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Move attack troop overlay to WebGL (#3996)
## Description: Replaces the DOM-based `AttackingTroopsOverlay` with `AttackingTroopsController`, rendering attack troop counts through `WorldTextPass` instead of a separate fixed-position DOM container. ## Summary - New `AttackingTroopsController` polls `attackClusteredPositions()` every 200ms and pushes labels to the WebGL view each frame, lerping cluster positions over 250ms for smooth front-line movement (replaces the old CSS `transform 0.25s` transition). - `WorldTextPass` gains `setAttackTroopLabels()` and renders them at a fixed on-screen size (zoom-independent) using `screenScale / zoom`. - World text now draws on top of `NamePass` so attack callouts aren't hidden behind centered player names. - Fragment shader adds a soft quadratic dark halo around every world-text label; extent uses the remaining SDF range after the hard outline so it fades smoothly to zero (no rectangular clipping). - Deletes `AttackingTroopsOverlay.ts`; existing unit tests repointed to the controller's exported `alignClusterOrder`. <img width="369" height="395" alt="Screenshot 2026-05-24 at 4 43 51 PM" src="https://github.com/user-attachments/assets/4dbffe20-77f9-4c0f-b956-ecf543538f8d" /> ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: evan
This commit is contained in:
@@ -0,0 +1,261 @@
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/**
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* AttackingTroopsController — pushes attack troop labels to the WebGL
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* WorldTextPass. Replaces the DOM-based AttackingTroopsOverlay.
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*
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* Per-tick (200ms) it polls the worker for clustered front-line positions of
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* each active attack involving the local player. Between polls it interpolates
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* smoothly from the previously-rendered position to the new target — the
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* worker poll cadence (200ms) and the animation duration (250ms) are matched
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* to what the old CSS transition did.
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*/
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import { EventBus } from "../../core/EventBus";
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import { Cell, PlayerType } from "../../core/game/Game";
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import { GameView } from "../../core/game/GameView";
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import { UserSettings } from "../../core/game/UserSettings";
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import { Controller } from "../Controller";
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import { AlternateViewEvent } from "../InputHandler";
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import { GameView as WebGLGameView } from "../render/gl";
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import type { AttackTroopLabel } from "../render/gl/passes/WorldTextPass";
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import { renderTroops } from "../Utils";
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// Aquarius (#3fa9f5) for outgoing, red-400 (#f87171) for incoming.
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const OUTGOING_R = 0x3f / 255;
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const OUTGOING_G = 0xa9 / 255;
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const OUTGOING_B = 0xf5 / 255;
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const INCOMING_R = 0xf8 / 255;
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const INCOMING_G = 0x71 / 255;
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const INCOMING_B = 0x71 / 255;
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/** Animation duration for cluster shifts — matches old CSS transition. */
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const ANIM_MS = 250;
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/** Snap (no animation) when the worker reports a jump larger than this. */
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const SNAP_DISTANCE = 200;
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export interface Slot {
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/** Last-rendered (interpolated) position. */
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curX: number;
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curY: number;
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/** Animation start position. */
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srcX: number;
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srcY: number;
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/** Animation target position. */
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dstX: number;
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dstY: number;
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/** Animation start time (performance.now). */
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startMs: number;
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}
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interface AttackEntry {
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text: string;
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isIncoming: boolean;
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slots: Slot[];
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}
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export function alignClusterOrder(next: Cell[], prev: Slot[]): void {
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if (next.length !== 2 || prev.length !== 2) return;
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const dist = (a: number, b: number, c: Cell) =>
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Math.abs(c.x - a) + Math.abs(c.y - b);
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const direct =
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dist(prev[0].dstX, prev[0].dstY, next[0]) +
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dist(prev[1].dstX, prev[1].dstY, next[1]);
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const swapped =
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dist(prev[0].dstX, prev[0].dstY, next[1]) +
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dist(prev[1].dstX, prev[1].dstY, next[0]);
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if (swapped < direct) [next[0], next[1]] = [next[1], next[0]];
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}
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export class AttackingTroopsController implements Controller {
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private attacks = new Map<string, AttackEntry>();
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private inFlightRequest = false;
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private alternateView = false;
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/** Reused buffer pushed to the view each frame. */
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private labelBuf: AttackTroopLabel[] = [];
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constructor(
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private readonly game: GameView,
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private readonly eventBus: EventBus,
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private readonly userSettings: UserSettings,
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private readonly view: WebGLGameView,
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) {}
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init() {
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this.eventBus.on(AlternateViewEvent, (e) => {
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this.alternateView = e.alternateView;
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});
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const drive = () => {
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this.pushLabels();
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requestAnimationFrame(drive);
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};
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requestAnimationFrame(drive);
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}
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getTickIntervalMs() {
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return 200;
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}
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tick() {
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if (!this.userSettings.attackingTroopsOverlay() || this.alternateView) {
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if (this.attacks.size > 0) this.attacks.clear();
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return;
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}
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const myPlayer = this.game.myPlayer();
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if (!myPlayer) {
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this.attacks.clear();
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return;
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}
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const activeIDs = new Set<string>();
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// Outgoing: only label attacks targeting another player.
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for (const attack of myPlayer.outgoingAttacks()) {
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if (!attack.targetID) continue;
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const defender = this.game.playerBySmallID(attack.targetID);
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if (!defender || !defender.isPlayer()) continue;
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activeIDs.add(attack.id);
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this.ensureEntry(attack.id, attack.troops, false);
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}
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// Incoming: only label attacks coming from another player; skip tribes.
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for (const attack of myPlayer.incomingAttacks()) {
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const attacker = this.game.playerBySmallID(attack.attackerID);
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if (
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!attacker ||
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!attacker.isPlayer() ||
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attacker.type() === PlayerType.Bot
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) {
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continue;
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}
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activeIDs.add(attack.id);
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this.ensureEntry(attack.id, attack.troops, true);
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}
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for (const id of this.attacks.keys()) {
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if (!activeIDs.has(id)) this.attacks.delete(id);
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}
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// Single worker request per tick; skip if the previous one is still in flight.
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if (this.inFlightRequest) return;
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this.inFlightRequest = true;
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void myPlayer
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.attackClusteredPositions()
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.then((attacks) => {
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const now = performance.now();
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for (const { id, positions } of attacks) {
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const entry = this.attacks.get(id);
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if (!entry) continue;
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this.reconcileSlots(entry, positions, now);
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}
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})
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.catch(() => {
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// On error, hide all labels until the next successful response.
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this.attacks.clear();
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})
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.finally(() => {
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this.inFlightRequest = false;
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});
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}
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private ensureEntry(attackID: string, troops: number, isIncoming: boolean) {
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const text = renderTroops(troops);
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const existing = this.attacks.get(attackID);
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if (existing) {
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existing.text = text;
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existing.isIncoming = isIncoming;
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return;
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}
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this.attacks.set(attackID, { text, isIncoming, slots: [] });
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}
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private reconcileSlots(
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entry: AttackEntry,
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positions: Cell[],
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now: number,
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): void {
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alignClusterOrder(positions, entry.slots);
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// Trim extra slots.
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if (entry.slots.length > positions.length) {
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entry.slots.length = positions.length;
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}
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for (let i = 0; i < positions.length; i++) {
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const next = positions[i];
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const slot = entry.slots[i];
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if (!slot) {
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// New slot — snap to position (no animation).
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entry.slots.push({
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curX: next.x,
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curY: next.y,
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srcX: next.x,
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srcY: next.y,
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dstX: next.x,
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dstY: next.y,
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startMs: now,
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});
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continue;
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}
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// Compute the current (interpolated) position so animations chain from
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// wherever the label is right now, not from the previous target.
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const t = Math.min(1, (now - slot.startMs) / ANIM_MS);
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const curX = slot.srcX + (slot.dstX - slot.srcX) * t;
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const curY = slot.srcY + (slot.dstY - slot.srcY) * t;
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const jump = Math.hypot(next.x - curX, next.y - curY);
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if (jump > SNAP_DISTANCE) {
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slot.curX = next.x;
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slot.curY = next.y;
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slot.srcX = next.x;
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slot.srcY = next.y;
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slot.dstX = next.x;
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slot.dstY = next.y;
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slot.startMs = now;
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} else {
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slot.srcX = curX;
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slot.srcY = curY;
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slot.curX = curX;
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slot.curY = curY;
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slot.dstX = next.x;
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slot.dstY = next.y;
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slot.startMs = now;
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}
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}
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}
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private pushLabels(): void {
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if (this.alternateView || this.attacks.size === 0) {
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if (this.labelBuf.length > 0) {
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this.labelBuf = [];
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this.view.setAttackTroopLabels(this.labelBuf);
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}
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return;
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}
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const now = performance.now();
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const out: AttackTroopLabel[] = [];
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for (const entry of this.attacks.values()) {
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const r = entry.isIncoming ? INCOMING_R : OUTGOING_R;
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const g = entry.isIncoming ? INCOMING_G : OUTGOING_G;
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const b = entry.isIncoming ? INCOMING_B : OUTGOING_B;
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for (const slot of entry.slots) {
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const t = Math.min(1, (now - slot.startMs) / ANIM_MS);
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slot.curX = slot.srcX + (slot.dstX - slot.srcX) * t;
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slot.curY = slot.srcY + (slot.dstY - slot.srcY) * t;
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out.push({
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x: slot.curX,
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y: slot.curY,
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text: entry.text,
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colorR: r,
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colorG: g,
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colorB: b,
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});
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}
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}
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this.labelBuf = out;
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this.view.setAttackTroopLabels(out);
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}
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}
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@@ -5,6 +5,7 @@ import { Controller } from "../Controller";
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import { GameStartingModal } from "../GameStartingModal";
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import { TransformHandler } from "../TransformHandler";
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import { UIState } from "../UIState";
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import { AttackingTroopsController } from "../controllers/AttackingTroopsController";
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import { BuildPreviewController } from "../controllers/BuildPreviewController";
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import { HoverHighlightController } from "../controllers/HoverHighlightController";
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import { StructureHighlightController } from "../controllers/StructureHighlightController";
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@@ -14,7 +15,6 @@ import { GameView as WebGLGameView } from "../render/gl";
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import { FrameProfiler } from "./FrameProfiler";
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import { ActionableEvents } from "./layers/ActionableEvents";
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import { AlertFrame } from "./layers/AlertFrame";
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import { AttackingTroopsOverlay } from "./layers/AttackingTroopsOverlay";
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import { AttacksDisplay } from "./layers/AttacksDisplay";
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import { BuildMenu } from "./layers/BuildMenu";
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import { ChatDisplay } from "./layers/ChatDisplay";
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@@ -283,7 +283,7 @@ export function createRenderer(
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new HoverHighlightController(game, eventBus, transformHandler, view),
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new StructureHighlightController(eventBus, view),
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new ViewModeController(eventBus, view),
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new AttackingTroopsOverlay(game, transformHandler, eventBus, userSettings),
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new AttackingTroopsController(game, eventBus, userSettings, view),
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eventsDisplay,
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actionableEvents,
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attacksDisplay,
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@@ -1,338 +0,0 @@
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import { EventBus } from "../../../core/EventBus";
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import { Cell, PlayerType } from "../../../core/game/Game";
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import { GameView } from "../../../core/game/GameView";
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import { UserSettings } from "../../../core/game/UserSettings";
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import { Controller } from "../../Controller";
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import { AlternateViewEvent } from "../../InputHandler";
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import { TransformHandler } from "../../TransformHandler";
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import { renderTroops } from "../../Utils";
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// Match AttacksDisplay: aquarius for outgoing, red-400 for incoming.
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const OUTGOING_COLOR = "var(--color-aquarius)";
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const INCOMING_COLOR = "var(--color-red-400)";
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// At/above this zoom the label is rendered at full size; below it shrinks
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// linearly toward LABEL_MIN_RENDERED_SIZE as zoom→0.
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const LABEL_FULL_SIZE_ZOOM = 4.0;
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const LABEL_MIN_RENDERED_SIZE = 0.63;
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// Overall size multiplier applied to the rendered label.
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const LABEL_SIZE_MULTIPLIER = 1.0;
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// Counter-scale against the container's `scale(zoom)`. At/above
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// LABEL_FULL_SIZE_ZOOM the rendered size is capped at LABEL_SIZE_MULTIPLIER;
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// below it the rendered size shrinks linearly toward
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// LABEL_SIZE_MULTIPLIER * LABEL_MIN_RENDERED_SIZE as zoom→0.
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export function computeLabelScale(zoom: number): number {
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const t = Math.min(1, zoom / LABEL_FULL_SIZE_ZOOM);
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const renderedSize =
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LABEL_SIZE_MULTIPLIER *
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(LABEL_MIN_RENDERED_SIZE + (1 - LABEL_MIN_RENDERED_SIZE) * t);
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return renderedSize / zoom;
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}
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// Worker returns clusters sorted by size; two near-equal-size fronts can flip
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// ordering tick-to-tick. If swapping brings each new position closer to where
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// its label already is, swap `next` in place. (clusteredPositions caps at 2.)
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export function alignClusterOrder(next: Cell[], prev: (Cell | null)[]): void {
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const [a, b] = prev;
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if (next.length !== 2 || !a || !b) return;
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const dist = (p: Cell, q: Cell) => Math.abs(p.x - q.x) + Math.abs(p.y - q.y);
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const direct = dist(next[0], a) + dist(next[1], b);
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const swapped = dist(next[1], a) + dist(next[0], b);
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if (swapped < direct) [next[0], next[1]] = [next[1], next[0]];
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}
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// An attack can have multiple disconnected front-line segments, so elements
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// and positions are parallel arrays with one entry per segment.
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interface AttackLabel {
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elements: HTMLDivElement[];
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positions: (Cell | null)[];
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isIncoming: boolean;
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attackerTroops: number;
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}
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export class AttackingTroopsOverlay implements Controller {
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private container: HTMLDivElement;
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private labelTemplate: HTMLDivElement;
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private labels = new Map<string, AttackLabel>();
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// Guard against queuing multiple worker requests in the same tick window.
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private inFlightRequest = false;
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private isVisible = true;
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private onAlternateView: (e: AlternateViewEvent) => void;
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// Last transform string written per element; lets renderLayer skip identical
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// re-assignments every frame (~60fps × N labels).
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private lastTransform = new WeakMap<HTMLDivElement, string>();
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constructor(
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private readonly game: GameView,
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private readonly transformHandler: TransformHandler,
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private readonly eventBus: EventBus,
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private readonly userSettings: UserSettings,
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) {}
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init() {
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this.container = document.createElement("div");
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this.container.style.position = "fixed";
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this.container.style.left = "50%";
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this.container.style.top = "50%";
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this.container.style.pointerEvents = "none";
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// z-index 4 places labels above NameLayer (z-index 3).
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this.container.style.zIndex = "4";
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document.body.appendChild(this.container);
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this.labelTemplate = this.createLabelTemplate();
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this.onAlternateView = (e) => {
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this.isVisible = !e.alternateView;
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this.container.style.display = this.isVisible ? "" : "none";
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};
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this.eventBus.on(AlternateViewEvent, this.onAlternateView);
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// Self-driven RAF: DOM label positions must update every frame so the
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// labels track the WebGL camera as the user pans/zooms. (Previously this
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// ran via the now-deleted canvas2D RAF loop.)
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const drive = () => {
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this.updateLabelDOM();
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requestAnimationFrame(drive);
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};
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requestAnimationFrame(drive);
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}
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destroy() {
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if (!this.container) return;
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this.clearAllLabels();
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this.container.remove();
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this.eventBus.off(AlternateViewEvent, this.onAlternateView);
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}
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getTickIntervalMs() {
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return 200;
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}
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private labelScale(): number {
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return computeLabelScale(this.transformHandler.scale);
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}
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tick() {
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if (!this.userSettings.attackingTroopsOverlay() || !this.isVisible) {
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if (this.labels.size > 0) this.clearAllLabels();
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return;
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}
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const myPlayer = this.game.myPlayer();
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if (!myPlayer) {
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this.clearAllLabels();
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return;
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}
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const activeIDs = new Set<string>();
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// Outgoing: only label attacks targeting another player.
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for (const attack of myPlayer.outgoingAttacks()) {
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activeIDs.add(attack.id);
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if (!attack.targetID) {
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this.removeLabel(attack.id);
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continue;
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}
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const defender = this.game.playerBySmallID(attack.targetID);
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if (!defender || !defender.isPlayer()) {
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this.removeLabel(attack.id);
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continue;
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}
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this.ensureLabel(attack.id, attack.troops, false);
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}
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// Incoming: only label attacks coming from another player; skip tribes.
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for (const attack of myPlayer.incomingAttacks()) {
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activeIDs.add(attack.id);
|
||||
const attacker = this.game.playerBySmallID(attack.attackerID);
|
||||
if (
|
||||
!attacker ||
|
||||
!attacker.isPlayer() ||
|
||||
attacker.type() === PlayerType.Bot
|
||||
) {
|
||||
this.removeLabel(attack.id);
|
||||
continue;
|
||||
}
|
||||
this.ensureLabel(attack.id, attack.troops, true);
|
||||
}
|
||||
|
||||
for (const [id] of this.labels) {
|
||||
if (!activeIDs.has(id)) this.removeLabel(id);
|
||||
}
|
||||
|
||||
// Single worker request per tick; skip if the previous one is still in flight.
|
||||
if (this.inFlightRequest) return;
|
||||
this.inFlightRequest = true;
|
||||
|
||||
void myPlayer
|
||||
.attackClusteredPositions()
|
||||
.then((attacks) => {
|
||||
for (const { id, positions } of attacks) {
|
||||
const lbl = this.labels.get(id);
|
||||
if (!lbl) continue;
|
||||
this.reconcileLabelPositions(lbl, positions);
|
||||
}
|
||||
})
|
||||
.catch(() => {
|
||||
// On error, hide all labels until the next successful response.
|
||||
for (const lbl of this.labels.values()) lbl.positions.fill(null);
|
||||
})
|
||||
.finally(() => {
|
||||
this.inFlightRequest = false;
|
||||
});
|
||||
}
|
||||
|
||||
private ensureLabel(
|
||||
attackID: string,
|
||||
attackerTroops: number,
|
||||
isIncoming: boolean,
|
||||
) {
|
||||
let label = this.labels.get(attackID);
|
||||
if (!label) {
|
||||
label = {
|
||||
elements: [],
|
||||
positions: [],
|
||||
isIncoming,
|
||||
attackerTroops,
|
||||
};
|
||||
this.labels.set(attackID, label);
|
||||
} else {
|
||||
label.attackerTroops = attackerTroops;
|
||||
}
|
||||
for (const el of label.elements) {
|
||||
this.updateLabelContent(el, attackerTroops);
|
||||
}
|
||||
}
|
||||
|
||||
private updateLabelDOM() {
|
||||
const screenPosOld = this.transformHandler.worldToScreenCoordinates(
|
||||
new Cell(0, 0),
|
||||
);
|
||||
const screenPos = new Cell(
|
||||
screenPosOld.x - window.innerWidth / 2,
|
||||
screenPosOld.y - window.innerHeight / 2,
|
||||
);
|
||||
this.container.style.transform = `translate(${screenPos.x}px, ${screenPos.y}px) scale(${this.transformHandler.scale})`;
|
||||
|
||||
// Hoist the per-frame label scale once; zoom is constant within a frame.
|
||||
const scale = this.labelScale();
|
||||
const innerTransform = `scale(${scale})`;
|
||||
for (const label of this.labels.values()) {
|
||||
for (let i = 0; i < label.elements.length; i++) {
|
||||
const el = label.elements[i];
|
||||
const pos = label.positions[i];
|
||||
|
||||
if (!pos || !this.transformHandler.isOnScreen(pos)) {
|
||||
el.style.display = "none";
|
||||
continue;
|
||||
}
|
||||
|
||||
el.style.display = "";
|
||||
const inner = el.children[0] as HTMLDivElement;
|
||||
// Outer: world position only — the 0.25s transition smooths cluster
|
||||
// shifts. Inner: scale only — applied without transition so zoom is
|
||||
// instant.
|
||||
const outerTransform = `translate(${pos.x}px, ${pos.y}px) translate(-50%, -50%)`;
|
||||
if (this.lastTransform.get(el) !== outerTransform) {
|
||||
el.style.transform = outerTransform;
|
||||
this.lastTransform.set(el, outerTransform);
|
||||
}
|
||||
inner.style.transform = innerTransform;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private reconcileLabelPositions(lbl: AttackLabel, positions: Cell[]) {
|
||||
// Add elements for new clusters.
|
||||
while (lbl.elements.length < positions.length) {
|
||||
lbl.elements.push(
|
||||
this.createLabelElement(lbl.attackerTroops, lbl.isIncoming),
|
||||
);
|
||||
lbl.positions.push(null);
|
||||
}
|
||||
|
||||
// Remove elements for clusters that no longer exist.
|
||||
while (lbl.elements.length > positions.length) {
|
||||
lbl.elements.pop()!.remove();
|
||||
lbl.positions.pop();
|
||||
}
|
||||
|
||||
alignClusterOrder(positions, lbl.positions);
|
||||
|
||||
// Snap teleport-sized jumps instantly; let the CSS transition handle the rest.
|
||||
for (let i = 0; i < positions.length; i++) {
|
||||
const old = lbl.positions[i];
|
||||
const next = positions[i];
|
||||
if (old && Math.hypot(next.x - old.x, next.y - old.y) > 200) {
|
||||
const el = lbl.elements[i];
|
||||
el.style.transition = "none";
|
||||
const outerTransform = `translate(${next.x}px, ${next.y}px) translate(-50%, -50%)`;
|
||||
el.style.transform = outerTransform;
|
||||
this.lastTransform.set(el, outerTransform);
|
||||
requestAnimationFrame(() => {
|
||||
el.style.transition = "transform 0.25s linear";
|
||||
});
|
||||
}
|
||||
lbl.positions[i] = next;
|
||||
}
|
||||
}
|
||||
|
||||
// Outer wraps position+transition (animates cluster moves). Inner holds the
|
||||
// scale (instant on zoom) plus all visual chrome. Splitting them keeps the
|
||||
// 0.25s transition off zoom changes.
|
||||
private createLabelTemplate(): HTMLDivElement {
|
||||
const outer = document.createElement("div");
|
||||
outer.style.position = "absolute";
|
||||
outer.style.display = "none";
|
||||
outer.style.pointerEvents = "none";
|
||||
outer.style.transition = "transform 0.25s linear";
|
||||
|
||||
const inner = document.createElement("div");
|
||||
inner.style.whiteSpace = "nowrap";
|
||||
inner.style.fontSize = "17px";
|
||||
inner.style.fontWeight = "bold";
|
||||
inner.style.lineHeight = "1.3";
|
||||
inner.style.width = "max-content";
|
||||
// No background — let the territory border show through. Stacked black
|
||||
// text-shadows form a soft dark glow so the number stays readable over
|
||||
// any terrain.
|
||||
inner.style.textShadow =
|
||||
"0 0 2px rgba(0,0,0,1), 0 0 3px rgba(0,0,0,0.85), 0 0 5px rgba(0,0,0,0.5)";
|
||||
outer.appendChild(inner);
|
||||
|
||||
return outer;
|
||||
}
|
||||
|
||||
private createLabelElement(
|
||||
attackerTroops: number,
|
||||
isIncoming: boolean,
|
||||
): HTMLDivElement {
|
||||
const el = this.labelTemplate.cloneNode(true) as HTMLDivElement;
|
||||
const inner = el.children[0] as HTMLDivElement;
|
||||
inner.style.fontFamily = this.game.config().theme().font();
|
||||
inner.style.color = isIncoming ? INCOMING_COLOR : OUTGOING_COLOR;
|
||||
inner.textContent = renderTroops(attackerTroops);
|
||||
this.container.appendChild(el);
|
||||
return el;
|
||||
}
|
||||
|
||||
private updateLabelContent(el: HTMLDivElement, attackerTroops: number) {
|
||||
const inner = el.children[0] as HTMLDivElement;
|
||||
inner.textContent = renderTroops(attackerTroops);
|
||||
}
|
||||
|
||||
private removeLabel(attackID: string) {
|
||||
const label = this.labels.get(attackID);
|
||||
if (!label) return;
|
||||
for (const el of label.elements) el.remove();
|
||||
this.labels.delete(attackID);
|
||||
}
|
||||
|
||||
private clearAllLabels() {
|
||||
for (const label of this.labels.values()) {
|
||||
for (const el of label.elements) el.remove();
|
||||
}
|
||||
this.labels.clear();
|
||||
}
|
||||
}
|
||||
@@ -30,6 +30,7 @@ import type {
|
||||
RadialMenuItem,
|
||||
} from "./Events";
|
||||
import type { SpawnCenter } from "./passes/SpawnOverlayPass";
|
||||
import type { AttackTroopLabel } from "./passes/WorldTextPass";
|
||||
import { GPURenderer } from "./Renderer";
|
||||
import type { RenderSettings } from "./RenderSettings";
|
||||
|
||||
@@ -289,6 +290,9 @@ export class GameView {
|
||||
applyConquestEvents(events: ConquestFx[]): void {
|
||||
this.renderer?.applyConquestEvents(events);
|
||||
}
|
||||
setAttackTroopLabels(labels: AttackTroopLabel[]): void {
|
||||
this.renderer?.setAttackTroopLabels(labels);
|
||||
}
|
||||
applyBonusEvents(events: BonusEvent[]): void {
|
||||
this.renderer?.applyBonusEvents(events);
|
||||
}
|
||||
|
||||
@@ -734,6 +734,12 @@ export class GPURenderer {
|
||||
}
|
||||
}
|
||||
|
||||
setAttackTroopLabels(
|
||||
labels: import("./passes/WorldTextPass").AttackTroopLabel[],
|
||||
): void {
|
||||
this.worldTextPass.setAttackTroopLabels(labels);
|
||||
}
|
||||
|
||||
applyBonusEvents(events: BonusEvent[]): void {
|
||||
if (events.length === 0) return;
|
||||
// In live game, filter to local player only. In replay (localPlayerID=0), show all.
|
||||
@@ -1173,15 +1179,17 @@ export class GPURenderer {
|
||||
this.fxPass.draw(cam, zoom);
|
||||
}
|
||||
|
||||
this.worldTextPass.tick();
|
||||
this.worldTextPass.draw(cam, zoom);
|
||||
|
||||
// Grid shows on either trigger; names hide only under alt-view (space
|
||||
// hold), not under the persistent M-key gridView toggle.
|
||||
if (this.gridView || this.altView) this.coordinateGridPass.draw(cam, zoom);
|
||||
if (pe.name && !this.altView)
|
||||
this.namePass.draw(cam, this.nightCompositePass.getAmbient());
|
||||
|
||||
// World text (attack-troop labels, popups, ghost cost) draws on top of
|
||||
// player names so attack callouts aren't hidden behind a centered name.
|
||||
this.worldTextPass.tick(zoom);
|
||||
this.worldTextPass.draw(cam, zoom);
|
||||
|
||||
this.radialMenuPass.draw();
|
||||
|
||||
gl.disable(gl.BLEND);
|
||||
|
||||
@@ -44,6 +44,13 @@ const GHOST_COST_Y_OFFSET = 3;
|
||||
const GHOST_COST_SCALE = 4;
|
||||
/** Matches player-name outline width for a consistent UI look. */
|
||||
const GHOST_COST_OUTLINE_WIDTH = 1.4;
|
||||
/**
|
||||
* Screen-relative em scale for attack troop labels. Pre-divided by the current
|
||||
* zoom each frame so the on-screen label size stays constant regardless of
|
||||
* how far the camera is zoomed.
|
||||
*/
|
||||
const ATTACK_LABEL_SCREEN_SCALE = 34.0;
|
||||
const ATTACK_LABEL_OUTLINE_WIDTH = 1.2;
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Active popup tracking
|
||||
@@ -63,6 +70,20 @@ interface ActivePopup {
|
||||
outlineWidth: number;
|
||||
}
|
||||
|
||||
/**
|
||||
* Persistent attack-troop label rendered at a world-space position.
|
||||
* AttackingTroopsController pushes a fresh list each frame with already-
|
||||
* interpolated positions (smoothing happens controller-side).
|
||||
*/
|
||||
export interface AttackTroopLabel {
|
||||
x: number;
|
||||
y: number;
|
||||
text: string;
|
||||
colorR: number;
|
||||
colorG: number;
|
||||
colorB: number;
|
||||
}
|
||||
|
||||
function formatGold(gold: number): string {
|
||||
if (gold >= 1_000_000) return (gold / 1_000_000).toFixed(1) + "M";
|
||||
if (gold >= 1_000) return (gold / 1_000).toFixed(1) + "K";
|
||||
@@ -119,6 +140,10 @@ export class WorldTextPass {
|
||||
colorB: number;
|
||||
} | null = null;
|
||||
|
||||
// Persistent attack-troop labels. Controller pushes the full list each frame
|
||||
// (already interpolated), so we just iterate and render.
|
||||
private attackTroopLabels: AttackTroopLabel[] = [];
|
||||
|
||||
// Settings reference
|
||||
private settings: RenderSettings;
|
||||
|
||||
@@ -336,12 +361,24 @@ export class WorldTextPass {
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* Replace the set of attack-troop labels. Controller pushes the full list
|
||||
* each frame with interpolated positions; empty array clears them.
|
||||
*/
|
||||
setAttackTroopLabels(labels: AttackTroopLabel[]): void {
|
||||
this.attackTroopLabels = labels;
|
||||
}
|
||||
|
||||
// -------------------------------------------------------------------------
|
||||
// Tick — cull expired, rebuild instance buffer
|
||||
// -------------------------------------------------------------------------
|
||||
|
||||
tick(): void {
|
||||
if (this.active.length === 0 && this.ghostCostLabel === null) {
|
||||
tick(zoom: number): void {
|
||||
if (
|
||||
this.active.length === 0 &&
|
||||
this.ghostCostLabel === null &&
|
||||
this.attackTroopLabels.length === 0
|
||||
) {
|
||||
this.instanceCount = 0;
|
||||
return;
|
||||
}
|
||||
@@ -355,10 +392,10 @@ export class WorldTextPass {
|
||||
}
|
||||
}
|
||||
|
||||
this.rebuildInstances(now);
|
||||
this.rebuildInstances(now, zoom);
|
||||
}
|
||||
|
||||
private rebuildInstances(now: number): void {
|
||||
private rebuildInstances(now: number, zoom: number): void {
|
||||
let count = 0;
|
||||
|
||||
for (const popup of this.active) {
|
||||
@@ -402,6 +439,38 @@ export class WorldTextPass {
|
||||
}
|
||||
}
|
||||
|
||||
// Attack troop labels — persistent, no fade. Controller interpolates
|
||||
// positions before pushing. Scale is divided by zoom so the label keeps
|
||||
// a constant on-screen size regardless of how zoomed-in the camera is.
|
||||
const attackScale = ATTACK_LABEL_SCREEN_SCALE / Math.max(zoom, 0.0001);
|
||||
for (const label of this.attackTroopLabels) {
|
||||
layoutString(
|
||||
label.text,
|
||||
this.glyph,
|
||||
this.kernTable,
|
||||
this.charCodes,
|
||||
this.cursors,
|
||||
);
|
||||
const len = Math.min(label.text.length, MAX_CHARS);
|
||||
for (let i = 0; i < len; i++) {
|
||||
if (this.charCodes[i] === 0) continue;
|
||||
if (count >= this.maxInstances) this.growBuffer();
|
||||
|
||||
const off = count * FLOATS_PER_INSTANCE;
|
||||
this.instanceData[off + 0] = label.x;
|
||||
this.instanceData[off + 1] = label.y;
|
||||
this.instanceData[off + 2] = this.cursors[i];
|
||||
this.instanceData[off + 3] = this.charCodes[i];
|
||||
this.instanceData[off + 4] = 1;
|
||||
this.instanceData[off + 5] = label.colorR;
|
||||
this.instanceData[off + 6] = label.colorG;
|
||||
this.instanceData[off + 7] = label.colorB;
|
||||
this.instanceData[off + 8] = attackScale;
|
||||
this.instanceData[off + 9] = ATTACK_LABEL_OUTLINE_WIDTH;
|
||||
count++;
|
||||
}
|
||||
}
|
||||
|
||||
// Ghost cost label — persistent, no fade or rise. layoutString already
|
||||
// centers cursors around 0, so passing the tile coord places the text
|
||||
// centered on the tile (vertex shader adds the +0.5 tile-center offset).
|
||||
@@ -495,6 +564,7 @@ export class WorldTextPass {
|
||||
|
||||
clear(): void {
|
||||
this.active.length = 0;
|
||||
this.attackTroopLabels = [];
|
||||
this.instanceCount = 0;
|
||||
}
|
||||
|
||||
|
||||
@@ -33,6 +33,17 @@ void main() {
|
||||
float outlineDist = screenPxDist + effectiveOutline;
|
||||
float outlineAlpha = clamp(outlineDist + 0.5, 0.0, 1.0);
|
||||
|
||||
// Soft dark halo extending past the hard outline — easier to read over
|
||||
// busy terrain. Uses whatever SDF range is left after the hard outline so
|
||||
// it can always fade fully to zero before hitting the SDF saturation
|
||||
// boundary (otherwise the glow clips at the glyph quad and looks square).
|
||||
// Quadratic falloff for a true glow shape — brightest right next to the
|
||||
// text, smoothly thinning to nothing.
|
||||
float glowExtent = max(screenPxRange * 0.5 - effectiveOutline - 0.5, 0.0);
|
||||
float glowT =
|
||||
clamp((outlineDist + glowExtent) / max(glowExtent, 0.0001), 0.0, 1.0);
|
||||
float glowAlpha = glowExtent > 0.0 ? glowT * glowT * 0.75 : 0.0;
|
||||
|
||||
vec3 color = mix(vec3(0.0), vColor, fillAlpha);
|
||||
fragColor = vec4(color, outlineAlpha * vAlpha);
|
||||
fragColor = vec4(color, max(outlineAlpha, glowAlpha) * vAlpha);
|
||||
}
|
||||
|
||||
@@ -1,38 +1,21 @@
|
||||
import { describe, expect, test } from "vitest";
|
||||
import {
|
||||
alignClusterOrder,
|
||||
computeLabelScale,
|
||||
} from "../../../../src/client/hud/layers/AttackingTroopsOverlay";
|
||||
Slot,
|
||||
} from "../../../../src/client/controllers/AttackingTroopsController";
|
||||
import { Cell } from "../../../../src/core/game/Game";
|
||||
|
||||
describe("computeLabelScale", () => {
|
||||
// LABEL_FULL_SIZE_ZOOM = 4, LABEL_MIN_RENDERED_SIZE = 0.63,
|
||||
// LABEL_SIZE_MULTIPLIER = 1.0. Rendered size at zoom z:
|
||||
// 1.0 * (0.63 + 0.37 * min(1, z/4)).
|
||||
test("at the full-size threshold, rendered size is capped at the multiplier", () => {
|
||||
// zoom = 4 → rendered = 1.0 → scale = 1.0 / 4.
|
||||
expect(computeLabelScale(4)).toBeCloseTo(1.0 / 4);
|
||||
});
|
||||
|
||||
test("above the threshold, rendered size stays capped (counter-scales zoom)", () => {
|
||||
// zoom = 8 → rendered still 1.0 → scale = 1.0 / 8.
|
||||
expect(computeLabelScale(8)).toBeCloseTo(1.0 / 8);
|
||||
});
|
||||
|
||||
test("at zoom = 0+, rendered size approaches the floor", () => {
|
||||
// As zoom→0, t→0, rendered → 1.0 * 0.63 (the floor).
|
||||
// At zoom = 0.001, rendered ≈ floor, so scale ≈ floor / zoom = huge.
|
||||
const scale = computeLabelScale(0.001);
|
||||
const floorRendered = 1.0 * 0.63;
|
||||
// Within 1% of the floor-divided-by-zoom value.
|
||||
expect(scale).toBeGreaterThan((floorRendered / 0.001) * 0.99);
|
||||
expect(scale).toBeLessThan((floorRendered / 0.001) * 1.01);
|
||||
});
|
||||
|
||||
test("interpolates linearly between floor and full-size threshold", () => {
|
||||
// zoom = 2 → t = 0.5 → rendered = 1.0 * (0.63 + 0.185) = 0.815.
|
||||
expect(computeLabelScale(2)).toBeCloseTo(0.815 / 2);
|
||||
});
|
||||
// Slots only need the `dst` fields populated for `alignClusterOrder` — it
|
||||
// compares the new positions against the previous targets to decide whether
|
||||
// the worker reordered same-size clusters.
|
||||
const slot = (x: number, y: number): Slot => ({
|
||||
curX: x,
|
||||
curY: y,
|
||||
srcX: x,
|
||||
srcY: y,
|
||||
dstX: x,
|
||||
dstY: y,
|
||||
startMs: 0,
|
||||
});
|
||||
|
||||
describe("alignClusterOrder", () => {
|
||||
@@ -40,7 +23,7 @@ describe("alignClusterOrder", () => {
|
||||
|
||||
test("preserves order when direct mapping is closer", () => {
|
||||
const next = [c(10, 10), c(100, 100)];
|
||||
const prev = [c(12, 11), c(98, 102)];
|
||||
const prev = [slot(12, 11), slot(98, 102)];
|
||||
alignClusterOrder(next, prev);
|
||||
expect(next[0].x).toBe(10);
|
||||
expect(next[1].x).toBe(100);
|
||||
@@ -50,7 +33,7 @@ describe("alignClusterOrder", () => {
|
||||
// prev[0] is near (10,10), prev[1] is near (100,100); the worker returned
|
||||
// them in the opposite order. Expect swap so each label sticks to its front.
|
||||
const next = [c(101, 99), c(11, 12)];
|
||||
const prev = [c(10, 10), c(100, 100)];
|
||||
const prev = [slot(10, 10), slot(100, 100)];
|
||||
alignClusterOrder(next, prev);
|
||||
expect(next[0].x).toBe(11);
|
||||
expect(next[1].x).toBe(101);
|
||||
@@ -58,7 +41,7 @@ describe("alignClusterOrder", () => {
|
||||
|
||||
test("does not swap on a tie (strict less-than)", () => {
|
||||
const next = [c(0, 0), c(10, 0)];
|
||||
const prev = [c(5, 0), c(5, 0)];
|
||||
const prev = [slot(5, 0), slot(5, 0)];
|
||||
alignClusterOrder(next, prev);
|
||||
expect(next[0].x).toBe(0);
|
||||
expect(next[1].x).toBe(10);
|
||||
@@ -66,32 +49,28 @@ describe("alignClusterOrder", () => {
|
||||
|
||||
test("no-op when fewer than two new positions", () => {
|
||||
const single = [c(99, 99)];
|
||||
alignClusterOrder(single, [c(0, 0), c(1000, 1000)]);
|
||||
alignClusterOrder(single, [slot(0, 0), slot(1000, 1000)]);
|
||||
expect(single[0].x).toBe(99);
|
||||
|
||||
const empty: Cell[] = [];
|
||||
alignClusterOrder(empty, [c(0, 0), c(1000, 1000)]);
|
||||
alignClusterOrder(empty, [slot(0, 0), slot(1000, 1000)]);
|
||||
expect(empty.length).toBe(0);
|
||||
});
|
||||
|
||||
test("no-op when either previous slot is null (initial render)", () => {
|
||||
test("no-op when fewer than two previous slots (initial render)", () => {
|
||||
const next = [c(100, 100), c(0, 0)];
|
||||
alignClusterOrder(next, [null, c(0, 0)]);
|
||||
alignClusterOrder(next, [slot(0, 0)]);
|
||||
expect(next[0].x).toBe(100);
|
||||
expect(next[1].x).toBe(0);
|
||||
|
||||
alignClusterOrder(next, [c(0, 0), null]);
|
||||
expect(next[0].x).toBe(100);
|
||||
expect(next[1].x).toBe(0);
|
||||
|
||||
alignClusterOrder(next, [null, null]);
|
||||
alignClusterOrder(next, []);
|
||||
expect(next[0].x).toBe(100);
|
||||
expect(next[1].x).toBe(0);
|
||||
});
|
||||
|
||||
test("no-op when more than two new positions (assumed cap)", () => {
|
||||
const next = [c(100, 0), c(0, 0), c(50, 0)];
|
||||
alignClusterOrder(next, [c(0, 0), c(100, 0)]);
|
||||
alignClusterOrder(next, [slot(0, 0), slot(100, 0)]);
|
||||
expect(next.map((p) => p.x)).toEqual([100, 0, 50]);
|
||||
});
|
||||
});
|
||||
|
||||
Reference in New Issue
Block a user