The eyes look down, the die stops the reel, and a punch is a fist

A day of Eric watching the clips as a newcomer would.

The camera can pitch: FirstPerson takes a `pitch` that shears the
horizon up the pane (walls center on it, the eye stays half a wall
high), so the ground at the pane's foot comes within half a cell. The
director uses it for deeds at your own feet — a conjuration on your
square, a treasure taken up, the pit you fell down — instead of the
cutaway that stepped outside your body.

Everything shows through a warp. The floor pass now runs between the
cast and the wall draw, so a column that bent through a mouth maps its
ground through the warp's rigid motion and wears the far room's decals
— the pit past the wormhole included — under the same violet haze as
its walls.

A wizard down a pit is public (inPit on the player view), drawn sunk to
the floor line in first person and dimmed on the board. A body sharing
your square, which had no depth to draw at, stands right in front of
you. A pit leap glides like a shove instead of cutting. And the
director's blocked-sight test no longer counts a warp BEYOND the
target as a block, nor stands a cutaway camera inside another wizard's
square — the pair that put Wanderer's face across the whole pane.

The reel stops for a die: a card over the held world names who rolls
and for what, tumbles the faces on the reel's own clock, lands the
roll, and only then plays the outcome; the beat, the fx, the glides
and the camera all wait it out. A punch by you drives a fist into the
scene; one at you comes at the camera; both land with a comic POW.

film-clips rolls until the reel's last move rather than a fixed count,
and the gate settles longer on a step whose caption rolls a die. All
thirty goldens re-blessed.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
This commit is contained in:
Eric Wagoner
2026-09-02 19:20:03 -04:00
co-authored by Claude Fable 5.1
parent 7223f8eb0d
commit 7c0a761c59
27 changed files with 410 additions and 112 deletions
+15 -6
View File
@@ -21,7 +21,6 @@ const [outDir, ...only] = process.argv.slice(2);
if (!outDir) { console.error("usage: film-clips.mjs <out-dir> [scene ...]"); process.exit(1); }
const PORT = 8809;
const FPS = 25;
const STEP_MS = 1500; // the reel's own pace at 1x
const TAIL_MS = 2500; // hold on the last move
const EPOCH = new Date("2026-01-01T00:00:00Z").getTime();
@@ -82,15 +81,25 @@ try {
const clip = { x: Math.round(box.x), y: Math.round(box.y), width: Math.round(box.width), height: Math.round(box.height) };
// Roll: the reel's play button is the ▶ before the step button.
await page.locator("button", { hasText: "▶" }).first().click();
const total = (count - 1) * STEP_MS + TAIL_MS;
const nFrames = Math.ceil(total / (1000 / FPS));
const posterAt = ((sp.beats?.[0] ?? 1) * STEP_MS + 1200) / (1000 / FPS);
for (let f = 0; f < nFrames; f++) {
// Roll until the reel reaches its last move (steps a die decides
// run longer than the beat), then hold the tail. The poster is
// the first pinned beat, settled.
const posterBeat = sp.beats?.[0] ?? 1;
let f = 0, tail = -1, posterIn = -1, total = 0;
const MAX_FRAMES = FPS * 240; // a reel that never ends is a bug, not a feature
while (tail !== 0 && f < MAX_FRAMES) {
const png = await page.screenshot({ clip });
writeFileSync(join(frames, `${String(f).padStart(5, "0")}.png`), png);
if (view === "fpv" && f === Math.round(posterAt)) writeFileSync(join(frames, "poster.png"), png);
const at = Number((await page.locator(".replay-count").textContent()).match(/move (\d+)/)[1]);
if (view === "fpv" && posterIn < 0 && at === posterBeat + 1) posterIn = Math.round(1200 / (1000 / FPS));
if (posterIn === 0) writeFileSync(join(frames, "poster.png"), png);
if (posterIn >= 0) posterIn--;
if (tail < 0 && at === count) tail = Math.round(TAIL_MS / (1000 / FPS));
if (tail > 0) tail--;
await page.clock.runFor(1000 / FPS);
f++; total += 1000 / FPS;
}
const nFrames = f;
await ctx.close();
execFileSync("ffmpeg", ["-loglevel", "error", "-y", "-framerate", String(FPS),
"-i", join(frames, "%05d.png"), "-vf", "pad=ceil(iw/2)*2:ceil(ih/2)*2", // h264 wants even sides
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+4 -1
View File
@@ -121,7 +121,10 @@ try {
for (const beat of beats) {
for (; at < beat; at++) {
await page.locator("button", { hasText: "▶" }).last().click();
await page.clock.runFor(at === beat - 1 ? 2600 : 600);
// A step the die decides holds the world for the roll's
// interlude before anything moves: wait it out on top.
const die = (await page.locator(".replay-caption").textContent()).includes("\u{1F3B2}");
await page.clock.runFor((at === beat - 1 ? 2600 : 600) + (die ? 2400 : 0));
}
const box = await page.locator(".replay").boundingBox();
const name = `${sp.name}-s${beat}-${view}.png`;
+3
View File
@@ -31,6 +31,8 @@ export interface PlayerPublicView {
extraTurns: number;
/** Banked PASS THROUGH WALL crossings — cast openly, so public knowledge. */
passWallCharges: number;
/** Down a pit, until a roll climbs them out — everyone saw the fall. */
inPit: boolean;
displayed: CardInstance[];
/** Which of the six physical wizard colors this player plays. */
colorIndex: number;
@@ -132,6 +134,7 @@ export function viewFor(state: GameState, playerId: PlayerId): GameView {
position: p.position,
home: p.home,
life: p.life,
inPit: p.inPit,
alive: p.alive,
handCount: p.hand.length,
carriedTreasureId: p.carriedTreasureId,
+3 -1
View File
@@ -570,7 +570,7 @@
href={wizardArt(p.id)}
x={-half} y={-half}
width={half * 2} height={half * 2}
cls={`token-art hit${hasSpell(p.id, "invisible") || hasSpell(p.id, "mist-body") ? " ghosted" : ""}${hasSpell(p.id, "medusa") ? " stone-gazed" : ""}`}
cls={`token-art hit${hasSpell(p.id, "invisible") || hasSpell(p.id, "mist-body") ? " ghosted" : ""}${hasSpell(p.id, "medusa") ? " stone-gazed" : ""}${p.inPit ? " in-pit" : ""}`}
/>
<rect
x={-half} y={-half}
@@ -754,6 +754,8 @@
pointer-events: none;
}
:global(.token-art.hit) { pointer-events: auto; cursor: pointer; }
/* Down a pit: the standee sits in shadow, smaller, as if seen from above. */
:global(.token-art.in-pit) { filter: brightness(0.5) saturate(0.7); transform: scale(0.8); transform-box: fill-box; transform-origin: center; }
.creature-ring, .wizard-ring {
fill: none;
stroke-width: 2.5;
+168 -25
View File
@@ -82,6 +82,43 @@
return pov ?? steps[0]!.view.you;
});
const step = $derived(steps[Math.min(idx, steps.length - 1)]!);
/** A step the die decided stops the reel for the roll: the stakes, the
* tumble, the face, and only then the outcome — a leap over a pit is
* not a teleport, and a viewer new to the game should see why. */
const DIE_MS = 2400;
const dieOf = (st: { events: GameEvent[] } | undefined) =>
st?.events.find((e): e is Extract<GameEvent, { type: "dieRolled" }> => e.type === "dieRolled");
/** How long this step's interlude holds the world before it moves. */
const dieMs = $derived(dieOf(step) && prefs.flourishes ? DIE_MS / speed : 0);
let die = $state<{ idx: number; player: string; roll: number; purpose: string; face: number; landed: boolean } | null>(null);
$effect(() => {
const i = Math.min(idx, steps.length - 1);
const d = dieOf(steps[i]);
if (!d || !prefs.flourishes) { die = null; return; }
const t0 = performance.now();
const dur = DIE_MS / speed;
const who = d.player ?? "The maze";
die = { idx: i, player: who, roll: d.roll, purpose: d.purpose, face: 1, landed: false };
let raf = 0;
const tick = (now: number) => {
const p = Math.max(0, now - t0) / dur;
if (p >= 1) { die = null; return; }
if (p < 0.48) {
// The tumble: faces flick past, slowing as the die settles. A
// fixed sequence, so the harness films the same roll every time.
const n = Math.floor(p * 26 - p * p * 18);
die = { idx: i, player: who, roll: d.roll, purpose: d.purpose, face: ((n * 3 + 1) % 4) + 1, landed: false };
} else if (!die?.landed) {
die = { idx: i, player: who, roll: d.roll, purpose: d.purpose, face: d.roll, landed: true };
}
raf = requestAnimationFrame(tick);
};
raf = requestAnimationFrame(tick);
return () => { cancelAnimationFrame(raf); die = null; };
});
/** While the die is in the air the board shows the world as it was. */
const dieHeld = $derived(die && die.idx > 0 ? steps[die.idx - 1]!.view : null);
/** What you drew belongs in the chronicle, not on a reel that may be
* recorded and passed around — captions keep the count, not the cards. */
const CAPTION_SILENT = new Set(["cardsDrawnPrivate", "cardsDealtPrivate", "cardsStolenPrivate"]);
@@ -92,6 +129,8 @@
.filter((l): l is string => l !== null),
);
const atEnd = $derived(idx >= steps.length - 1);
/** What the roll brought about, in the caption's own words. */
const dieVerdict = $derived(lines.filter((l) => !l.startsWith("\u{1F3B2}")).slice(0, 2).join(" "));
/** The acting wizard's standee, shown beside their words. */
const actorArt = $derived.by(() => {
@@ -171,12 +210,15 @@
$effect(() => {
const step = steps[Math.min(idx, steps.length - 1)];
if (!step || !prefs.flourishes) return;
const cancel = scheduleFx(
step.events, step.view,
(fx) => (boardFx = [...boardFx, fx]),
(id) => (boardFx = boardFx.filter((f) => f.id !== id)),
);
return () => { cancel(); boardFx = []; };
let cancel = () => {};
const wait = setTimeout(() => {
cancel = scheduleFx(
step.events, step.view,
(fx) => (boardFx = [...boardFx, fx]),
(id) => (boardFx = boardFx.filter((f) => f.id !== id)),
);
}, dieMs);
return () => { clearTimeout(wait); cancel(); boardFx = []; };
});
/** The director's slate: the camera effect writes how long this step's
@@ -214,11 +256,16 @@
$effect(() => {
if (!playing) return;
const t = setInterval(() => {
// Each step gets the reel's beat, plus the die's interlude when
// one decided it. Read the step here so every advance re-arms the
// timer — a derived that stays 0 across steps would not.
const from = idx;
const t = setTimeout(() => {
if (idx !== from) return;
if (idx < steps.length - 1) idx += 1;
else playing = false;
}, 1500 / speed);
return () => clearInterval(t);
}, 1500 / speed + dieMs);
return () => clearTimeout(t);
});
/** Other bodies glide between steps instead of blinking cell to cell:
@@ -235,7 +282,7 @@
if (!before || before === v) return;
const moves = gatherGlides(before, v, povId);
if (moves.length === 0) { actorPos = {}; return; }
const t0 = performance.now();
const t0 = performance.now() + dieMs;
const dur = 400 / speed;
let raf = 0;
const tick = (now: number) => {
@@ -257,7 +304,10 @@
// Each step the camera settles on your position. A step away tweens —
// turn first, then stride; a leap (teleport, warp) cuts. When you stood
// still, the eye turns toward whoever acted.
const cam = $state({ x: 0, y: 0, facing: 0 });
const cam = $state({ x: 0, y: 0, facing: 0, pitch: 0 });
/** How far the eyes drop to watch their own feet: the horizon rises
* to the pane's top third and the ground underfoot fills the rest. */
const LOOK_DOWN = 0.36;
let camReady = false;
$effect(() => {
if (!fp) { camReady = false; return; }
@@ -273,6 +323,7 @@
const camX = untrack(() => cam.x);
const camY = untrack(() => cam.y);
const camF = untrack(() => cam.facing);
const camP = untrack(() => cam.pitch);
const dx = tx - camX;
const dy = ty - camY;
const dist = Math.hypot(dx, dy);
@@ -304,26 +355,44 @@
const i2 = Math.min(idx, steps.length - 1);
const pv = i2 > 0 ? steps[i2 - 1]!.view : null;
heldView = pv;
camPlan = { idx: i2, holdMs: pv ? 420 / speed : 0 };
camPlan = { idx: i2, holdMs: pv ? 420 / speed + dieMs : 0 };
if (pv) {
const t = setTimeout(() => (heldView = null), 420 / speed);
const t = setTimeout(() => (heldView = null), 420 / speed + dieMs);
return () => clearTimeout(t);
}
return;
};
let targetFacing = camF;
let aimed = false;
// Something at your own feet — a conjuration on your square, a
// treasure taken up, the pit you just fell down — is watched by
// looking down; the eyes come back level with the next step.
const underfoot = step.events.some((e) =>
(e.type === "fellInPit" || e.type === "climbedFromPit") && "player" in e && (e as { player: string }).player === povId);
let targetPitch = 0;
// Only GROUND deeds earn the look-down: a conjuration on this
// square, a treasure taken up or set down. A punch traded with
// someone sharing the square aims at nobody's feet — they stand
// right in front of the eyes, wherever those point.
const GROUNDWORK = new Set(["spellCast", "squareFilled", "creatureCreated",
"treasurePickedUp", "treasureDropped", "objectDropped"]);
const groundwork = aim?.self && step.events.some((e) => GROUNDWORK.has(e.type));
if (camReady && !willCut && dist > 0.05 && !hurled) { targetFacing = Math.atan2(dy, dx); aimed = true; }
else if (groundwork || underfoot) {
targetPitch = LOOK_DOWN;
aimed = true;
}
else if (aim?.self) {
// Summoned at your own feet: no turn can show it — step outside
// yourself and watch it grow beside you.
return takeCutaway(me.position.x + 0.5, me.position.y + 0.5);
// Nothing to turn toward: keep the view, unless it is a wall.
}
else if (aim) {
const ax = aim.x + 0.5, ay = aim.y + 0.5;
const toAim = Math.hypot(ax - tx, ay - ty);
const sight = castRay(v, tx, ty, Math.atan2(ay - ty, ax - tx));
if (sight.warped || sight.dist < toAim - 0.4) {
// Blocked: a wall before the target, or a warp mouth before it —
// a warp BEYOND the target bends nothing the eyes need.
const warpBefore = sight.warped && (sight.warpDist ?? Infinity) < toAim - 0.4;
if (warpBefore || sight.dist < toAim - 0.4) {
return takeCutaway(ax, ay);
}
targetFacing = Math.atan2(ay - ty, ax - tx);
@@ -335,7 +404,8 @@
const ax = actor.position.x + 0.5, ay = actor.position.y + 0.5;
const toActor = Math.hypot(ax - tx, ay - ty);
const ray = castRay(v, tx, ty, Math.atan2(ay - ty, ax - tx));
if (!ray.warped && ray.dist > toActor - 0.2) {
const warpBefore = ray.warped && (ray.warpDist ?? Infinity) < toActor - 0.2;
if (!warpBefore && ray.dist > toActor - 0.2) {
targetFacing = Math.atan2(ay - ty, ax - tx);
aimed = true;
}
@@ -403,6 +473,7 @@
// Locals only: reading heldView back here would register it as a
// dependency of this very effect, and the timer clearing it would
// re-trigger us into a ping-pong.
holdMs += dieMs;
const hold = holdMs > 60 && prevView ? prevView : null;
heldView = hold;
camPlan = { idx: stepIdx, holdMs: hold ? holdMs : 0 };
@@ -417,23 +488,35 @@
// cut still holds a beat of the before-world once the reel is
// rolling; the opening frame reveals at once.
const wasReady = camReady;
cam.x = tx; cam.y = ty; cam.facing = targetFacing;
const cut = () => { cam.x = tx; cam.y = ty; cam.facing = targetFacing; cam.pitch = targetPitch; };
camReady = true;
if (dieMs > 0 && wasReady) {
// The die decides where the eyes land: cut once it has.
const t = setTimeout(cut, dieMs);
const clear = setSlate(aim ? 380 / speed : 0);
return () => { clearTimeout(t); clear(); };
}
cut();
return setSlate(wasReady && aim ? 380 / speed : 0);
}
const fromX = camX, fromY = camY, fromF = camF;
const fromX = camX, fromY = camY, fromF = camF, fromP = camP;
const arc = shortestArc(fromF, targetFacing);
const turnMs = (hurled ? 0 : Math.min(260, Math.abs(arc) * 180)) / speed;
const walkMs = (dist > 0.05 ? (hurled ? 260 : 420) : 0) / speed;
const clearSlate = setSlate(aimed && aim ? turnMs + 120 / speed : 0);
const tiltMs = (Math.abs(targetPitch - fromP) > 0.01 ? 340 : 0) / speed;
const clearSlate = setSlate(aimed && (aim || underfoot) ? Math.max(turnMs, tiltMs) + 120 / speed : 0);
const closingMs = Math.min(300, Math.abs(closingArc) * 200) / speed;
const t0 = performance.now();
const t0 = performance.now() + dieMs;
let raf = 0;
const tick = (now: number) => {
// rAF hands frame-start time, which can precede t0; and a
// zero-length phase must never divide. Either poisons the facing
// with NaN, which no later frame can wash out.
const t = Math.max(0, now - t0);
if (tiltMs > 0) {
const w = Math.min(1, t / tiltMs);
cam.pitch = fromP + (targetPitch - fromP) * (w * w * (3 - 2 * w));
}
if (turnMs > 0 && t < turnMs) {
cam.facing = fromF + arc * (t / turnMs);
} else if (walkMs > 0 && t < turnMs + walkMs) {
@@ -446,9 +529,12 @@
cam.x = tx; cam.y = ty;
const w = (t - turnMs - walkMs) / closingMs;
cam.facing = fromF + arc + closingArc * w * w * (3 - 2 * w);
} else {
} else if (tiltMs > 0 && t < tiltMs) {
cam.facing = fromF + arc + closingArc;
cam.x = tx; cam.y = ty;
} else {
cam.facing = fromF + arc + closingArc;
cam.x = tx; cam.y = ty; cam.pitch = targetPitch;
return;
}
raf = requestAnimationFrame(tick);
@@ -596,10 +682,22 @@
<div class="replay-board" bind:this={stageEl}>
{#if fp}
<FirstPerson view={heldView ?? step.view} povId={cutawayShot ? "" : povId}
x={cam.x} y={cam.y} facing={cam.facing} width={640} height={360}
x={cam.x} y={cam.y} facing={cam.facing} pitch={cam.pitch} width={640} height={360}
fx={fpFx} posOverride={actorPos} rubble={rubbleSpots} />
{:else}
<Board view={step.view} effects={boardFx} {sightTrace} />
<Board view={dieHeld ?? step.view} effects={boardFx} {sightTrace} />
{/if}
{#if die}
<div class="die-slate" class:landed={die.landed}>
<div class="die-card">
<div class="die-who">{die.player} rolls the die</div>
<div class="die-why">{die.purpose}</div>
<div class="die-cube" style:transform={`rotate(${die.landed ? 0 : [-14, 9, -5, 12][die.face - 1]}deg) scale(${die.landed ? 1.12 : 1})`}>
<span>{die.face}</span>
</div>
<div class="die-verdict">{die.landed ? dieVerdict || "…" : "\u00a0"}</div>
</div>
</div>
{/if}
</div>
<div class="replay-caption">
@@ -695,7 +793,52 @@
min-height: 0;
display: flex;
justify-content: center;
position: relative;
}
/* The die's interlude: a card over the held world. */
.die-slate {
position: absolute;
inset: 0;
display: grid;
place-items: center;
background: rgba(10, 12, 16, 0.55);
}
.die-card {
background: #efe8d4;
color: #3a2f1f;
border: 2px solid #43331f;
border-radius: 6px;
padding: 0.7rem 1.4rem 0.8rem;
min-width: 17rem;
max-width: 80%;
text-align: center;
font-family: "Courier Prime", monospace;
box-shadow: 0 12px 30px rgba(0, 0, 0, 0.5);
}
.die-who {
font-family: "Oswald", sans-serif;
text-transform: uppercase;
letter-spacing: 0.12em;
font-size: 0.8rem;
color: #6b5a3e;
}
.die-why { font-size: 0.82rem; margin: 0.15rem 0 0.5rem; }
.die-cube {
width: 4.2rem;
height: 4.2rem;
margin: 0 auto;
display: grid;
place-items: center;
background: #e0b34a;
border: 2px solid #43331f;
border-radius: 0.6rem;
font-family: "Oswald", sans-serif;
font-size: 2.4rem;
color: #2b2218;
transition: none;
}
.die-slate.landed .die-cube { background: #f2d27a; box-shadow: 0 0 0 4px rgba(224, 179, 74, 0.35); }
.die-verdict { margin-top: 0.55rem; font-size: 0.82rem; min-height: 1.3em; }
.replay-board :global(svg.board) {
max-height: calc(100dvh - 15rem);
width: auto;
+188 -75
View File
@@ -18,6 +18,7 @@
x,
y,
facing,
pitch = 0,
width = 720,
height = 440,
fx = [],
@@ -35,6 +36,11 @@
y: number;
/** Radians; 0 faces east, matching the board's +x. */
facing: number;
/** Tilt, as the fraction of the pane's height the horizon rises:
* 0 looks level, ~0.36 looks down at your own feet. The raycaster
* shears rather than rotates — verticals stay vertical, and the
* ground at the pane's foot comes within half a cell of the eye. */
pitch?: number;
width?: number;
height?: number;
/** Live spell moments: projectiles, impacts, flashes, shakes. */
@@ -63,7 +69,8 @@
* the pane is an instrument only because the renderer remembers what
* stood under every pixel. */
let hitFrame: {
W: number; H: number; ex: number; ey: number; facing: number;
W: number;
horizon: number; H: number; ex: number; ey: number; facing: number;
zbuf: Float64Array; warpIdCol: Int32Array; warpDistCol: Float64Array;
cols: ({ edge?: string; kind: string; top: number; h: number } | null)[];
/** Depth-sorted nearest-first, ready for hover hit-testing. */
@@ -189,7 +196,10 @@
const ctx = canvas?.getContext("2d");
if (!ctx) return;
ctx.imageSmoothingEnabled = false; // crisp texels, as the old masters drew
const W = width, H = height, half = H / 2;
// `half` is the horizon row — mid-pane when level, higher when the
// eyes look down. Wall faces center on it; the eye's own height
// above the floor stays H/2 wherever the horizon sits.
const W = width, H = height, half = H / 2 - pitch * H;
// Active shakes wobble the eye a hair off true, fading as they run.
let ex = x, ey = y;
@@ -223,12 +233,72 @@
}
}
// Walls, one ray per column; remember each column's depth for
// sprites, and whether its ray bent through a warp — a sprite's warp
// side must MATCH its column's, or bodies near a far mouth would
// ghost into real corridors the unrolled space happens to overlap.
const zbuf = new Float64Array(W);
const hitCols: ({ edge?: string; kind: string; top: number; h: number } | null)[] = new Array(W).fill(null);
// Per column: which warp (if any) the ray bent through, and how far
// away that mouth stood. A REAL body paints a column only if it is
// nearer than the mouth (it stands in front of the window); a
// VIRTUAL one only through its OWN warp's columns, beyond the mouth.
const warpIdCol = new Int32Array(W).fill(-1);
const warpDistCol = new Float64Array(W).fill(Infinity);
// Each mouth a ray passed through hangs a translucent veil of the
// warp texture at its own depth, drawn with the other overlays.
const veils: { col: number; depth: number; u: number; warp: number }[] = [];
// Known illusions: the ray passes, but a translucent ghost of a wall
// stands at the crossing — drawn after the sprites so bodies show
// through it, shimmering so nobody mistakes it for stone.
const ghosts: { col: number; depth: number; u: number; worldU: number }[] = [];
// Open doorways collect their lintels, hung after the sprites; and
// conjurations still rising collect their growing columns.
const lintels: { col: number; depth: number; u: number }[] = [];
const risings: { col: number; depth: number; u: number; worldU: number; kind: string; g: number }[] = [];
// Cast first, draw after: the floor pass between them needs to know
// which columns bent through a warp, so the ground beyond a mouth can
// wear the far room's decals — the pit past the wormhole included.
const rays: { hit: ReturnType<typeof castRay>; depth: number; wallH: number; top: number }[] = new Array(W);
for (let col = 0; col < W; col++) {
const rayAngle = facing + Math.atan((col / W - 0.5) * 2 * Math.tan(FOV / 2));
const hit = castRay(view, ex, ey, rayAngle, doors, growing);
const depth = hit.dist * Math.cos(rayAngle - facing); // no fisheye
zbuf[col] = depth;
if (hit.warpId !== undefined) {
warpIdCol[col] = hit.warpId;
warpDistCol[col] = (hit.warpDist ?? 0) * Math.cos(rayAngle - facing);
veils.push({ col, depth: warpDistCol[col]!, u: hit.warpU ?? 0, warp: hit.warpId });
}
if (hit.ghost) {
ghosts.push({
col, depth: hit.ghost.dist * Math.cos(rayAngle - facing),
u: hit.ghost.u, worldU: hit.ghost.worldU,
});
}
if (hit.doorway) {
lintels.push({ col, depth: hit.doorway.dist * Math.cos(rayAngle - facing), u: hit.doorway.u });
}
if (hit.rising) {
risings.push({
col, depth: hit.rising.dist * Math.cos(rayAngle - facing),
u: hit.rising.u, worldU: hit.rising.worldU, kind: hit.rising.kind, g: hit.rising.g,
});
}
const wallH = Math.min(H * 2.5, H / Math.max(depth, 0.05));
const top = half - wallH / 2;
hitCols[col] = { edge: hit.edge, kind: hit.frame ? "frame" : hit.kind, top, h: wallH };
rays[col] = { hit, depth, wallH, top };
}
// The ground and the vault overhead, cast per pixel: each screen row
// below (or above) the horizon lies at one fixed depth, so the row is
// walked with a constant world-space step and sampled from the floor
// or ceiling texture — every maze cell wearing one full tile of it.
const flen = (W / 2) / Math.tan(FOV / 2);
const cosF = Math.cos(facing), sinF = Math.sin(facing);
const motions = view.board.warps.map(warpMotion);
if (!frame || frame.width !== W || frame.height !== H) frame = ctx.createImageData(W, H);
const buf = frame.data;
const fl = pixelsOf(textures.floor!);
@@ -278,25 +348,35 @@
if (shade <= 0.02) {
buf[o] = 8; buf[o + 1] = 7; buf[o + 2] = 9;
} else {
let u = wx % 1; if (u < 0) u += 1;
let v = wy % 1; if (v < 0) v += 1;
// Ground seen through a warp mouth belongs to the far room:
// carry the point through the warp's rigid motion before
// asking whose flagstone, whose decal, whose light it wears.
let gx = wx, gy = wy;
let hazed = false;
if (below && warpIdCol[col]! >= 0 && d > warpDistCol[col]!) {
const real = motions[warpIdCol[col]!]!.toReal({ x: wx, y: wy });
gx = real.x; gy = real.y;
hazed = true;
}
let u = gx % 1; if (u < 0) u += 1;
let v = gy % 1; if (v < 0) v += 1;
const ti = (((v * th) | 0) * tw + ((u * tw) | 0)) * 4;
let r = tp[ti]!, g = tp[ti + 1]!, b = tp[ti + 2]!;
let sh = shade;
if (litGrid && below) {
const gx = (wx - u) | 0, gy = (wy - v) | 0;
if (gx < 0 || gy < 0 || gx >= litBw || gy >= litBh || !litGrid[gy * litBw + gx]) sh *= 0.3;
const cx = (gx - u) | 0, cy = (gy - v) | 0;
if (cx < 0 || cy < 0 || cx >= litBw || cy >= litBh || !litGrid[cy * litBw + cx]) sh *= 0.3;
}
if (dreadGrid && below) {
const gx = (wx - u) | 0, gy = (wy - v) | 0;
if (gx >= 0 && gy >= 0 && gx < litBw && gy < litBh && dreadGrid[gy * litBw + gx]) {
const cx = (gx - u) | 0, cy = (gy - v) | 0;
if (cx >= 0 && cy >= 0 && cx < litBw && cy < litBh && dreadGrid[cy * litBw + cx]) {
r = r * (1 - dreadBlend) + 122 * dreadBlend;
g = g * (1 - dreadBlend) + 74 * dreadBlend;
b = b * (1 - dreadBlend) + 138 * dreadBlend;
}
}
if (dec) {
const hx = (wx - u) | 0, hy = (wy - v) | 0;
const hx = (gx - u) | 0, hy = (gy - v) | 0;
if (hx >= 0 && hy >= 0 && hx < dec.bw && hy < dec.bh) {
const di = dec.grid[hy * dec.bw + hx]!;
if (di >= 0) {
@@ -315,6 +395,10 @@
}
}
}
if (hazed) {
// The far room's ground swims in the same violet haze as its walls.
r = r * 0.82 + 120 * 0.18; g = g * 0.82 + 70 * 0.18; b = b * 0.82 + 220 * 0.18;
}
buf[o] = r * sh;
buf[o + 1] = g * sh;
buf[o + 2] = b * sh;
@@ -326,57 +410,9 @@
}
ctx.putImageData(frame, 0, 0);
// Walls, one ray per column; remember each column's depth for
// sprites, and whether its ray bent through a warp — a sprite's warp
// side must MATCH its column's, or bodies near a far mouth would
// ghost into real corridors the unrolled space happens to overlap.
const zbuf = new Float64Array(W);
const hitCols: ({ edge?: string; kind: string; top: number; h: number } | null)[] = new Array(W).fill(null);
// Per column: which warp (if any) the ray bent through, and how far
// away that mouth stood. A REAL body paints a column only if it is
// nearer than the mouth (it stands in front of the window); a
// VIRTUAL one only through its OWN warp's columns, beyond the mouth.
const warpIdCol = new Int32Array(W).fill(-1);
const warpDistCol = new Float64Array(W).fill(Infinity);
// Each mouth a ray passed through hangs a translucent veil of the
// warp texture at its own depth, drawn with the other overlays.
const veils: { col: number; depth: number; u: number; warp: number }[] = [];
// Known illusions: the ray passes, but a translucent ghost of a wall
// stands at the crossing — drawn after the sprites so bodies show
// through it, shimmering so nobody mistakes it for stone.
const ghosts: { col: number; depth: number; u: number; worldU: number }[] = [];
// Open doorways collect their lintels, hung after the sprites; and
// conjurations still rising collect their growing columns.
const lintels: { col: number; depth: number; u: number }[] = [];
const risings: { col: number; depth: number; u: number; worldU: number; kind: string; g: number }[] = [];
// Walls, drawn from the cast: one column each.
for (let col = 0; col < W; col++) {
const rayAngle = facing + Math.atan((col / W - 0.5) * 2 * Math.tan(FOV / 2));
const hit = castRay(view, ex, ey, rayAngle, doors, growing);
const depth = hit.dist * Math.cos(rayAngle - facing); // no fisheye
zbuf[col] = depth;
if (hit.warpId !== undefined) {
warpIdCol[col] = hit.warpId;
warpDistCol[col] = (hit.warpDist ?? 0) * Math.cos(rayAngle - facing);
veils.push({ col, depth: warpDistCol[col]!, u: hit.warpU ?? 0, warp: hit.warpId });
}
if (hit.ghost) {
ghosts.push({
col, depth: hit.ghost.dist * Math.cos(rayAngle - facing),
u: hit.ghost.u, worldU: hit.ghost.worldU,
});
}
if (hit.doorway) {
lintels.push({ col, depth: hit.doorway.dist * Math.cos(rayAngle - facing), u: hit.doorway.u });
}
if (hit.rising) {
risings.push({
col, depth: hit.rising.dist * Math.cos(rayAngle - facing),
u: hit.rising.u, worldU: hit.rising.worldU, kind: hit.rising.kind, g: hit.rising.g,
});
}
const wallH = Math.min(H * 2.5, H / Math.max(depth, 0.05));
const top = half - wallH / 2;
hitCols[col] = { edge: hit.edge, kind: hit.frame ? "frame" : hit.kind, top, h: wallH };
const { hit, depth, wallH, top } = rays[col]!;
const tex = hit.frame ? textures.doorframe! : textures[hit.kind] ?? textures.wall!;
// Sample by the texture's own size: painted files may be any scale.
// Fire shifts its slice per world cell, so a blaze spanning edges
@@ -466,7 +502,7 @@
}
sprites.sort((a, b) => b.sort - a.sort);
hitFrame = {
W, H, ex, ey, facing, zbuf, warpIdCol, warpDistCol, cols: hitCols,
W, H, horizon: half, ex, ey, facing, zbuf, warpIdCol, warpDistCol, cols: hitCols,
sprites: [...sprites].sort((a, b) => a.depth - b.depth),
};
// The nearest sprite each column carries — depth AND vertical span —
@@ -542,18 +578,22 @@
if (s.depth < spriteZ[col]!) {
spriteZ[col] = s.depth;
sprTop[col] = s.top;
sprBot[col] = s.bottom;
sprBot[col] = s.clipY !== undefined ? Math.min(s.bottom, s.clipY) : s.bottom;
}
const texX = ((col - s.left) / (s.right - s.left));
// Down a pit, the body ends at the ground: only the rows above
// the floor line paint, and only that much of the art.
const shown = s.clipY !== undefined ? Math.min(s.bottom, s.clipY) - s.top : s.bottom - s.top;
if (shown <= 0) continue;
if (img) {
ctx.drawImage(
img,
texX * iw, 0, Math.max(1, iw / (s.right - s.left)), ih,
col, s.top, 1, s.bottom - s.top,
texX * iw, 0, Math.max(1, iw / (s.right - s.left)), ih * (shown / (s.bottom - s.top)),
col, s.top, 1, shown,
);
} else {
ctx.fillStyle = "rgba(200,190,160,0.6)";
ctx.fillRect(col, s.top, 1, s.bottom - s.top);
ctx.fillRect(col, s.top, 1, shown);
}
if (s.warped) {
// A body seen through a warp swims in the same violet haze.
@@ -709,6 +749,71 @@
ctx.globalAlpha = 1;
}
// Fists. Yours lunges from the lower right into the scene, shrinking
// as it goes, and snaps back; one thrown at you swells from the
// middle of the pane until it fills it. Either way the blow lands
// with a comic starburst.
for (const f of fx) {
if (f.kind !== "fist") continue;
const p = (time - f.t0) / f.dur;
if (p < 0 || p >= 1) continue;
const ease = (w: number) => w * w * (3 - 2 * w);
const out = f.swing === "out";
// Travel: out 0→0.42 lunge, 0.42→1 retract; in 0→0.45 approach, then hold and fade.
const a = out ? (p < 0.42 ? ease(p / 0.42) : ease(1 - (p - 0.42) / 0.58)) : Math.min(1, ease(p / 0.45));
const sx = out ? W * 0.86 : W * 0.5, sy = out ? H * 1.15 : H * 0.55;
const tx = W * 0.56, ty = H * 0.5;
const fx0 = sx + (tx - sx) * a, fy0 = sy + (ty - sy) * a;
const size = out ? H * (0.62 - 0.30 * a) : H * (0.18 + 1.25 * a);
const glyph = out ? "\u{1F91C}" : "\u{1F44A}";
ctx.save();
ctx.globalAlpha = !out && p > 0.75 ? 1 - (p - 0.75) / 0.25 : 1;
ctx.translate(fx0, fy0);
ctx.rotate(out ? -0.6 : 0.15);
ctx.font = `${Math.round(size)}px "Apple Color Emoji", "Segoe UI Emoji", "Noto Color Emoji", sans-serif`;
ctx.textAlign = "center";
ctx.textBaseline = "middle";
ctx.shadowColor = "rgba(0,0,0,0.55)";
ctx.shadowBlur = 12;
ctx.shadowOffsetY = 6;
ctx.fillText(glyph, 0, 0);
ctx.restore();
// POW: pops at the landing, holds, and shrinks away.
const land = out ? 0.36 : 0.4;
if (p >= land) {
const q = (p - land) / (1 - land);
const pop = q < 0.18 ? ease(q / 0.18) * 1.15 : q < 0.7 ? 1.15 - 0.15 * ease((q - 0.18) / 0.52) : 1 - ease((q - 0.7) / 0.3);
if (pop > 0.01) {
const R = H * 0.19 * pop;
const cx = out ? tx - W * 0.02 : W * 0.5, cy = out ? ty - H * 0.16 : H * 0.34;
ctx.save();
ctx.translate(cx, cy);
ctx.rotate(-0.14);
ctx.beginPath();
for (let i = 0; i < 24; i++) {
const r = i % 2 === 0 ? R : R * 0.68;
const t = (i / 24) * Math.PI * 2;
ctx.lineTo(Math.cos(t) * r * 1.35, Math.sin(t) * r);
}
ctx.closePath();
ctx.fillStyle = "#f2d24a";
ctx.strokeStyle = "#2b2218";
ctx.lineWidth = Math.max(2, R * 0.08);
ctx.fill();
ctx.stroke();
ctx.fillStyle = "#c03020";
ctx.strokeStyle = "#2b2218";
ctx.lineWidth = Math.max(1.5, R * 0.06);
ctx.font = `600 ${Math.round(R * 0.95)}px Oswald, "Archivo Narrow", sans-serif`;
ctx.textAlign = "center";
ctx.textBaseline = "middle";
ctx.strokeText("POW!", 0, R * 0.04);
ctx.fillText("POW!", 0, R * 0.04);
ctx.restore();
}
}
}
// A change of eyes: the slate wipes across, names the wizard whose
// sight this now is, and wipes away to reveal it.
for (const f of fx) {
@@ -722,27 +827,28 @@
ctx.clip();
ctx.fillStyle = "#171a20";
ctx.fillRect(x0, 0, x1 - x0, H);
const mid = H / 2;
ctx.fillStyle = "#e0b34a";
ctx.fillRect(x0, half - 1, x1 - x0, 2);
ctx.fillRect(x0, mid - 1, x1 - x0, 2);
// The card's face: standee, then the name — composed on the full
// pane so it lands where it will sit once the band is complete.
const face = f.art ? imageFor(f.art) : null;
const size = Math.round(H * 0.24);
const cx = W / 2;
if (face) {
ctx.drawImage(face, cx - size / 2, half - size - 18, size, size);
ctx.drawImage(face, cx - size / 2, mid - size - 18, size, size);
ctx.strokeStyle = "#43331f";
ctx.lineWidth = 2;
ctx.strokeRect(cx - size / 2, half - size - 18, size, size);
ctx.strokeRect(cx - size / 2, mid - size - 18, size, size);
}
ctx.textAlign = "center";
ctx.textBaseline = "alphabetic";
ctx.fillStyle = "#a49c86";
ctx.font = `600 ${Math.round(H * 0.045)}px Oswald, "Archivo Narrow", sans-serif`;
ctx.fillText("T H R O U G H T H E E Y E S O F", cx, half + Math.round(H * 0.09));
ctx.fillText("T H R O U G H T H E E Y E S O F", cx, mid + Math.round(H * 0.09));
ctx.fillStyle = "#e9e1cb";
ctx.font = `600 ${Math.round(H * 0.13)}px Oswald, "Archivo Narrow", sans-serif`;
ctx.fillText(f.name.toUpperCase(), cx, half + Math.round(H * 0.23));
ctx.fillText(f.name.toUpperCase(), cx, mid + Math.round(H * 0.23));
ctx.restore();
}
@@ -835,6 +941,8 @@
glow?: boolean;
alpha?: number;
fallback?: string;
/** Rows at or below this are underground: not painted. */
clipY?: number;
clampL?: number;
clampR?: number;
hit?: { kind: "player" | "creature"; id: string };
@@ -854,14 +962,17 @@
clip?: { x: number; y: number };
hit?: { kind: "player" | "creature"; id: string };
cell?: { x: number; y: number };
webbed?: boolean; gaze?: boolean; dread?: boolean },
webbed?: boolean; gaze?: boolean; dread?: boolean; sink?: boolean },
ex: number, ey: number,
): Projected | null {
const relX = b.x - ex, relY = b.y - ey;
const depth = relX * Math.cos(facing) + relY * Math.sin(facing);
let depth = relX * Math.cos(facing) + relY * Math.sin(facing);
let side = -relX * Math.sin(facing) + relY * Math.cos(facing);
// A being sharing the eyes' own square has no depth to draw at:
// it stands right in front of them, whichever way they look.
if (b.hit && Math.hypot(relX, relY) < 0.35) { depth = 1.0; side = 0; }
if (depth < 0.15) return null;
const side = -relX * Math.sin(facing) + relY * Math.cos(facing);
const W = width, H = height, half = H / 2;
const W = width, H = height, half = H / 2 - pitch * H;
const screenX = W / 2 + (side / depth) * (W / 2) / Math.tan(FOV / 2);
const wallH = H / depth;
const size = wallH * b.scale;
@@ -873,6 +984,8 @@
? size * b.aspect * (((W / 2) / Math.tan(FOV / 2)) / H)
: size;
const bottom = half + wallH / 2 - b.rise * wallH;
// A sunken body paints only above the floor line at its depth.
const clipY = b.sink ? half + wallH / 2 : undefined;
// A cell-bound volume is windowed to its own square: the billboard's
// camera-facing plane is intersected with the cell, and only that
// lateral segment may paint, so an obliquely-viewed hedge cannot
@@ -908,7 +1021,7 @@
src: b.src, depth, sort: depth - (b.bias ?? 0), warped: b.warped, warpId: b.warpId,
alpha: b.alpha, glow: b.glow, fallback: b.fallback, clampL, clampR,
webbed: b.webbed, gaze: b.gaze, dread: b.dread,
hit: b.hit, cell: b.cell,
hit: b.hit, cell: b.cell, clipY,
left: screenX - wide / 2, right: screenX + wide / 2,
top: bottom - size, bottom,
};
@@ -937,7 +1050,7 @@
const f = hitFrame;
if (!f) return null;
const col = Math.max(0, Math.min(f.W - 1, px | 0));
const half = f.H / 2;
const half = f.horizon;
// Sprites first, nearest first, honoring the draw pass's own
// visibility rules for this column.
+14 -2
View File
@@ -98,9 +98,11 @@ export function aimOfEvents(
/** Does this batch hurl the pov wizard bodily a blow to glide with,
* eyes held steady, rather than a stride or a cut? */
export function hurledIn(events: GameEvent[], povId: string): boolean {
// A leap over a pit is a glide too: two squares in one bound, fast
// and straight, eyes ahead — never a cut that reads as a teleport.
return events.some((e) =>
(e.type === "knockedBack" || e.type === "shoved" || e.type === "washedBack" ||
e.type === "retreatedInHorror") && e.player === povId);
e.type === "retreatedInHorror" || e.type === "jumpedPit") && e.player === povId);
}
export interface Glide {
@@ -156,7 +158,17 @@ export function cutawayStand(view: GameView, x: number, y: number): { facing: nu
let deepest = -1, facing = 0;
for (const a of [0, Math.PI / 2, Math.PI, -Math.PI / 2]) {
const h = castRay(view, x, y, a);
const d = h.warped && h.warpDist !== undefined ? Math.min(h.dist, h.warpDist) : h.dist;
let d = h.warped && h.warpDist !== undefined ? Math.min(h.dist, h.warpDist) : h.dist;
// A body standing down this corridor is where the eyes must stop
// short of — the camera stands before it, or picks another way,
// never inside a wizard's own square with their face filling it.
for (const p of view.players) {
if (!p.alive) continue;
const px = p.position.x + 0.5 - x, py = p.position.y + 0.5 - y;
const along = px * Math.cos(a) + py * Math.sin(a);
const across = -px * Math.sin(a) + py * Math.cos(a);
if (along > 0.1 && along < d && Math.abs(across) < 0.5) d = Math.min(d, along - 0.55);
}
if (d > deepest) { deepest = d; facing = a; }
}
return { facing, depth: deepest };
+9
View File
@@ -29,6 +29,10 @@ export type FpFx =
* whose turn and whose sight this now is, so a cut between
* wizards never reads as one wizard teleporting. */
| { id: number; kind: "slate"; name: string; art: string | null; t0: number; dur: number }
/** A punch, felt: your own fist drives into the scene ("out"), or
* someone's comes at the camera ("in") with the comic POW at the
* moment it lands, so a blow never reads as just another flash. */
| { id: number; kind: "fist"; swing: "out" | "in"; t0: number; dur: number }
| { id: number; kind: "grow"; slot: "solid" | "sprite"; key: string; t0: number; dur: number };
/** How hard a surging veil glows at progress p: a snap to full as the
@@ -157,6 +161,11 @@ export function fpFxForEvents(
const warpIndex = (m: { cell: { x: number; y: number }; side: string }) =>
view.board.warps.findIndex((w) => w.from.cell.x === m.cell.x && w.from.cell.y === m.cell.y && w.from.side === m.side);
for (const e of events) {
if (e.type === "punched" && "attacker" in e) {
const pe = e as { attacker: string; target: string };
if (pe.attacker === povId) out.push({ fx: { id: nextId++, kind: "fist", swing: "out", t0: 0, dur: 620 }, delay: 0 });
else if (pe.target === povId) out.push({ fx: { id: nextId++, kind: "fist", swing: "in", t0: 0, dur: 620 }, delay: 0 });
}
if (e.type === "warpOpened") {
for (const [m, delay] of [[e.a, 0], [e.b, 200]] as const) {
const warp = warpIndex(m);
+6 -2
View File
@@ -308,8 +308,11 @@ export interface Billboard {
src: string;
/** Fraction of wall height (a wizard stands taller than a chest). */
scale: number;
/** Lifted off the floor (0 = feet on the ground). */
/** Lifted off the floor (0 = feet on the ground); negative sinks. */
rise: number;
/** Below the floor line the body is hidden a wizard down a pit shows
* only what stands proud of the ground. */
sink?: boolean;
label: string;
/** Width as a multiple of height (1 = square; 2 = a cell-wide hedge). */
aspect?: number;
@@ -413,7 +416,8 @@ export function billboards(
out.push({
x: o?.x ?? p.position.x + 0.5, y: o?.y ?? p.position.y + 0.5,
src: art(`wizard-${p.colorIndex}`, "players"),
scale: big ? 1.2 : small ? 0.53 : 0.85, rise: 0, label: p.id,
scale: big ? 1.2 : small ? 0.53 : 0.85, label: p.id,
rise: p.inPit ? -0.42 : 0, sink: p.inPit || undefined,
alpha: ghost ? 0.35 : undefined,
webbed: wears(p.id, "sticky-web") || undefined,
gaze: wears(p.id, "medusa") || undefined,