Milestone two: the pane becomes the wand hand

Clicks in the first-person view now act. The renderer keeps what the
last frame knew — per-column depth, warp bends, every wall hit's edge,
every sprite's screen rect with its identity — and hitTest inverts the
projection: the nearest visible sprite answers as its wizard or
creature, a struck wall or door answers as its edge, and the ground
answers as the square under the pixel, warp-bent columns mapping their
virtual floor back to real cells through the warp's own rigid motion.
The pane hands each target to the very functions the top-down board's
clicks use, so pane and map can never disagree: click the floor ahead
and you walk there; click a door with a key selected and the lock
turns; click a wizard with an attack and the spell flies.

The keymap token now wears a golden wedge showing the camera's compass
quadrant — the cockpit and the chart always agree on which way you
face. Verified live: a floor click became a real move command in the
room ledger, edge clicks resolve and defer correctly, and the wedge
tracks quarter-turns.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
This commit is contained in:
Eric Wagoner
2026-08-26 12:28:51 -04:00
co-authored by Claude Fable 5
parent aac06dd2b5
commit 42d872df6d
5 changed files with 183 additions and 11 deletions
+18 -2
View File
@@ -8,13 +8,14 @@
// instant replay uses, so spells, doors, and conjurations perform
// here first.
import FirstPerson from "./fpv/FirstPerson.svelte";
import type { FpvTarget } from "./fpv/raycast";
import { fpFxForEvents, type FpFx } from "./fpv/fx3d";
import { castRay } from "./fpv/raycast";
import { aimOfEvents, gatherGlides, hurledIn, shortestArc } from "./fpv/director";
import { untrack } from "svelte";
import type { GameEvent, GameView, Side } from "@wizwar/engine";
let { view, batch, onhide, onstride = null, canStride = false }: {
let { view, batch, onhide, onstride = null, canStride = false, ontarget = null, onfacing = null }: {
view: GameView;
/** The latest live event batch, numbered so each plays once, with
* the view the server sent alongside it. */
@@ -23,6 +24,12 @@
/** Issue a real move command: the pane is the cockpit on your turn. */
onstride?: ((side: Side) => void) | null;
canStride?: boolean;
/** Clicks in the pane resolve to board targets: the pane is not just
* the window but the wand hand. */
ontarget?: ((t: FpvTarget) => void) | null;
/** Reports the camera's compass quadrant whenever it settles on a new
* one — the keymap wears it as a wedge on your token. */
onfacing?: ((side: Side) => void) | null;
} = $props();
const povId = $derived(view.you);
@@ -225,6 +232,14 @@
raf = requestAnimationFrame(tick);
return () => cancelAnimationFrame(raf);
});
let lastQuad = -99;
$effect(() => {
const q = ((Math.round(cam.facing / (Math.PI / 2)) % 4) + 4) % 4;
if (q !== lastQuad) {
lastQuad = q;
onfacing?.(SIDES4[q]!);
}
});
</script>
<svelte:window onkeydown={onKey} />
@@ -233,7 +248,8 @@
<div class="live-fp">
<FirstPerson {view} povId={cutawayShot ? "" : povId}
x={cam.x} y={cam.y} facing={cam.facing} width={960} height={400}
fx={fpFx} posOverride={actorPos} />
fx={fpFx} posOverride={actorPos}
ontarget={ontarget ?? undefined} />
<button class="live-fp-hide" onclick={onhide} title="hide (re-enable in preferences)"></button>
<!-- The helm, tappable: edge strips turn and stride. -->
<button class="drive drive-left" onclick={() => manualTurn(-1)} aria-label="turn left"></button>