The reel through your own eyes: first-person replay (stage two)
Sight now runs THROUGH the warps as the rules say: a ray reaching a mouth re-enters at its pair and marches on, the far side swimming in violet haze. The floor's furniture joins the scene — bushes stand tall, safes squat, slime and tacks and pits lie low, dropped daggers glint. And the replay reel gains a 👁 toggle: relive the catch-up or the whole tale through your wizard's eyes, the camera turning before it strides, easing between cells, cutting on teleports, and turning toward whoever acted while you stood still. The /?fpv workshop grows &demo=1 — two automatons play a stretch and the real Replay component reruns it. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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co-authored by
Claude Fable 5
parent
dae01969b0
commit
65092f50af
@@ -1,5 +1,6 @@
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<script lang="ts">
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import Board from "./Board.svelte";
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import FirstPerson from "./fpv/FirstPerson.svelte";
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import { humanize } from "./net.svelte";
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import { scheduleFx, type BoardFx } from "./fx";
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import { prefs } from "./prefs.svelte";
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@@ -17,6 +18,8 @@
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let idx = $state(0);
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let playing = $state(true);
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let speed = $state(1);
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/** Watch the board from above, or relive it through your own eyes. */
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let fp = $state(false);
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const step = $derived(steps[Math.min(idx, steps.length - 1)]!);
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const lines = $derived(
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step.events.map(humanize).filter((l): l is string => l !== null),
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@@ -49,6 +52,70 @@
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return () => clearInterval(t);
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});
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// --- The first-person camera: your wizard's walk, relived. -------------
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// Each step the camera settles on your position. A step away tweens —
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// turn first, then stride; a leap (teleport, warp) cuts. When you stood
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// still, the eye turns toward whoever acted.
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const cam = $state({ x: 0, y: 0, facing: 0 });
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let camReady = false;
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function shortestArc(from: number, to: number): number {
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let d = (to - from) % (2 * Math.PI);
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if (d > Math.PI) d -= 2 * Math.PI;
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if (d < -Math.PI) d += 2 * Math.PI;
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return d;
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}
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$effect(() => {
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if (!fp) { camReady = false; return; }
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const v = step.view;
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const me = v.players.find((p) => p.id === v.you);
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if (!me) return;
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const tx = me.position.x + 0.5;
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const ty = me.position.y + 0.5;
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const dx = tx - cam.x;
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const dy = ty - cam.y;
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const dist = Math.hypot(dx, dy);
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// Where should the eye end up pointing? Along its own stride; at the
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// actor, when someone else moved the world; wherever it was, otherwise.
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const actor = v.players.find((p) => p.id === step.actor);
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let targetFacing = cam.facing;
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if (dist > 0.05) targetFacing = Math.atan2(dy, dx);
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else if (actor && actor.id !== v.you &&
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(actor.position.x !== me.position.x || actor.position.y !== me.position.y)) {
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targetFacing = Math.atan2(actor.position.y + 0.5 - ty, actor.position.x + 0.5 - tx);
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}
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if (!camReady || dist > 1.6) {
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// First frame, or a leap the legs cannot explain: cut.
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cam.x = tx; cam.y = ty; cam.facing = targetFacing;
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camReady = true;
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return;
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}
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const fromX = cam.x, fromY = cam.y, fromF = cam.facing;
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const arc = shortestArc(fromF, targetFacing);
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const turnMs = Math.min(260, Math.abs(arc) * 180) / speed;
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const walkMs = (dist > 0.05 ? 420 : 0) / speed;
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const t0 = performance.now();
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let raf = 0;
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const tick = (now: number) => {
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const t = now - t0;
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if (t < turnMs) {
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cam.facing = fromF + arc * (t / turnMs);
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} else if (t < turnMs + walkMs) {
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cam.facing = fromF + arc;
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const w = (t - turnMs) / walkMs;
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const ease = w * w * (3 - 2 * w);
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cam.x = fromX + (tx - fromX) * ease;
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cam.y = fromY + (ty - fromY) * ease;
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} else {
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cam.facing = fromF + arc;
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cam.x = tx; cam.y = ty;
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return;
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}
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raf = requestAnimationFrame(tick);
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};
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raf = requestAnimationFrame(tick);
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return () => cancelAnimationFrame(raf);
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});
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function onkeydown(e: KeyboardEvent) {
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if (e.key === "Escape") onclose();
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if (e.key === "ArrowRight") { playing = false; idx = Math.min(idx + 1, steps.length - 1); }
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@@ -64,10 +131,17 @@
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<header class="replay-head">
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<span class="replay-title">{steps[0]?.seq === 0 ? "The whole tale, from the deal" : "While you were away"}</span>
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<span class="replay-count">move {idx + 1} of {steps.length}</span>
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<button class="replay-eyes" class:lit={fp} onclick={() => (fp = !fp)}>
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{fp ? "⬒ the board" : "👁 your eyes"}</button>
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<button class="replay-skip" onclick={onclose}>{atEnd ? "back to the game" : "skip to now"}</button>
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</header>
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<div class="replay-board">
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<Board view={step.view} effects={boardFx} {sightTrace} />
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{#if fp}
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<FirstPerson view={step.view} povId={step.view.you}
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x={cam.x} y={cam.y} facing={cam.facing} width={640} height={360} />
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{:else}
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<Board view={step.view} effects={boardFx} {sightTrace} />
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{/if}
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</div>
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<div class="replay-caption">
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<strong>{step.actor}</strong>
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@@ -126,8 +200,18 @@
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color: #e9e1cb;
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}
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.replay-count { font-size: 0.8rem; color: #8d8672; }
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.replay-skip {
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.replay-eyes {
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margin-left: auto;
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background: none;
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border: 1px solid #5a5342;
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border-radius: 3px;
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color: #a49c86;
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cursor: pointer;
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font-size: 0.8rem;
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padding: 0.15rem 0.5rem;
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}
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.replay-eyes.lit { color: #e9e1cb; border-color: #a49c86; }
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.replay-skip {
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background: none;
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border: none;
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color: #a49c86;
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