Flourishes: the spells become visible (branch only — not for the droplet yet)

A cosmetic effects layer on the board svg, fed by the same event
stream that writes the log. Fireballs streak and burst; waterbolts
arc and splash; lightning jags and flickers; teleports shimmer at
both ends; walls rise and fall in dust; stopped attacks flash a
golden shield; hits ring red; misses whiff; other attack spells
sparkle at the caster. Successive visuals from one command stagger by
a beat, everything self-expires, reduced-motion hides the layer
whole, and nothing here touches game state — the effects are mapped
from events in fx.ts and drawn in Board.svelte, online and hotseat
alike.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Eric Wagoner
2026-08-16 23:43:16 -04:00
co-authored by Claude Fable 5
parent b01e27c644
commit bca34ae9e4
5 changed files with 326 additions and 0 deletions
+3
View File
@@ -253,6 +253,8 @@ class Net {
/** A catch-up reel delivered by the server. */
/** The opening roll-off, shown once as the boards flip. */
openingRolls = $state<{ rolls: Record<string, number[]>; first: string; players: string[] } | null>(null);
/** Board flourishes: the app hooks in to animate live event batches. */
onFx: ((events: GameEvent[]) => void) | null = null;
catchUp = $state<{ seq: number; actor: string; events: GameEvent[]; view: GameView; chat?: { player: string; text: string }[] }[] | null>(null);
private seen: Record<string, number> = loadSeen();
/** Room whose live stream this connection has already shown once: states
@@ -342,6 +344,7 @@ class Net {
break;
case "events": {
let talk = 0;
if (!msg.replayed) this.onFx?.(msg.events as GameEvent[]);
for (const e of msg.events as GameEvent[]) {
if (e.type === "tableTalk") talk++;
if (e.type === "gameStarted" && !msg.replayed) {