Stage three: spells fly through your own eyes

The reel's first-person mode now shows the fight, not just the rooms.
The board flourishes' event map is recast into world space (fx3d):
fireballs, bolts, and thrown things streak caster to target as glowing
billboards; landings swell and fade; blows that land on YOU wash the
screen red and jolt the camera; warp-steps and teleports flash violet;
a hurled body glides fast and straight with its eyes held steady. Nine
paintable conjuration sprites ship at public/fx3d (spec for the artist
in research/), shown in the token workshop beside the masonry.

Three rough edges sharpened along the way: sprites now project through
warp mouths under the same rigid motion the rays use, clipped by the
depth buffer to the opening; fire and warp surfaces pull a different
texture slice per world cell so a long blaze reads as one; and the
replay camera only turns toward an actor its eyes could actually see.

Two more gifts: the reel can record its first-person canvas straight
to a downloadable WebM (⏺ save video), and the About tab now shows
visitors the way into the three workshops.

One buried mine defused: rAF hands frame-start times that can precede
the tween's own clock, and a zero-length turn divided by it — one NaN
facing poisoned every ray black and re-triggered the camera effect
forever. The tween clamps and guards its phases now.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Eric Wagoner
2026-08-23 14:51:04 -04:00
co-authored by Claude Fable 5
parent fcafdb06de
commit e8c6b93c71
16 changed files with 412 additions and 37 deletions
+80 -10
View File
@@ -3,6 +3,8 @@
import FirstPerson from "./fpv/FirstPerson.svelte";
import { humanize } from "./net.svelte";
import { scheduleFx, type BoardFx } from "./fx";
import { fpFxForEvents, type FpFx } from "./fpv/fx3d";
import { castRay } from "./fpv/raycast";
import { prefs } from "./prefs.svelte";
import { stackSightTrace } from "@wizwar/engine";
import type { GameEvent, GameView } from "@wizwar/engine";
@@ -43,6 +45,27 @@
return () => { cancel(); boardFx = []; };
});
/** In first person the same events become projectiles, impacts,
* flashes, and shakes — scheduled on this step's beat. */
let fpFx = $state<FpFx[]>([]);
$effect(() => {
const st = steps[Math.min(idx, steps.length - 1)];
if (!fp || !st || !prefs.flourishes) return;
const timers: ReturnType<typeof setTimeout>[] = [];
const started: number[] = [];
for (const { fx, delay } of fpFxForEvents(st.events, st.view, st.view.you)) {
timers.push(setTimeout(() => {
started.push(fx.id);
fpFx = [...fpFx, { ...fx, t0: performance.now() }];
timers.push(setTimeout(() => (fpFx = fpFx.filter((f) => f.id !== fx.id)), fx.dur + 80));
}, delay / speed));
}
return () => {
timers.forEach(clearTimeout);
started.forEach((id) => (fpFx = fpFx.filter((f) => f.id !== id)));
};
});
$effect(() => {
if (!playing) return;
const t = setInterval(() => {
@@ -76,14 +99,24 @@
const dist = Math.hypot(dx, dy);
// Where should the eye end up pointing? Along its own stride; at the
// actor, when someone else moved the world; wherever it was, otherwise.
// A blow that hurls the body glides fast and straight, however far,
// eyes still where they were; only unexplained leaps (teleports) cut.
const hurled = step.events.some((e) =>
(e.type === "knockedBack" || e.type === "shoved" || e.type === "washedBack" ||
e.type === "retreatedInHorror") && e.player === v.you);
const actor = v.players.find((p) => p.id === step.actor);
let targetFacing = cam.facing;
if (dist > 0.05) targetFacing = Math.atan2(dy, dx);
if (dist > 0.05 && !hurled) targetFacing = Math.atan2(dy, dx);
else if (actor && actor.id !== v.you &&
(actor.position.x !== me.position.x || actor.position.y !== me.position.y)) {
targetFacing = Math.atan2(actor.position.y + 0.5 - ty, actor.position.x + 0.5 - tx);
// Turn toward the actor — but only if these eyes could actually see
// them: an unbroken straight sight line, no warps bending it.
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) targetFacing = Math.atan2(ay - ty, ax - tx);
}
if (!camReady || dist > 1.6) {
if (!camReady || (dist > 1.6 && !hurled)) {
// First frame, or a leap the legs cannot explain: cut.
cam.x = tx; cam.y = ty; cam.facing = targetFacing;
camReady = true;
@@ -91,15 +124,18 @@
}
const fromX = cam.x, fromY = cam.y, fromF = cam.facing;
const arc = shortestArc(fromF, targetFacing);
const turnMs = Math.min(260, Math.abs(arc) * 180) / speed;
const walkMs = (dist > 0.05 ? 420 : 0) / speed;
const turnMs = (hurled ? 0 : Math.min(260, Math.abs(arc) * 180)) / speed;
const walkMs = (dist > 0.05 ? (hurled ? 260 : 420) : 0) / speed;
const t0 = performance.now();
let raf = 0;
const tick = (now: number) => {
const t = now - t0;
if (t < turnMs) {
// 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 (turnMs > 0 && t < turnMs) {
cam.facing = fromF + arc * (t / turnMs);
} else if (t < turnMs + walkMs) {
} else if (walkMs > 0 && t < turnMs + walkMs) {
cam.facing = fromF + arc;
const w = (t - turnMs) / walkMs;
const ease = w * w * (3 - 2 * w);
@@ -116,6 +152,36 @@
return () => cancelAnimationFrame(raf);
});
// --- Save a video: record the first-person canvas as it plays. --------
let stageEl: HTMLDivElement | undefined = $state();
let recorder = $state<MediaRecorder | null>(null);
function toggleRecord() {
if (recorder) { recorder.stop(); return; }
const cv = stageEl?.querySelector("canvas");
if (!cv) return;
const mime = MediaRecorder.isTypeSupported("video/webm;codecs=vp9")
? "video/webm;codecs=vp9" : "video/webm";
const rec = new MediaRecorder(cv.captureStream(60), { mimeType: mime });
const chunks: Blob[] = [];
rec.ondataavailable = (e) => { if (e.data.size) chunks.push(e.data); };
rec.onstop = () => {
const url = URL.createObjectURL(new Blob(chunks, { type: "video/webm" }));
const a = document.createElement("a");
a.href = url;
a.download = `wizwar-moves-${steps[0]?.seq ?? 0}-${steps[steps.length - 1]?.seq ?? 0}.webm`;
a.click();
setTimeout(() => URL.revokeObjectURL(url), 2000);
recorder = null;
};
rec.start();
recorder = rec;
playing = true;
}
// The reel running out ends the recording and hands over the file.
$effect(() => {
if (recorder && !playing && atEnd) recorder.stop();
});
function onkeydown(e: KeyboardEvent) {
if (e.key === "Escape") onclose();
if (e.key === "ArrowRight") { playing = false; idx = Math.min(idx + 1, steps.length - 1); }
@@ -133,12 +199,16 @@
<span class="replay-count">move {idx + 1} of {steps.length}</span>
<button class="replay-eyes" class:lit={fp} onclick={() => (fp = !fp)}>
{fp ? "⬒ the board" : "👁 your eyes"}</button>
{#if fp}
<button class="replay-eyes" class:lit={recorder !== null} onclick={toggleRecord}>
{recorder ? "⏹ stop & save" : "⏺ save video"}</button>
{/if}
<button class="replay-skip" onclick={onclose}>{atEnd ? "back to the game" : "skip to now"}</button>
</header>
<div class="replay-board">
<div class="replay-board" bind:this={stageEl}>
{#if fp}
<FirstPerson view={step.view} povId={step.view.you}
x={cam.x} y={cam.y} facing={cam.facing} width={640} height={360} />
x={cam.x} y={cam.y} facing={cam.facing} width={640} height={360} fx={fpFx} />
{:else}
<Board view={step.view} effects={boardFx} {sightTrace} />
{/if}