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2 commits

Author SHA1 Message Date
Erik
a59296867d fix(v2): player zoom + dot blink + version + sidebar links + dungeon radar + rare emojis
1. Player click → zoom: clicking a player in sidebar or on map dot
   zooms to their position at 3x zoom, centered on screen. Click
   again to deselect. Uses direct DOM transform (no React state).

2. Selected dot blink: selected player dot gets 10px size + blink
   animation (0.6s step-end infinite) matching v1's .dot.highlight.

3. Version display: fetches /api-version on mount, shows "vX.Y.Z"
   in small text positioned just right of sidebar (fixed, top: 6px).

4. Missing sidebar buttons: added Combat Stats (⚔️) alongside
   existing Issues (📋) and Vital Sharing (🤝) in SidebarWindowButtons.

5. Rare notification: added 🎆 emojis to "LEGENDARY RARE!" title
   matching v1's notification text.

6. Dungeon map in radar — verbatim port from v1 lines 3596-3930:
   - loadDungeonTiles(): fetches dungeon_tiles.json, processes each
     tile image (color remap: UB source colors → display colors,
     white → transparent, black → semi-transparent)
   - cellRotation(): maps rotation values to radians (v1's exact logic)
   - Dungeon rendering: sorts z_levels (current floor on top at 85%
     opacity, others at 12%), draws each cell with per-cell rotation,
     uses processed tile canvases or colored rectangle fallback
   - Requests dungeon map via WebSocket when radar detects dungeon
   - Caches dungeon maps on window.__dungeonMapCache
   - Overworld map: fixed srcSize calculation to use range * pixPerCoord

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-13 12:04:27 +02:00
Erik
de7b547349 feat(v2): Phases 2-6 — trails, heatmap, portals, windows, effects
Phase 2 — Map overlays:
- TrailsSVG: SVG polylines per character from /trails, polled 2s
- HeatmapCanvas: canvas radial gradients from /spawns/heatmap
- PortalMarkers: emoji markers from /portals
- Sidebar toggles for heatmap and portals

Phase 3 — Draggable windows:
- WindowManagerContext: z-index stack for open windows
- DraggableWindow: generic shell with drag-header, close btn, z-stack
- ChatWindow: color-coded messages + input form (1000 msg buffer)
- CharacterWindow: combat stats with monster damage table
- InventoryWindow: item table with material/set/AL/dmg/workmanship
- WindowRenderer: reads context, renders all open windows
- Action buttons (Chat/Stats/Inv/Char/Radar) now open windows

Phase 4 — Window types share same DraggableWindow shell with
character-specific content. Combat stats and inventory via API.

Phase 5 — Effects:
- RareNotification: slide-in/slide-out banner with gold border
- Fireworks: 30-particle explosion with CSS custom property animation
- Notification queue with 6s display + 0.5s exit animation

Phase 6 — Polish:
- Window header uses modern blue gradient (not solid purple)
- Chat uses monospace font
- All overlay layers properly stacked (heatmap → trails → dots → portals)
- Mobile: sidebar stacks above map at 768px breakpoint
- Chat messages tracked per-character in useLiveData

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-12 15:58:58 +02:00