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
+20
View File
@@ -7,6 +7,7 @@
import EdgeGlyph, { type LockState } from "./EdgeGlyph.svelte";
import FirewallEdge from "./FirewallEdge.svelte";
import IllusionShimmer from "./IllusionShimmer.svelte";
import { FX_ART } from "./fpv/fx3d";
const GROUPS: { title: string; files: string[] }[] = [
{ title: "Wizards", files: ["wizard-0", "wizard-1", "wizard-2", "wizard-3", "wizard-4", "wizard-5"] },
@@ -102,6 +103,23 @@
{/each}
</div>
<h2>The conjurations — first-person spell sprites</h2>
<p class="sub">
The moments the raycaster throws through the air: projectiles in
flight, bursts on landing, shimmers and shields. Each lives at
<code>public/fx3d/&lt;name&gt;.png</code> — square, transparent ground,
drawn glowing mid-air at any size; a procedural glow stands in
wherever a file is missing.
</p>
<div class="grid">
{#each FX_ART as name (name)}
<figure>
<img class="masonry conjuration" src={`/fx3d/${name}.png`} alt={`${name} sprite`} />
<figcaption>{name}</figcaption>
</figure>
{/each}
</div>
<h2>Walls &amp; doors — as the maze draws them</h2>
<p class="sub">
Wall-segment effects have never been tokens: locks picked, jammed, and
@@ -195,4 +213,6 @@
border: 1px solid #3a3428;
background: #101318;
}
/* Sprites fly against darkness; show them on it. */
.conjuration { background: #14101c; }
</style>