Improve UI

This commit is contained in:
Andras Schmelczer 2026-06-11 21:02:06 +01:00
parent 793d9a81e8
commit 3848e460cd
5 changed files with 289 additions and 5 deletions

View file

@ -0,0 +1,98 @@
import { settings } from 'shared';
import { Pointer } from './helper/pointer';
// Lightweight, self-managing combat-feedback overlay for the local player:
// hitmarkers, a personal killfeed, multi-kill callouts and a points popup. It
// owns a single fixed, click-through root under <body> and auto-expires every
// element it creates, so callers (CharacterView remote-call handlers) just fire
// and forget — no wiring through the game loop.
export abstract class FeedbackHud {
private static root?: HTMLElement;
private static killfeed?: HTMLElement;
private static ensureRoot(): { root: HTMLElement; killfeed: HTMLElement } {
if (!this.root || !this.killfeed) {
this.root = document.createElement('div');
this.root.className = 'feedback-hud';
this.killfeed = document.createElement('div');
this.killfeed.className = 'killfeed';
this.root.appendChild(this.killfeed);
document.body.appendChild(this.root);
}
return { root: this.root, killfeed: this.killfeed };
}
// Where transient marks/popups appear: the cursor on desktop, screen centre on
// touch (where the local character fires along its facing).
private static focusPoint(): { x: number; y: number } {
const cursor = Pointer.getDisplayPosition();
if (cursor) {
return { x: cursor.x, y: cursor.y };
}
return { x: window.innerWidth / 2, y: window.innerHeight / 2 };
}
private static addTransient(element: HTMLElement, lifetimeMs: number) {
const { root } = this.ensureRoot();
root.appendChild(element);
setTimeout(() => element.parentElement?.removeChild(element), lifetimeMs);
}
// A non-lethal hit landed: a quick crosshair tick at the focus point.
public static hitMarker() {
const { x, y } = this.focusPoint();
const marker = document.createElement('div');
marker.className = 'hitmarker';
marker.style.left = `${x}px`;
marker.style.top = `${y}px`;
this.addTransient(marker, 250);
}
// A kill was confirmed: killfeed line, points popup and (for streaks) a callout.
public static killConfirmed(victimName?: string, streak = 1) {
const { killfeed } = this.ensureRoot();
const entry = document.createElement('div');
entry.className = 'kill-entry';
entry.innerHTML = `Eliminated <b>${this.escape(victimName ?? 'enemy')}</b>`;
killfeed.insertBefore(entry, killfeed.firstChild);
setTimeout(() => entry.parentElement?.removeChild(entry), 4500);
const { x, y } = this.focusPoint();
const popup = document.createElement('div');
popup.className = 'kill-popup';
popup.innerHTML = `+${settings.playerKillPoint} <span class="heal">+${settings.playerKillHealthReward}❤</span>`;
popup.style.left = `${x}px`;
popup.style.top = `${y}px`;
this.addTransient(popup, 1200);
const callout = this.streakName(streak);
if (callout) {
const el = document.createElement('div');
el.className = 'streak-callout';
el.innerText = callout;
this.addTransient(el, 1400);
}
}
private static streakName(streak: number): string | undefined {
switch (streak) {
case 2:
return 'Double Kill!';
case 3:
return 'Triple Kill!';
case 4:
return 'Quad Kill!';
default:
return streak >= 5 ? 'Rampage!' : undefined;
}
}
private static escape(text: string): string {
const div = document.createElement('div');
div.innerText = text;
return div.innerHTML;
}
}

View file

@ -0,0 +1,66 @@
import { CharacterTeam, UpdateGameState, clamp, settings } from 'shared';
// Centred tug-of-war territory bar. The two fills meet at the bar's centre and
// grow outward by each team's share of the score limit, so the meeting point
// reads as the lead at a glance. Numeric scores are overlaid (the leader's is
// emphasised) and a "YOU" tick marks the local team's half. Owns its own DOM so
// the Game just appends `element` to the overlay and feeds it `update()`.
export class Scoreboard {
public readonly element = document.createElement('div');
private readonly declaFill = document.createElement('div');
private readonly redFill = document.createElement('div');
private readonly declaScore = document.createElement('span');
private readonly redScore = document.createElement('span');
private readonly youMarker = document.createElement('div');
constructor() {
this.element.className = 'planet-progress';
this.declaFill.className = 'fill decla';
this.redFill.className = 'fill red';
this.declaScore.className = 'score decla';
this.redScore.className = 'score red';
this.youMarker.className = 'you-marker';
this.youMarker.innerText = 'YOU';
this.element.append(
this.declaFill,
this.redFill,
this.declaScore,
this.redScore,
this.youMarker,
);
}
public update(
{ declaCount, redCount, limit }: UpdateGameState,
localTeam: CharacterTeam | undefined,
) {
const { scoreboardHalfWidthPercent, scoreboardMinFillPercent } = settings;
const fraction = (count: number) =>
Math.max(
count > 0 ? scoreboardMinFillPercent : 0,
clamp(count / limit, 0, 1) * scoreboardHalfWidthPercent,
);
this.declaFill.style.width = fraction(declaCount) + '%';
this.redFill.style.width = fraction(redCount) + '%';
this.declaScore.innerText = String(Math.round(declaCount));
this.redScore.innerText = String(Math.round(redCount));
this.declaScore.classList.toggle('leading', declaCount > redCount);
this.redScore.classList.toggle('leading', redCount > declaCount);
if (localTeam === CharacterTeam.decla || localTeam === CharacterTeam.red) {
this.youMarker.style.display = '';
this.youMarker.classList.toggle('decla', localTeam === CharacterTeam.decla);
this.youMarker.classList.toggle('red', localTeam === CharacterTeam.red);
} else {
this.youMarker.style.display = 'none';
}
}
}

View file

@ -14,6 +14,7 @@ export class PlanetShape extends PolygonFactory(settings.planetEdgeCount, 0) {
uniform float planetLengths[PLANET_COUNT];
uniform float planetRandoms[PLANET_COUNT];
uniform float planetColorMixQ[PLANET_COUNT];
uniform float planetRotations[PLANET_COUNT];
uniform sampler2D noiseTexture;
@ -52,12 +53,20 @@ export class PlanetShape extends PolygonFactory(settings.planetEdgeCount, 0) {
vec2 center = planetCenters[j];
float l = planetLengths[j];
float randomOffset = planetRandoms[j];
float rotation = planetRotations[j];
vec2 targetCenterDelta = target - center;
float targetDistance = length(targetCenterDelta);
vec2 targetTangent = targetCenterDelta / clamp(targetDistance, 0.01, 1000.0);
float cr = cos(rotation);
float sr = sin(rotation);
vec2 rotatedTangent = vec2(
cr * targetTangent.x - sr * targetTangent.y,
sr * targetTangent.x + cr * targetTangent.y
);
vec2 noisyTarget = target - (
targetTangent * planetTerrain(vec2(
l * abs(atan(targetTangent.y, targetTangent.x)),
l * abs(atan(rotatedTangent.y, rotatedTangent.x)),
randomOffset
)) / 12.0
);
@ -105,6 +114,7 @@ export class PlanetShape extends PolygonFactory(settings.planetEdgeCount, 0) {
center: 'planetCenters',
vertices: 'planetVertices',
colorMixQ: 'planetColorMixQ',
rotation: 'planetRotations',
},
uniformCountMacroName: `PLANET_COUNT`,
shaderCombinationSteps: [0, 1, 2, 3],
@ -112,6 +122,9 @@ export class PlanetShape extends PolygonFactory(settings.planetEdgeCount, 0) {
};
public randomOffset = 0;
// Radians the surface noise is rotated by; advanced over time by PlanetView so
// the planet's textured surface slowly spins.
public rotation = 0;
constructor(
public vertices: Array<vec2>,
@ -142,6 +155,7 @@ export class PlanetShape extends PolygonFactory(settings.planetEdgeCount, 0) {
length,
random: this.randomOffset,
colorMixQ: this.colorMixQ,
rotation: this.rotation,
};
}

View file

@ -52,7 +52,7 @@ export abstract class SoundHandler {
return sound;
}
public static play(sound: Sounds, volume = 1) {
public static play(sound: Sounds, volume = 1, playbackRate = 1) {
if (!this.initialized || !OptionsHandler.options.soundsEnabled) {
return;
}
@ -61,7 +61,8 @@ export abstract class SoundHandler {
this.sounds[sound].currentTime > 0
? (this.sounds[sound].cloneNode(true) as HTMLAudioElement)
: this.sounds[sound];
audio.volume = volume;
audio.volume = Math.max(0, Math.min(1, volume));
audio.playbackRate = playbackRate;
audio.play();
}

View file

@ -0,0 +1,105 @@
import { vec2 } from 'gl-matrix';
import {
CharacterTeam,
CommandExecutors,
CommandReceiver,
Id,
MoveActionCommand,
PrimaryActionCommand,
} from 'shared';
import { GameObjectContainer } from './objects/game-object-container';
import { PlanetView } from './objects/types/planet-view';
type StageTrigger = 'move' | 'shoot' | 'capture';
const stages: ReadonlyArray<{ hint: string; clearsOn: StageTrigger }> = [
{ hint: 'WASD / drag to walk', clearsOn: 'move' },
{ hint: 'Click / tap to shoot', clearsOn: 'shoot' },
{ hint: 'Stand on a planet to capture it', clearsOn: 'capture' },
];
const captureProgressThreshold = 0.05;
const standingSlack = 200;
export class Tutorial extends CommandReceiver {
private stage = 0;
private element = document.createElement('div');
private characterId?: Id;
private standingPlanet?: PlanetView;
private standingBaseline = 0;
protected commandExecutors: CommandExecutors = {
[MoveActionCommand.type]: (c: MoveActionCommand) => {
if (this.clearsOn() === 'move' && vec2.length(c.direction) > 0) {
this.advance();
}
},
[PrimaryActionCommand.type]: () => {
if (this.clearsOn() === 'shoot') {
this.advance();
}
},
};
constructor(overlay: HTMLElement) {
super();
this.element.className = 'tutorial-hint';
this.element.innerText = stages[0].hint;
overlay.appendChild(this.element);
}
private clearsOn(): StageTrigger | undefined {
return stages[this.stage]?.clearsOn;
}
private advance() {
this.setStage(this.stage + 1);
}
public step(gameObjects: GameObjectContainer) {
if (this.stage >= stages.length) {
return;
}
const player = gameObjects.player;
if (!player) {
return;
}
if (this.characterId === undefined) {
this.characterId = player.id;
} else if (player.id !== this.characterId) {
this.finish();
return;
}
if (this.clearsOn() === 'capture') {
const standing = gameObjects.planets.find(
(p) => vec2.distance(p.center, player.bodyCenter) < p.radius + standingSlack,
);
if (standing !== this.standingPlanet) {
this.standingPlanet = standing;
this.standingBaseline = standing?.ownership ?? 0;
}
if (standing) {
const drift = standing.ownership - this.standingBaseline;
const progress = player.team === CharacterTeam.decla ? -drift : drift;
if (progress > captureProgressThreshold) {
this.finish();
}
}
}
}
private finish() {
this.setStage(stages.length);
}
private setStage(stage: number) {
this.stage = stage;
this.element.innerText = stages[stage]?.hint ?? '';
}
}