import Phaser from '../vendor/phaser.js'; import { config } from '../config/Config.js'; import { toColor, toCss } from '../utils/Color.js'; import { fontStack, themeColor } from '../utils/Theme.js'; import { CyberShape } from './CyberShape.js'; const FONT_FALLBACK = "'Segoe UI', 'Helvetica Neue', Arial, sans-serif"; const ARROW_KEY = '__compass_arrow'; const TAU = Math.PI * 2; /** * The off-screen compass: for every DISCOVERED object that is currently * off-screen, a themed arrow sits on the screen edge pointing at it, with * a cut-corner chip beside it carrying the object's TYPE and NAME (if it * has one). This is how the player finds their way back to worlds they've * already found while exploring the rest of the system. * * Visual language = the shared cyberpunk set (data/theme.json + * CyberShape): neon chevron arrows with a soft glow pass over a dark * fill, speed ticks streaming behind, a slow beacon pulse — and a dim * cut-corner readout chip (neon type label, ink name). * * FAR targets (the ship more than game.discovery.compass.farDistance px * away) get a quieter display: the arrow shrinks (farArrowScale) and the * readout chip folds to a small text-less box (smallBox) — still in the * target's own color, so the type reads by hue. Hovering the small box * expands it back to the full readout (and the arrow back to full) and * keeps it there while the pointer is over it — the player can still * read and autopilot a far object without the far chrome competing with * nearby ones; hovering off folds it back in (while it's still far). * Both transitions ask a little INTENT first (ms, config): * the expand waits expandDelay after the pointer enters (a quick flick * over the box doesn't pop it), and the fold-back waits collapseDelay * after the pointer leaves (a stray exit doesn't yank it down — hover * back within the grace and it stays up). * * The geometry helpers are PURE and exported for Node testing * (dev/discovery.test.mjs): * edgeAnchor(w, h, inset, angle) — where the center-out ray meets the * screen-edge rect (inset from border) * circleInView(x, y, r, view) — is a circle (fully or partly) on screen * lerpAngle(a, b, k) — shortest-arc angle easing * isFarTarget(t, ship, farDist) — the compact-display rule (distance > far) * syncEntryMode(e, now, far) — the per-frame FAR/hover-intent verdict * ('expand' | 'collapse' | null) * * Component usage: * const compass = new DiscoveryCompass(scene, { * onSelect: (id) => {...}, // clicking a name tag (autopilot seam) * reserveBottom: 104, // keep arrows/chips out of a bottom UI strip * }); * compass.refresh(targets, view, w, h, time, delta, ship); * targets — [{ id, x, y, radius, typeLabel, name? }] (world coords) * view — { left, top, w, h } the camera's world-space view rect * ship — the ship's world position; drives the FAR display * * Autopilot: each chip (type + name tag) is a button — hover brightens * its edge, press flashes it and pops the arrow — and fires `onSelect(id)`; * the scene decides what "go there" means (GameScene.autopilotTo sends the * ship to the object's keep-out rim). */ export class DiscoveryCompass extends Phaser.GameObjects.Container { constructor(scene, o = {}) { super(scene, 0, 0); scene.add.existing(this); // v4 quirk: new'd objects are not on the display list this.setScrollFactor(0); // UI — pinned to the screen this.setDepth(40); // above the HUD dossier (30) const cfg = config.get('game.discovery.compass', {}); this.inset = cfg.edgeInset ?? 26; // arrow line, px in from the border this.minSeparation = cfg.minSeparation ?? 130; // px kept between arrows // FAR display (targets farther than farDistance px from the ship): // the arrow shrinks to farArrowScale and the chip folds to a smallBox // square with no text — hovering the small box expands it back to the // full readout (onChipOver). smallHitSlack keeps the small box a // comfortable hover/click target (px around it). this.farDistance = cfg.farDistance ?? 5120; this.farArrowScale = cfg.farArrowScale ?? 0.6; this.smallBox = Math.max(12, cfg.smallBox ?? 26); this.smallHitSlack = Math.max(0, cfg.smallHitSlack ?? 16); // Hover INTENT (ms) on the small box: the expand waits expandDelay // after pointer-enter, the fold-back waits collapseDelay after // pointer-leave (hover back within the grace and it stays expanded). this.expandDelay = Math.max(0, cfg.expandDelay ?? 300); this.collapseDelay = Math.max(0, cfg.collapseDelay ?? 400); /** @type {Map} target id → entry (arrow, chip, angle…) */ this.entries = new Map(); // Autopilot seam: clicking a chip calls this with the target's id — // the scene decides what "go there" means (see GameScene.autopilotTo). this.onSelect = typeof o.onSelect === 'function' ? o.onSelect : null; // Screen strip reserved for other UI (the command deck at the bottom): // arrows + chips are laid out in the remaining rect, so a name tag is // never buried under the deck. this.reserveBottom = Math.max(0, o.reserveBottom ?? 0); } /** * Reconcile + move the arrows. Call once per frame with the CURRENT * off-screen discovered set (the scene computes it — see GameScene). * `ship` (the ship's world position) drives the FAR display — targets * farther than farDistance px from it fold to the compact chip + * shrunken arrow (isFarTarget) until the player hovers them. */ refresh(targets, view, w, h, time, delta, ship = null) { const farFor = (t) => isFarTarget(t, ship, this.farDistance); // Reconcile: create entries for new targets, retire the rest. const seen = new Set(targets.map((t) => t.id)); for (const t of targets) { if (!this.entries.has(t.id)) this.entries.set(t.id, this.makeEntry(t, farFor(t))); } for (const [id, e] of [...this.entries]) { if (!seen.has(id)) { e.arrow.destroy(); e.chipRoot.destroy(); this.entries.delete(id); } } if (this.entries.size === 0) return; const dt = Math.min(delta, 64) / 1000; // Layout strip: the reserved bottom UI (the command deck) is removed, // so arrows + chips never end up buried under it. const sh = Math.max(80, h - this.reserveBottom); const cx = w / 2; const cy = h / 2; // direction still points from the TRUE screen center // Ease each arrow toward its object (shortest arc, no long-way sweep). const k = 1 - Math.exp(-9 * dt); for (const t of targets) { const e = this.entries.get(t.id); const sx = t.x - view.left; // screen coords (the game never zooms) const sy = t.y - view.top; const desired = Math.atan2(sy - cy, sx - cx); e.angle = e.angle === null ? desired : lerpAngle(e.angle, desired, k); } // Keep arrows from stacking where the objects cluster in one direction. separateAngles(targets.map((t) => this.entries.get(t.id)), w, sh, this.inset, this.minSeparation, cx, sh / 2); for (const t of targets) { const e = this.entries.get(t.id); // FAR display (ship beyond farDistance): compact chip + shrunken // arrow, with a little INTENT around the hover switch — the expand // waits expandDelay after pointer-enter and the fold-back waits // collapseDelay after pointer-leave (syncEntryMode drives it). const action = syncEntryMode(e, time, farFor(t)); if (action === 'expand') this.setMode(e, 'full'); else if (action === 'collapse') this.setMode(e, 'small'); const a = edgeAnchor(w, sh, this.inset, e.angle); const dx = Math.cos(e.angle); const dy = Math.sin(e.angle); // The arrow's tip sits on the edge line (inset from the border) and // points outward; its body + speed ticks extend inward. (Local tip // offset TIP, tail offset TAIL — see ensureArrowTexture.) const TIP = 25; const TAIL = 28; e.arrow.setX(a.x - dx * TIP).setY(a.y - dy * TIP).setRotation(e.angle); // Chip: just inside the arrow's tail, centered on the ray, clamped // so it never leaves the screen. The chip's leading half is its // half-width (edge arrows) or half-height (top/bottom arrows). The // tail gap scales with the arrow's mode (a shrunken far arrow sits // closer to the edge line, and the chip follows it). const halfLead = Math.abs(dx) >= Math.abs(dy) ? e.w / 2 : e.h / 2; const lead = (TIP + TAIL) * e.arrowScale + 8 + halfLead; const px = clampNum(a.x - dx * lead, e.w / 2 + 6, w - e.w / 2 - 6); const py = clampNum(a.y - dy * lead, e.h / 2 + 6, sh - e.h / 2 - 6); e.chipRoot.setPosition(px, py); // Slow beacon pulse, staggered per object. e.arrow.setAlpha(0.8 + 0.2 * Math.sin(time * 0.004 + e.phase)); } } /** Build the arrow + readout chip for one target. `far` starts it in * the compact display (no full-size flash on the first frame). */ makeEntry(t, far = false) { const scene = this.scene; const fam = fontStack('body', FONT_FALLBACK); // Per-target accent: a target may carry its own color (asteroid // clusters — data/asteroids.json → compassColor, light gray; planets // — data/planets.json, green; stations — data/stations.json, red) and // the arrow + chip use it; anything without one keeps the theme's // neon cyan. const neon = t.color ? toColor(t.color) : themeColor('neon', 0x00e5ff); const ink = themeColor('ink', 0xeaf6ff); const fill = toColor(config.get('theme.colors.panel', '#0a1120')); const typeLabel = (t.typeLabel ?? 'OBJECT').toUpperCase(); const nameLabel = t.name ? String(t.name).toUpperCase() : ''; // Text is measured first (canvas fonts), then the chip is cut to fit. const typeText = scene.add .text(0, 0, typeLabel, { fontFamily: fam, fontSize: '10px', color: toCss(neon), letterSpacing: 2 }) .setOrigin(0, 0.5); let nameText = null; if (nameLabel) { nameText = scene.add .text(0, 0, nameLabel, { fontFamily: fam, fontSize: '13px', color: toCss(ink), letterSpacing: 1 }) .setOrigin(0, 0.5); } const padX = 13; const gap = 2; const typeW = typeText.width; const typeH = typeText.height; const nameW = nameText ? nameText.width : 0; const nameH = nameText ? nameText.height : 0; const w = Math.max(typeW, nameW) + padX * 2; const h = typeH + nameH + gap + 13; const total = typeH + nameH + gap; const x0 = -w / 2 + padX; // left-aligned readout, vertically centered typeText.setPosition(x0, -total / 2 + typeH / 2); if (nameText) nameText.setPosition(x0, -total / 2 + typeH + gap + nameH / 2); const chip = scene.add.graphics(); // painted below, once `e` exists // MenuButton pattern: build the Container by hand, then add the pieces. const chipRoot = new Phaser.GameObjects.Container(scene, 0, 0); scene.add.existing(chipRoot); chipRoot.setScrollFactor(0); // UI — pinned to the screen chipRoot.setDepth(40); // with the compass (above the HUD dossier) chipRoot.add(chip); chipRoot.add(typeText); if (nameText) chipRoot.add(nameText); // Texture FIRST: in v4 an image bound to a not-yet-existing key keeps // the __MISSING texture forever, even after the key is generated. ensureArrowTexture(scene); const arrow = scene.add.image(0, 0, ARROW_KEY); arrow.setTint(neon); // the texture is baked white; tint per target arrow.setScrollFactor(0); // UI — pinned to the screen arrow.setDepth(40); // Stagger the pulse so a row of arrows doesn't blink in unison. let phase = 0; for (const ch of String(t.id)) phase = (phase * 31 + ch.charCodeAt(0)) % 997; // FAR from the ship? Start in the compact display (small text-less // chip + shrunken arrow) so the first frame isn't a full-size flash. const small = far === true; const e = { arrow, chipRoot, chip, typeText, nameText, baseW: w, baseH: h, // the full readout's size (mode 'full') w: small ? this.smallBox : w, h: small ? this.smallBox : h, mode: small ? 'small' : 'full', far: small, // last computed (refresh() re-checks each frame) hovered: false, expandAt: null, // game-clock deadline of a pending expand (intent) collapseAt: null, // game-clock deadline of a pending fold-back (grace) arrowScale: small ? this.farArrowScale : 1, neon, fill, angle: null, phase: phase * 0.063, }; this.drawChip(e, false); if (small) { typeText.setAlpha(0); if (nameText) nameText.setAlpha(0); arrow.setScale(e.arrowScale); } // Autopilot: the name tag is a button — hover brightens the chip's // edge, press flashes it and pops the arrow — then onSelect(id) hands // the target to the scene (GameScene sends the ship there). A SMALL // chip first hovers into its full readout (onChipOver) — the player // sees the type + name, then presses. if (this.onSelect) { // v4 quirk (same rule as ActionBar.buildSlots): hit-testing uses the // object's OWN scrollFactor — the chip must be screen-fixed in input // space too, or clicks miss it once the camera has scrolled. chip.setScrollFactor(0); this.setChipHit(e); chip.on('pointerover', () => this.onChipOver(e)); chip.on('pointerout', () => this.onChipOut(e)); chip.on('pointerdown', () => this.pressChip(e, t.id)); } return e; } /** Does (px, py) — screen coords — fall on one of the name-tag chips? * The scene uses this to keep click-to-fly away from chip clicks (a * chip click is an autopilot, not a fly-here). */ contains(px, py) { for (const e of this.entries.values()) { // e.hitHalfX/Y cover the chip's CURRENT mode (a small chip keeps a // generous hit slack so a near-miss click doesn't fly the ship); // hand-built test entries fall back to the old +6 hover slack. const hx = e.hitHalfX ?? (e.w / 2 + 6); const hy = e.hitHalfY ?? (e.h / 2 + 6); const dx = Math.abs(px - e.chipRoot.x); const dy = Math.abs(py - e.chipRoot.y); if (dx <= hx && dy <= hy) return true; } return false; } /** Paint the chip for its CURRENT mode (full readout, or the small * text-less box) + hover state — no animation (setMode animates). */ drawChip(e, hover) { const small = e.mode === 'small'; e.chip.clear(); CyberShape.draw(e.chip, e.w, e.h, { notch: small ? 5 : Math.min(8, e.h * 0.3), fill: e.fill, fillAlpha: 0.86, stroke: e.neon, strokeAlpha: hover ? 1 : 0.55, lineWidth: 1.5, glow: e.neon, glowAlpha: hover ? 0.5 : 0.16, }); } /** Paint + the little hover pop (the hover tick). */ paintChip(e, hover) { if (hover) this.scene.playSfx?.('ui_hover'); // the hover tick (the scene is the voice) this.drawChip(e, hover); this.scene.tweens.add({ targets: e.chipRoot, scale: hover ? 1.05 : 1, duration: 130, ease: 'Sine.easeOut' }); } /** Switch a chip between the full readout and the small box: the text * fades, the arrow rescales to its mode, and the chip lands with a * small pop (skipped when animate=false — creation and the Node test). * The pointer state (hovered) is kept across the switch. */ setMode(e, mode, animate = true) { e.mode = mode; const small = mode === 'small'; e.w = small ? this.smallBox : e.baseW; e.h = small ? this.smallBox : e.baseH; e.arrowScale = small ? this.farArrowScale : 1; this.setChipHit(e); this.drawChip(e, e.hovered); const textA = small ? 0 : 1; if (!animate) { for (const tt of [e.typeText, e.nameText]) if (tt) tt.setAlpha(textA); e.arrow.setScale(e.arrowScale); return; } for (const tt of [e.typeText, e.nameText]) { if (tt) this.scene.tweens.add({ targets: tt, alpha: textA, duration: 130, ease: 'Sine.easeOut' }); } this.scene.tweens.add({ targets: e.arrow, scale: e.arrowScale, duration: 160, ease: 'Sine.easeOut' }); e.chipRoot.setScale(1.16); // land pop this.scene.tweens.add({ targets: e.chipRoot, scale: 1, duration: 160, ease: 'Sine.easeOut' }); } /** The chip's hit rectangle for its CURRENT mode — the small box keeps * a comfortable slack around it so the hover-expand target isn't a * 26 px pixel hunt. (v4: re-calling setInteractive on an object that * already has input only flips `enabled` — the hitArea must be * swapped in place.) */ setChipHit(e) { const slack = e.mode === 'small' ? this.smallHitSlack : 0; const hw = e.w / 2 + slack; const hh = e.h / 2 + slack; const rect = new Phaser.Geom.Rectangle(-hw, -hh, hw * 2, hh * 2); const cb = (p, px, py) => Phaser.Geom.Rectangle.Contains(p, px, py); if (e.chip.input) { e.chip.input.hitArea = rect; e.chip.input.hitAreaCallback = cb; } else { e.chip.setInteractive({ useHandCursor: true, hitArea: rect, hitAreaCallback: cb }); } // contains() slack: the hover pop (1.05) around the hit rect. e.hitHalfX = hw + 6; e.hitHalfY = hh + 6; } /** Hover IN: a small (far) chip EARNs its expansion — the box brightens * now, and the full readout lands once the pointer has rested for * expandDelay ms (syncEntryMode fires it); a quick flick over doesn't * pop it. Any pending fold-back is cancelled (the intent changed). * A full chip just brightens. */ onChipOver(e) { e.hovered = true; e.collapseAt = null; // the pointer came back — stay up if (e.mode === 'small') e.expandAt = (this.scene.time?.now ?? 0) + this.expandDelay; this.paintChip(e, true); } /** Hover OUT: a quick exit doesn't yank an expanded chip down — the fold * waits collapseDelay ms (the grace); hover back within it and the * chip stays expanded (the player means to read/click it). A small * chip that never expanded just repaints itself un-hovered. */ onChipOut(e) { e.hovered = false; e.expandAt = null; // the pointer left before the expand earned itself if (e.mode === 'full' && e.far) { e.collapseAt = (this.scene.time?.now ?? 0) + this.collapseDelay; return; } this.paintChip(e, false); } /** Press feedback, then the autopilot callback. */ pressChip(e, id) { this.scene.playSfx?.('ui_click'); // the click tick (the scene is the voice) e.chipRoot.setAlpha(0.55); this.scene.tweens.add({ targets: e.chipRoot, alpha: 1, duration: 260, ease: 'Sine.easeOut' }); this.scene.tweens.add({ targets: e.arrow, scale: e.arrowScale * 1.3, duration: 110, yoyo: true, ease: 'Sine.easeOut' }); if (this.onSelect) this.onSelect(id); } } // ---------------------------------------------------------------------- // Pure geometry (no Phaser) — exported for dev/discovery.test.mjs // ---------------------------------------------------------------------- /** v4-safe local clamp (no Phaser.Math dependency in the pure path). */ function clampNum(v, lo, hi) { return Math.min(hi, Math.max(lo, v)); } function wrapPI(a) { const t = ((((a + Math.PI) % TAU) + TAU) % TAU); return t - Math.PI; } /** * FAR display rule: is the target more than `farDistance` px from the * ship? (the compass folds far targets to the compact chip + shrunken * arrow until hovered). No ship, or farDistance off (≤ 0) ⇒ never far. * * `t.alwaysFull` overrides the distance rule: a target flagged this way * (the ROUTE's orange next-gate) stays at the full readout — arrow at * scale 1, type + name text visible — no matter how far it is, so the * "where to fly next" marker never folds into a text-less box. */ export function isFarTarget(t, ship, farDistance) { if (!t || !ship || farDistance <= 0) return false; if (t.alwaysFull === true) return false; // always prominent (route waypoint) return Math.hypot(t.x - ship.x, t.y - ship.y) > farDistance; } /** * Per-frame FAR/hover-intent verdict for one compass entry (called from * refresh()): updates `e.far`, settles the entry to its desired display * once any pending intent window has elapsed, and RETURNS the action to * take ('expand' | 'collapse' | null) — the caller applies it (setMode), * so this stays pure of scene/tween machinery (Node-testable). * * The two intent windows: `e.expandAt` (expand after the pointer has * RESTED over the small box) and `e.collapseAt` (fold back only after the * pointer has LEFT for a moment — hover back within the grace and the * collapse is dropped). While a window is still running, no action — the * chip holds its current display. */ export function syncEntryMode(e, now, far) { e.far = far; if (e.expandAt != null) { if (now < e.expandAt) return null; // the rest is still running e.expandAt = null; return e.hovered && e.mode === 'small' ? 'expand' : null; } if (e.collapseAt != null) { if (now < e.collapseAt) return null; // the grace is still running e.collapseAt = null; return !e.hovered && e.far && e.mode === 'full' ? 'collapse' : null; } const want = e.far && !e.hovered ? 'small' : 'full'; if (e.mode === want) return null; return want === 'full' ? 'expand' : 'collapse'; } /** * Ease angle `a` toward `b` by fraction `k`, always the shortest way. */ export function lerpAngle(a, b, k) { return a + wrapPI(b - a) * clampNum(k, 0, 1); } /** * Where the ray from the screen center at `angle` (radians, screen y-down) * meets the screen-edge rect inset by `inset` px. That's where an off-screen * object's arrow goes, pointing outward along the ray. */ export function edgeAnchor(w, h, inset, angle) { const hx = Math.max(1, w / 2 - inset); const hy = Math.max(1, h / 2 - inset); const dx = Math.cos(angle); const dy = Math.sin(angle); let t = Infinity; if (Math.abs(dx) > 1e-9) t = Math.min(t, (dx > 0 ? hx : -hx) / dx); if (Math.abs(dy) > 1e-9) t = Math.min(t, (dy > 0 ? hy : -hy) / dy); if (!Number.isFinite(t)) return { x: w / 2, y: h / 2 }; return { x: w / 2 + dx * t, y: h / 2 + dy * t }; } /** * Is the circle (x, y, r) on screen — fully or partly? `view` is the * camera's world-space rect { left, top, w, h }. */ export function circleInView(x, y, r, view) { const cx = clampNum(x, view.left, view.left + view.w); const cy = clampNum(y, view.top, view.top + view.h); const dx = x - cx; const dy = y - cy; return dx * dx + dy * dy <= r * r; } /** Midpoint of the shorter arc between two angles. */ function midAngle(a, b) { return a + wrapPI(b - a) / 2; } /** * Keep arrows at least `minSep` px apart along the edge: repeatedly nudge * the angular gap of any pair that is too close. Mutates entries' `angle`. */ function separateAngles(entries, w, h, inset, minSep, cx, cy) { if (entries.length < 2 || minSep <= 0) return; for (let iter = 0; iter < 4; iter++) { let touched = false; for (let i = 0; i < entries.length; i++) { for (let j = i + 1; j < entries.length; j++) { const ai = edgeAnchor(w, h, inset, entries[i].angle); const aj = edgeAnchor(w, h, inset, entries[j].angle); const d = Math.hypot(ai.x - aj.x, ai.y - aj.y); if (d >= minSep) continue; const midA = midAngle(entries[i].angle, entries[j].angle); const midP = edgeAnchor(w, h, inset, midA); const dist = Math.max(60, Math.hypot(midP.x - cx, midP.y - cy)); const push = ((minSep - d) * 0.5) / dist; // radians closing half the gap const s1 = Math.sign(wrapPI(entries[i].angle - midA)) || 1; const s2 = Math.sign(wrapPI(entries[j].angle - midA)) || -1; entries[i].angle += (s1 * push) / 2; entries[j].angle += (s2 * push) / 2; touched = true; } } if (!touched) break; } } // ---------------------------------------------------------------------- /** * The arrow glyph, generated once per game (procedural, no assets — * same pattern as Ship.ensureTexture). A chevron head with a soft glow * pass over a dark fill, plus speed ticks streaming behind it. Points +x * (angle 0); the tip sits 25 px right of the texture center. Baked WHITE * — each arrow image is tinted per target (per-type accents from the data * files: gray clusters, green planets, red stations; anything without one * = the theme neon). */ function ensureArrowTexture(scene) { if (scene.textures.exists(ARROW_KEY)) return; const neon = 0xffffff; // white source; tinted per arrow (see makeEntry) const fill = toColor(config.get('theme.colors.panel', '#0a1120')); const W = 56; const H = 36; const head = [ { x: 53, y: 18 }, // tip { x: 12, y: 3 }, { x: 24, y: 18 }, // notch { x: 12, y: 33 }, ]; const g = scene.make.graphics({ add: false }); // Soft outer pass (the "neon glow"), then dark fill, then the sharp edge. g.lineStyle(7, neon, 0.22); g.strokePoints(head, true); g.fillStyle(fill, 0.9); g.fillPoints(head, true); g.lineStyle(2, neon, 1); g.strokePoints(head, true); // Speed ticks behind the head (stronger toward the tip). g.lineStyle(2, neon, 0.8); g.lineBetween(3, 13, 13, 16); g.lineBetween(0, 18, 15, 18); g.lineStyle(2, neon, 0.5); g.lineBetween(3, 23, 13, 20); g.generateTexture(ARROW_KEY, W, H); g.destroy(); }