diff --git a/js/scenes/GameScene.js b/js/scenes/GameScene.js index 539f7d5..f678a68 100644 --- a/js/scenes/GameScene.js +++ b/js/scenes/GameScene.js @@ -2495,6 +2495,20 @@ export class GameScene extends Phaser.Scene { const cam = this.cameras.main; const view = { left: cam.scrollX, top: cam.scrollY, w: this.scale.width, h: this.scale.height }; + // COMBAT LIVE (a hostile up, or a wave run in flight — + // this.combat.active, the same predicate that raises the combat bar): + // the edge ARROWS and name BOXES yield to the fight — the combat + // chrome (threat markers, off-screen hostile arrows, the kill feed) + // owns the screen edge while the player is shooting, and the nav + // chips would only compete with it. refresh([]) retires the entries; + // the first non-combat frame re-feeds them — the target set is + // recomputed here every frame, so nothing is lost (a mid-fight + // discovery still pings above; only the compass display steps aside). + if (this.combat?.active) { + this.compass.refresh([], view, this.scale.width, this.scale.height, time, delta, this.ship); + return; + } + // The active route's NEXT STOP. In an intermediate system it is that // system's jump gate toward the destination (routeNextGate); in the // DESTINATION system it is the destination OBJECT itself (the last hop