screen iwt2-arena-overlay is-paused" data-game-nav-active="true" role="dialog" aria-modal="true"> <div className="pause-screen iwt2-arena-overlay is-paused" data-game-nav-active="true" role="dialog" aria-modal="true">
<div> <div>
@@ -670,29 +685,21 @@ function roguelikeBossHealthScale(stage: number): number {
return 1 + Math.max(0, stage - 1) * 0.1 return 1 + Math.max(0, stage - 1) * 0.1
} }
function overlayNavEntriesFor(status: ArenaStatus, pvpRoguelike: boolean): OverlayNavEntry[] { function rewardDifficultySlugForKill(
if (pvpRoguelike && (status === 'victory' || status === 'defeat')) return PVP_RESULT_OVERLAY_NAV_ENTRIES roguelikeRun: BossArenaScreenProps['roguelikeRun'] | undefined,
return DEFAULT_OVERLAY_NAV_ENTRIES defeatedEarlierThisArena: number,
fallbackSlug: string,
): string {
if (!roguelikeRun) return fallbackSlug
return roguelikeRun.bossesDefeated + defeatedEarlierThisArena >= roguelikeRun.greenCoinThreshold
? 'veteran'
: fallbackSlug
} }
function arenaHudSignature(state: Iwt2ArenaState): string { function overlayNavEntriesFor(status: ArenaStatus, pvpRoguelike: boolean): OverlayNavEntry[] {
return [ if (status === 'paused') return PAUSE_OVERLAY_NAV_ENTRIES
...state.bosses.map((boss) => [ if (pvpRoguelike && (status === 'victory' || status === 'defeat')) return PVP_RESULT_OVERLAY_NAV_ENTRIES
boss.id, return RESULT_OVERLAY_NAV_ENTRIES
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 { function formatBossEncounterTitle(bosses: Iwt2ArenaState['bosses']): string {
+84 -28
View File
@@ -9,9 +9,9 @@ import {
import { useDualScreen, useDualScreenWorkshopPublisher, type DualScreenWorkshopState } from '../../../dualScreen' import { useDualScreen, useDualScreenWorkshopPublisher, type DualScreenWorkshopState } from '../../../dualScreen'
import { getGameMode } from '../../../gameRepository' import { getGameMode } from '../../../gameRepository'
import { import {
createDefaultIwt2Save,
loadIwt2OnlineSave, loadIwt2OnlineSave,
setIwt2InfusionAbility, setIwt2InfusionAbility,
setIwt2PassiveInfusion,
updateIwt2CharacterSettings, updateIwt2CharacterSettings,
upgradeIwt2GearSlot, upgradeIwt2GearSlot,
canAffordIwt2Costs, canAffordIwt2Costs,
@@ -40,6 +40,8 @@ import {
IWT2_HEALER_ORDER, IWT2_HEALER_ORDER,
} from '../content/healerAbilities' } from '../content/healerAbilities'
import { import {
buildIwt2SelfBuffChoices,
IWT2_REVIVE_PARTY_CHOICE,
type Iwt2RoguelikeChoice, type Iwt2RoguelikeChoice,
type Iwt2RoguelikeContentType, type Iwt2RoguelikeContentType,
type Iwt2RoguelikeOpponentDebuffId, type Iwt2RoguelikeOpponentDebuffId,
@@ -51,9 +53,13 @@ import {
IWT2_GEAR_SLOT_RECIPES, IWT2_GEAR_SLOT_RECIPES,
IWT2_GEAR_SLOTS, IWT2_GEAR_SLOTS,
IWT2_GEAR_STAT_LABELS, IWT2_GEAR_STAT_LABELS,
IWT2_ACTIVE_INFUSION_MIN_GEAR_LEVEL,
IWT2_MAX_GEAR_LEVEL,
iwt2GearUpgradeCosts, iwt2GearUpgradeCosts,
iwt2InfusionCosts, iwt2InfusionCosts,
isIwt2InfusionUnlocked, isIwt2InfusionUnlocked,
isIwt2PassiveInfusionUnlocked,
type Iwt2PassiveInfusionId,
type Iwt2GearStatId, type Iwt2GearStatId,
type Iwt2GearSlotId, type Iwt2GearSlotId,
} from '../content/gear' } from '../content/gear'
@@ -144,6 +150,7 @@ type Iwt2GearNavEntry =
| { kind: 'slot', key: string, row: number, column: number, slotId: Iwt2GearSlotId } | { kind: 'slot', key: string, row: number, column: number, slotId: Iwt2GearSlotId }
| { kind: 'upgrade', key: string, row: number, column: number, disabled: boolean } | { kind: 'upgrade', key: string, row: number, column: number, disabled: boolean }
| { kind: 'infusion', key: string, row: number, column: number, abilityId: Iwt2InfusionAbilityId, disabled: boolean } | { kind: 'infusion', key: string, row: number, column: number, abilityId: Iwt2InfusionAbilityId, disabled: boolean }
| { kind: 'passiveInfusion', key: string, row: number, column: number, passiveId: Iwt2PassiveInfusionId, disabled: boolean }
const IWT2_HUNTER_PROFILE_DROP_COLUMNS = 6 const IWT2_HUNTER_PROFILE_DROP_COLUMNS = 6
const IWT2_NAME_MAX_LENGTH = 18 const IWT2_NAME_MAX_LENGTH = 18
@@ -1879,7 +1886,9 @@ export function Iwt2CloudSaveScreen({
const [onlineSave, setOnlineSave] = useState<Iwt2Save | null>(null) const [onlineSave, setOnlineSave] = useState<Iwt2Save | null>(null)
const [syncingOnlineSave, setSyncingOnlineSave] = useState(false) const [syncingOnlineSave, setSyncingOnlineSave] = useState(false)
const [message, setMessage] = useState('') const [message, setMessage] = useState('')
const statusMessage = message || (!onlineBackupsAvailable ? 'Online save unavailable in offline mode.' : '') const statusMessage = message || (!onlineBackupsAvailable
? 'Sign in at character select to upload or download this local save.'
: '')
const checkOnlineSave = useCallback(async (isCancelled: () => boolean) => { const checkOnlineSave = useCallback(async (isCancelled: () => boolean) => {
setSyncingOnlineSave(true) setSyncingOnlineSave(true)
@@ -1916,7 +1925,7 @@ export function Iwt2CloudSaveScreen({
const handleUseLocalSave = useCallback(async () => { const handleUseLocalSave = useCallback(async () => {
if (!onlineBackupsAvailable) { if (!onlineBackupsAvailable) {
setMessage('Using local save. Sign in online to update the server copy.') setMessage('Using local save. Sign in at character select to update the server copy.')
return return
} }
setSyncingOnlineSave(true) setSyncingOnlineSave(true)
@@ -1938,11 +1947,6 @@ export function Iwt2CloudSaveScreen({
setMessage('Local save now uses online progress.') setMessage('Local save now uses online progress.')
}, [onlineBackupsAvailable, onlineSave, onSaveUpdated]) }, [onlineBackupsAvailable, onlineSave, onSaveUpdated])
const handleUseNewSave = useCallback(() => {
onSaveUpdated(createDefaultIwt2Save())
setMessage('Started a new local IWT2 save.')
}, [onSaveUpdated])
const actions = useMemo<Iwt2NavAction[]>(() => withBackAction([ const actions = useMemo<Iwt2NavAction[]>(() => withBackAction([
{ {
key: 'use-local', key: 'use-local',
@@ -1962,16 +1966,8 @@ export function Iwt2CloudSaveScreen({
disabled: syncingOnlineSave || !onlineBackupsAvailable || !onlineSave, disabled: syncingOnlineSave || !onlineBackupsAvailable || !onlineSave,
onConfirm: handleUseOnlineSave, onConfirm: handleUseOnlineSave,
}, },
{
key: 'new-save',
label: 'Use New Save File',
detail: 'Start over with a fresh IWT2 character. Online save is not overwritten until you choose local save.',
value: 'New',
onConfirm: handleUseNewSave,
},
], onBack), [ ], onBack), [
handleUseLocalSave, handleUseLocalSave,
handleUseNewSave,
handleUseOnlineSave, handleUseOnlineSave,
onlineBackupsAvailable, onlineBackupsAvailable,
onlineSave, onlineSave,
@@ -1981,7 +1977,7 @@ export function Iwt2CloudSaveScreen({
]) ])
return ( return (
<Iwt2ScreenShell title="Backup Slot" onBack={onBack}> <Iwt2ScreenShell title="Cloud Backup" onBack={onBack}>
{statusMessage && <p className="iwt2-screen-note">{statusMessage}</p>} {statusMessage && <p className="iwt2-screen-note">{statusMessage}</p>}
<Iwt2ActionList actions={actions} /> <Iwt2ActionList actions={actions} />
</Iwt2ScreenShell> </Iwt2ScreenShell>
@@ -2005,16 +2001,22 @@ export function Iwt2GearUpgradeScreen({
const selectedSlot = classProgress.slots[selectedSlotId] const selectedSlot = classProgress.slots[selectedSlotId]
const selectedRecipe = IWT2_GEAR_SLOT_RECIPES[selectedClassId][selectedSlotId] const selectedRecipe = IWT2_GEAR_SLOT_RECIPES[selectedClassId][selectedSlotId]
const selectedBonus = gearBonusSummary(selectedRecipe.statId, selectedSlot.level, selectedClassId) const selectedBonus = gearBonusSummary(selectedRecipe.statId, selectedSlot.level, selectedClassId)
const nextLevel = Math.min(5, selectedSlot.level + 1) const nextLevel = Math.min(IWT2_MAX_GEAR_LEVEL, selectedSlot.level + 1)
const nextBonus = gearBonusSummary(selectedRecipe.statId, nextLevel, selectedClassId) const nextBonus = gearBonusSummary(selectedRecipe.statId, nextLevel, selectedClassId)
const selectedClassName = gearClassDisplayName(selectedClassId, save) const selectedClassName = gearClassDisplayName(selectedClassId, save)
const upgradeCosts = iwt2GearUpgradeCosts(selectedClassId, selectedSlotId, selectedSlot.level) const upgradeCosts = iwt2GearUpgradeCosts(selectedClassId, selectedSlotId, selectedSlot.level)
const canUpgrade = selectedSlot.level < 5 && canAffordIwt2Costs(save, upgradeCosts) const canUpgrade = selectedSlot.level < IWT2_MAX_GEAR_LEVEL && canAffordIwt2Costs(save, upgradeCosts)
const infusionUnlocked = isIwt2InfusionUnlocked(classProgress) const infusionUnlocked = isIwt2InfusionUnlocked(classProgress)
const infusionAnchorSlot = selectedSlot.level >= 5 const passiveInfusionUnlocked = isIwt2PassiveInfusionUnlocked(save.gearProgress)
const infusionAnchorSlot = selectedSlot.level >= IWT2_ACTIVE_INFUSION_MIN_GEAR_LEVEL
? selectedSlotId ? selectedSlotId
: IWT2_GEAR_SLOTS.find((slotId) => classProgress.slots[slotId].level >= 5) ?? selectedSlotId : IWT2_GEAR_SLOTS.find((slotId) => classProgress.slots[slotId].level >= IWT2_ACTIVE_INFUSION_MIN_GEAR_LEVEL) ?? selectedSlotId
const infusionAbilities = iwt2InfusionAbilitiesForClass(selectedClassId) const infusionAbilities = iwt2InfusionAbilitiesForClass(selectedClassId)
const passiveInfusionChoices = useMemo<Array<Iwt2RoguelikeChoice<Iwt2PassiveInfusionId>>>(() => {
if (selectedClassId !== 'healer') return []
return buildIwt2SelfBuffChoices(abilitiesForHealer(save.character.healerStyle))
.filter((choice): choice is Iwt2RoguelikeChoice<Iwt2PassiveInfusionId> => choice.id !== IWT2_REVIVE_PARTY_CHOICE.id)
}, [save.character.healerStyle, selectedClassId])
const navEntries = useMemo<Iwt2GearNavEntry[]>(() => { const navEntries = useMemo<Iwt2GearNavEntry[]>(() => {
const entries: Iwt2GearNavEntry[] = [{ kind: 'back', key: 'back', row: 0, column: 0 }] const entries: Iwt2GearNavEntry[] = [{ kind: 'back', key: 'back', row: 0, column: 0 }]
IWT2_PARTY_ORDER.forEach((classId, index) => { IWT2_PARTY_ORDER.forEach((classId, index) => {
@@ -2036,8 +2038,19 @@ export function Iwt2GearUpgradeScreen({
disabled: selected || !infusionUnlocked || !canAffordIwt2Costs(save, costs), disabled: selected || !infusionUnlocked || !canAffordIwt2Costs(save, costs),
}) })
}) })
passiveInfusionChoices.forEach((choice, index) => {
const selected = classProgress.passiveInfusionId === choice.id
entries.push({
kind: 'passiveInfusion',
key: `passive:${choice.id}`,
row: infusionAbilities.length + index + 1,
column: 2,
passiveId: choice.id,
disabled: selected || !passiveInfusionUnlocked,
})
})
return entries return entries
}, [canUpgrade, classProgress.infusionAbilityId, infusionAbilities, infusionAnchorSlot, infusionUnlocked, save, selectedClassId]) }, [canUpgrade, classProgress.infusionAbilityId, classProgress.passiveInfusionId, infusionAbilities, infusionAnchorSlot, infusionUnlocked, passiveInfusionChoices, passiveInfusionUnlocked, save, selectedClassId])
const activeEntry = navEntries[Math.min(selectedIndex, navEntries.length - 1)] ?? navEntries[0] const activeEntry = navEntries[Math.min(selectedIndex, navEntries.length - 1)] ?? navEntries[0]
@@ -2089,6 +2102,18 @@ export function Iwt2GearUpgradeScreen({
} catch (error) { } catch (error) {
setMessage(error instanceof Error ? error.message : 'Infusion failed.') setMessage(error instanceof Error ? error.message : 'Infusion failed.')
} }
return
}
if (entry.kind === 'passiveInfusion') {
if (entry.disabled) return
try {
const nextSave = setIwt2PassiveInfusion(save, entry.passiveId)
onSaveUpdated(nextSave)
const passiveName = passiveInfusionChoices.find((choice) => choice.id === entry.passiveId)?.name ?? 'Passive'
setMessage(`${passiveName} set as passive infusion.`)
} catch (error) {
setMessage(error instanceof Error ? error.message : 'Passive infusion failed.')
}
} }
} }
@@ -2112,6 +2137,7 @@ export function Iwt2GearUpgradeScreen({
const selected = selectedClassId === classId const selected = selectedClassId === classId
const focused = activeEntry?.kind === 'class' && activeEntry.classId === classId const focused = activeEntry?.kind === 'class' && activeEntry.classId === classId
const classInfusion = save.gearProgress[classId].infusionAbilityId const classInfusion = save.gearProgress[classId].infusionAbilityId
const passiveInfusion = classId === 'healer' ? save.gearProgress.healer.passiveInfusionId : null
const highest = Math.max(...IWT2_GEAR_SLOTS.map((slotId) => save.gearProgress[classId].slots[slotId].level)) const highest = Math.max(...IWT2_GEAR_SLOTS.map((slotId) => save.gearProgress[classId].slots[slotId].level))
const className = gearClassDisplayName(classId, save) const className = gearClassDisplayName(classId, save)
const classSubtitle = gearClassSubtitle(classId, save) const classSubtitle = gearClassSubtitle(classId, save)
@@ -2129,7 +2155,7 @@ export function Iwt2GearUpgradeScreen({
<div> <div>
<strong>{className}</strong> <strong>{className}</strong>
<small>{classSubtitle}</small> <small>{classSubtitle}</small>
<small>Top +{highest}{classInfusion ? ' | Slot 6 set' : ''}</small> <small>Top +{highest}{classInfusion ? ' | Active set' : ''}{passiveInfusion ? ' | Passive set' : ''}</small>
</div> </div>
</button> </button>
) )
@@ -2172,7 +2198,7 @@ export function Iwt2GearUpgradeScreen({
onPointerDown={() => selectGearEntry(navEntries, setSelectedIndex, 'upgrade')} onPointerDown={() => selectGearEntry(navEntries, setSelectedIndex, 'upgrade')}
type="button" type="button"
> >
Upgrade to +{Math.min(5, selectedSlot.level + 1)} Upgrade to +{Math.min(IWT2_MAX_GEAR_LEVEL, selectedSlot.level + 1)}
</button> </button>
</section> </section>
@@ -2188,8 +2214,8 @@ export function Iwt2GearUpgradeScreen({
<small>{selectedBonus.text}</small> <small>{selectedBonus.text}</small>
</span> </span>
<span> <span>
<strong>{selectedSlot.level >= 5 ? 'Max rank' : `Upgrade preview +${selectedSlot.level} -> +${nextLevel}`}</strong> <strong>{selectedSlot.level >= IWT2_MAX_GEAR_LEVEL ? 'Max rank' : `Upgrade preview +${selectedSlot.level} -> +${nextLevel}`}</strong>
<small>{selectedSlot.level >= 5 ? infusionAnchorText(classProgress.slots[selectedSlotId].level) : `${selectedBonus.label}: ${selectedBonus.value} -> ${nextBonus.value}`}</small> <small>{selectedSlot.level >= IWT2_MAX_GEAR_LEVEL ? infusionAnchorText(classProgress.slots[selectedSlotId].level) : `${selectedBonus.label}: ${selectedBonus.value} -> ${nextBonus.value}`}</small>
</span> </span>
</div> </div>
<div className="iwt2-gear-cost-list"> <div className="iwt2-gear-cost-list">
@@ -2227,12 +2253,40 @@ export function Iwt2GearUpgradeScreen({
<div> <div>
<strong>{ability.name}</strong> <strong>{ability.name}</strong>
<small>{ability.description}</small> <small>{ability.description}</small>
<small>{selected ? 'Selected' : infusionUnlocked ? infusionCostText(save, costs) : 'Unlock: any slot to +5'}</small> <small>{selected ? 'Selected' : infusionUnlocked ? infusionCostText(save, costs) : `Unlock: any ${selectedClassName} slot to +${IWT2_ACTIVE_INFUSION_MIN_GEAR_LEVEL}`}</small>
</div> </div>
</button> </button>
) )
})} })}
</div> </div>
{selectedClassId === 'healer' && (
<div className="iwt2-infusion-list">
{passiveInfusionChoices.map((choice) => {
const selected = classProgress.passiveInfusionId === choice.id
const focused = activeEntry?.kind === 'passiveInfusion' && activeEntry.passiveId === choice.id
const disabled = selected || !passiveInfusionUnlocked
return (
<button
className={`iwt2-infusion-row ${selected ? 'active' : ''} ${focused ? 'game-selected' : ''}`}
data-controller-nav="skip"
data-game-selected={focused ? 'true' : undefined}
disabled={disabled}
key={choice.id}
onClick={() => activateEntry({ kind: 'passiveInfusion', key: `passive:${choice.id}`, row: 0, column: 2, passiveId: choice.id, disabled })}
onPointerDown={() => selectGearEntry(navEntries, setSelectedIndex, `passive:${choice.id}`)}
type="button"
>
<span>P</span>
<div>
<strong>{choice.name}</strong>
<small>{choice.description}</small>
<small>{selected ? 'Selected passive' : passiveInfusionUnlocked ? 'Passive infusion' : `Unlock: any gear slot to +${IWT2_MAX_GEAR_LEVEL}`}</small>
</div>
</button>
)
})}
</div>
)}
<footer className="iwt2-gear-message">{message}</footer> <footer className="iwt2-gear-message">{message}</footer>
</section> </section>
</div> </div>
@@ -2276,7 +2330,9 @@ function gearBonus(label: string, value: string): { label: string, text: string,
} }
function infusionAnchorText(level: number): string { function infusionAnchorText(level: number): string {
return level >= 5 ? 'Infusion anchor available.' : 'No further bonus.' if (level >= IWT2_MAX_GEAR_LEVEL) return 'Active and passive infusion anchors available.'
if (level >= IWT2_ACTIVE_INFUSION_MIN_GEAR_LEVEL) return 'Active infusion anchor available.'
return 'No infusion anchor.'
} }
function formatPercent(value: number): string { function formatPercent(value: number): string {
+10 -2
View File
@@ -197,7 +197,7 @@ function initialBossSecondaryCooldown(bossId: Iwt2BossId): number {
export function tickIwt2Arena(state: Iwt2ArenaState, input: Iwt2ArenaInput, dt: number): Iwt2ArenaState { export function tickIwt2Arena(state: Iwt2ArenaState, input: Iwt2ArenaInput, dt: number): Iwt2ArenaState {
const step = Math.max(0, Math.min(dt, MAX_DT)) 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 = { const inputMove = {
x: clampInputAxis(input.moveX), x: clampInputAxis(input.moveX),
@@ -283,10 +283,18 @@ export function tickIwt2Arena(state: Iwt2ArenaState, input: Iwt2ArenaInput, dt:
nextAddId: bossResult.nextAddId ?? state.nextAddId, nextAddId: bossResult.nextAddId ?? state.nextAddId,
nextHazardId: projectileResult.nextHazardId, nextHazardId: projectileResult.nextHazardId,
nextEventId: state.nextEventId + nextEvents.length, 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( function tickPartyHotEffects(
party: Iwt2PartyEntityState[], party: Iwt2PartyEntityState[],
dt: number, dt: number,
+4 -133
View File
@@ -1,60 +1,16 @@
import { IWT2_BOSS_METADATA, type Iwt2BossId } from '../content/bosses' import type { Iwt2BossId } from '../content/bosses'
import { IWT2_CLASS_METADATA } from '../content/classes'
import { import {
createInitialIwt2ArenaState as createCoreIwt2ArenaState, createInitialIwt2ArenaState as createCoreIwt2ArenaState,
tickIwt2Arena as tickCoreIwt2Arena, tickIwt2Arena as tickCoreIwt2Arena,
} from './arena' } from './arena'
import type { import type {
Iwt2ArenaIndicator,
Iwt2ArenaInput, Iwt2ArenaInput,
Iwt2ArenaBounds, Iwt2ArenaBounds,
Iwt2ArenaState as Iwt2CoreArenaState, Iwt2ArenaState as Iwt2CoreArenaState,
Iwt2BossEntityState,
Iwt2HostileAddState,
Iwt2PartyEntityState,
Iwt2RoguelikePressureState, Iwt2RoguelikePressureState,
} from './types' } from './types'
export type Iwt2ArenaEntityKind = 'player' | 'party' | 'boss' | 'projectile' | 'hostileAdd' export type Iwt2ArenaState = Iwt2CoreArenaState
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 function createInitialIwt2ArenaState( export function createInitialIwt2ArenaState(
bossId?: Iwt2BossId, bossId?: Iwt2BossId,
@@ -64,94 +20,9 @@ export function createInitialIwt2ArenaState(
roguelikePressure?: Iwt2RoguelikePressureState, roguelikePressure?: Iwt2RoguelikePressureState,
bounds?: Iwt2ArenaBounds, bounds?: Iwt2ArenaBounds,
): Iwt2ArenaState { ): 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 { export function tickIwt2Arena(state: Iwt2ArenaState, input: Iwt2ArenaInput, dt: number): Iwt2ArenaState {
return decorateArenaState(tickCoreIwt2Arena(state, input, dt)) return 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 []
})
} }