Files
wizwar6e/packages/web/src/Board.svelte
T
Eric WagonerandClaude Fable 5 e0e96ca5ca The art workshop's side door
The hand-drawn SVG token set wires in behind deliberately
undocumented query params — svgPlayers, svgCreatures, svgTerrain,
svgObjects, each =true — swapping that category's art everywhere it
draws: board tokens, lobby standees, roster. public/tokens-svg
symlinks research/tokens-svg, so under the dev server an edit to the
source art shows on the next refresh, and the production build copies
real files through the link. Nobody finds the door unless handed the
key; the photographed set remains the face of the game.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 11:27:28 -04:00

863 lines
32 KiB
Svelte

<script lang="ts">
import type { GameView } from "@wizwar/engine";
import type { Side } from "@wizwar/engine";
import { colorIndexOf as sharedColorIndex, wizardColor } from "./colors";
import { tokenArt } from "./art";
import { FX_SPRITES } from "./fx-sprites";
const CELL = 48;
const WALL = 7;
let {
view,
edgeSelectMode = false,
selectedCreatureId = null,
onCellClick,
onEdgeClick,
onPlayerClick,
onCreatureClick,
onWarpClick,
onCellPeek,
markedCell = null,
markedCells = null,
litCells = null,
markedSector = null,
ghostSlots = null,
onGhostClick,
effects = null,
}: {
view: GameView;
edgeSelectMode?: boolean;
selectedCreatureId?: string | null;
onCellClick?: (cell: { x: number; y: number }) => void;
onEdgeClick?: (cell: { x: number; y: number }, side: Side) => void;
onPlayerClick?: (playerId: string) => void;
onCreatureClick?: (creatureId: string) => void;
onWarpClick?: (cell: { x: number; y: number }, side: Side) => void;
/** Long-press on a square: read the card behind whatever occupies it. */
onCellPeek?: (cell: { x: number; y: number }) => void;
/** First square of a two-square spell: marked so the click reads as taken. */
markedCell?: { x: number; y: number } | null;
/** A multi-square placement in progress (boobytrap tokens), in click
* order — the first is the real trap, so each mark shows its number. */
markedCells?: { x: number; y: number }[] | null;
/** When set, squares NOT in this set dim — the targeting aid. */
litCells?: Set<string> | null;
/** Origin of a picked-up 5x5 sector: the whole sector outlines as taken. */
markedSector?: { x: number; y: number } | null;
/** Empty 5x5 slot origins a sector may land on — drawn as dashed ground
* beyond the maze, since an empty slot has no floor of its own to click. */
ghostSlots?: { x: number; y: number }[] | null;
onGhostClick?: (origin: { x: number; y: number }) => void;
/** Short-lived spell flourishes; purely cosmetic. */
effects?: import("./fx").BoardFx[] | null;
} = $props();
const SECTOR = 5;
/** Ghost slots can lie beyond the assembled maze — on any side, including
* negative coordinates (the maze renormalizes after the landing). The
* canvas grows in whichever direction holds them. */
const minBx = $derived(Math.min(0, ...(ghostSlots ?? []).map((g) => g.x)) * CELL - 8);
const minBy = $derived(Math.min(0, ...(ghostSlots ?? []).map((g) => g.y)) * CELL - 8);
const boundsW = $derived(
Math.max(view.board.width, ...(ghostSlots ?? []).map((g) => g.x + SECTOR)) * CELL + 8 - minBx,
);
const boundsH = $derived(
Math.max(view.board.height, ...(ghostSlots ?? []).map((g) => g.y + SECTOR)) * CELL + 8 - minBy,
);
// Press-and-hold peeks the square's card; a fired hold swallows the click.
let peekTimer: ReturnType<typeof setTimeout> | null = null;
let peekFired = false;
function pressCell(c: { x: number; y: number }) {
peekFired = false;
if (!onCellPeek) return;
peekTimer = setTimeout(() => { peekFired = true; onCellPeek(c); }, 450);
}
function releasePress() {
if (peekTimer) clearTimeout(peekTimer);
peekTimer = null;
}
function tapCell(c: { x: number; y: number }) {
if (peekFired) { peekFired = false; return; }
onCellClick?.(c);
}
// Real token art, cropped from the owner's physical set (public/tokens/).
// Anything without an entry falls back to the vector rendering below.
const USE_TOKEN_ART = true;
const TERRAIN_ART: Record<string, string> = {
stone: "solid-stone", thornbush: "thorn-bush", rosebush: "rosebush",
ooze: "killer-ooze", dust: "dustcloud", slime: "slime",
tacks: "tacks", pit: "pit", safe: "safe",
};
const CREATURE_ART: Record<string, string> = {
skeleton: "skeleton", troll: "troll", wraith: "wraith",
"fire-imp": "fire-imp", "democratic-monster": "democratic-monster",
shadow: "shadow", "alter-ego": "alter-ego",
};
function objectArt(cardId: string): string | null {
if (cardId === "dagger") return "dagger";
if (cardId === "large-rock") return "rock";
if (cardId === "master-key") return "master-key";
if (cardId.endsWith("stone")) return "magic-stone";
if (cardId.endsWith("-wand")) return "magic-wand";
return null;
}
// Ongoing spells wear their look: ghostly when unseen, webbed when caught,
// stone-gray under Medusa's gaze.
function hasSpell(id: string, cardId: string): boolean {
return view.sustained.some((e) => e.cardId === cardId && e.targetId === id);
}
// BIG MAN towers; SHRINK dwindles. The token says so at a glance.
function wizardScale(id: string): number {
if (view.sustained.some((e) => e.cardId === "big-man" && e.targetId === id)) return 1.5;
if (view.sustained.some((e) => e.cardId === "shrink" && e.targetId === id)) return 0.62;
return 1;
}
function wizardArt(id: string): string {
return tokenArt(`wizard-${sharedColorIndex(view, id) % 6}`, "players");
}
function treasureArt(owner: string): string {
return tokenArt(`treasure-${sharedColorIndex(view, owner) % 6}`, "objects");
}
function playerColor(id: string): string {
return wizardColor(view, id);
}
const cells = $derived(
Object.keys(view.board.cells).map((k) => {
const [x, y] = k.split(",").map(Number);
return { x: x!, y: y! };
}),
);
const edges = $derived(
Object.entries(view.board.edges)
.filter(([, state]) => state !== "open")
.map(([key, state]) => {
const [kind, coords] = key.split(":") as [string, string];
const [x, y] = coords.split(",").map(Number) as [number, number];
// A door's lock can be gone for good, jammed shut, or picked open
// for the turn — each earns its own look.
const lock = state === "door"
? (view.doorStates[key] ?? (view.openDoorEdges.includes(key) ? "ajar" : null))
: null;
return { kind, x, y, state, lock };
}),
);
// Candidate edges for create/destroy wall clicks: every interior boundary.
const edgeHitboxes = $derived.by(() => {
if (!edgeSelectMode) return [];
const boxes: { cell: { x: number; y: number }; side: Side; x: number; y: number; w: number; h: number }[] = [];
for (const c of cells) {
if (view.board.cells[`${c.x + 1},${c.y}`]) {
boxes.push({ cell: c, side: "E", x: (c.x + 1) * CELL - 6, y: c.y * CELL + 4, w: 12, h: CELL - 8 });
}
if (view.board.cells[`${c.x},${c.y + 1}`]) {
boxes.push({ cell: c, side: "S", x: c.x * CELL + 4, y: (c.y + 1) * CELL - 6, w: CELL - 8, h: 12 });
}
}
return boxes;
});
// Warp pairs share a letter, like the printed openings on the real boards.
const warpLetters = $derived.by(() => {
const letters = new Map<string, string>();
let next = 0;
for (const w of view.board.warps) {
const a = `${w.from.cell.x},${w.from.cell.y}`;
const b = `${w.to.cell.x},${w.to.cell.y}`;
const key = [a, b].sort().join("|");
if (!letters.has(key)) letters.set(key, String.fromCharCode(65 + next++));
letters.set(a, letters.get(key)!);
}
return letters;
});
// Tokens glide between adjacent squares; anything farther — teleports,
// warps, drags, sector moves — snaps, because sliding a wizard across the
// whole maze would tell a false story. Keyed by identity so the DOM node
// survives the move.
const lastAt = new Map<string, { x: number; y: number }>();
function snapsTo(id: string, x: number, y: number): boolean {
const prev = lastAt.get(id);
lastAt.set(id, { x, y });
if (!prev) return true;
return Math.abs(prev.x - x) + Math.abs(prev.y - y) > CELL * 1.6;
}
const creaturesByCell = $derived.by(() => {
const map = new Map<string, typeof view.creatures>();
for (const c of view.creatures) {
const k = `${c.position.x},${c.position.y}`;
map.set(k, [...(map.get(k) ?? []), c]);
}
return map;
});
// Group players by cell so co-located wizards fan out.
const wizardsByCell = $derived.by(() => {
const map = new Map<string, typeof view.players>();
for (const p of view.players) {
if (!p.alive) continue;
const k = `${p.position.x},${p.position.y}`;
map.set(k, [...(map.get(k) ?? []), p]);
}
return map;
});
</script>
<!-- Explicit width/height give the svg an intrinsic size: Safari cannot
derive one from the viewBox alone and collapses the board to 0x0 inside
a max-height flex column. Doubled so CSS max-* caps still govern. -->
<svg
viewBox={`${minBx} ${minBy} ${boundsW} ${boundsH}`}
width={boundsW * 2}
height={boundsH * 2}
class="board"
>
<!-- open ground a relocated sector may claim -->
{#each ghostSlots ?? [] as g (`${g.x},${g.y}`)}
<rect
x={g.x * CELL + 2} y={g.y * CELL + 2}
width={SECTOR * CELL - 4} height={SECTOR * CELL - 4}
class="ghost-slot"
role="button" tabindex="-1"
onclick={() => onGhostClick?.(g)}
onkeydown={() => {}}
/>
{/each}
<!-- floor -->
{#each cells as c (`${c.x},${c.y}`)}
<rect
x={c.x * CELL} y={c.y * CELL} width={CELL} height={CELL}
class="floor"
role="button" tabindex="-1"
onclick={() => tapCell(c)}
onpointerdown={() => pressCell(c)}
onpointerup={releasePress}
onpointerleave={releasePress}
onkeydown={() => {}}
/>
{/each}
<!-- homes & treasure spaces -->
{#each view.players as p (p.id)}
{@const hx = p.home.x * CELL + CELL / 2}
{@const hy = p.home.y * CELL + CELL / 2}
{@const R = CELL * 0.36}
{@const r = CELL * 0.14}
<polygon
points={Array.from({ length: 16 }, (_, i) => {
const rad = (Math.PI / 8) * i - Math.PI / 2;
const len = i % 2 === 0 ? R : r;
return `${hx + Math.cos(rad) * len},${hy + Math.sin(rad) * len}`;
}).join(" ")}
class="home-star" fill={playerColor(p.id)}
/>
{/each}
{#each [...view.treasures.reduce((m, t) => {
if (!t.position) return m;
const k = `${t.position.x},${t.position.y}`;
m.set(k, [...(m.get(k) ?? []), t]);
return m;
}, new Map()).entries()] as [tKey, group] (tKey)}
{#each group as t, ti (t.id)}
{#if t.position}
{@const tx = t.position.x * CELL + CELL / 2 + (group.length > 1 ? (ti - (group.length - 1) / 2) * CELL * 0.3 : 0)}
{@const ty = t.position.y * CELL + CELL * 0.72}
{#if USE_TOKEN_ART}
<image
href={treasureArt(t.owner)}
x={tx - CELL * 0.26} y={ty - CELL * 0.26}
width={CELL * 0.52} height={CELL * 0.52}
preserveAspectRatio="xMidYMid slice"
class="token-art small"
/>
{:else}
<g class="treasure-g">
<circle cx={tx} cy={ty} r={8} class="treasure" fill={playerColor(t.owner)} />
<circle cx={tx} cy={ty} r={4.5} class="treasure-swirl" />
<circle cx={tx} cy={ty} r={1.6} class="treasure-core" />
</g>
{/if}
{/if}
{/each}
{/each}
<!-- terrain: solid stone and thornbushes -->
{#each Object.entries(view.squareContents) as [key, content] (key)}
{@const sx = Number(key.split(",")[0])}
{@const sy = Number(key.split(",")[1])}
{#if USE_TOKEN_ART && TERRAIN_ART[content.kind]}
<image
href={tokenArt(TERRAIN_ART[content.kind]!, "terrain")}
x={sx * CELL + 3} y={sy * CELL + 3}
width={CELL - 6} height={CELL - 6}
preserveAspectRatio="xMidYMid slice"
class="token-art"
/>
{:else if content.kind === "stone"}
<rect x={sx * CELL + 2} y={sy * CELL + 2} width={CELL - 4} height={CELL - 4} class="stone" rx="4" />
{:else if content.kind === "thornbush" || content.kind === "rosebush"}
<circle cx={sx * CELL + CELL / 2} cy={sy * CELL + CELL / 2} r={CELL * 0.36}
class={content.kind === "rosebush" ? "rose" : "bush"} />
{:else if content.kind === "ooze" || content.kind === "slime"}
<rect x={sx * CELL + 5} y={sy * CELL + 5} width={CELL - 10} height={CELL - 10} rx="10"
class={content.kind === "ooze" ? "ooze" : "slime"} />
{:else if content.kind === "dust"}
<circle cx={sx * CELL + CELL / 2} cy={sy * CELL + CELL / 2} r={CELL * 0.4} class="dust" />
{:else if content.kind === "pit"}
<rect x={sx * CELL + 7} y={sy * CELL + 7} width={CELL - 14} height={CELL - 14} class="pit" />
{:else if content.kind === "tacks"}
<text x={sx * CELL + CELL / 2} y={sy * CELL + CELL / 2 + 4} class="tacks">✻✻</text>
{:else if content.kind === "safe"}
<rect x={sx * CELL + 10} y={sy * CELL + 12} width={CELL - 20} height={CELL - 22} rx="3" class="safe" />
{/if}
{/each}
<!-- dimensional warp tokens -->
{#each view.dimWarps as w, wi (wi)}
{#each [w.a, w.b] as tok, i (i)}
{#if USE_TOKEN_ART}
<image
href={tokenArt("dimensional-warp", "terrain")}
x={tok.x * CELL + CELL * 0.04} y={tok.y * CELL + CELL * 0.04}
width={CELL * 0.44} height={CELL * 0.44}
preserveAspectRatio="xMidYMid slice" class="token-art"
/>
{:else}
<circle cx={tok.x * CELL + CELL * 0.5} cy={tok.y * CELL + CELL * 0.5} r={CELL * 0.3}
class="dimwarp" />
{/if}
{/each}
{/each}
<!-- boobytrap tokens: face-down for everyone (the caster knows the real one) -->
{#each view.boobytraps as trap, ti (ti)}
{#each trap.cells as tc, i (i)}
<circle cx={tc.x * CELL + CELL * 0.82} cy={tc.y * CELL + CELL * 0.18} r="6"
class="trap-token" class:trap-real={trap.realCell != null && tc.x === trap.realCell.x && tc.y === trap.realCell.y} />
{/each}
{/each}
<!-- ground objects -->
{#each Object.entries(view.groundObjects) as [key, objects] (key)}
{@const gx = Number(key.split(",")[0])}
{@const gy = Number(key.split(",")[1])}
{#each objects as o, i (o.instanceId)}
{@const art = USE_TOKEN_ART ? objectArt(o.cardId) : null}
{#if art}
<image
href={tokenArt(art, "objects")}
x={gx * CELL + 4 + i * 9} y={gy * CELL + CELL - CELL * 0.42 - 3}
width={CELL * 0.4} height={CELL * 0.4}
preserveAspectRatio="xMidYMid slice"
class="token-art small"
>
<title>{o.cardId}</title>
</image>
{:else}
<rect
x={gx * CELL + 6 + i * 8} y={gy * CELL + CELL - 16}
width={12} height={10} rx="2" class="ground-object"
>
<title>{o.cardId}</title>
</rect>
{/if}
{/each}
{/each}
<!-- walls & doors & firewalls -->
{#each edges as e (`${e.kind}:${e.x},${e.y}`)}
{@const cls = e.state === "door" ? `door${e.lock ? ` ${e.lock}` : ""}` : e.state === "firewall" ? "firewall" : "wall"}
{@const lockTitle = e.lock === "removed" ? "lock removed — swings free"
: e.lock === "jammed" ? "lock jammed — sealed for good"
: e.lock === "ajar" ? "unlocked until end of turn" : null}
{#if e.kind === "V"}
<rect
x={(e.x + 1) * CELL - WALL / 2} y={e.y * CELL - WALL / 2}
width={WALL} height={CELL + WALL}
class={cls}
>{#if lockTitle}<title>{lockTitle}</title>{/if}</rect>
{:else}
<rect
x={e.x * CELL - WALL / 2} y={(e.y + 1) * CELL - WALL / 2}
width={CELL + WALL} height={WALL}
class={cls}
>{#if lockTitle}<title>{lockTitle}</title>{/if}</rect>
{/if}
{/each}
<!-- battle damage: cracks spread as a wall or door takes attacks -->
{#each Object.entries(view.wallDamage) as [key, dmg] (key)}
{@const kind = key.split(":")[0]}
{@const wx = Number(key.split(":")[1]?.split(",")[0])}
{@const wy = Number(key.split(":")[1]?.split(",")[1])}
{@const frac = Math.min(1, dmg / 20)}
{#if kind === "V"}
<line x1={(wx + 1) * CELL} y1={wy * CELL + 3} x2={(wx + 1) * CELL} y2={(wy + 1) * CELL - 3}
class="crack" style:opacity={0.35 + frac * 0.65} />
{:else}
<line x1={wx * CELL + 3} y1={(wy + 1) * CELL} x2={(wx + 1) * CELL - 3} y2={(wy + 1) * CELL}
class="crack" style:opacity={0.35 + frac * 0.65} />
{/if}
{/each}
<!-- illusions YOU know are fake: ghostly dashed lines -->
{#each view.knownIllusionEdges as key (key)}
{@const kind = key.split(":")[0]}
{@const ix = Number(key.split(":")[1]?.split(",")[0])}
{@const iy = Number(key.split(":")[1]?.split(",")[1])}
{#if kind === "V"}
<line x1={(ix + 1) * CELL} y1={iy * CELL} x2={(ix + 1) * CELL} y2={(iy + 1) * CELL} class="illusion" />
{:else}
<line x1={ix * CELL} y1={(iy + 1) * CELL} x2={(ix + 1) * CELL} y2={(iy + 1) * CELL} class="illusion" />
{/if}
{/each}
<!-- warp openings: click the arrow (while standing on it) to step through -->
{#each view.board.warps as w, i (i)}
{@const wx = w.from.cell.x * CELL + CELL / 2 +
(w.from.side === "E" ? CELL * 0.42 : w.from.side === "W" ? -CELL * 0.42 : 0)}
{@const wy = w.from.cell.y * CELL + CELL / 2 +
(w.from.side === "S" ? CELL * 0.42 : w.from.side === "N" ? -CELL * 0.42 : 0)}
{@const standing = view.players.some((p) =>
p.id === view.you && p.position.x === w.from.cell.x && p.position.y === w.from.cell.y) ||
view.creatures.some((c) => c.id === selectedCreatureId &&
c.position.x === w.from.cell.x && c.position.y === w.from.cell.y)}
{@const letter = warpLetters.get(`${w.from.cell.x},${w.from.cell.y}`) ?? ""}
<g
class="warp-g" class:standing
role="button" tabindex="-1"
onclick={(ev) => { ev.stopPropagation(); onWarpClick?.(w.from.cell, w.from.side); }}
onkeydown={() => {}}
>
<circle cx={wx} cy={wy} r={11} class="warp-hit" />
<text x={wx} y={wy + 4.5} class="warp"
>{w.from.side === "N" ? "↑" : w.from.side === "S" ? "↓" : w.from.side === "E" ? "→" : "←"}</text>
<text
x={wx + (w.from.side === "E" ? -13 : w.from.side === "W" ? 13 : 12)}
y={wy + (w.from.side === "N" ? 13 : w.from.side === "S" ? -9 : 4)}
class="warp-letter"
>{letter}</text>
</g>
{#if standing}
<!-- show where this opening leads -->
<circle
cx={w.to.cell.x * CELL + CELL / 2} cy={w.to.cell.y * CELL + CELL / 2}
r={CELL * 0.42} class="warp-dest"
/>
{/if}
{/each}
<!-- first square of a two-square spell -->
{#if markedCell}
<rect
x={markedCell.x * CELL + 3} y={markedCell.y * CELL + 3}
width={CELL - 6} height={CELL - 6}
rx="6" class="marked-cell"
/>
{/if}
<!-- placements so far of a multi-square spell, numbered in click order -->
{#each markedCells ?? [] as m, i (`${m.x},${m.y}`)}
<rect
x={m.x * CELL + 3} y={m.y * CELL + 3}
width={CELL - 6} height={CELL - 6}
rx="6" class="marked-cell"
/>
<text
x={m.x * CELL + CELL / 2} y={m.y * CELL + CELL / 2}
class="marked-count" text-anchor="middle" dominant-baseline="central"
>{i + 1}</text>
{/each}
<!-- the sector picked up, awaiting its new ground -->
{#if markedSector}
<rect
x={markedSector.x * CELL + 3} y={markedSector.y * CELL + 3}
width={SECTOR * CELL - 6} height={SECTOR * CELL - 6}
rx="8" class="marked-sector"
/>
{/if}
<!-- wizards: identity-keyed movers, so steps glide square to square -->
{#each view.players.filter((p) => p.alive) as p (p.id)}
{@const group = wizardsByCell.get(`${p.position.x},${p.position.y}`) ?? [p]}
{@const gi = group.findIndex((q) => q.id === p.id)}
{@const cx = p.position.x * CELL + CELL / 2 + (group.length > 1 ? (gi - (group.length - 1) / 2) * 14 : 0)}
{@const cy = p.position.y * CELL + CELL * 0.36}
<g class="mover" class:snap={snapsTo(`w:${p.id}`, cx, cy)} style={`transform: translate(${cx}px, ${cy}px)`}>
<g
role="button" tabindex="-1"
onclick={(ev) => { ev.stopPropagation(); if (peekFired) { peekFired = false; return; } onPlayerClick?.(p.id); }}
onpointerdown={() => pressCell(p.position)}
onpointerup={releasePress}
onpointerleave={releasePress}
onkeydown={() => {}}
class="wizard"
>
{#if USE_TOKEN_ART}
{@const half = CELL * 0.3 * wizardScale(p.id)}
<image
href={wizardArt(p.id)}
x={-half} y={-half}
width={half * 2} height={half * 2}
preserveAspectRatio="xMidYMid slice"
class="token-art hit"
class:ghosted={hasSpell(p.id, "invisible") || hasSpell(p.id, "mist-body")}
class:stone-gazed={hasSpell(p.id, "medusa")}
/>
<rect
x={-half} y={-half}
width={half * 2} height={half * 2}
class="wizard-ring" stroke={playerColor(p.id)}
/>
{#if hasSpell(p.id, "sticky-web")}
<g class="webbing">
<line x1={-half} y1={-half * 0.4} x2={half} y2={half * 0.5} />
<line x1={-half * 0.6} y1={half} x2={half * 0.7} y2={-half} />
<line x1={-half} y1={half * 0.7} x2={half} y2={-half * 0.2} />
</g>
{/if}
{:else}
<circle cx="0" cy="0" r={12 * wizardScale(p.id)} fill={playerColor(p.id)} stroke="#2b2218" stroke-width="2" />
<text x="0" y="4" class="wizard-label">{p.id[0]?.toUpperCase()}</text>
{/if}
{#if p.carriedTreasureId}
<circle cx={CELL * 0.26} cy={CELL * 0.26} r={5} class="carried" />
{/if}
</g>
</g>
{/each}
<!-- creatures: identity-keyed movers, fanned when several share a square -->
{#each view.creatures as c (c.id)}
{@const cGroup = creaturesByCell.get(`${c.position.x},${c.position.y}`) ?? [c]}
{@const ci = cGroup.findIndex((q) => q.id === c.id)}
{@const ccx = c.position.x * CELL + CELL * 0.72 - (cGroup.length > 1 ? ci * CELL * 0.26 : 0)}
{@const ccy = c.position.y * CELL + CELL * 0.7}
<g class="mover" class:snap={snapsTo(`c:${c.id}`, ccx, ccy)} style={`transform: translate(${ccx}px, ${ccy}px)`}>
<g
role="button" tabindex="-1" class="creature"
onclick={(ev) => { ev.stopPropagation(); if (peekFired) { peekFired = false; return; } onCreatureClick?.(c.id); }}
onpointerdown={() => pressCell(c.position)}
onpointerup={releasePress}
onpointerleave={releasePress}
onkeydown={() => {}}
>
{#if USE_TOKEN_ART && CREATURE_ART[c.kind]}
<image
href={tokenArt(CREATURE_ART[c.kind]!, "creatures")}
x={-CELL * 0.26} y={-CELL * 0.26}
width={CELL * 0.52} height={CELL * 0.52}
preserveAspectRatio="xMidYMid slice"
class="token-art hit"
class:selected-art={c.id === selectedCreatureId}
>
<title>{c.kind} ({c.controllerId}) {c.damage}/{Number.isFinite(c.maxDamage) ? c.maxDamage : "∞"} dmg</title>
</image>
<rect
x={-CELL * 0.26} y={-CELL * 0.26}
width={CELL * 0.52} height={CELL * 0.52}
class="creature-ring"
class:selected={c.id === selectedCreatureId}
stroke={playerColor(c.controllerId)}
/>
{:else}
<rect
x={-10} y={-10} width={20} height={20} rx="3"
transform="rotate(45 0 0)"
class="creature-body"
class:selected={c.id === selectedCreatureId}
stroke={playerColor(c.controllerId)}
>
<title>{c.kind} ({c.controllerId}) {c.damage}/{Number.isFinite(c.maxDamage) ? c.maxDamage : "∞"} dmg</title>
</rect>
<text x="0" y="4" class="creature-label">{c.kind === "fire-imp" ? "I" : c.kind === "democratic-monster" ? "D" : c.kind[0]?.toUpperCase()}</text>
{/if}
</g>
</g>
{/each}
<!-- edge selection hitboxes -->
{#each edgeHitboxes as h (`${h.cell.x},${h.cell.y},${h.side}`)}
<rect
x={h.x} y={h.y} width={h.w} height={h.h}
class="edge-hit"
role="button" tabindex="-1"
onclick={(ev) => { ev.stopPropagation(); onEdgeClick?.(h.cell, h.side); }}
onkeydown={() => {}}
/>
{/each}
<!-- targeting aid: ineligible squares fall into shadow -->
{#if litCells}
{#each Object.keys(view.board.cells) as key (key)}
{#if !litCells.has(key)}
{@const dx = Number(key.split(",")[0])}
{@const dy = Number(key.split(",")[1])}
<rect x={dx * CELL} y={dy * CELL} width={CELL} height={CELL} class="dim-cell" />
{/if}
{/each}
{/if}
<!-- spell flourishes: one sprite component per effect (src/fx-sprites/) -->
<g class="fx-layer" aria-hidden="true">
{#each effects ?? [] as fx (fx.id)}
{@const Sprite = FX_SPRITES[fx.kind]}
<Sprite fx={fx as never} />
{/each}
</g>
</svg>
<style>
.board {
-webkit-touch-callout: none;
-webkit-user-select: none;
user-select: none;
touch-action: manipulation;
width: 100%;
max-width: 680px;
background: #e3dcc7;
border: 7px solid #2b2218;
border-radius: 3px;
box-shadow:
0 0 0 2px #b7ad92,
0 12px 34px rgba(0, 0, 0, 0.6);
}
.floor {
fill: #e3dcc7;
stroke: #b7ad92;
stroke-width: 1.1;
stroke-dasharray: 4 2.5;
cursor: pointer;
}
.floor:hover { fill: #efe8d2; }
.wall {
fill: #f2ecd8;
stroke: #2b2218;
stroke-width: 1.6;
}
.door {
fill: #8b5a2b;
stroke: #2b2218;
stroke-width: 1.4;
rx: 2;
}
/* Lock removed: pale, an open doorway forever. */
.door.removed { fill: #d4bd8e; }
/* Lock jammed: near-black, sealed. */
.door.jammed { fill: #3a2a18; stroke: #14100b; }
/* Picked or keyed open until end of turn. */
.door.ajar { fill: #d4bd8e; stroke-dasharray: 5 3; }
.firewall {
fill: #d0342c;
stroke: #7c1a14;
stroke-width: 1.2;
animation: firewall-lick 1.1s ease-in-out infinite alternate;
}
@keyframes firewall-lick {
from { fill: #d0342c; filter: drop-shadow(0 0 2px rgba(255, 120, 20, 0.5)); }
to { fill: #ef6c3a; filter: drop-shadow(0 0 6px rgba(255, 140, 30, 0.9)); }
}
.stone { fill: #6a6458; stroke: #3a362e; stroke-width: 2; }
.bush { fill: #2e7d32; stroke: #1b4d1e; stroke-width: 2; }
.rose { fill: #2e7d32; stroke: #b0245a; stroke-width: 3; }
.ooze { fill: #58a12b; opacity: 0.85; }
.slime { fill: #8ec52e; opacity: 0.85; }
.dust { fill: #9b9184; opacity: 0.75; }
.pit { fill: #171512; }
.tacks { font-size: 15px; text-anchor: middle; fill: #444; }
.safe { fill: #7d8894; stroke: #2f3844; stroke-width: 2; }
.trap-token { fill: #513c22; stroke: #201709; stroke-width: 1.5; }
.trap-real { stroke: #d3352b; stroke-width: 2.5; }
.dimwarp { fill: none; stroke: #5b3f9e; stroke-width: 3.5; stroke-dasharray: 4 3; }
.token-art {
filter: drop-shadow(0.5px 1.5px 1.5px rgba(10, 8, 4, 0.5));
pointer-events: none;
}
.token-art.hit { pointer-events: auto; cursor: pointer; }
.creature-ring, .wizard-ring {
fill: none;
stroke-width: 2.5;
pointer-events: none;
}
.creature-ring.selected { stroke-width: 4; stroke-dasharray: 5 3; }
.ground-object { fill: #a6812e; stroke: #4a3a10; stroke-width: 1; }
.illusion { stroke: #7a6f9a; stroke-width: 4; stroke-dasharray: 6 5; opacity: 0.7; }
.creature { cursor: pointer; }
.creature-body { fill: #3b3428; stroke-width: 2.5; }
.creature-body.selected { fill: #6b5a34; }
.creature-label { font-size: 11px; font-weight: bold; fill: #f4ead2; text-anchor: middle; pointer-events: none; }
/* Decorative shapes never eat clicks — the floor rect beneath handles them. */
.home-star, .stone, .bush, .rose, .ooze, .slime, .dust, .pit, .tacks, .safe,
.dimwarp, .treasure-g, .treasure, .treasure-swirl, .treasure-core {
pointer-events: none;
}
.home-star { stroke: #2b2218; stroke-width: 1.4; opacity: 0.92; }
.treasure { stroke: #2b2218; stroke-width: 1.3; }
.treasure-swirl { fill: none; stroke: #2b2218; stroke-width: 1.2; stroke-dasharray: 5 2.2; }
.treasure-core { fill: #2b2218; }
.warp { font-size: 14px; text-anchor: middle; fill: #2b2218; font-weight: bold; opacity: 0.65; pointer-events: none; }
.warp-g { cursor: pointer; }
.warp-hit { fill: transparent; }
.warp-g:hover .warp-hit { fill: rgba(43, 34, 24, 0.12); }
.warp-g.standing .warp-hit {
fill: rgba(46, 125, 50, 0.25);
stroke: #2e7d32;
stroke-width: 2;
}
.warp-g.standing .warp { opacity: 1; }
.warp-letter {
font-family: "Oswald", sans-serif;
font-size: 10px;
font-weight: 600;
text-anchor: middle;
fill: #6a5c44;
pointer-events: none;
}
.dim-cell {
fill: rgba(12, 9, 5, 0.55);
pointer-events: none;
}
.marked-cell {
fill: rgba(211, 133, 43, 0.18);
stroke: #d3852b;
stroke-width: 2.5;
stroke-dasharray: 7 4;
pointer-events: none;
animation: warp-pulse 1.6s ease-in-out infinite;
}
.marked-count {
font-family: "Oswald", sans-serif;
font-size: 15px;
font-weight: 600;
fill: #d3852b;
pointer-events: none;
}
.marked-sector {
fill: rgba(211, 133, 43, 0.12);
stroke: #d3852b;
stroke-width: 3;
stroke-dasharray: 10 6;
pointer-events: none;
animation: warp-pulse 1.6s ease-in-out infinite;
}
.ghost-slot {
fill: rgba(122, 162, 122, 0.10);
stroke: #7aa27a;
stroke-width: 2.5;
stroke-dasharray: 10 6;
cursor: pointer;
animation: warp-pulse 1.6s ease-in-out infinite;
}
.ghost-slot:hover { fill: rgba(122, 162, 122, 0.22); }
.fx-layer { pointer-events: none; }
.mover { transition: transform 260ms cubic-bezier(0.25, 0.8, 0.35, 1); }
.mover.snap { transition: none; }
/* --- persistent ambiance: ongoing spells wear their look ------------ */
.token-art.ghosted { opacity: 0.4; animation: ghost-breathe 2.6s ease-in-out infinite; }
@keyframes ghost-breathe { 50% { opacity: 0.22; } }
.token-art.stone-gazed { filter: grayscale(0.9) brightness(0.8); }
.webbing line {
stroke: rgba(220, 218, 205, 0.85);
stroke-width: 1.6;
pointer-events: none;
}
.fx-dust { fill: rgba(160, 150, 130, 0.75); animation: fx-drift 0.7s ease-out forwards; }
.fx-dust.late { animation-delay: 0.09s; }
.fx-dust.later { animation-delay: 0.17s; }
@keyframes fx-fade { 70% { opacity: 1; } 100% { opacity: 0; } }
@keyframes fx-flicker {
0% { opacity: 0; } 15% { opacity: 1; } 40% { opacity: 0.3; }
60% { opacity: 1; } 100% { opacity: 0; }
}
@keyframes fx-ring {
0% { opacity: 0.95; transform: scale(1); }
100% { opacity: 0; transform: scale(5); }
}
@keyframes fx-ring-small {
0% { opacity: 0.9; transform: scale(1); }
100% { opacity: 0; transform: scale(2.6); }
}
@keyframes fx-shield-pulse {
0% { opacity: 0; transform: scale(0.6); }
30% { opacity: 1; transform: scale(1.1); }
60% { transform: scale(0.95); }
100% { opacity: 0; transform: scale(1.15); }
}
@keyframes fx-drop {
0% { opacity: 0.9; transform: translateY(0); }
100% { opacity: 0; transform: translateY(-14px); }
}
@keyframes fx-drift {
0% { opacity: 0.8; transform: translateY(0) scale(1); }
100% { opacity: 0; transform: translateY(-10px) scale(1.8); }
}
@keyframes fx-pow-hit {
0% { opacity: 0; transform: scale(0.3) rotate(-15deg); }
25% { opacity: 1; transform: scale(1.25) rotate(5deg); }
55% { transform: scale(1) rotate(0deg); }
100% { opacity: 0; transform: scale(1.05); }
}
@keyframes fx-claw-rake {
0% { opacity: 0; transform: translateY(-6px); }
20% { opacity: 1; }
100% { opacity: 0; transform: translateY(6px); }
}
@keyframes fx-swallow {
0% { opacity: 0.95; transform: scale(1) rotate(0deg); }
100% { opacity: 0; transform: scale(0.05) rotate(50deg); }
}
@keyframes fx-spin {
0% { opacity: 0; transform: rotate(0deg) scale(0.5); }
30% { opacity: 1; }
100% { opacity: 0; transform: rotate(90deg) scale(1.1); }
}
.warp-dest {
fill: none;
stroke: #2e7d32;
stroke-width: 2.5;
stroke-dasharray: 7 4;
pointer-events: none;
animation: warp-pulse 1.6s ease-in-out infinite;
}
@keyframes warp-pulse {
0%, 100% { opacity: 0.9; }
50% { opacity: 0.35; }
}
@media (prefers-reduced-motion: reduce) {
.marked-cell, .marked-sector, .ghost-slot, .warp-dest { animation: none; }
.fx-layer { display: none; }
.firewall, .token-art.ghosted { animation: none; }
.mover { transition: none; }
}
.wizard { cursor: pointer; }
.wizard-label {
font-family: "Oswald", sans-serif;
font-size: 13px; font-weight: 600; fill: #f4ead2;
text-anchor: middle; pointer-events: none;
}
.carried { fill: gold; stroke: #111; stroke-width: 1; }
.crack {
stroke: #efe8d4;
stroke-width: 2;
stroke-dasharray: 3 5;
stroke-linecap: round;
pointer-events: none;
}
.edge-hit { fill: rgba(30, 120, 240, 0.15); cursor: crosshair; }
.edge-hit:hover { fill: rgba(30, 120, 240, 0.5); }
</style>