The helm yields the glass while a card is aimed

The drive chevrons are buttons over the canvas edges, and the
back-stride strip owns the bottom band — exactly where an adjacent
square's floor renders. With a card selected, hovering there showed
no target and a click would have STEPPED backward instead of casting
(the tacks report: the pane refused what the map allowed). While a
card is aimed the strips now fade and stop catching the pointer, so
every pixel of the pane hovers and clicks as a target; the arrow keys
still steer throughout.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
This commit is contained in:
Eric Wagoner
2026-08-27 15:21:05 -04:00
co-authored by Claude Fable 5
parent 728f9fc28a
commit 0530ecb039
2 changed files with 11 additions and 6 deletions
+2 -1
View File
@@ -1914,7 +1914,8 @@
onbody={(id) => (fpvBody = id)}
onWarpStep={(creatureId) => dispatch(creatureId
? { type: "creatureWarpStep", creatureId }
: { type: "warpStep" })} />
: { type: "warpStep" })}
targeting={!!selectedCard && yourMoment} />
{/if}
<Board
{view}