mirror of
https://github.com/openfrontio/OpenFrontIO.git
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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:
@@ -30,6 +30,7 @@ import type {
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RadialMenuItem,
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} from "./Events";
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import type { SpawnCenter } from "./passes/SpawnOverlayPass";
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import type { AttackTroopLabel } from "./passes/WorldTextPass";
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import { GPURenderer } from "./Renderer";
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import type { RenderSettings } from "./RenderSettings";
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@@ -289,6 +290,9 @@ export class GameView {
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applyConquestEvents(events: ConquestFx[]): void {
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this.renderer?.applyConquestEvents(events);
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}
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setAttackTroopLabels(labels: AttackTroopLabel[]): void {
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this.renderer?.setAttackTroopLabels(labels);
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}
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applyBonusEvents(events: BonusEvent[]): void {
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this.renderer?.applyBonusEvents(events);
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}
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@@ -734,6 +734,12 @@ export class GPURenderer {
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}
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}
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setAttackTroopLabels(
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labels: import("./passes/WorldTextPass").AttackTroopLabel[],
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): void {
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this.worldTextPass.setAttackTroopLabels(labels);
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}
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applyBonusEvents(events: BonusEvent[]): void {
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if (events.length === 0) return;
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// In live game, filter to local player only. In replay (localPlayerID=0), show all.
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@@ -1173,15 +1179,17 @@ export class GPURenderer {
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this.fxPass.draw(cam, zoom);
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}
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this.worldTextPass.tick();
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this.worldTextPass.draw(cam, zoom);
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// Grid shows on either trigger; names hide only under alt-view (space
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// hold), not under the persistent M-key gridView toggle.
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if (this.gridView || this.altView) this.coordinateGridPass.draw(cam, zoom);
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if (pe.name && !this.altView)
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this.namePass.draw(cam, this.nightCompositePass.getAmbient());
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// World text (attack-troop labels, popups, ghost cost) draws on top of
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// player names so attack callouts aren't hidden behind a centered name.
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this.worldTextPass.tick(zoom);
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this.worldTextPass.draw(cam, zoom);
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this.radialMenuPass.draw();
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gl.disable(gl.BLEND);
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@@ -44,6 +44,13 @@ const GHOST_COST_Y_OFFSET = 3;
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const GHOST_COST_SCALE = 4;
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/** Matches player-name outline width for a consistent UI look. */
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const GHOST_COST_OUTLINE_WIDTH = 1.4;
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/**
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* Screen-relative em scale for attack troop labels. Pre-divided by the current
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* zoom each frame so the on-screen label size stays constant regardless of
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* how far the camera is zoomed.
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*/
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const ATTACK_LABEL_SCREEN_SCALE = 34.0;
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const ATTACK_LABEL_OUTLINE_WIDTH = 1.2;
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// ---------------------------------------------------------------------------
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// Active popup tracking
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@@ -63,6 +70,20 @@ interface ActivePopup {
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outlineWidth: number;
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}
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/**
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* Persistent attack-troop label rendered at a world-space position.
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* AttackingTroopsController pushes a fresh list each frame with already-
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* interpolated positions (smoothing happens controller-side).
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*/
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export interface AttackTroopLabel {
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x: number;
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y: number;
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text: string;
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colorR: number;
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colorG: number;
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colorB: number;
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}
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function formatGold(gold: number): string {
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if (gold >= 1_000_000) return (gold / 1_000_000).toFixed(1) + "M";
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if (gold >= 1_000) return (gold / 1_000).toFixed(1) + "K";
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@@ -119,6 +140,10 @@ export class WorldTextPass {
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colorB: number;
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} | null = null;
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// Persistent attack-troop labels. Controller pushes the full list each frame
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// (already interpolated), so we just iterate and render.
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private attackTroopLabels: AttackTroopLabel[] = [];
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// Settings reference
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private settings: RenderSettings;
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@@ -336,12 +361,24 @@ export class WorldTextPass {
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};
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}
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/**
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* Replace the set of attack-troop labels. Controller pushes the full list
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* each frame with interpolated positions; empty array clears them.
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*/
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setAttackTroopLabels(labels: AttackTroopLabel[]): void {
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this.attackTroopLabels = labels;
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}
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// -------------------------------------------------------------------------
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// Tick — cull expired, rebuild instance buffer
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// -------------------------------------------------------------------------
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tick(): void {
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if (this.active.length === 0 && this.ghostCostLabel === null) {
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tick(zoom: number): void {
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if (
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this.active.length === 0 &&
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this.ghostCostLabel === null &&
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this.attackTroopLabels.length === 0
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) {
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this.instanceCount = 0;
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return;
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}
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@@ -355,10 +392,10 @@ export class WorldTextPass {
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}
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}
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this.rebuildInstances(now);
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this.rebuildInstances(now, zoom);
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}
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private rebuildInstances(now: number): void {
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private rebuildInstances(now: number, zoom: number): void {
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let count = 0;
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for (const popup of this.active) {
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@@ -402,6 +439,38 @@ export class WorldTextPass {
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}
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}
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// Attack troop labels — persistent, no fade. Controller interpolates
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// positions before pushing. Scale is divided by zoom so the label keeps
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// a constant on-screen size regardless of how zoomed-in the camera is.
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const attackScale = ATTACK_LABEL_SCREEN_SCALE / Math.max(zoom, 0.0001);
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for (const label of this.attackTroopLabels) {
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layoutString(
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label.text,
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this.glyph,
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this.kernTable,
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this.charCodes,
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this.cursors,
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);
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const len = Math.min(label.text.length, MAX_CHARS);
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for (let i = 0; i < len; i++) {
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if (this.charCodes[i] === 0) continue;
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if (count >= this.maxInstances) this.growBuffer();
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const off = count * FLOATS_PER_INSTANCE;
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this.instanceData[off + 0] = label.x;
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this.instanceData[off + 1] = label.y;
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this.instanceData[off + 2] = this.cursors[i];
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this.instanceData[off + 3] = this.charCodes[i];
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this.instanceData[off + 4] = 1;
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this.instanceData[off + 5] = label.colorR;
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this.instanceData[off + 6] = label.colorG;
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this.instanceData[off + 7] = label.colorB;
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this.instanceData[off + 8] = attackScale;
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this.instanceData[off + 9] = ATTACK_LABEL_OUTLINE_WIDTH;
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count++;
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}
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}
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// Ghost cost label — persistent, no fade or rise. layoutString already
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// centers cursors around 0, so passing the tile coord places the text
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// centered on the tile (vertex shader adds the +0.5 tile-center offset).
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@@ -495,6 +564,7 @@ export class WorldTextPass {
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clear(): void {
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this.active.length = 0;
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this.attackTroopLabels = [];
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this.instanceCount = 0;
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}
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@@ -33,6 +33,17 @@ void main() {
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float outlineDist = screenPxDist + effectiveOutline;
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float outlineAlpha = clamp(outlineDist + 0.5, 0.0, 1.0);
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// Soft dark halo extending past the hard outline — easier to read over
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// busy terrain. Uses whatever SDF range is left after the hard outline so
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// it can always fade fully to zero before hitting the SDF saturation
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// boundary (otherwise the glow clips at the glyph quad and looks square).
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// Quadratic falloff for a true glow shape — brightest right next to the
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// text, smoothly thinning to nothing.
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float glowExtent = max(screenPxRange * 0.5 - effectiveOutline - 0.5, 0.0);
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float glowT =
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clamp((outlineDist + glowExtent) / max(glowExtent, 0.0001), 0.0, 1.0);
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float glowAlpha = glowExtent > 0.0 ? glowT * glowT * 0.75 : 0.0;
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vec3 color = mix(vec3(0.0), vColor, fillAlpha);
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fragColor = vec4(color, outlineAlpha * vAlpha);
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fragColor = vec4(color, max(outlineAlpha, glowAlpha) * vAlpha);
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}
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