Optimize large battle rendering and combat

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Horoli 2026-05-27 18:18:20 +09:00
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# Update: Focused Combat Effects In Large Battles
- When the live fighter count reaches `PERFORMANCE.LARGE_BATTLE_FIGHTER_THRESHOLD`, supplemental combat visuals are suppressed unless a meteor camera focus is active.
- Large-battle suppression covers critical-hit labels, instant-spell attack sprites, kill-heal sprites, and kill-growth tweens; damage, critical kills, healing values, and growth multipliers remain unchanged.
- Meteor/frost world-effect visuals remain visible because they establish the temporary camera focus. Projectile visuals remain active because their current objects also perform hit detection.
# Update: Dense-Area Meteor Barrage
- Fire and frost world effects now target the `WORLD_EFFECT.AREA_TILES` tile square containing the highest living-fighter density instead of a random fighter location.
- Each activation renders that large warning area, then drops `WORLD_EFFECT.IMPACT_COUNT_MIN` to `IMPACT_COUNT_MAX` smaller strikes within it. Only the smaller impact zones apply damage, frost, and lingering slow areas.
- `WORLD_EFFECT.WARNING_DURATION_MS` tunes how long the large targeting warning remains visible. `IMPACT_AREA_TILES`, `IMPACT_STAGGER_MS`, and `IMPACT_VISUAL_SCALE` tune the barrage footprint, rhythm, and sprite size, while `SIZE_SCALE_VARIANCE` randomizes individual impact scale.
- `WORLD_EFFECT.INTERVAL` delays the first barrage from match start; `WORLD_EFFECT.REPEAT_INTERVAL` controls later normal barrages, while sudden-death repetition continues to use `SUDDEN_DEATH.INTERVAL_MS`.
- Meteor screen shake scales from the same size multiplier, with base values in `WORLD_EFFECT.METEOR_SHAKE_DURATION_MS` and `WORLD_EFFECT.METEOR_SHAKE_INTENSITY`.
# Update: Direct Fighter Counts And Spawn Zones
- Live match entries interpret a suffix such as `Alice*250` as that team's assigned fighter count; entries without a suffix receive one assigned fighter.
- The former team-size inputs are removed. Presentation mode retains its fixed preview size through suffixed internal entries.
- `SPAWN.MAX_FIGHTER_COUNT` caps only fighters assigned through participant input. Slime `spawnMultiplier` and `splitOnDeath` additions are game traits and are not counted against that input cap.
- Match-start validation shows a styled fighter-cap warning card beneath the participant nickname input, emphasizes requested and allowed counts separately, and clears when names are edited or a valid match is submitted.
- For starting-zone placement, `SPAWN.FIGHTERS_PER_STARTING_ZONE` defines how many assigned fighters share each team zone.
# Update: Large Battle Performance
- Combat target acquisition now builds a per-frame spatial grid so every fighter that needs a fresh target can search nearby cells instead of scanning the full battlefield array.
- Large battle thresholds and related tuning live in `PERFORMANCE` inside `src/constants.js`, including target grid size, HUD pool size, minimap dot size, and large-battle corpse despawn delay.
- Fighter name/health HUD objects are pooled. Fighters no longer own permanent text/bar objects; selected and zoom-visible nearby fighters borrow HUD slots.
- The minimap is separated from the field camera. During live matches, `ArenaScene` draws a lightweight graphics minimap through a dedicated `minimap-hud` camera while the main camera ignores the minimap object and the HUD camera ignores field objects. Presentation/waiting mode hides the minimap.
- Dead fighter despawn switches to the large-battle delay when the current fighter count reaches `PERFORMANCE.LARGE_BATTLE_FIGHTER_THRESHOLD`.
# Update: Dead Fighter Despawn
- Dead fighters now keep their initial opacity at death, then fade out over `FIGHTER.DEAD_DESPAWN_DELAY_MS` before being removed.
- Adjust the corpse lifetime in `src/constants.js` by changing `FIGHTER.DEAD_DESPAWN_DELAY_MS`; adjust the final fade target with `FIGHTER.DEAD_DESPAWN_ALPHA`.
- Despawn uses the Phaser scene timer and a matching tween so pause/state cleanup follows the existing match lifecycle.
# Update: Team Shadow Rendering
- Team color is now represented by recoloring the built-in floor shadow pixels on each fighter spritesheet instead of rendering a duplicated `teamMarker` sprite.
- `fighterAssets.js` owns lazy team-shadow texture and animation generation for actual `skin + action + teamColor` combinations. Avoid pre-generating every team/skin/action combination because that can move the bottleneck into startup texture creation and memory use.
- `fighterFactory.js` should keep each fighter to one Phaser sprite. Name labels and health bars remain separate HUD objects, but there is no per-fighter team marker sprite to synchronize.
- `combat.js` must resolve action animations through `ensureFighterTeamAnimation()` so action changes keep the team-colored shadow.
- Frost stun uses body tint only. Do not use tint for persistent team identity.
# Agent: Arena Picker
## 0. 필수
- 작업이 완료되면 작업에 관련된 모든 문서를 업데이트한다
- 작업이 완료되면 작업과 관련된 모든 문서를 함께 업데이트한다.
- 대규모 전투, LOD, 모델/렌더 분리, 전투 워커, 서버 API를 수정할 때는 관련 `context/` 문서를 먼저 확인하고 변경 내용을 문서에 반영한다.
## 1. 프로젝트 정의
**Arena Picker**는 Phaser 3 게임 엔진과 Vite 번들러를 기반으로 구축된 **대규모 팀 전투 시뮬레이션 웹 애플리케이션**입니다. 사용자가 입력한 여러 명의 참가자(닉네임)를 바탕으로 각 참가자를 하나의 팀으로 설정하고, 지정된 인원만큼의 캐릭터를 생성하여 자동 전투를 시뮬레이션합니다.
**Arena Picker**는 Phaser 3 게임 엔진과 Vite 번들러를 기반으로 구축된 **대규모 팀 전투 시뮬레이션 웹 애플리케이션**입니다. 사용자가 입력한 여러 참가자 닉네임을 각각 하나의 팀으로 설정하고, `닉네임*N` 형식으로 지정된 인원만큼 캐릭터를 생성해 자동 전투를 시뮬레이션합니다.
서버 런타임은 Fastify를 사용하며, MongoDB 커넥션 풀을 유지해 유니크 방문자 수와 전투 사망 통계를 기록하는 간단한 통계 API를 제공합니다.
전장은 3200px 월드 크기를 유지하되 Phaser 내부 렌더 캔버스는 1280px로 낮춰 픽셀 작업량을 줄입니다. 일반 전투는 개별 Phaser Sprite와 Arcade Physics를 사용하고, 3,000명 이상 대규모 전투에서는 `FighterModel` 중심 시뮬레이션, rolling-window LOD, Web Worker 기반 후보 선정/집계 전투, HUD/이펙트 풀링을 결합해 8,000명급 전투를 처리합니다.
## 2. 프로젝트 전체 구조 (Directory Tree)
서버 런타임은 Fastify를 사용하며 MongoDB 커넥션 풀을 유지합니다. 방문자 수, 일일 운영 지표, 전투 사망 통계, About 콘텐츠를 API로 제공합니다.
## 2. 현재 아키텍처 핵심
### 2.1 FighterModel 기반 상태와 렌더 브리지
- `src/game/fighter/fighterModel.js`가 HP, 팀, 스킨, 타깃, 쿨다운, 사망/선택/성장/동결 상태, 모델 좌표를 보관하는 순수 JS 상태 객체를 만듭니다.
- `fighterFactory.js`는 실제 Phaser Sprite를 생성하고 `fighter.model` 브리지로 기존 `fighter.hp`, `fighter.team` 스타일 접근을 호환합니다.
- `fighterAdapter.js`는 위치, 거리, 방향, 이동, body enable/disable, 애니메이션, 동결 tint, arena clamp 등 Phaser Sprite 접근의 경계입니다. 전투/카메라/월드 이펙트 코드는 새로 직접 `body`, `setVelocity()`, 애니메이션 API를 만지기보다 adapter를 우선 사용합니다.
- `ArenaScene``fighterModels`, `fighterByModelId`, `fighterModelById`를 함께 유지합니다. `fighterForModelId()`는 현재 attach된 렌더 Sprite만 반환할 수 있으므로, 전투 로직은 null 가능성을 항상 고려합니다.
### 2.2 대규모 전투 렌더 LOD
- 대규모 live match는 `PERFORMANCE.LARGE_BATTLE_FIGHTER_THRESHOLD` 이상에서 render LOD를 활성화합니다.
- full-arena overview는 `PERFORMANCE.LARGE_BATTLE_SPRITE_RENDER_LIMIT`만큼 팀별 대표 Sprite를 유지하고, 나머지 생존자는 팀 색상 dot으로 표시합니다.
- zoomed, selected, spectator 시점은 rolling camera window 안의 모든 생존자를 detailed Sprite로 승격합니다. 이 경로는 더 이상 별도 zoom cap이나 buffer ratio에 묶이지 않습니다.
- `src/game/arena/fighterLodWorker.js`는 생존 fighter worker id, position, team key TypedArray를 받아 현재 match/job의 detailed id 목록만 반환합니다. Worker 실패 또는 오류 시 `resolveFighterLodDetailedSet()` 동기 경로로 fallback합니다.
- LOD 적용은 최초 활성화 때 full sync를 수행한 뒤, 이후에는 이전 detailed set과 다음 set의 차이만 attach/detach합니다.
- parked fighter는 display/update list에서 빠지고 Arcade World에서도 `world.disable()`로 제거됩니다. 재진입 시 `world.enable()` 후 모델 좌표로 body를 복구합니다.
- hidden-fighter dot redraw는 zoomed view에서 카메라 viewport와 padding 밖의 dot을 건너뛰어 `Graphics.fillRect()` 비용을 줄입니다.
### 2.3 대규모 전투 집계 시뮬레이션
- attached/detail fighter는 매 프레임 `updateFighterModel()`로 고정밀 개별 AI를 유지합니다.
- detached/offscreen fighter는 `team + cell + squad` 단위로 압축되어 coarse movement와 group DPS를 처리합니다. 기본 squad 크기는 `PERFORMANCE.LARGE_BATTLE_AGGREGATE_SQUAD_SIZE`가 제어합니다.
- `src/game/combat/aggregateCombatWorker.js`는 detached model id, position, HP, team key, 이동속도, DPS, frost flag를 Transferable TypedArray로 받아 집계 전투를 계산합니다.
- Phaser 상태 변경, death 처리, split-on-death, kill reward, scoreboard, match finish는 여전히 main thread가 소유합니다.
- Worker 결과는 match id가 일치하고 해당 model이 여전히 detached일 때만 적용합니다. 이미 attach된 fighter, 죽었거나 unregister된 stale id는 무시합니다.
- Worker 생성 실패 또는 오류 시 기존 동기 집계 전투 경로로 fallback합니다.
### 2.4 전투 및 이펙트 최적화
- target spatial index는 model 기반으로 구성하되, 대규모 전투에서는 attached/detail model 중심으로 갱신해 8,000명 전체 스캔을 줄입니다.
- stale `targetModelId`는 null-safe validation으로 정리합니다.
- instant-spell 공격 시각 효과는 texture별 sprite pool을 재사용합니다. `clearCombatObjects()`는 active pooled effect도 공통 cleanup 경로로 반환합니다.
- projectile hit detection은 projectile마다 Arcade overlap collider를 만들지 않고 line/rectangle path check와 scratch geometry를 재사용합니다.
- 대규모 전투에서 critical label, instant-spell sprite, kill-heal sprite, kill-growth tween 같은 보조 효과는 meteor camera focus 중일 때만 노출합니다. damage, heal, 성장 수치 자체는 유지됩니다.
- world effect는 랜덤 생존자 대신 생존자 밀집도가 가장 높은 tile square를 큰 경고 영역으로 잡고, 내부에 소형 화염/냉기 strike를 분산 투하합니다.
### 2.5 카메라, HUD, 서버 지표
- 대규모 live match 시작 시 full-arena 최저 줌 대신 평균 생존 위치에 가까운 fighter 주변으로 `CAMERA.LARGE_BATTLE_START_ZOOM`을 적용합니다.
- scoreboard 팀 버튼을 이미 선택된 팀에 다시 클릭하면 선택을 해제하고 full-arena view로 돌아갑니다.
- 수동 fighter/team focus와 full-arena return은 `transitionMainCameraTo()`의 Phaser `pan()`/`zoomTo()` tween을 사용합니다.
- HUD 체력바는 모든 fighter가 영구 소유하지 않고 pool에서 빌려 씁니다. selected fighter와 zoom-visible 후보만 slot을 보유하며, zoom HUD에는 fighter 이름을 표시하지 않습니다.
- live minimap은 별도 HUD camera와 `Graphics` dot overlay로 렌더링하며 `PERFORMANCE.MINIMAP_REFRESH_MS`로 redraw를 throttle합니다.
- 서버는 visitor, death stats, daily metrics, About 콘텐츠 API를 제공합니다.
## 3. 프로젝트 전체 구조 (Directory Tree)
```text
├── index.html # 메인 HTML 진입점 및 UI 레이아웃
├── package.json # 프로젝트 의존성 및 스크립트 정의 (Phaser, Vite, Fastify, MongoDB)
├── config.json # 로컬 서버/MongoDB 설정 (git ignore)
├── package.json # Phaser, Vite, Fastify, MongoDB 의존성 및 npm scripts
├── config.json.sample # 공유용 서버/MongoDB 설정 예시
├── agent.md # 프로젝트 개요 및 기능 정의 (본 문서)
├── CONTEXT.md # 상세 개발 가이드 및 로직 설명
├── agent.md # 프로젝트 개요 및 에이전트 작업 가이드
├── todo.md # 작업 내역 및 잔여 이슈 관리
├── build.sh # 배포/빌드 보조 스크립트
├── context/ # 상세 개발 가이드
│ ├── core.md # main.js, constants.js, 렌더/성능 상수, worker entrypoint
│ ├── arena.md # ArenaScene, camera, minimap, fighter render LOD
│ ├── combat.md # 전투 AI, model-only combat, aggregate combat, world effects
│ ├── fighter.md # FighterModel, adapter, factory, HUD pool, team-shadow texture
│ ├── match-ui.md # 매치 설정, spawn, HUD, kill log, victory UI
│ ├── server.md # Fastify, MongoDB, visitor/death/daily metrics/About API
│ ├── style.md # CSS 모듈, 디자인 변수, 반응형/애니메이션 규칙
│ └── refactor/
│ └── arena-scene-modularization-work-order.md
├── server/ # Fastify API 서버 및 MongoDB 연결 관리
│ ├── index.js # Fastify 서버 진입점, Vite 개발 미들웨어, 정적 배포 서빙
│ ├── config.js # config.json 로드 및 MongoDB URI 조립
│ ├── index.js # Fastify 진입점, Vite dev middleware, 정적 배포 서빙
│ ├── config.js # config.json 로드 및 MongoDB URI/컬렉션 설정
│ ├── db.js # MongoClient 커넥션 풀 생성/재사용/종료
│ ├── deathStats.js # 전투 종료 시 오늘 일자별 종족 사망 통계 누적 API
│ ├── about.js # About 개발자정보/개인정보처리방침 기본값 시드 및 조회 API
│ └── visitors.js # 유니크 방문자 체크 및 통계 API
├── public/ # 정적 리소스 (게임 에셋)
│ ├── visitorCookie.js # 방문자 UUID 쿠키 읽기/쓰기/검증
│ ├── visitors.js # 유니크 방문자 체크 및 통계 API
│ ├── dailyMetrics.js # 일일 방문/전투 시작/전투 종료/후원 클릭 지표 API
│ ├── deathStats.js # 종족별 전투 사망 통계 API
│ └── about.js # About 개발자정보/개인정보처리방침 seed 및 조회 API
├── public/ # 정적 리소스
│ └── assets/
│ ├── effects/ # 공통 전투/월드 이펙트 스프라이트시트
│ ├── og-image.png # 공유 미리보기 이미지
│ ├── effects/
│ │ ├── heal/ # 처치 회복 연출
│ │ ├── world_Effect.png # 화염 메테오 7프레임 이미지
│ │ └── world_Effect_2.png # 냉기 메테오 7프레임 이미지
│ └── characters/ # 20종 이상의 캐릭터 스킨 및 투사체 에셋
│ ├── archer/, armored-axeman/, armored-orc/, ... (중략)
│ └── wizard/ # 각 폴더 내 애니메이션 시트 및 이펙트 포함
└── src/ # 소스 코드 root
├── main.js # Phaser 게임 인스턴스 생성, 옵션 drawer/재시작/일시정지 UI 제어
├── constants.js # 전역 물리/UI 상수 통합 관리 (공격력, 체력, 줌, 카메라 속도 등)
├── styles.css # UI 스타일링 (인트로, 옵션 drawer, 좌측 HUD 레일, 좌측 하단 킬로그, 상단 전투 안내바)
├── game/ # 게임 로직 모듈 (역할별 하위 폴더 구성)
│ ├── arena/ # 아레나 및 씬 관리
│ │ ├── ArenaScene.js # 메인 게임 씬 (Orchestrator, 생명주기 및 모듈 조율)
│ │ ├── arenaRenderer.js# 경기장 바닥, 격자 및 팀 시작 영역 렌더링
│ │ └── arenaSpectatorCamera.js # 지능형 관전 카메라 및 줌 로직
│ ├── combat/ # 전투 시스템
│ │ ├── combat.js # 전투 AI, 투사체 및 피격 판정 핵심 엔진
│ │ ├── combatSettings.js # 전투 속도 및 이동 배율 관리
│ │ ├── arenaFinalCombatEffects.js # 최종 교전 슬로우 모션 등 연출 효과
│ │ └── worldEffects.js # 주기적 메테오/냉각지대 및 냉기 동결 효과
│ ├── fighter/ # 캐릭터 및 에셋
│ │ ├── fighterAssets.js # 스프라이트 로드 및 팀 실루엣 동적 생성
│ │ ├── fighterFactory.js # 캐릭터 인스턴스화 및 HUD 동기화
│ │ ├── fighterManifest.js # 20종 캐릭터 스탯/특성 상세 정의
│ │ ├── fighterStats.js # 근접/원거리/마법 프로필 판별 및 스탯 해석
│ │ └── fighterSelection.js # 캐릭터 스킨 무작위 선택 로직
├── match/ # 매치 및 진행
│ ├── matchSetup.js # 팀 구성(닉네임 배수 파싱 포함) 및 스폰 좌표 계산 (스타팅 영역/랜덤)
│ └── arenaMatchRuntime.js # 매치 진행 중 헬퍼 (스폰 클러스터, 팀 크기 동기화)
...
## 7. 주요 기능 상세 (New)
### 7.1 닉네임 배수 시스템 (Multi-Spawn)
- 사용자가 닉네임 뒤에 `*N` (예: `홍길동*2`)을 입력하면 해당 팀은 기본 팀 인원의 N배만큼 생성됩니다.
- 스타팅 존 모드에서 배수만큼의 독립된 스폰 지점이 할당되어 전략적인 분산 배치가 이루어집니다.
- 닉네임 표시 시 `*N` 접미사는 자동으로 제거되어 깔끔한 UI를 유지합니다.
### 7.2 서든 데스 (Sudden Death) 시스템
- 매치 시작 후 일정 시간(기본 8초)이 경과하면 전장의 환경이 극도로 위험해지는 서든 데스 상태에 진입합니다.
- 메테오 생성 주기가 비약적으로 단축(기본 1초)되며, 빙결 효과를 가진 냉기 메테오가 집중 투하됩니다.
- `constants.js`를 통해 활성화 여부, 시작 시간, 주기 등을 간편하게 조정할 수 있습니다.
### 7.3 밀집 구역 기반 월드 이펙트 포격
- 월드 이펙트는 랜덤 생존자 대신 `WORLD_EFFECT.AREA_TILES` 크기 범위 중 현재 생존 캐릭터가 가장 많이 모인 위치를 표적으로 선택합니다.
- 선택 범위를 먼저 경고로 표시한 뒤, 그 내부에 작은 화염 또는 냉기 메테오를 3~4발 분산 투하합니다.
- 피해, 기절, 냉각 감속은 큰 경고 범위 전체가 아니라 각각의 작은 탄착 영역에만 적용됩니다.
└── ui/ # UI 컴포넌트 및 API 연동
├── arenaKillLog.js # [New] 독립된 킬로그 DOM 조작 모듈
├── arenaScoreboard.js # [New] 팀 스코어 badge 업데이트 모듈
├── battleDeathNotice.js # [New] 상단 사망 공지 메시지 및 UI 관리
├── victoryCelebration.js # [New] 승리 축하 연출 (DOM/Audio) 모듈
├── matchForm.js # 설정 폼 제어 및 localStorage 유지
├── aboutDialog.js # About 다이얼로그, 개발자정보/개인정보처리방침 표시
├── deathStats.js # 사망 통계 API 호출 래퍼
└── visitorCounter.js # 방문자 체크 API 호출 및 표시
│ │ ├── world_Effect.png
│ │ └── world_Effect_2.png
│ └── characters/ # 20종 이상 캐릭터 스킨/투사체/마법 이펙트 에셋
│ ├── archer/
│ ├── armored-axeman/
│ ├── armored-orc/
│ ├── priest/
│ ├── wizard/
│ └── ... # knight, orc, skeleton, slime, wolf, bear 계열 등
└── src/ # 프론트엔드 소스 root
├── main.js # Phaser game config, 앱 상태, 옵션 drawer, 방문자 추적
├── constants.js # 렌더/전장/전투/카메라/성능/월드 이펙트 상수
├── styles.css # CSS 모듈 통합 엔트리
├── styles/
│ ├── base.css # 전역 변수, reset, 기본 레이아웃
│ ├── intro.css # 대기 화면 및 프리뷰 스타일
│ ├── game-ui.css # scoreboard, kill log, battle notice, victory layer
│ ├── overlay.css # option drawer, About dialog, form controls
│ ├── animations.css # 공통 keyframes/animation utilities
│ └── mobile.css # 960px 이하 반응형 override
├── game/
│ ├── arena/
│ │ ├── ArenaScene.js # 메인 Phaser Scene orchestrator
│ │ ├── arenaRenderer.js # 전장 바닥, grid, starting zone 렌더링
│ │ ├── arenaSpectatorCamera.js # 자동/수동 카메라 포커싱
│ │ └── fighterLodWorker.js # 대규모 전투 detailed sprite 후보 worker
│ ├── combat/
│ │ ├── combat.js # model 기반 전투 AI, 타깃, 피해, 처치 처리
│ │ ├── aggregateCombatWorker.js# detached/offscreen 집계 전투 worker
│ │ ├── combatSettings.js # 전투 속도 및 이동 배율 설정
│ │ ├── arenaFinalCombatEffects.js
│ │ └── worldEffects.js # 밀집 구역 메테오/냉기/감속/동결 효과
│ ├── fighter/
│ │ ├── fighterModel.js # 순수 JS fighter 상태 모델
│ │ ├── fighterAdapter.js # Phaser Sprite/Physics 접근 경계
│ │ ├── fighterAssets.js # sprite load, team-shadow texture/animation 생성
│ │ ├── fighterFactory.js # Sprite 생성, model bridge, HUD pool, detail visibility
│ │ ├── fighterManifest.js # 캐릭터 스탯/종족/특성 정의
│ │ ├── fighterStats.js # melee/ranged/magic 프로필 해석
│ │ └── fighterSelection.js # 캐릭터 선택/셔플 로직
│ └── match/
│ ├── matchSetup.js # `닉네임*N` 파싱, 팀 구성, spawn 좌표 계산
│ └── arenaMatchRuntime.js # match 진행 중 helper
└── ui/
├── matchForm.js # 설정 폼 및 localStorage 유지
├── aboutDialog.js # About dialog 및 Markdown 표시
├── visitorCounter.js # 방문자 API 호출/표시
├── dailyMetrics.js # 일일 지표 API 호출
├── deathStats.js # 사망 통계 API 호출
├── arenaScoreboard.js # 팀 badge 및 선택 상태
├── arenaKillLog.js # kill log DOM
├── battleDeathNotice.js# 상단 사망/통계 안내
└── victoryCelebration.js
```
## 3. 상세 기술 가이드 (Context Routing)
로컬/생성 파일인 `config.json`, `node_modules/`, `dist/`, `.vite/`, `package-lock.json`, `*.log``.gitignore` 대상입니다.
토큰 절약 및 효율적인 정보 조회를 위해 상세 로직은 기능별로 분리되어 보관됩니다. 특정 모듈 작업 시 아래의 관련 문서를 먼저 읽으십시오.
## 4. 상세 기술 가이드 (Context Routing)
- **[인프라 및 전역 설정] [context/core.md](./context/core.md)**: `main.js`, `constants.js`, 개발/유지보수 공통 규칙.
- **[서버 및 API] [context/server.md](./context/server.md)**: Fastify 서버, MongoDB 연동, 방문자 및 사망 통계 API 상세.
- **[아레나 및 카메라] [context/arena.md](./context/arena.md)**: `ArenaScene` 오케스트레이션, 지능형 카메라 추적, 미니맵 가이드라인.
- **[전투 엔진] [context/combat.md](./context/combat.md)**: 전투 AI, 투사체 판정, 처치 보상 성장, 슬로우모션 및 월드 이펙트 연출.
- **[캐릭터 및 에셋] [context/fighter.md](./context/fighter.md)**: 캐릭터 공장, 동적 실루엣 생성, 종족 및 특성(Slime 등) 정의.
- **[매치 로직 및 UI] [context/match-ui.md](./context/match-ui.md)**: 팀 구성 및 스폰 알고리즘, HUD 레이아웃, 킬로그, 승리 연출 UI.
- **[스타일 및 디자인] [context/style.md](./context/style.md)**: CSS 모듈 구조, 디자인 변수, 반응형 및 애니메이션 가이드.
토큰 절약 및 효율적인 정보 조회를 위해 상세 로직은 기능별 문서로 분리되어 있습니다. 특정 모듈 작업 시 아래 문서를 먼저 읽으십시오.
## 4. 기술 사양
- **[인프라 및 전역 설정](./context/core.md)**: `main.js`, `constants.js`, 렌더 크기, `PERFORMANCE`, worker entrypoint, 공통 유지보수 규칙.
- **[아레나 및 카메라](./context/arena.md)**: `ArenaScene`, rolling-window LOD, `fighterLodWorker.js`, minimap, spectator/manual camera.
- **[전투 엔진](./context/combat.md)**: `combat.js`, model-only combat fallback, target spatial index, `aggregateCombatWorker.js`, world effects.
- **[캐릭터 및 에셋](./context/fighter.md)**: `FighterModel`, `fighterAdapter.js`, sprite attach/detach, HUD pool, team-shadow texture.
- **[매치 로직 및 UI](./context/match-ui.md)**: `닉네임*N` 팀 인원, spawn zone, scoreboard, kill log, victory UI, 모바일 레이아웃.
- **[서버 및 API](./context/server.md)**: Fastify, MongoDB, visitor cookie, daily metrics, death stats, About 콘텐츠.
- **[스타일 및 디자인](./context/style.md)**: CSS 모듈 구조, 디자인 변수, 반응형 및 애니메이션 가이드.
## 5. 주요 기능 상세
### 5.1 매치 입력과 스폰
- live match 참가자는 `닉네임*N` 형식으로 팀별 배정 인원을 직접 지정합니다. 접미사가 없으면 1명입니다.
- `SPAWN.MAX_FIGHTER_COUNT`는 참가자 입력으로 배정되는 fighter 수의 상한입니다. Slime의 `spawnMultiplier`, `splitOnDeath` 같은 특성 기반 추가 생성은 이 입력 상한에 포함하지 않습니다.
- starting-zone placement는 `SPAWN.FIGHTERS_PER_STARTING_ZONE`마다 팀 영역을 추가로 배정해 대규모 팀이 한 점에 뭉치지 않도록 분산합니다.
- match-start validation은 요청 인원과 허용 인원을 분리해 사용자에게 경고 카드로 보여줍니다.
### 5.2 대규모 전투 흐름
- match 시작 시 `ArenaScene`은 live fighter 수가 threshold 이상인지 판단하고 large-battle 모드로 들어갑니다.
- 첫 화면은 full-arena overview가 아니라 living fighter 평균 위치에 가까운 fighter 주변으로 zoom합니다.
- 최초 LOD sync 후 `fighterLodWorker.js` 또는 동기 resolver가 현재 카메라 상태에 맞는 detailed set을 계산합니다.
- full overview는 대표 Sprite와 dot field를 유지합니다. focused view는 rolling window 안의 모든 생존자를 detail Sprite로 복구합니다.
- offscreen/detached model은 집계 squad combat으로 이동/피해/사망을 처리하고, 카메라에 다시 들어오면 model position에서 Sprite를 재attach합니다.
### 5.3 모델/렌더 생명주기
- `createFighter()`는 항상 실제 Phaser Sprite를 만들고 `FighterModel`을 붙입니다. 과거 lazy `SpriteProxy` 실험은 rollback되었습니다.
- `attachSprite: false`는 Sprite 생성을 건너뛰는 뜻이 아니라, 생성 직후 `setFighterDetailVisible(false)`로 parking한다는 뜻입니다.
- parking된 fighter는 render/update/physics traversal에서 빠지지만 model state는 계속 살아 있습니다.
- model-only death는 model을 inactive/unregister 처리하고 parked fighter entry를 제거합니다.
- animation helper는 실제 renderable fighter가 없으면 action key resolution/playback을 건너뜁니다.
### 5.4 전투, 효과, 월드 이벤트
- `updateFighterModel()`은 Sprite가 있으면 기존 Arcade/animation path를 사용하고, Sprite가 없으면 model 좌표/HP/쿨다운 기반으로 이동과 공격을 진행합니다.
- ranged/magic 공격은 양쪽 Sprite가 모두 있으면 visual projectile/spell path를 사용합니다. detached 참여자가 있으면 같은 windup/travel/hit delay를 model hit로 해석합니다.
- kill reward, split-on-death, death stats, scoreboard, match finish는 Sprite 유무와 무관하게 기존 authoritative path를 사용합니다.
- dense-area meteor barrage는 큰 경고 범위를 먼저 표시한 뒤 내부 소형 strike에만 피해/동결/감속을 적용합니다.
- sudden death는 설정 시간 이후 meteor 주기를 단축하고 필요 시 frost meteor를 강제해 장기전을 방지합니다.
### 5.5 카메라와 HUD
- `transitionMainCameraTo()`는 수동 focus 이동에 Phaser `pan()`/`zoomTo()`를 적용합니다.
- selected fighter auto-centering은 수동 tween 중에는 기다려 tween을 취소하지 않습니다.
- scoreboard에서 선택된 팀을 다시 클릭하면 selection/focus/meteor focus를 정리하고 full-arena view로 돌아갑니다.
- minimap은 field camera와 분리된 HUD camera로 고정 표시하며, main camera viewport rectangle과 team-colored dot을 그립니다.
- fighter HUD는 pool 기반입니다. selected/zoom-visible 후보만 health bar를 빌려 쓰고, hidden LOD fighter는 HUD slot과 pointer input을 해제합니다.
### 5.6 서버/API와 지표
- 방문자 체크는 `arena_visitor_id` HttpOnly 쿠키와 MongoDB `visitors` 컬렉션을 사용합니다.
- daily metrics는 앱 방문, 실제 전투 시작, 실제 전투 종료, 후원 클릭 예약 지표를 날짜별 합산 문서로 저장합니다.
- death stats는 프리뷰가 아닌 실제 전투 종료 시 종족별 사망 수를 오늘 일자 문서에 누적합니다.
- About 콘텐츠는 DB의 Markdown을 실시간 조회하며 서버 메모리 캐시를 두지 않습니다.
## 6. 기술 사양 및 튜닝 포인트
- **Framework**: Phaser 3.90.0 (Arcade Physics 기반)
- **Build Tool**: Vite 7.1.12
- **Server**: Fastify 5.x (`@fastify/static`, `@fastify/middie`)
- **Database**: MongoDB 7.x Node Driver
- **UI Logic**: Vanilla JS & CSS (Flexbox/Grid 활용)
- **UI Logic**: Vanilla JS & CSS
- **Render**: `RENDER.WIDTH/HEIGHT = 1280`, `ARENA.SIZE = 3200`, `CAMERA.MIN_ZOOM = RENDER_SIZE / ARENA_SIZE`
- **Large Battle**: `PERFORMANCE.LARGE_BATTLE_*` 상수에서 threshold, simulation buckets, aggregate refresh/cell/squad/death cap, target index refresh, HUD limit, Sprite budget, rolling window, dot redraw를 조정합니다.
- **World Effect**: `WORLD_EFFECT.*`에서 첫/반복 포격, 밀집 경고 범위, 소형 strike 범위/개수/간격/시각 배율, meteor shake, fire/frost damage, frost stun/slow를 조정합니다.
- **Camera**: `CAMERA.LARGE_BATTLE_START_ZOOM`, `CAMERA.MANUAL_FOCUS_TWEEN_MS`, `CAMERA.MANUAL_FOCUS_TWEEN_EASE`, meteor focus, spectator thresholds를 조정합니다.
- **Fighter**: `FIGHTER.DEAD_DESPAWN_DELAY_MS`, `FIGHTER.DEAD_DESPAWN_ALPHA`, `FIGHTER_TYPE_STATS`, kill growth 상수를 조정합니다.
- **Worker fallback**: LOD/aggregate worker는 성능 최적화 경로이며, 실패 시 main-thread 동기 path가 계속 동작해야 합니다.
## 5. 서버/API 설정
## 7. 서버/API 설정
- 개발/운영 서버는 `npm run dev` 또는 `npm start`로 실행하며 기본 포트는 `config.json``SERVER_PORT` 값인 `9736`입니다.
- 개발 서버는 `npm run dev`, 운영 서버는 `npm start`, 정적 빌드는 `npm run build`로 실행합니다.
- 기본 포트는 `config.json``SERVER_PORT` 값이며 샘플은 `9736`입니다.
- `config.json`은 로컬 설정 파일이므로 저장소에 커밋하지 않습니다. 새 환경에서는 `config.json.sample`을 복사해 사용합니다.
- 기본 API:
기본 API:
- `GET /api/health`: 서버 및 MongoDB 설정 여부 확인.
- `POST /api/visitors/check`: 현재 브라우저 방문자를 체크하고 유니크 방문자 수를 반환.
- `POST /api/visitors/check`: 방문자 UUID 쿠키 확인/발급 및 유니크 방문자 수 반환.
- `GET /api/visitors/stats`: 전체 유니크 방문자 수 조회.
- `GET /api/about`: 데이터베이스에서 실시간으로 개발자정보와 개인정보처리방침 Markdown 조회 (캐시 없이 즉시 반영).
- `GET /api/daily-metrics/today`: 오늘의 운영 지표 조회.
- `POST /api/daily-metrics/match-started`: 실제 전투 시작 수 누적.
- `POST /api/daily-metrics/match-finished`: 실제 전투 종료 수 누적.
- `POST /api/daily-metrics/donation-clicked`: 후원 클릭 수 누적용 예약 API.
- `GET /api/death-stats/today`: 오늘의 종족별 전투 사망 통계 조회.
- `POST /api/death-stats/today`: 종료된 전투의 종족별 사망 수를 오늘 집계에 누적.
- `POST /api/death-stats/today`: 종료된 실제 전투의 종족별 사망 수 누적.
- `GET /api/about`: 개발자정보와 개인정보처리방침 Markdown 조회.
## 6. 관련 문서
## 8. 유지보수 규칙
- [CONTEXT.md](./CONTEXT.md): 상세 개발 가이드 및 핵심 로직 설명 (필독)
- [todo.md](./todo.md): 작업 내역 및 잔여 이슈 관리
- **문서 동기화**: 구조, 상수, API, 대규모 전투 path가 바뀌면 `agent.md`와 관련 `context/*.md`를 함께 갱신합니다.
- **모듈 경계**: `ArenaScene`은 orchestration을 맡고, fighter 상태/렌더 세부는 `fighter/`, 전투 판정은 `combat/`, match input/spawn은 `match/`, DOM UI는 `ui/`로 분리합니다.
- **Fighter 접근**: 새 코드가 fighter body, animation, tint, velocity, position을 직접 다뤄야 한다면 먼저 `fighterAdapter.js`에 적절한 helper가 있는지 확인합니다.
- **Model-first 안전성**: `fighterForModelId()`는 null을 반환할 수 있습니다. model-only 전투, stale id, death/unregister 이후 상태를 항상 고려합니다.
- **대규모 전투 성능**: 8,000명급 경로에서는 전체 fighter 배열을 매 프레임 스캔하거나 DOM/HUD/Graphics를 전원 갱신하지 않습니다. throttle, pool, worker, spatial index, set diff를 우선 사용합니다.
- **Phaser lifecycle**: parked Sprite는 display/update list와 Arcade World에서 모두 빠져야 하며, reattach 시 model 좌표와 body를 동기화합니다.
- **이펙트 lifecycle**: pooled combat object는 `releaseToPool`/`disposeCombatObject()` 경로로 정리합니다. 새 이펙트도 match reset과 scene cleanup에서 누수되지 않아야 합니다.
- **API 변경**: `/api/*` 경로는 Fastify route가 담당합니다. 개발 모드에서 Vite SPA fallback이 API 요청을 가로채지 않게 유지합니다.
- **신규 캐릭터**: `public/assets/characters/`에 에셋을 배치하고 `fighterManifest.js``species`와 combat/stat 정의를 추가합니다. 사망 통계 종족은 `human`, `orc`, `skeleton`, `slime`, `wolf`, `bear` 중 하나를 사용합니다.
- **스타일 변경**: `src/styles.css`는 모듈 import 엔트리입니다. 실제 수정은 `src/styles/*.css`의 해당 영역에서 진행합니다.
## 9. 관련 문서
- [context/core.md](./context/core.md): 전역 설정, 성능 상수, 렌더/worker 가이드.
- [context/arena.md](./context/arena.md): 아레나 씬, 카메라, minimap, render LOD.
- [context/combat.md](./context/combat.md): 전투 AI, 집계 전투, projectile/world effect.
- [context/fighter.md](./context/fighter.md): FighterModel, adapter, factory, assets.
- [context/match-ui.md](./context/match-ui.md): 매치 입력, spawn, HUD, 모바일 UI.
- [context/server.md](./context/server.md): Fastify/MongoDB API.
- [context/style.md](./context/style.md): CSS 모듈 및 디자인 규칙.
- [todo.md](./todo.md): 작업 내역 및 잔여 이슈.

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# Update: Fighter LOD Worker
- `ArenaScene` now starts a dedicated `fighterLodWorker.js` job for recurring large-battle LOD candidate selection after the initial forced LOD sync.
- The worker returns detailed fighter worker ids for either full-arena representatives or all living fighters inside the focused rolling window.
- `ArenaScene` maps those ids back to current fighter sprites and then reuses `applyFighterLodDetailedSet()` for the actual Phaser attach/detach work.
- Worker errors disable the async path and keep the synchronous LOD resolver as a fallback.
# Update: Full Rolling-Window Detail Sprites
- Zoomed, selected, and spectator large-battle views now promote every living fighter inside the rolling camera window to a detailed Phaser sprite.
- Full-arena overview remains bounded by the representative sprite budget, so the all-map 8,000-fighter view still stays lightweight.
- `addCameraFighterDetails()` no longer receives a detail cap; it adds exact viewport candidates first, then all remaining rolling-window candidates.
- Fighters outside the rolling window stay detached and continue to render as LOD dots.
# Update: Async Aggregate Result Safety
- Worker aggregate results are applied only to models that remain detached from `fighterByModelId`; if the camera has promoted a fighter to detailed sprite while a worker job is in flight, that result is ignored for the promoted model.
- Match id checks discard stale worker results after match reset, keeping async aggregate ticks from mutating a new match.
# Update: LOD Diff And Dot Frustum Culling
- Rolling-window LOD now does a one-time full sprite visibility sync when large-battle LOD first activates, then applies only the delta between the previous and next detailed fighter sets on later refreshes.
- Destroyed fighters are removed from `fighterLodDetailedSet`, and stale no-scene references are skipped during the diff pass before Phaser input/body APIs are touched.
- Hidden-fighter dot redraws still use model positions, but skip fighters outside the main camera world view plus `PERFORMANCE.LARGE_BATTLE_SPRITE_VIEW_PADDING`, avoiding offscreen `Graphics.fillRect()` calls during zoomed views.
- Full-arena overview still draws the arena-wide dot field because the main camera view covers the full battlefield at `CAMERA.MIN_ZOOM`.
# Update: Squad Materialization Bridge
- The arena still keeps individual fighter models for rendering, selection, minimap dots, and deterministic re-entry, but offscreen movement/combat is now driven by squad centers.
- Aggregate ticks reslot squad members around their squad center, allowing rolling-window LOD to reattach sprites from plausible positions when the camera approaches.
- Visible attached fighters remain the high-fidelity path; offscreen detached fighters no longer consume individual AI buckets while squad aggregation is active.
# Update: Aggregate Detached Simulation Path
- During large live battles, `ArenaScene.updateFighterModels()` now calls `updateAggregateDetachedCombat()` before per-model updates.
- If aggregate combat is active, only attached/detail fighters continue through full `updateFighterModel()` every frame; detached fighters are skipped by the individual simulation buckets.
- This keeps the rolling-window camera area high-fidelity while offscreen fighters continue moving, taking damage, dying, splitting, and changing match outcome through model data.
- If aggregate combat finishes the match during a batch, `updateFighterModels()` exits immediately so no stale attached updates run after `finishMatch()`.
# Update: Large Battle Simulation Throttle
- `ArenaScene.updateFighterModels()` now keeps attached/detailed render models on every-frame updates, but distributes detached model-only fighters across simulation buckets during large live matches.
- `PERFORMANCE.LARGE_BATTLE_SIMULATION_BUCKETS` controls the bucket count and `LARGE_BATTLE_SIMULATION_MAX_DELTA_MS` caps the accumulated delta passed to a skipped detached model.
- The detailed sprite cap was reduced aggressively for 8,000-fighter battles, and rolling-window detail budgeting now accepts ratios below `1` so dense zoomed views do not promote hundreds-to-thousands of sprites at once.
- Large-battle fighter HUD health bars use `PERFORMANCE.LARGE_BATTLE_HUD_VISIBLE_LIMIT` instead of the normal HUD limit.
# Update: Fighter Sprite Render Recovery
- `startMatch()` still passes `attachSprite: false` for large live matches, but `createFighter()` now creates a real Phaser Sprite and immediately parks it instead of returning a pure proxy.
- This restores visible rendering for normal matches and keeps rolling-window LOD's display/update-list detach path for large battles.
- `spawnSplitFighters()` follows the same rule during active large-battle LOD: split children are registered with models and can be parked until LOD promotion.
- Input events now work directly with Phaser sprites again; `_fighterProxy` fallback remains harmless for any future proxy experiment.
# Update: Render Sprite Detach In Rolling LOD
- `applyFighterLodDetailedSet()` treats the detailed set as the list of fighter sprites that should be attached to Phaser for this camera window.
- Non-detailed living fighters call `setFighterDetailVisible(false)`, which parks the sprite outside the display/update lists and removes its `fighterByModelId` mapping while keeping the model registered.
- Detailed fighters are reattached with `ensureFighterSpriteAttached()` / `setFighterSpriteAttached()`, so team-button selection can force a detached sprite back before the camera transition and HUD sync.
- `removeDetachedFighterProxyForModel()` still removes parked fighter entries after model-only death so dead detached entries do not remain in large-battle scan arrays.
- LOD candidate collection and minimap dots intentionally scan `this.fighters` instead of `combatTargetIndex.livingFighters`, because the combat index's sprite list may contain only currently attached render sprites.
# Update: Fighter Model Indexes
- `ArenaScene` now keeps `fighterModels`, `fighterByModelId`, and `fighterModelById` in sync with the sprite list.
- New fighters are registered when a match starts or split-on-death children spawn; despawned or model-only dead fighters are unregistered and their models are marked inactive.
- `fighterModelForId()` covers all living models, while `fighterForModelId()` now returns only currently attached render sprites.
- `unregisterFighterModel()` supports model-only cleanup paths that do not have an attached Phaser sprite.
# Update: FighterModel Use In Arena LOD
- Split-on-death spawn origins now use `fighterModelPoint(source)` so dormant parents spawn children from their simulation position.
- Rolling-window LOD candidate collection, dot drawing, and minimap fighter dots now read model `x/y` through `fighterModelPoint()` instead of direct sprite coordinates.
- This keeps the large-battle camera/render UI aligned with the simulation model while offscreen render sprites are detached.
# Update: Fighter Adapter Use In Arena
- `ArenaScene.finishMatch()` stops fighters through `fighterAdapter.stopFighterMovement()` instead of directly touching Arcade bodies.
- `arenaSpectatorCamera.js` uses `fighterWorldPoint()` and `fighterDistanceSquared()` so spectator targets, observed combat centers, and closest-pair lookup remain correct when rolling-window LOD has disabled offscreen fighter bodies.
- Camera/focus code should continue using `fighterCameraPoint()` or adapter position helpers instead of reading `fighter.body.center` directly.
# Update: Rolling Window Fighter LOD
- `collectCameraFighterDetails()` now builds two candidate lists from a camera-centered rolling window: exact viewport candidates and rolling-window candidates.
- The rolling window is larger than the visible camera view, using `PERFORMANCE.LARGE_BATTLE_ROLLING_WINDOW_SCALE` plus `LARGE_BATTLE_SPRITE_VIEW_PADDING` as a minimum expansion.
- Nearby soon-to-enter fighters remain detailed sprites instead of dots because the focused-camera path now consumes the full rolling-window candidate list.
- `addCameraFighterDetails()` still fills exact viewport candidates first, then rolling-window candidates, preserving visible fidelity during camera movement.
- Fighters outside the detailed set become dormant through `setFighterDetailVisible(false)`, reducing animation/body work while keeping combat simulation active.
# Update: Manual Camera Pan/Zoom Tween
- `ArenaScene.transitionMainCameraTo()` wraps Phaser camera `pan()` and `zoomTo()` for short manual focus transitions.
- `selectFighter()` uses the transition helper for scoreboard/team/fighter focus instead of an instant `setZoom()` plus `centerOn()`.
- `returnToFullArenaView()` uses the same helper to move back to arena center at `CAMERA.MIN_ZOOM`.
- `focusSelectedFighter()` skips immediate recentering while the camera pan/zoom effect is active, preventing the selected-fighter follow path from cancelling the transition.
# Update: Large Battle Start Camera
- `startMatch()` now calls `focusLargeBattleStartCamera()` after creating live fighters and before the initial LOD sync.
- Large live matches start at `CAMERA.LARGE_BATTLE_START_ZOOM` centered on the living fighter nearest to the living population average, so the first view is a readable local battle view instead of the full minimap-like arena.
- The start camera does not mark a fighter selected; scoreboard team toggle and manual team selection keep their existing behavior.
# Update: Team Button Toggle To Full Arena
- `selectRandomTeamFighter()` treats a scoreboard click on the already selected team as a toggle-off action instead of choosing another random fighter from that team.
- `returnToFullArenaView()` clears selection/focus state, sets `CAMERA.MIN_ZOOM`, centers on the arena, refreshes the minimap, and updates the scoreboard so the focused team style is removed.
# Update: Dynamic Zoomed Fighter LOD
- Zoomed large-battle LOD now separates exact camera-visible fighters from rolling-window fighters.
- Focused large-battle LOD promotes the selected fighter plus all living fighters inside the rolling window, reducing the awkward mix of detailed sprites and dots inside the player's current view.
- `addCameraFighterDetails()` always consumes exact viewport candidates before rolling-window candidates.
- Full-arena `CAMERA.MIN_ZOOM` overview keeps the lower representative budget so the expensive case remains protected.
# Update: Large Battle Fighter Render LOD
- `ArenaScene` owns the large-battle fighter render LOD pass through `syncFighterRenderLod()`, `resolveFighterLodDetailedSet()`, and `drawFighterLodDots()`.
- The LOD pass activates only for live matches above `PERFORMANCE.LARGE_BATTLE_FIGHTER_THRESHOLD`; presentation mode and finished matches restore normal fighter visibility.
- Full-arena overview keeps a bounded set of representative sprites from each team, while zoomed or selected-camera views keep the selected fighter plus camera-near fighters.
- Hidden living fighters are still present in `this.fighters` with model state, but their Phaser sprite is removed from the display/update lists and they are drawn as team-colored dots on a shared `Graphics` object.
- HUD candidate selection ignores hidden fighters, and match finish disables LOD before post-match handling.
# Update: Full-Arena Camera At Lower Render Resolution
- The Phaser canvas resolution is no longer tied to `ARENA.SIZE`; `CAMERA.MIN_ZOOM` is below `1` so the main camera can still frame the full 3200px arena inside the smaller render canvas.
- Existing team click, selected fighter, meteor focus, and final-combat camera zooms remain absolute zoom targets above that full-arena minimum.
# Update: Minimap Redraw Throttle
- `ArenaScene.updateMinimap()` accepts a forced refresh flag and otherwise redraws no more often than `PERFORMANCE.MINIMAP_REFRESH_MS`.
- Match setup and camera zoom changes force an immediate minimap refresh, while routine scene updates share the throttled path to reduce `Graphics` redraw work in large battles.
# Update: Graphics Minimap And HUD Candidates
- The minimap is drawn during live matches by `ArenaScene` as a lightweight `Graphics` overlay through a dedicated `minimap-hud` camera instead of reusing the field camera. Presentation/waiting mode hides it.

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# Update: Aggregate Combat Worker Path
- Large-battle detached aggregate combat now tries to run through `src/game/combat/aggregateCombatWorker.js` before falling back to the synchronous aggregate path.
- The main thread sends Transferable TypedArrays for detached model ids, position, HP, team key, movement speed, DPS, and frost state; Phaser objects and team/skin references stay on the main thread.
- Worker results are applied only when the match id still matches and the model is still detached, preventing stale async results from overwriting visible/detail fighters.
- Stale worker ids whose models have already been unregistered are skipped before reading model fields.
- The main thread still performs `killFighterModel()` for worker-reported deaths so split-on-death, kill rewards, death stats, scoreboard updates, and match completion stay on the existing authoritative path.
# Update: Magic Attack Effect Pooling
- `spawnSpellEffect()` now acquires instant-spell visual sprites from a small per-texture pool and returns them when their attack animation completes.
- Pooled spell effects are reset on reuse for texture frame, position, scale, depth, alpha, rotation, flip, active/visible state, and animation-complete listeners.
- `clearCombatObjects()` now disposes through `disposeCombatObject()`, allowing active pooled spell effects to be returned during match cleanup while non-pooled projectiles, labels, heal effects, and world effects keep their destroy path.
- Only magic/instant-spell visuals were pooled here; projectile hit objects and meteor/world-effect objects remain on their existing lifecycle.
# Update: Squad-Based Detached Combat
- Large-battle detached models are grouped into transient squads by arena cell, team id, and `PERFORMANCE.LARGE_BATTLE_AGGREGATE_SQUAD_SIZE`.
- Squad AI does nearest-opposing-squad movement and group DPS resolution, then writes surviving members back into deterministic spiral slots around the squad center.
- This removes per-frame movement/target AI for thousands of offscreen models; individual `updateFighterModel()` stays reserved for attached/detail fighters in the rolling camera window.
- In large battles the combat target spatial index is built from attached/detail models, not the full model list, so visible individual AI no longer reintroduces an 8,000-model target scan.
# Update: Aggregate Detached Combat
- `updateAggregateDetachedCombat()` handles large-battle detached model-only fighters as coarse cell groups instead of invoking full `updateFighterModel()` AI for each offscreen model.
- Every-frame work for detached models is now simple movement toward the nearest enemy aggregate cell; target scanning, attack windup, projectile scheduling, and animation locks are reserved for attached/detail fighters.
- Aggregate damage is computed from group attack DPS on a throttled interval and applied to real `FighterModel` HP, so deaths, kill rewards, split-on-death, death stats, and winner checks remain tied to the existing combat state.
- Aggregate kills pass `silentLog: true` to the model death path to avoid large offscreen death batches flooding the DOM kill log.
# Update: Large Battle Combat Frame Throttles
- `prepareCombatFrame()` now syncs model positions from `fighterByModelId` only, so detached/offscreen sprite records are not scanned just to no-op position sync.
- Large battles reuse the target spatial index for `PERFORMANCE.LARGE_BATTLE_TARGET_INDEX_REFRESH_MS` instead of rebuilding the full 8,000-model grid every frame.
- The defensive model-index audit now runs once per second instead of every frame.
# Update: Null-Safe Model Target Cache
- `resolveTargetEnemyModel()` now clears stale `targetModelId` values when the cached model can no longer be resolved or is no longer a living enemy.
- `isValidEnemyTargetModel()` now null-checks both attacker and candidate models before reading team ids, preventing a removed/dead cached target from crashing the update loop.
# Update: Combat With Detached Render Sprites
- `prepareCombatFrame()` now syncs model position only from attached sprites; detached sprites are skipped so model-only movement remains authoritative.
- `fighterForModelId()` may now return `null` for living fighters outside the rolling-window detail set, which intentionally routes movement, attacks, damage, and death through the model-only fallback.
- The target spatial index still builds from `scene.fighterModels`; its `livingFighters` compatibility list now represents attached render sprites only, while `livingModels` remains the full combat list.
- Model-only death asks `ArenaScene.removeDetachedFighterProxyForModel()` to remove the parked fighter entry, and `livingFighterProxyCount()` prevents any remaining dead entries from being re-registered.
# Update: Model-Only Combat Fallback
- `updateFighterModel()` no longer requires an attached Phaser sprite to keep a living fighter model moving and fighting.
- If a render sprite exists, movement, animation, projectiles, and death presentation keep using the existing Sprite/Arcade path.
- If no render sprite exists, movement updates model `x/y` directly, attacks schedule delayed model hits, damage writes to model HP, and death unregisters the model from `ArenaScene` indexes immediately.
- Projectile and instant-spell model-only attacks preserve windup/effect/travel timing, but skip visual projectile/spell objects.
- Kill reward and split-on-death can now run from model state, so offscreen sprite detachment does not stop combat resolution.
# Update: Model-Based Targeting And Spatial Index
- `ArenaScene.update()` now iterates `scene.fighterModels` and calls `updateFighterModel()` instead of driving combat directly from the sprite array.
- `prepareCombatFrame()` still syncs active sprite positions into models, but the target spatial index is built from model records and stores model entries in each grid cell.
- Target caching moved to `model.targetModelId`; validation checks model liveness and team identity before resolving the render sprite through `scene.fighterForModelId()`.
- `combatTargetIndex` now exposes `livingModels` as the primary model list while keeping `livingFighters` as an attached-sprite compatibility list.
- Attack execution, animation, projectiles, and HUD-facing effects still use sprites when they exist; detached participants resolve through the model-only path.
# Update: FighterModel Position Sync In Combat
- `prepareCombatFrame()` now syncs each sprite's current render position into its `FighterModel` before building the target spatial index.
- Dormant/offscreen fighters keep advancing model `x/y` through `fighterAdapter.moveFighterToward()` while visible fighters continue to use Arcade movement and sync back into the model on the next combat frame.
- Target-grid cell placement and nearest-enemy lookup use model position helpers, keeping the combat path ready for a future model-first update loop.
- Attack execution still resolves a fighter sprite from `targetModelId` for movement, animation, and hit visuals. Removing that render dependency is a later migration step.
# Update: Fighter Adapter In Combat
- `combat.js` no longer owns fighter render/body helpers locally. It imports fighter position, distance, movement, detail visibility, animation, body-disable, and arena-clamp helpers from `fighterAdapter.js`.
- Visible fighters still move through Arcade physics, while dormant fighters are advanced by the adapter with JS `x/y` math and arena clamping.
- Target selection and camera/world-effect hit points now use adapter position helpers so disabled Arcade bodies do not leave stale centers behind.
- Ranged attacks still render projectiles only when both attacker and defender are detailed; dormant participation resolves through delayed data hits.
# Update: Dormant Fighter Combat Simulation
- `updateFighterModel()` accepts `delta` and manually advances dormant fighters with disabled Arcade bodies using JS position math.
- Visible fighters still use `scene.physics.moveToObject()` so nearby/on-screen motion keeps the existing Arcade movement behavior.
- Attack/hurt animation locks are applied only to detailed fighters. Dormant fighters rely on cooldowns and delayed hit timers instead of animation-complete events.
- Projectile attacks involving dormant fighters resolve as delayed data hits and skip Phaser projectile object creation.
- Hit-point, camera, and world-effect helpers treat disabled bodies as stale and use fighter `x/y` instead.
# Update: Projectile And Target Grid Optimization
- Projectile hit detection now relies on `projectilePathHitsDefender()` only; it no longer creates one Arcade overlap collider per projectile because the path check already covers fast projectile travel against the defender hit area.
- Projectile path/hit-area geometry is reused through module-level scratch objects to avoid repeated `Line`/`Rectangle` allocation during projectile updates.
- The per-frame target spatial index now stores cells in a numeric array, avoiding string cell keys and `Map` writes during every combat frame.
- `clearCombatObjects()` also clears `scene.combatTargetIndex` so match resets and LOD passes do not briefly reuse stale living-fighter lists.
# Update: Dense-Area Meteor Barrage
- `worldEffects.js` aggregates living fighters on the arena tile grid and uses a summed-area scan to select the `WORLD_EFFECT.AREA_TILES` square with the highest population.
@ -17,16 +109,17 @@
- Dead fighters keep their death animation/corpse state at initial opacity, then fade out until `combat.js` removes them from `scene.fighters` and destroys the sprite.
- Tune that fade/despawn lifetime with `FIGHTER.DEAD_DESPAWN_DELAY_MS` and the final alpha with `FIGHTER.DEAD_DESPAWN_ALPHA` in `src/constants.js`.
- `combat.js` resolves fighter animation keys through `ensureFighterTeamAnimation()` so every action can use the team-shadow baked texture generated from the original spritesheet.
- `playIfNeeded()` compares against the team-shadow animation key. This avoids switching back to the original non-team-colored spritesheet when fighters move, attack, take damage, or die.
- Fighter action playback now goes through `fighterAdapter.playFighterAction()` / `playFighterActionIfNeeded()`, which resolve animation keys with `ensureFighterTeamAnimation()` so every action can use the team-shadow baked texture generated from the original spritesheet.
- The adapter compares against the team-shadow animation key before replaying an action. This avoids switching back to the original non-team-colored spritesheet when fighters move, attack, take damage, or die.
- Frost stun remains a body tint effect in `worldEffects.js`. Since team identity is baked into the floor shadow pixels, there is no `teamMarker` tint state to update or restore.
- The removed `teamMarker` display object means death handling no longer needs to hide or destroy a separate marker. HUD cleanup only owns the name label and health bar objects.
- The removed `teamMarker` display object means death handling no longer needs to hide or destroy a separate marker. HUD cleanup only owns pooled health-bar objects.
# Update: Focused Combat Effects In Large Battles
- `combat.js` exposes supplemental combat visuals only while a large battle is inside the temporary meteor camera-focus window.
- Outside that window, large battles skip critical labels, instant-spell sprites, kill-heal sprites, and kill-growth tweens while retaining the underlying damage and reward calculations.
- World-effect meteor/frost visuals remain visible, and projectile objects remain enabled because projectiles currently participate in hit detection.
- Projectile objects should keep calling `projectilePathHitsDefender()` for collision checks instead of adding per-projectile Arcade overlap colliders.
# Context: Combat System
@ -40,7 +133,7 @@
## 2. 주요 로직 구현 세부 사항
### 전투 AI 및 유닛 동작
- **`updateFighter()`**: 가장 가까운 적을 찾아 이동하거나 공격하는 유닛 AI의 핵심입니다.
- **`updateFighterModel()`**: 가장 가까운 적 모델을 찾아 이동하거나 공격하는 유닛 AI의 핵심입니다.
- **`applyHit()`**: 일반 공격 피해량은 공격자의 `melee`/`ranged`/`magic` 프로필 피해량 범위에서 계산하고, 치명타 적중은 `Critical!` 표기와 즉시 처치를 처리합니다.
- **역할별 기본값**: `src/constants.js``FIGHTER_TYPE_STATS`에서 체력, 이동속도, 사거리, 공격 쿨다운, 피해량, 치명타 확률, 발동 지연을 독립적으로 조절합니다. 투사체 속도는 `ranged`, 효과 적중 지연은 `magic` 프로필에 포함됩니다.
- **`projectilePathHitsDefender()`**: 투사체가 대상을 스쳐 지나가지 않도록 궤적(Line)과 히트박스(Rectangle) 겹침 검사를 수행합니다.

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# Update: Worker Entrypoints
- `src/game/arena/fighterLodWorker.js` is bundled as a Vite module worker for large-battle render LOD candidate selection.
- It is separate from `src/game/combat/aggregateCombatWorker.js`: LOD worker chooses which sprites should be detailed, while aggregate combat worker advances detached/offscreen combat math.
# Update: Full Rolling-Window Detail Constants
- Focused large-battle rendering no longer uses a separate zoomed sprite cap or rolling-window buffer ratio.
- `PERFORMANCE.LARGE_BATTLE_SPRITE_RENDER_LIMIT` is the bounded representative sprite count for full-arena overview.
- `PERFORMANCE.LARGE_BATTLE_ROLLING_WINDOW_SCALE` and `PERFORMANCE.LARGE_BATTLE_SPRITE_VIEW_PADDING` define the focused camera window whose living fighters are all promoted to detailed sprites.
# Update: Web Worker Aggregate Path
- `aggregateCombatWorker.js` is bundled as a Vite module worker and is used only for detached/offscreen aggregate combat math.
- Main-thread combat keeps the authoritative Phaser/game-state mutations, while the worker exchanges Transferable TypedArrays for model position, HP, team, speed, DPS, and death results.
- Worker failure disables the worker path and leaves the synchronous aggregate fallback active.
# Update: LOD Traversal Reduction
- Large-battle LOD now removes parked fighter bodies from Arcade World's active body set and re-enables them only when a fighter becomes detailed again.
- LOD refreshes still use `PERFORMANCE.LARGE_BATTLE_LOD_REFRESH_MS`, but detail visibility changes are now applied as set differences after initial activation.
- `PERFORMANCE.LARGE_BATTLE_SPRITE_VIEW_PADDING` also pads the dot redraw culling view so zoomed camera movement does not require drawing every offscreen LOD dot.
# Update: Aggregate Combat Constants
- `PERFORMANCE.LARGE_BATTLE_AGGREGATE_COMBAT_REFRESH_MS` controls the detached/offscreen aggregate combat tick interval.
- `PERFORMANCE.LARGE_BATTLE_AGGREGATE_CELL_SIZE` controls the coarse combat grid size used for large-battle detached model groups.
- `PERFORMANCE.LARGE_BATTLE_AGGREGATE_SQUAD_SIZE` controls how many detached fighters are represented by one squad in a cell/team group.
- `PERFORMANCE.LARGE_BATTLE_AGGREGATE_MAX_DEATHS_PER_CELL_TICK` and `LARGE_BATTLE_AGGREGATE_MAX_DEATHS_PER_TICK` cap batched deaths to avoid a single aggregate tick creating a large DOM/game-state spike.
- `PERFORMANCE.LARGE_BATTLE_AGGREGATE_MOVEMENT_RATIO` tunes the speed of detached models moving toward their nearest aggregate enemy cell.
# Update: Large Battle Throttle Constants
- `PERFORMANCE.LARGE_BATTLE_SIMULATION_BUCKETS` spreads detached model-only combat updates across frames during large live matches.
- `PERFORMANCE.LARGE_BATTLE_SIMULATION_MAX_DELTA_MS` caps the accumulated delta used by throttled detached fighters.
- `PERFORMANCE.LARGE_BATTLE_TARGET_INDEX_REFRESH_MS` controls how often the full target spatial index is rebuilt in large battles.
- `PERFORMANCE.WORLD_EFFECT_MODIFIER_REFRESH_MS` throttles frost-zone speed modifier scans.
- `PERFORMANCE.LARGE_BATTLE_HUD_VISIBLE_LIMIT` caps pooled fighter HUD health bars separately from normal battles.
- The 8,000-fighter full-arena overview budget is intentionally tight through `LARGE_BATTLE_SPRITE_RENDER_LIMIT`; focused rolling-window views promote all fighters in the local window.
# Update: Fighter Render LOD Constants
- `PERFORMANCE.LARGE_BATTLE_SPRITE_RENDER_LIMIT` caps the number of representative detailed fighter sprites kept visible in the full-arena overview during large live battles.
- `PERFORMANCE.LARGE_BATTLE_ROLLING_WINDOW_SCALE` makes the sprite-ready area larger than the exact camera view.
- `PERFORMANCE.LARGE_BATTLE_SPRITE_VIEW_PADDING` provides a minimum rolling-window expansion even at tighter zooms.
- `PERFORMANCE.LARGE_BATTLE_LOD_REFRESH_MS` throttles detailed-set recomputation, and `PERFORMANCE.LARGE_BATTLE_DOT_REFRESH_MS` throttles the shared dot overlay redraw.
- `PERFORMANCE.LARGE_BATTLE_DOT_SIZE` and `PERFORMANCE.LARGE_BATTLE_DOT_ALPHA` tune the hidden-fighter dot representation.
- `CAMERA.LARGE_BATTLE_START_ZOOM` controls the initial zoom used when a live match starts as a large battle.
- `CAMERA.MANUAL_FOCUS_TWEEN_MS` and `CAMERA.MANUAL_FOCUS_TWEEN_EASE` tune manual camera pan/zoom transitions used by fighter/team selection and full-arena return.
# Update: Phaser Render Tuning
- `src/constants.js` exports `RENDER` for the Phaser canvas resolution. The arena remains `ARENA.SIZE = 3200`, while the canvas now renders at `1280 x 1280`.
- `CAMERA.MIN_ZOOM` is derived from render size versus arena size so full-arena overview still works at the lower internal canvas resolution.
- `src/main.js` keeps `pixelArt: true` and now also sets `autoRound: true` plus `powerPreference: "high-performance"` for the Phaser game config.
- `PERFORMANCE.MINIMAP_REFRESH_MS` centralizes the live minimap redraw interval so large battles avoid redrawing thousands of dots on every scene update.
# Context: Core & Infrastructure
# Update: Dense-Area Meteor Barrage
@ -18,7 +75,7 @@
# Update: Performance Constants
- `src/constants.js` now exports `PERFORMANCE` for large-battle tuning: fighter threshold, target grid size, HUD pool/candidate limits, graphics minimap settings, and large-battle dead despawn delay.
- `src/constants.js` now exports `PERFORMANCE` for large-battle tuning: fighter threshold, target grid size, HUD pool/candidate limits, graphics minimap settings/redraw interval, and large-battle dead despawn delay.
- Keep large-battle behavior switches tied to `PERFORMANCE.LARGE_BATTLE_FIGHTER_THRESHOLD` so high-count match tuning stays centralized.
# Update: Dead Fighter Despawn Constant

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@ -1,7 +1,64 @@
# Update: Parked Body Removal From Arcade World
- `disableFighterBody()` now calls `scene.physics.world.disable(fighter)` for parked or dead fighter sprites, removing the body from Arcade World's active body set instead of only setting `body.enable = false`.
- `enableFighterBody()` re-adds the sprite body with `world.enable(fighter)`, resets it to the model position, stops residual velocity, and syncs the model from the reattached sprite.
- `setFighterDetailVisible()` uses these adapter helpers for LOD detach/reattach, so render parking also removes offscreen bodies from physics traversal.
- `isLivingFighterModel()` now returns false for missing/null models so stale async ids and removed models cannot pass living checks.
# Update: Parked Fighter Detail Early Return
- `setFighterDetailVisible(false)` now returns immediately when a fighter is already parked, avoiding repeated body/input/HUD/display-list work during large-battle LOD refreshes.
# Update: Detached Fighter Animation Guard
- `shouldRenderFighterDetail()` now requires an actual active fighter object before returning true, preventing model-only large-battle combat from trying to animate a `null` sprite.
- `playFighterAction()` and `playFighterActionIfNeeded()` now skip playback if no animation key can be resolved.
# Update: Fighter Sprite Render Recovery
- `createFighter()` returns a real Phaser Sprite again, with combat-facing fields bridged to `fighter.model`.
- The lazy `SpriteProxy` pool was rolled back because the proxy handoff could leave the simulation data alive while no stable Phaser render object was visible.
- `attachSprite: false` is still accepted for large-battle startup, but it now creates the sprite and immediately parks it through `setFighterDetailVisible(false)` instead of skipping Sprite creation.
- Rolling-window LOD still removes non-detailed sprites from Phaser's display/update lists and restores the same sprite from model `x/y` when it becomes detailed again.
# Update: Fighter Render Sprite Detach
- `setFighterDetailVisible(false)` now parks a fighter sprite by disabling body/input/HUD, pausing animation, hiding it, and removing it from Phaser's display and update lists.
- `setFighterDetailVisible(true)` reattaches the same sprite, resets its body from model `x/y`, resumes animation, and restores pointer interaction for living fighters.
- `syncFighterModelFromSprite()` ignores detached sprites so offscreen model-only movement cannot be overwritten by a stale parked sprite position.
- Adapter helpers treat `_spriteDetached` as non-rendered/non-body state, so animation, body position, and projectile path logic naturally fall back to model data.
# Update: FighterModel Shell
- `fighterModel.js` now creates the pure JS state record for a fighter. The model owns combat-facing fields including HP, team/skin references, `targetModelId`/cooldown state, selection, lock/death flags, kill-growth state, frost state, detail visibility, facing, and model `x/y`.
- `attachFighterModel()` connects a Phaser sprite to its model and preserves the existing `fighter.hp`, `fighter.team`, `fighter.isDead`, etc. surface through getter/setter bridges. This keeps the current code stable while making `fighter.model` the state home.
- `isLivingFighterModel()` and `fighterModelDistanceSquared()` support model-first combat code without requiring a Sprite wrapper.
- `fighterFactory.js` creates a Phaser Sprite with an attached `fighter.model` bridge. HUD slots, timers, scale, and input hit areas remain render concerns.
- `fighterAdapter.js` updates model `x/y` when sprites are synced or when dormant fighters move manually, and now treats detached proxies as model-only for body/render checks.
# Update: Fighter Adapter Layer
- `fighterAdapter.js` centralizes fighter-facing Phaser operations: `fighterWorldPoint()`, `fighterDistanceSquared()`, `setFighterFacing()`, `moveFighterToward()`, `stopFighterMovement()`, `enableFighterBody()`, `disableFighterBody()`, `clampFighterInsideArena()`, animation playback, and frost tint helpers.
- `fighterFactory.js` owns sprite creation plus detail visibility; offscreen fighters remain model-backed while their sprite is parked outside Phaser render/update traversal.
- Treat the adapter as the boundary for the upcoming model/proxy split. Code outside `src/game/fighter/` should avoid new direct fighter `body`, `setFlipX()`, `setVelocity()`, or animation calls unless it is explicitly dealing with a non-fighter object.
# Update: Dormant Fighter Detail State
- `setFighterDetailVisible(false)` now makes a non-detailed fighter dormant and detached from Phaser render/update traversal.
- `setFighterDetailVisible(true)` re-enables the body at the model position, resumes animation, and restores pointer interaction for living fighters.
- Dormant fighters remain sprite/model records in `this.fighters` so existing match arrays, ownership, death stats, split-on-death, and team bookkeeping remain intact.
# Update: Fighter Detail Visibility For LOD
- `fighterFactory.js` exposes `setFighterDetailVisible()` so `ArenaScene` can hide or restore the detailed Phaser sprite for large-battle render LOD without removing the fighter from combat simulation.
- Hidden fighters release borrowed HUD slots and disable pointer interaction; visible living fighters keep their original hit-area based interaction.
- `syncFighterHud()` now treats invisible fighters as HUD-ineligible, preventing hidden LOD fighters from holding health-bar display objects.
- Detached LOD fighters now pause animation safely because combat locks and delayed hits can resolve through the model-only fallback while the sprite is parked.
# Update: HUD Pooling
- `fighterFactory.js` no longer creates permanent name labels or health bars for every fighter.
- HUD display objects are pooled on the scene and assigned only to selected fighters or zoom-visible nearby fighters chosen by `ArenaScene`.
- `fighterFactory.js` no longer creates permanent HUD objects for every fighter; zoom HUD now shows health bars without fighter name labels.
- HUD health-bar display objects are pooled on the scene and assigned only to selected fighters or zoom-visible nearby fighters chosen by `ArenaScene`.
- `syncFighterHud()` acquires a slot lazily and `releaseFighterHud()` returns it to the pool when the fighter leaves the HUD candidate set, dies, or is destroyed.
- Tune pool size and visible candidate limits in `PERFORMANCE.FIGHTER_HUD_POOL_SIZE` and `PERFORMANCE.FIGHTER_HUD_VISIBLE_LIMIT`.
@ -18,7 +75,7 @@
## 1. 모듈별 상세 역할 (`src/game/fighter/`)
- **`fighterAssets.js`**: 캐릭터 스프라이트 로드 및 애니메이션/실루엣 생성을 담당합니다. 원본 이미지로부터 팀 색상 마커용 실루엣을 동적으로 생성합니다.
- **`fighterFactory.js`**: 캐릭터 인스턴스화 및 HUD(이름표, 체력바) 관리를 담당합니다. Phaser Sprite와 DOM UI 사이의 가교 역할을 합니다.
- **`fighterFactory.js`**: 캐릭터 인스턴스화 및 HUD 체력바 관리를 담당합니다. Phaser Sprite와 DOM UI 사이의 가교 역할을 합니다.
- **`fighterManifest.js`**: 모든 캐릭터 종족 및 스탯 데이터를 정의합니다. 20여 종의 캐릭터 설정이 포함되어 있습니다.
- **`fighterStats.js`**: 공격 방식으로 `melee`, `ranged`, `magic` 역할을 판별하고 역할별 기본 스탯과 스킨별 오버라이드를 병합합니다.
- **`fighterSelection.js`**: 매치 참여 캐릭터를 무작위로 선택하거나 섞는 로직을 담당합니다.
@ -33,7 +90,7 @@
4. 캐릭터가 성장하여 커져도 같은 배율로 실루엣이 유지됩니다.
### 캐릭터 HUD 및 상태 동기화
- **이름표 고정**: 스프라이트 중심이 아닌 실제 히트박스 하단에 고정되어 시각적 일관성을 유지합니다.
- **체력바 표시**: 줌 또는 선택 상태에서 후보 fighter만 pooled HUD slot을 빌려 체력바를 표시합니다. 이름표는 zoom HUD에 표시하지 않습니다.
- **사망자 처리**: 사망 시 HUD와 팀 마커를 숨겨 화면 가독성을 높입니다. 본체 sprite만 낮은 depth와 반투명 상태로 남깁니다.
- **월드 감속 상태**: 생성 시 `worldEffectSpeedMultiplier``1`로 초기화하며, 냉각지대 안에서는 `worldEffects.js`가 해당 배율을 낮춰 공격속도와 이동속도 계산에 반영합니다.
- **냉기 동결 상태**: `isFrostStunned`와 동결 타이머를 캐릭터별로 관리합니다. 냉기 메테오 착탄에 생존하면 캐릭터 본체와 팀 실루엣 마커가 함께 얼음색으로 바뀌고, 동결 종료 시 본체 원본 색상과 저장된 팀 색상으로 복구됩니다.

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@ -2,6 +2,7 @@
const GRID_SIZE = 50;
const TILE_SIZE = 64;
const ARENA_SIZE = GRID_SIZE * TILE_SIZE;
const RENDER_SIZE = 1280;
export const ARENA = {
GRID_SIZE,
@ -9,6 +10,11 @@ export const ARENA = {
SIZE: ARENA_SIZE,
};
export const RENDER = {
HEIGHT: RENDER_SIZE,
WIDTH: RENDER_SIZE,
};
// 2. FIGHTER 도메인
export const FIGHTER = {
SCALE: 3,
@ -74,16 +80,35 @@ export const FIGHTER = {
};
export const PERFORMANCE = {
LARGE_BATTLE_FIGHTER_THRESHOLD: 3000,
LARGE_BATTLE_FIGHTER_THRESHOLD: 2000,
LARGE_BATTLE_DEAD_DESPAWN_DELAY_MS: 0,
LARGE_BATTLE_SIMULATION_BUCKETS: 16,
LARGE_BATTLE_SIMULATION_MAX_DELTA_MS: 260,
LARGE_BATTLE_TARGET_INDEX_REFRESH_MS: 160,
LARGE_BATTLE_AGGREGATE_COMBAT_REFRESH_MS: 260,
LARGE_BATTLE_AGGREGATE_CELL_SIZE: TILE_SIZE * 5,
LARGE_BATTLE_AGGREGATE_SQUAD_SIZE: 100,
LARGE_BATTLE_AGGREGATE_MAX_DEATHS_PER_CELL_TICK: 4,
LARGE_BATTLE_AGGREGATE_MAX_DEATHS_PER_TICK: 80,
LARGE_BATTLE_AGGREGATE_MOVEMENT_RATIO: 0.72,
WORLD_EFFECT_MODIFIER_REFRESH_MS: 180,
TARGET_GRID_CELL_SIZE: TILE_SIZE * 4,
FIGHTER_HUD_POOL_SIZE: 96,
FIGHTER_HUD_VISIBLE_LIMIT: 72,
FIGHTER_HUD_POOL_SIZE: 48,
FIGHTER_HUD_VISIBLE_LIMIT: 32,
LARGE_BATTLE_HUD_VISIBLE_LIMIT: 8,
FIGHTER_HUD_VIEW_PADDING: TILE_SIZE * 2,
FIGHTER_HUD_CANDIDATE_REFRESH_MS: 120,
MINIMAP_DOT_RADIUS: 3,
MINIMAP_BACKGROUND_ALPHA: 0.62,
MINIMAP_BORDER_ALPHA: 0.84,
MINIMAP_REFRESH_MS: 220,
LARGE_BATTLE_SPRITE_RENDER_LIMIT: 140,
LARGE_BATTLE_ROLLING_WINDOW_SCALE: 1.05,
LARGE_BATTLE_SPRITE_VIEW_PADDING: TILE_SIZE * 2,
LARGE_BATTLE_LOD_REFRESH_MS: 180,
LARGE_BATTLE_DOT_REFRESH_MS: 220,
LARGE_BATTLE_DOT_SIZE: 6,
LARGE_BATTLE_DOT_ALPHA: 0.86,
};
// 3. SPAWN 도메인
@ -166,31 +191,34 @@ export const WORLD_EFFECT = {
// 7. CAMERA 도메인
export const CAMERA = {
MIN_ZOOM: 1,
MIN_ZOOM: RENDER_SIZE / ARENA_SIZE,
MAX_ZOOM: 3,
ZOOM_STEP: 0.1,
// 자동 관전 진입 전 화염/냉기 메테오 낙하 위치를 임시로 확대 추적합니다.
METEOR_FOCUS_ENABLED: false,
METEOR_FOCUS_ZOOM: 2,
SPECTATOR_LERP: 0.1,
SPECTATOR_LERP: 0.05,
// 메테오 착탄 후 카메라를 해당 위치에 유지하는 시간(ms)입니다.
METEOR_FOCUS_HOLD_DURATION: 1200,
SPECTATOR_FINAL_FIGHTER_THRESHOLD: 5,
SPECTATOR_FINAL_FIGHT_ZOOM: 3,
SPECTATOR_FINAL_FIGHT_ZOOM: 2,
SPECTATOR_FINAL_TEAM_COUNT: 2,
SPECTATOR_FINAL_TEAM_TOTAL_THRESHOLD: 8,
SPECTATOR_RANDOM_FOCUS_INTERVAL: 10000,
SPECTATOR_RANDOM_FOCUS_INTERVAL: 100000,
SPECTATOR_LATE_FIGHTER_THRESHOLD: 80,
SPECTATOR_LATE_FIGHT_ZOOM: 2,
SELECTED_FIGHTER_ZOOM: 2,
SPECTATOR_LATE_FIGHT_ZOOM: 1,
LARGE_BATTLE_START_ZOOM: 0.8,
SELECTED_FIGHTER_ZOOM: 0.8,
MANUAL_FOCUS_TWEEN_MS: 220,
MANUAL_FOCUS_TWEEN_EASE: "Sine.easeInOut",
};
// 8. UI 도메인
export const UI = {
MINIMAP_ALPHA: 0.8,
MINIMAP_MARGIN: Math.round(ARENA_SIZE * 0.016),
MINIMAP_VIEWPORT_SIZE: Math.round(ARENA_SIZE * 0.22),
MINIMAP_VIEW_FRAME_STROKE: 10,
MINIMAP_MARGIN: Math.round(RENDER_SIZE * 0.016),
MINIMAP_VIEWPORT_SIZE: Math.round(RENDER_SIZE * 0.22),
MINIMAP_VIEW_FRAME_STROKE: Math.max(3, Math.round(RENDER_SIZE * 0.003125)),
SELECTED_FIGHTER_OUTLINE_GAP: 1,
SELECTED_FIGHTER_OUTLINE_WIDTH: 1,
SELECTED_FIGHTER_OUTLINE_RED: 255,

File diff suppressed because it is too large Load Diff

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@ -1,7 +1,10 @@
import Phaser from "phaser";
import {
CAMERA,
} from "../../constants.js";
import {
fighterDistanceSquared,
fighterWorldPoint,
} from "../fighter/fighterAdapter.js";
export function getSpectatorState(livingFighters) {
const livingFighterCount = livingFighters.length;
@ -87,16 +90,11 @@ export function averageFighterPosition(fighters) {
}
export function fighterCameraPoint(fighter) {
const target = fighter?.body?.center ?? fighter;
if (!target) {
if (!fighter) {
return null;
}
return {
x: target.x,
y: target.y,
};
return fighterWorldPoint(fighter);
}
export function findClosestOpponentPair(fighters) {
@ -115,7 +113,7 @@ export function findClosestOpponentPair(fighters) {
continue;
}
const distance = Phaser.Math.Distance.Between(fighter.x, fighter.y, candidate.x, candidate.y);
const distance = fighterDistanceSquared(fighter, candidate);
if (distance < closestDistance) {
closestDistance = distance;

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@ -0,0 +1,135 @@
self.onmessage = (event) => {
const job = event.data;
if (job?.type !== "fighter-lod-job") {
return;
}
const detailedIds = resolveDetailedIds(job);
self.postMessage(
{
detailedIds,
jobId: job.jobId,
matchId: job.matchId,
type: "fighter-lod-result",
},
[detailedIds.buffer],
);
};
function resolveDetailedIds(job) {
const modelIds = job.modelIds;
const count = modelIds?.length ?? 0;
const included = new Uint8Array(count);
const detailedIds = [];
const selectedIndex = indexOfModelId(modelIds, job.selectedModelId);
if (selectedIndex >= 0) {
addIndex(modelIds, included, detailedIds, selectedIndex);
}
if (job.fullArenaOverview) {
addRepresentativeDetails(job, included, detailedIds);
return Int32Array.from(detailedIds);
}
addRollingWindowDetails(job, included, detailedIds);
if (detailedIds.length <= (selectedIndex >= 0 ? 1 : 0)) {
addRepresentativeDetails(job, included, detailedIds);
}
return Int32Array.from(detailedIds);
}
function addRollingWindowDetails(job, included, detailedIds) {
const modelIds = job.modelIds;
const x = job.x;
const y = job.y;
for (let index = 0; index < modelIds.length; index += 1) {
if (
included[index]
|| x[index] < job.rollingLeft
|| x[index] > job.rollingRight
|| y[index] < job.rollingTop
|| y[index] > job.rollingBottom
) {
continue;
}
addIndex(modelIds, included, detailedIds, index);
}
}
function addRepresentativeDetails(job, included, detailedIds) {
const detailLimit = Math.max(1, Math.round(Number(job.baseDetailLimit) || 1));
const remainingLimit = detailLimit - detailedIds.length;
if (remainingLimit <= 0) {
return;
}
const modelIds = job.modelIds;
const teamKeys = job.teamKeys;
const groupsByTeam = new Map();
for (let index = 0; index < modelIds.length; index += 1) {
if (included[index]) {
continue;
}
const teamKey = teamKeys[index] || 0;
let indexes = groupsByTeam.get(teamKey);
if (!indexes) {
indexes = [];
groupsByTeam.set(teamKey, indexes);
}
indexes.push(index);
}
const teamCount = Math.max(1, groupsByTeam.size);
const quotaPerTeam = Math.max(1, Math.floor(remainingLimit / teamCount));
groupsByTeam.forEach((indexes) => {
const step = Math.max(1, Math.ceil(indexes.length / quotaPerTeam));
for (
let offset = 0;
offset < indexes.length && detailedIds.length < detailLimit;
offset += step
) {
addIndex(modelIds, included, detailedIds, indexes[offset]);
}
});
for (let index = 0; index < modelIds.length && detailedIds.length < detailLimit; index += 1) {
addIndex(modelIds, included, detailedIds, index);
}
}
function indexOfModelId(modelIds, modelId) {
if (!modelId) {
return -1;
}
for (let index = 0; index < modelIds.length; index += 1) {
if (modelIds[index] === modelId) {
return index;
}
}
return -1;
}
function addIndex(modelIds, included, detailedIds, index) {
if (included[index]) {
return;
}
included[index] = 1;
detailedIds.push(modelIds[index]);
}

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@ -0,0 +1,496 @@
globalThis.onmessage = (event) => {
const job = event.data;
if (!job?.modelIds || !job?.config) {
return;
}
const result = runAggregateJob(job);
globalThis.postMessage(result, [
result.modelIds.buffer,
result.x.buffer,
result.y.buffer,
result.hp.buffer,
result.deadDefenderIds.buffer,
result.deadAttackerIds.buffer,
]);
};
function runAggregateJob(job) {
const state = {
alive: aliveArray(job.hp),
damageCursor: Math.max(0, Math.round(Number(job.damageCursor) || 0)),
deadAttackerIds: new Int32Array(resolveMaxDeathsPerTick(job.config)),
deadCount: 0,
deadDefenderIds: new Int32Array(resolveMaxDeathsPerTick(job.config)),
winnerCursor: Math.max(0, Math.round(Number(job.winnerCursor) || 0)),
};
const aggregateState = buildAggregateSquadState(job, state);
assignAggregateSquadTargets(aggregateState, job.config);
advanceAggregateSquads(aggregateState.squads, job.tickDelta, job.config);
resolveAggregateSquadCombatState(job, aggregateState.cells, state);
syncAggregateSquadMembers(job, aggregateState.squads, state);
return {
damageCursor: state.damageCursor,
deadAttackerIds: state.deadAttackerIds,
deadCount: state.deadCount,
deadDefenderIds: state.deadDefenderIds,
hp: job.hp,
jobId: job.jobId,
matchId: job.matchId,
modelIds: job.modelIds,
type: "aggregate-result",
winnerCursor: state.winnerCursor,
x: job.x,
y: job.y,
};
}
function aliveArray(hp) {
const alive = new Uint8Array(hp.length);
for (let index = 0; index < hp.length; index += 1) {
alive[index] = hp[index] > 0 ? 1 : 0;
}
return alive;
}
function buildAggregateSquadState(job, state) {
const { config, teamKeys, x, y } = job;
const cellSize = Math.max(1, Number(config.cellSize) || 1);
const maxCellX = Math.floor((config.arenaSize - 1) / cellSize);
const maxCellY = Math.floor((config.arenaSize - 1) / cellSize);
const columns = maxCellX + 1;
const cellsByKey = new Map();
const cells = [];
for (let index = 0; index < job.modelIds.length; index += 1) {
if (!state.alive[index]) {
continue;
}
const cellX = clampCell(x[index], cellSize, maxCellX);
const cellY = clampCell(y[index], cellSize, maxCellY);
const key = targetCellIndex(cellX, cellY, columns);
let cell = cellsByKey.get(key);
if (!cell) {
cell = {
cellX,
cellY,
key,
squads: [],
teams: new Map(),
};
cellsByKey.set(key, cell);
cells.push(cell);
}
const teamKey = teamKeys[index] || 0;
let group = cell.teams.get(teamKey);
if (!group) {
group = {
indexes: [],
teamKey,
};
cell.teams.set(teamKey, group);
}
group.indexes.push(index);
}
return {
cells,
squads: createAggregateSquads(cells, job, state),
};
}
function createAggregateSquads(cells, job, state) {
const squads = [];
const squadSize = Math.max(1, Math.round(Number(job.config.squadSize) || 100));
cells.forEach((cell) => {
cell.teams.forEach((group) => {
for (let offset = 0; offset < group.indexes.length; offset += squadSize) {
const indexes = group.indexes.slice(offset, offset + squadSize);
if (indexes.length === 0) {
continue;
}
const squad = createAggregateSquad(cell, group.teamKey, indexes, offset / squadSize, job, state);
squads.push(squad);
cell.squads.push(squad);
}
});
});
return squads;
}
function createAggregateSquad(cell, teamKey, indexes, chunkIndex, job, state) {
const center = averageAggregatePosition(indexes, job);
const count = livingCount(indexes, state);
return {
averageMoveSpeed: averageAggregateMoveSpeed(indexes, job, state),
centerX: center.x,
centerY: center.y,
count,
dps: aggregateGroupDamage(indexes, job, state),
indexes,
radius: resolveAggregateSquadRadius(count, job.config),
seed: aggregateSquadSeed(cell.key, teamKey, chunkIndex),
teamKey,
targetX: null,
targetY: null,
};
}
function averageAggregatePosition(indexes, { x, y }) {
let totalX = 0;
let totalY = 0;
indexes.forEach((index) => {
totalX += x[index];
totalY += y[index];
});
const count = Math.max(1, indexes.length);
return {
x: totalX / count,
y: totalY / count,
};
}
function averageAggregateMoveSpeed(indexes, job, state) {
let count = 0;
let totalSpeed = 0;
indexes.forEach((index) => {
if (!state.alive[index]) {
return;
}
count += 1;
totalSpeed += job.moveSpeed[index];
});
return count > 0 ? totalSpeed / count : 0;
}
function aggregateGroupDamage(indexes, job, state) {
let damage = 0;
indexes.forEach((index) => {
if (!state.alive[index] || job.isFrostStunned[index]) {
return;
}
damage += job.damagePerSecond[index];
});
return damage;
}
function resolveAggregateSquadRadius(count, config) {
const spacing = Math.max(1, Number(config.squadSpacing) || 1);
return Math.max(
(Number(config.tileSize) || 64) * 0.42,
Math.sqrt(Math.max(1, count)) * spacing,
);
}
function assignAggregateSquadTargets({ squads }, config) {
squads.forEach((squad) => {
const targetSquad = findNearestAggregateEnemySquad(squads, squad);
if (!targetSquad) {
squad.targetX = null;
squad.targetY = null;
return;
}
const spread = Math.max(1, Number(config.cellSize) || 1) * 0.18;
const offsetX = (((squad.seed % 997) / 997) - 0.5) * spread;
const offsetY = ((((squad.seed * 31) % 991) / 991) - 0.5) * spread;
squad.targetX = clamp(
targetSquad.centerX + offsetX,
config.halfWidth,
config.arenaSize - config.halfWidth,
);
squad.targetY = clamp(
targetSquad.centerY + offsetY,
config.halfHeight,
config.arenaSize - config.halfHeight,
);
});
}
function findNearestAggregateEnemySquad(squads, sourceSquad) {
let nearestSquad = null;
let nearestDistance = Number.POSITIVE_INFINITY;
squads.forEach((candidateSquad) => {
if (
candidateSquad === sourceSquad
|| candidateSquad.teamKey === sourceSquad.teamKey
|| candidateSquad.count <= 0
) {
return;
}
const deltaX = candidateSquad.centerX - sourceSquad.centerX;
const deltaY = candidateSquad.centerY - sourceSquad.centerY;
const distance = deltaX * deltaX + deltaY * deltaY;
if (distance < nearestDistance) {
nearestDistance = distance;
nearestSquad = candidateSquad;
}
});
return nearestSquad;
}
function advanceAggregateSquads(squads, tickDelta, config) {
const seconds = Math.max(0, Number(tickDelta) || 0) / 1000;
if (seconds <= 0) {
return;
}
const movementRatio = clamp(Number(config.movementRatio) || 1, 0, 2);
squads.forEach((squad) => {
if (
squad.count <= 0
|| !Number.isFinite(squad.targetX)
|| !Number.isFinite(squad.targetY)
) {
return;
}
const deltaX = squad.targetX - squad.centerX;
const deltaY = squad.targetY - squad.centerY;
const distance = Math.hypot(deltaX, deltaY);
if (distance <= 4) {
return;
}
const step = Math.min(distance, squad.averageMoveSpeed * movementRatio * seconds);
squad.centerX = clamp(
squad.centerX + (deltaX / distance) * step,
config.halfWidth,
config.arenaSize - config.halfWidth,
);
squad.centerY = clamp(
squad.centerY + (deltaY / distance) * step,
config.halfHeight,
config.arenaSize - config.halfHeight,
);
});
}
function resolveAggregateSquadCombatState(job, cells, state) {
const maxDeathsPerCell = Math.max(
1,
Math.round(Number(job.config.maxDeathsPerCellTick) || 1),
);
const maxDeathsPerTick = resolveMaxDeathsPerTick(job.config);
for (let index = 0; index < cells.length && state.deadCount < maxDeathsPerTick; index += 1) {
const groups = (cells[index].squads ?? [])
.filter((squad) => squad.count > 0 && squadHasLivingMembers(squad, state))
.sort((left, right) => right.count - left.count);
if (groups.length < 2) {
continue;
}
const leftGroup = groups[0];
const rightGroup = groups.find((candidate) => candidate.teamKey !== leftGroup.teamKey);
if (!rightGroup) {
continue;
}
const cellDeathBudget = Math.min(
maxDeathsPerCell,
maxDeathsPerTick - state.deadCount,
);
let cellDeaths = 0;
cellDeaths += applyAggregateDamage(
job,
state,
rightGroup.indexes,
leftGroup.indexes,
(leftGroup.dps * Math.max(0, Number(job.tickDelta) || 0)) / 1000,
cellDeathBudget - cellDeaths,
);
if (cellDeaths < cellDeathBudget) {
applyAggregateDamage(
job,
state,
leftGroup.indexes,
rightGroup.indexes,
(rightGroup.dps * Math.max(0, Number(job.tickDelta) || 0)) / 1000,
cellDeathBudget - cellDeaths,
);
}
}
}
function applyAggregateDamage(job, state, defenderIndexes, attackerIndexes, damage, maxDeaths) {
if (damage <= 0 || maxDeaths <= 0 || defenderIndexes.length === 0) {
return 0;
}
const startIndex = state.damageCursor % defenderIndexes.length;
let remainingDamage = damage;
let resolvedDeaths = 0;
state.damageCursor += 1;
for (
let checked = 0;
checked < defenderIndexes.length && remainingDamage > 0 && resolvedDeaths < maxDeaths;
checked += 1
) {
const modelIndex = defenderIndexes[(startIndex + checked) % defenderIndexes.length];
if (!state.alive[modelIndex]) {
continue;
}
const currentHp = Math.max(0, Number(job.hp[modelIndex]) || 0);
if (remainingDamage >= currentHp) {
remainingDamage -= currentHp;
job.hp[modelIndex] = 0;
state.alive[modelIndex] = 0;
state.deadDefenderIds[state.deadCount] = job.modelIds[modelIndex];
state.deadAttackerIds[state.deadCount] = pickAggregateWinnerId(job, state, attackerIndexes);
state.deadCount += 1;
resolvedDeaths += 1;
continue;
}
job.hp[modelIndex] = Math.max(1, currentHp - remainingDamage);
remainingDamage = 0;
}
return resolvedDeaths;
}
function pickAggregateWinnerId(job, state, indexes) {
if (indexes.length === 0) {
return 0;
}
const startIndex = state.winnerCursor % indexes.length;
state.winnerCursor += 1;
for (let index = 0; index < indexes.length; index += 1) {
const modelIndex = indexes[(startIndex + index) % indexes.length];
if (state.alive[modelIndex] && !job.isFrostStunned[modelIndex]) {
return job.modelIds[modelIndex];
}
}
return 0;
}
function syncAggregateSquadMembers(job, squads, state) {
squads.forEach((squad) => {
const livingIndexes = squad.indexes.filter((index) => state.alive[index]);
const count = livingIndexes.length;
squad.count = count;
livingIndexes.forEach((modelIndex, index) => {
const slot = aggregateSquadSlot(squad, index, count);
job.x[modelIndex] = clamp(
squad.centerX + slot.x,
job.config.halfWidth,
job.config.arenaSize - job.config.halfWidth,
);
job.y[modelIndex] = clamp(
squad.centerY + slot.y,
job.config.halfHeight,
job.config.arenaSize - job.config.halfHeight,
);
});
});
}
function aggregateSquadSlot(squad, index, count) {
const goldenAngle = Math.PI * (3 - Math.sqrt(5));
const progress = (index + 0.5) / Math.max(1, count);
const radius = Math.sqrt(progress) * squad.radius;
const angle = squad.seed * 0.017 + index * goldenAngle;
return {
x: Math.cos(angle) * radius,
y: Math.sin(angle) * radius,
};
}
function livingCount(indexes, state) {
let count = 0;
indexes.forEach((index) => {
if (state.alive[index]) {
count += 1;
}
});
return count;
}
function squadHasLivingMembers(squad, state) {
return squad.indexes.some((index) => state.alive[index]);
}
function resolveMaxDeathsPerTick(config) {
return Math.max(
Math.max(1, Math.round(Number(config.maxDeathsPerCellTick) || 1)),
Math.max(1, Math.round(Number(config.maxDeathsPerTick) || 1)),
);
}
function aggregateSquadSeed(cellKey, teamKey, chunkIndex) {
const id = `${cellKey}:${teamKey}:${chunkIndex}`;
let seed = 17;
for (let index = 0; index < id.length; index += 1) {
seed = (seed * 31 + id.charCodeAt(index)) % 104729;
}
return seed;
}
function clampCell(value, cellSize, maxCell) {
return Math.min(maxCell, Math.max(0, Math.floor(value / cellSize)));
}
function targetCellIndex(cellX, cellY, columns) {
return cellY * columns + cellX;
}
function clamp(value, min, max) {
return Math.min(max, Math.max(min, value));
}

File diff suppressed because it is too large Load Diff

View File

@ -1,6 +1,7 @@
import Phaser from "phaser";
import {
ARENA,
PERFORMANCE,
WORLD_EFFECT,
} from "../../constants.js";
import {
@ -8,6 +9,12 @@ import {
disposeCombatObject,
trackCombatObject,
} from "./combat.js";
import {
clearFighterTint,
fighterWorldPoint,
stopFighterMovement,
tintFighter,
} from "../fighter/fighterAdapter.js";
const METEOR_EFFECT_PATH = "assets/effects/world_Effect.png";
const METEOR_EFFECT_KEY = "world-meteor-effect";
@ -91,6 +98,8 @@ export function clearWorldEffects(scene) {
scene.clearMeteorCameraFocus?.(null, { restoreCamera: false });
scene.matchStartedAt = null;
scene.isSuddenDeath = false;
scene.nextWorldEffectModifierRefreshAt = 0;
scene.worldEffectModifierActive = false;
scene.fighters?.forEach((fighter) => {
fighter.worldEffectSpeedMultiplier = 1;
@ -103,6 +112,20 @@ export function updateWorldEffectModifiers(scene) {
(zone) => zone.marker?.active,
);
if (frostZones.length === 0 && !scene.worldEffectModifierActive) {
return;
}
const now = scene.time?.now ?? 0;
const refreshMs = Math.max(0, Number(PERFORMANCE.WORLD_EFFECT_MODIFIER_REFRESH_MS) || 0);
if (frostZones.length > 0 && refreshMs > 0 && now < (scene.nextWorldEffectModifierRefreshAt ?? 0)) {
return;
}
scene.nextWorldEffectModifierRefreshAt = now + refreshMs;
scene.worldEffectModifierActive = frostZones.length > 0;
scene.fighters.forEach((fighter) => {
const isSlowed =
fighter.active
@ -151,8 +174,9 @@ export function findDensestWorldEffectZone(livingFighters) {
);
livingFighters.forEach((fighter) => {
const x = fighter.body?.center.x ?? fighter.x;
const y = fighter.body?.center.y ?? fighter.y;
const point = fighterWorldPoint(fighter);
const x = point.x;
const y = point.y;
const column = Phaser.Math.Clamp(Math.floor(x / ARENA.TILE_SIZE), 0, ARENA.GRID_SIZE - 1);
const row = Phaser.Math.Clamp(Math.floor(y / ARENA.TILE_SIZE), 0, ARENA.GRID_SIZE - 1);
@ -552,8 +576,8 @@ function applyFrostStun(scene, fighter) {
fighter.frostStunTimer?.remove(false);
fighter.isFrostStunned = true;
fighter.body?.setVelocity(0, 0);
fighter.setTint(WORLD_EFFECT.FROST_STUN_TINT);
stopFighterMovement(fighter);
tintFighter(fighter, WORLD_EFFECT.FROST_STUN_TINT);
fighter.frostStunTimer = scene.time.delayedCall(WORLD_EFFECT.FROST_STUN_DURATION, () => {
clearFrostStun(fighter);
});
@ -564,9 +588,7 @@ function clearFrostStun(fighter) {
fighter.frostStunTimer = null;
fighter.isFrostStunned = false;
if (fighter.active) {
fighter.clearTint();
}
clearFighterTint(fighter);
}
function activateFrostZone(scene, zone, marker) {
@ -600,8 +622,9 @@ function activateFrostZone(scene, zone, marker) {
}
function containsFighter(zone, fighter) {
const x = fighter.body?.center.x ?? fighter.x;
const y = fighter.body?.center.y ?? fighter.y;
const point = fighterWorldPoint(fighter);
const x = point.x;
const y = point.y;
return Phaser.Geom.Rectangle.Contains(zone.bounds, x, y);
}

View File

@ -0,0 +1,267 @@
import {
ARENA,
FIGHTER,
} from "../../constants.js";
import { ensureFighterTeamAnimation } from "./fighterAssets.js";
import {
fighterModelPoint,
fighterModelDistanceSquared,
getFighterModel,
isLivingFighterModel,
setFighterModelPosition,
syncFighterModelFromSprite,
} from "./fighterModel.js";
export {
fighterModelDistanceSquared,
fighterModelPoint,
getFighterModel,
isLivingFighterModel,
syncFighterModelFromSprite,
};
export function isFighterBodyEnabled(fighter) {
return Boolean(!fighter?._spriteDetached && fighter?.body && fighter.body.enable !== false);
}
export function shouldRenderFighterDetail(fighter) {
return Boolean(
fighter
&& fighter.active !== false
&& !fighter._spriteDetached
&& fighter._detailVisible !== false
&& fighter.visible !== false,
);
}
export function fighterWorldPoint(fighter) {
if (isFighterBodyEnabled(fighter)) {
return {
x: fighter.body.center.x,
y: fighter.body.center.y,
};
}
return fighterModelPoint(fighter);
}
export function fighterDistanceSquared(left, right) {
const deltaX = fighterWorldX(left) - fighterWorldX(right);
const deltaY = fighterWorldY(left) - fighterWorldY(right);
return deltaX * deltaX + deltaY * deltaY;
}
export function setFighterFacing(fighter, faceLeft) {
if (!fighter) {
return;
}
fighter.facingLeft = Boolean(faceLeft);
const model = getFighterModel(fighter);
if (model) {
model.facingLeft = fighter.facingLeft;
}
if (typeof fighter.setFlipX === "function") {
fighter.setFlipX(fighter.facingLeft);
return;
}
fighter.flipX = fighter.facingLeft;
}
export function stopFighterMovement(fighter) {
if (isFighterBodyEnabled(fighter)) {
fighter.body.setVelocity(0, 0);
}
}
export function disableFighterBody(fighter) {
syncFighterModelFromSprite(fighter);
stopFighterMovement(fighter);
fighter?.body?.stop?.();
if (fighter?.body) {
const world = fighter.scene?.physics?.world;
if (world) {
world.disable(fighter);
} else {
fighter.body.enable = false;
}
}
}
export function enableFighterBody(fighter) {
if (!fighter?.body || fighter.isDead) {
return;
}
const point = fighterModelPoint(fighter);
const world = fighter.scene?.physics?.world;
if (world) {
world.enable(fighter);
} else {
fighter.body.enable = true;
}
fighter.body.reset?.(point.x, point.y);
stopFighterMovement(fighter);
fighter.body.updateFromGameObject?.();
syncFighterModelFromSprite(fighter);
}
export function setFighterWorldPosition(fighter, x, y) {
if (!fighter) {
return;
}
if (!fighter._spriteDetached && typeof fighter.setPosition === "function") {
fighter.setPosition(x, y);
} else if (!fighter._spriteDetached) {
fighter.x = x;
fighter.y = y;
}
setFighterModelPosition(fighter, x, y);
if (isFighterBodyEnabled(fighter)) {
fighter.body.updateFromGameObject?.();
}
}
export function moveFighterToward(scene, fighter, target, speed, delta) {
if (!fighter?.active || !target) {
return;
}
const targetPoint = fighterWorldPoint(target);
if (isFighterBodyEnabled(fighter)) {
scene.physics.moveTo(fighter, targetPoint.x, targetPoint.y, speed);
return;
}
const sourcePoint = fighterModelPoint(fighter);
const deltaX = targetPoint.x - sourcePoint.x;
const deltaY = targetPoint.y - sourcePoint.y;
const distance = Math.hypot(deltaX, deltaY);
if (distance <= 0) {
return;
}
const step = Math.min(
distance,
speed * (Math.max(0, Number(delta) || 0) / 1000),
);
setFighterWorldPosition(
fighter,
sourcePoint.x + (deltaX / distance) * step,
sourcePoint.y + (deltaY / distance) * step,
);
clampFighterInsideArena(fighter);
}
export function clampFighterInsideArena(fighter) {
if (!fighter?.active) {
return;
}
const bodyWidth = fighter.body?.width ?? FIGHTER.HITBOX_WIDTH;
const bodyHeight = fighter.body?.height ?? FIGHTER.HITBOX_HEIGHT;
const halfWidth = Math.min(
ARENA.SIZE / 2,
Math.max(Math.abs(fighter.displayWidth ?? 0), bodyWidth) / 2,
);
const halfHeight = Math.min(
ARENA.SIZE / 2,
Math.max(Math.abs(fighter.displayHeight ?? 0), bodyHeight) / 2,
);
const point = fighterModelPoint(fighter);
const x = clamp(point.x, halfWidth, ARENA.SIZE - halfWidth);
const y = clamp(point.y, halfHeight, ARENA.SIZE - halfHeight);
setFighterWorldPosition(fighter, x, y);
}
export function playFighterActionIfNeeded(fighter, action) {
if (!shouldRenderFighterDetail(fighter)) {
return;
}
const key = resolveFighterAnimationKey(fighter, action);
if (key && fighter.anims?.currentAnim?.key !== key) {
playResolvedFighterAnimation(fighter, key);
}
}
export function playFighterAction(fighter, action, timeScale = 1) {
if (!shouldRenderFighterDetail(fighter)) {
return;
}
const key = resolveFighterAnimationKey(fighter, action);
if (key) {
playResolvedFighterAnimation(fighter, key, timeScale);
}
}
export function tintFighter(fighter, tint) {
if (typeof fighter?.setTint === "function") {
fighter.setTint(tint);
}
}
export function clearFighterTint(fighter) {
if (fighter?.active && typeof fighter.clearTint === "function") {
fighter.clearTint();
}
}
function playResolvedFighterAnimation(fighter, key, timeScale = 1) {
if (!fighter?.anims || typeof fighter.play !== "function") {
return;
}
fighter.anims.timeScale = timeScale;
fighter.play(key, true);
}
function resolveFighterAnimationKey(fighter, action) {
if (!fighter?.scene || !fighter?.skin || !action) {
return null;
}
return ensureFighterTeamAnimation(
fighter.scene,
fighter.skin,
action,
fighter.team?.color,
);
}
function clamp(value, minimum, maximum) {
return Math.min(maximum, Math.max(minimum, value));
}
function fighterWorldX(fighter) {
if (isFighterBodyEnabled(fighter)) {
return fighter.body.center.x;
}
return fighterModelPoint(fighter).x;
}
function fighterWorldY(fighter) {
if (isFighterBodyEnabled(fighter)) {
return fighter.body.center.y;
}
return fighterModelPoint(fighter).y;
}

View File

@ -8,14 +8,23 @@ import {
ensureFighterTeamAnimations,
fighterSheetKey,
} from "./fighterAssets.js";
import {
disableFighterBody,
enableFighterBody,
} from "./fighterAdapter.js";
import {
attachFighterModel,
createFighterModel,
fighterModelPoint,
} from "./fighterModel.js";
import { getFighterStats } from "./fighterStats.js";
const NAME_LABEL_BOTTOM_GAP = 14;
const HUD_DETAIL_SYNC_INTERVAL_MS = 100;
export function createFighter(
scene,
{ canSplitOnDeath = true, faceLeft, hp, maxHp, name, skin, team, teamIndex, x, y },
{ attachSprite = true } = {},
) {
ensureFighterTeamAnimations(scene, skin, team.color, ["idle"]);
@ -23,7 +32,6 @@ export function createFighter(
const idleSheetKey = scene.textures.exists(teamIdleSheetKey)
? teamIdleSheetKey
: fighterSheetKey(skin, "idle");
const fighter = scene.physics.add.sprite(x, y, idleSheetKey, 0);
const displayName = name || team.label;
const combatStats = getFighterStats(skin);
const resolvedMaxHp = Math.max(1, Math.round(maxHp ?? combatStats.maxHp));
@ -31,6 +39,32 @@ export function createFighter(
resolvedMaxHp,
Math.max(1, Math.round(hp ?? resolvedMaxHp)),
);
const fighter = scene.physics.add.sprite(x, y, idleSheetKey, 0);
const inputHitArea = new Phaser.Geom.Rectangle(
FIGHTER.HITBOX_OFFSET_X,
FIGHTER.HITBOX_OFFSET_Y,
FIGHTER.HITBOX_WIDTH,
FIGHTER.HITBOX_HEIGHT,
);
fighter._spriteDetached = false;
fighter._detailVisible = true;
attachFighterModel(
fighter,
createFighterModel({
canSplitOnDeath,
combatStats,
facingLeft: faceLeft,
fighterName: displayName,
hp: resolvedHp,
maxHp: resolvedMaxHp,
skin,
team,
teamIndex,
x,
y,
}),
);
fighter.setScale(FIGHTER.SCALE);
fighter.setName(displayName);
@ -40,41 +74,19 @@ export function createFighter(
fighter.setFlipX(faceLeft);
fighter.body.setSize(FIGHTER.HITBOX_WIDTH, FIGHTER.HITBOX_HEIGHT);
fighter.body.setOffset(FIGHTER.HITBOX_OFFSET_X, FIGHTER.HITBOX_OFFSET_Y);
fighter.setInteractive(
new Phaser.Geom.Rectangle(
FIGHTER.HITBOX_OFFSET_X,
FIGHTER.HITBOX_OFFSET_Y,
FIGHTER.HITBOX_WIDTH,
FIGHTER.HITBOX_HEIGHT,
),
Phaser.Geom.Rectangle.Contains,
);
fighter.setInteractive(inputHitArea, Phaser.Geom.Rectangle.Contains);
fighter.input.cursor = "pointer";
fighter.skin = skin;
fighter.combatStats = combatStats;
fighter.fighterName = displayName;
fighter.team = team;
fighter.teamIndex = teamIndex;
fighter._inputHitArea = inputHitArea;
fighter.baseScaleX = FIGHTER.SCALE;
fighter.baseScaleY = FIGHTER.SCALE;
fighter.canSplitOnDeath = canSplitOnDeath;
fighter.isSelected = false;
fighter.killCount = 0;
fighter.killRewardMultiplier = 1;
fighter.worldEffectSpeedMultiplier = 1;
fighter.isFrostStunned = false;
fighter.deadDespawnTimer = null;
fighter.deadDespawnTween = null;
fighter.frostStunTimer = null;
fighter.maxHp = resolvedMaxHp;
fighter.hp = resolvedHp;
fighter.nextAttackAt = 0;
fighter.nextHudSyncAt = 0;
fighter.nextTargetScanAt = 0;
fighter.targetEnemy = null;
fighter._hudDetailsVisible = false;
fighter._hudSlot = null;
fighter.isLocked = false;
fighter.isDead = false;
fighter.releaseHud = () => releaseFighterHud(fighter);
fighter.play(ensureFighterTeamAnimation(scene, skin, "walk", team.color));
fighter.on(Phaser.Animations.Events.ANIMATION_COMPLETE, (animation) => {
@ -87,17 +99,71 @@ export function createFighter(
}
});
fighter.releaseHud = () => releaseFighterHud(fighter);
if (!attachSprite) {
setFighterDetailVisible(fighter, false);
}
attachHudCleanup(fighter);
return fighter;
}
export function setFighterDetailVisible(fighter, visible) {
if (!fighter || !fighter.scene) {
return;
}
const shouldShow = Boolean(visible && !fighter.isDead);
if (shouldShow && fighter._detailVisible === true && !fighter._spriteDetached) {
return;
}
if (!shouldShow && fighter._detailVisible === false && fighter._spriteDetached) {
return;
}
fighter._detailVisible = shouldShow;
if (!shouldShow) {
fighter.isLocked = false;
disableFighterBody(fighter);
fighter.anims?.pause();
fighter.disableInteractive?.();
releaseFighterHud(fighter);
fighter.setVisible(false);
fighter.removeFromDisplayList?.();
fighter.removeFromUpdateList?.();
fighter._spriteDetached = true;
return;
}
const point = fighterModelPoint(fighter);
fighter.setActive(true);
fighter.setPosition(point.x, point.y);
fighter.addToDisplayList?.();
fighter.addToUpdateList?.();
fighter.setVisible(true);
fighter._spriteDetached = false;
enableFighterBody(fighter);
fighter.setInteractive?.(fighter._inputHitArea, Phaser.Geom.Rectangle.Contains);
if (fighter.input) {
fighter.input.cursor = "pointer";
}
if (!fighter.isDead) {
fighter.anims?.resume();
}
}
export function syncFighterHud(
fighter,
{ force = false, showDetails = true, time = fighter.scene?.time?.now ?? 0 } = {},
) {
const isVisible = Boolean(fighter.active && !fighter.isDead);
const isVisible = Boolean(fighter.active && fighter.visible && !fighter.isDead);
const detailsVisible = isVisible && (showDetails || fighter.isSelected);
if (!detailsVisible || !fighter.body) {
@ -129,11 +195,7 @@ export function syncFighterHud(
const scaleRatio = Math.max(1, Math.abs(fighter.scaleY) / FIGHTER.SCALE);
const healthOffset = 44 * scaleRatio;
const hitbox = fighter.body;
const nameX = hitbox.x + hitbox.width / 2;
const nameY = hitbox.y + hitbox.height + NAME_LABEL_BOTTOM_GAP;
hudSlot.nameLabel.setPosition(nameX, nameY);
hudSlot.healthBack.setPosition(fighter.x, fighter.y - healthOffset);
hudSlot.healthBar.setPosition(fighter.x - 34, fighter.y - healthOffset);
hudSlot.healthBar.width = Math.max(0, 68 * (fighter.hp / (fighter.maxHp ?? 1)));
@ -186,7 +248,6 @@ function setVisibleIfChanged(gameObject, visible) {
}
function setHudSlotVisible(hudSlot, visible) {
setVisibleIfChanged(hudSlot.nameLabel, visible);
setVisibleIfChanged(hudSlot.healthBack, visible);
setVisibleIfChanged(hudSlot.healthBar, visible);
}
@ -205,7 +266,7 @@ function acquireFighterHudSlot(fighter) {
hudSlot.fighter = fighter;
fighter._hudSlot = hudSlot;
configureHudSlot(hudSlot, fighter);
configureHudSlot(hudSlot);
return hudSlot;
}
@ -220,18 +281,6 @@ function ensureFighterHudPool(scene) {
}
function createHudSlot(scene) {
const nameLabel = scene.add
.text(0, 0, "", {
color: "#fff2c2",
fontFamily: "Inter, Pretendard, sans-serif",
fontSize: "18px",
fontStyle: "700",
stroke: "#17180e",
strokeThickness: 4,
})
.setOrigin(0.5, 0)
.setDepth(4)
.setVisible(false);
const healthBack = scene.add
.rectangle(0, 0, 72, 8, 0x17180e, 0.92)
.setDepth(4)
@ -246,14 +295,10 @@ function createHudSlot(scene) {
fighter: null,
healthBack,
healthBar,
nameLabel,
};
}
function configureHudSlot(hudSlot, fighter) {
hudSlot.nameLabel.setText(fighter.fighterName ?? fighter.name ?? "");
hudSlot.nameLabel.setStroke(fighter.team?.color ?? "#17180e", 4);
hudSlot.nameLabel.setDepth(4);
function configureHudSlot(hudSlot) {
hudSlot.healthBack.setDepth(4);
hudSlot.healthBar.setDepth(5);
}

View File

@ -0,0 +1,153 @@
const FIGHTER_MODEL_PROPERTY_MAP = {
_detailVisible: "detailVisible",
canSplitOnDeath: "canSplitOnDeath",
combatStats: "combatStats",
facingLeft: "facingLeft",
fighterName: "fighterName",
hp: "hp",
isDead: "isDead",
isFrostStunned: "isFrostStunned",
isLocked: "isLocked",
isSelected: "isSelected",
killCount: "killCount",
killRewardMultiplier: "killRewardMultiplier",
maxHp: "maxHp",
nextAttackAt: "nextAttackAt",
nextTargetScanAt: "nextTargetScanAt",
skin: "skin",
targetModelId: "targetModelId",
team: "team",
teamIndex: "teamIndex",
worldEffectSpeedMultiplier: "worldEffectSpeedMultiplier",
};
let nextFighterModelId = 1;
export function createFighterModel({
canSplitOnDeath = true,
combatStats,
facingLeft = false,
fighterName,
hp,
maxHp,
skin,
team,
teamIndex,
x,
y,
}) {
const id = `fighter-${nextFighterModelId}`;
nextFighterModelId += 1;
return {
id,
active: true,
canSplitOnDeath,
combatStats,
detailVisible: true,
facingLeft: Boolean(facingLeft),
fighterName,
hp,
isDead: false,
isFrostStunned: false,
isLocked: false,
isSelected: false,
killCount: 0,
killRewardMultiplier: 1,
maxHp,
nextAttackAt: 0,
nextTargetScanAt: 0,
skin,
targetModelId: null,
team,
teamIndex,
worldEffectSpeedMultiplier: 1,
x,
y,
};
}
export function attachFighterModel(fighter, model) {
if (!fighter || !model) {
return model;
}
Object.defineProperty(fighter, "model", {
configurable: true,
value: model,
});
Object.defineProperty(fighter, "modelId", {
configurable: true,
get() {
return this.model?.id;
},
});
Object.entries(FIGHTER_MODEL_PROPERTY_MAP).forEach(([fighterKey, modelKey]) => {
Object.defineProperty(fighter, fighterKey, {
configurable: true,
get() {
return this.model?.[modelKey];
},
set(value) {
if (this.model) {
this.model[modelKey] = value;
}
},
});
});
syncFighterModelFromSprite(fighter);
return model;
}
export function getFighterModel(fighter) {
return fighter?.model ?? null;
}
export function fighterModelPoint(fighter) {
const model = getFighterModel(fighter);
return {
x: model?.x ?? fighter?.x ?? 0,
y: model?.y ?? fighter?.y ?? 0,
};
}
export function setFighterModelPosition(fighter, x, y) {
const model = getFighterModel(fighter);
if (!model) {
return;
}
model.x = x;
model.y = y;
}
export function fighterModelDistanceSquared(left, right) {
const deltaX = (left?.x ?? 0) - (right?.x ?? 0);
const deltaY = (left?.y ?? 0) - (right?.y ?? 0);
return deltaX * deltaX + deltaY * deltaY;
}
export function isLivingFighterModel(model) {
return Boolean(model && model.active !== false && !model.isDead);
}
export function syncFighterModelFromSprite(fighter) {
const model = getFighterModel(fighter);
if (
!model
|| fighter?._spriteDetached
|| !Number.isFinite(fighter?.x)
|| !Number.isFinite(fighter?.y)
) {
return;
}
model.x = fighter.x;
model.y = fighter.y;
}

View File

@ -1,7 +1,7 @@
import Phaser from "phaser";
import { ArenaScene } from "./game/arena/ArenaScene.js";
import {
ARENA,
RENDER,
SPAWN,
} from "./constants.js";
import { createMatchForm } from "./ui/matchForm.js";
@ -181,9 +181,11 @@ const arenaScene = new ArenaScene({
const game = new Phaser.Game({
type: Phaser.AUTO,
parent: "game",
width: ARENA.SIZE,
height: ARENA.SIZE,
width: RENDER.WIDTH,
height: RENDER.HEIGHT,
autoRound: true,
pixelArt: true,
powerPreference: "high-performance",
backgroundColor: "#282819",
physics: {
default: "arcade",

151
todo.md
View File

@ -311,3 +311,154 @@
52. Configurable barrage warning duration (completed)
- Added `WORLD_EFFECT.WARNING_DURATION_MS` to control the visible lifetime of the large dense-area warning marker.
- Kept scheduled small impacts and meteor camera focus running after the warning marker hides.
53. Phaser 3 online optimization review and low-risk performance pass (완료)
- **조치 사항**:
- Phaser 공식 문서/뉴스에서 object allocation, Group pooling, Blitter, camera ignore, Arcade Collider, render config 관련 최적화 기법을 확인.
- 투사체별 Arcade overlap collider 생성은 제거하고 기존 궤적 기반 판정만 유지.
- 투사체 판정용 geometry와 전투 타깃 spatial grid의 프레임별 할당을 줄임.
- 미니맵 redraw를 `PERFORMANCE.MINIMAP_REFRESH_MS`로 제한하고 Phaser 렌더 설정에 `autoRound`, `powerPreference`를 추가.
- Blitter 전환, Canvas 강제 전환, 광범위한 Group pooling은 현재 구조와 리스크 대비 보류.
54. Render resolution split for large-battle baseline performance (완료)
- **조치 사항**:
- Phaser 내부 canvas 해상도를 `ARENA.SIZE` 3200x3200에서 `RENDER` 1280x1280으로 분리.
- 전투 로직/월드 bounds는 기존 3200x3200 arena를 유지.
- `CAMERA.MIN_ZOOM`을 render/arena 비율로 낮춰 기본 전장 전체 시야를 유지.
- 미니맵 HUD 크기와 stroke도 render size 기준으로 조정.
55. Large-battle fighter render LOD (completed)
- **Changes**:
- Added a large-battle render LOD pass that caps detailed visible fighter sprites through `PERFORMANCE.LARGE_BATTLE_SPRITE_RENDER_LIMIT`.
- Rendered hidden living fighters as team-colored dots on a shared `Graphics` layer while keeping them active for combat simulation.
- Used per-team representatives at full-arena `CAMERA.MIN_ZOOM` and camera-near detail selection for zoomed/selected views.
- Released HUD slots and pointer interaction for hidden fighters, and invalidated LOD when split-on-death children spawn.
- Verified production build with `npm run build`.
56. Dynamic zoomed fighter render LOD (completed)
- **Changes**:
- Changed `PERFORMANCE.LARGE_BATTLE_SPRITE_RENDER_LIMIT` into the full-arena/base budget instead of a universal fixed cap.
- Added `PERFORMANCE.LARGE_BATTLE_SPRITE_RENDER_MAX` as the dynamic safety cap.
- Counted camera-near living fighters during zoomed/selected views and raised the detailed sprite budget dynamically up to the safety cap.
- Prioritized exact viewport candidates before rolling-window candidates so dots do not appear inside the current view unless the rolling-window count exceeds the dynamic cap.
57. Scoreboard team button toggle to full arena (completed)
- **Changes**:
- Clicking the currently selected team button now clears the fighter selection instead of selecting another random same-team fighter.
- Added `ArenaScene.returnToFullArenaView()` to restore `CAMERA.MIN_ZOOM`, center the arena, clear combat focus state, refresh the minimap, and update the scoreboard.
58. Large-battle start camera avoids full-arena overview (completed)
- **Changes**:
- Added `CAMERA.LARGE_BATTLE_START_ZOOM`.
- Live matches at or above `PERFORMANCE.LARGE_BATTLE_FIGHTER_THRESHOLD` now start zoomed in instead of staying on `CAMERA.MIN_ZOOM`.
- Centered the initial large-battle camera on the living fighter closest to the overall living-fighter average without selecting that fighter.
59. Manual camera pan/zoom transitions (completed)
- **Changes**:
- Added `CAMERA.MANUAL_FOCUS_TWEEN_MS` and `CAMERA.MANUAL_FOCUS_TWEEN_EASE`.
- Added `ArenaScene.transitionMainCameraTo()` for Phaser camera `pan()` and `zoomTo()` based manual focus changes.
- Updated fighter/team selection and selected-team full-arena return to tween instead of jumping instantly.
- Paused selected-fighter auto-centering while the manual camera transition is active so it does not cancel the tween.
60. Rolling-window fighter LOD for smooth camera movement (completed)
- **Changes**:
- Replaced exact-visible-count LOD budgeting with a camera-centered rolling window.
- Added `PERFORMANCE.LARGE_BATTLE_ROLLING_WINDOW_SCALE` and `PERFORMANCE.LARGE_BATTLE_ROLLING_WINDOW_BUFFER_RATIO`.
- Kept exact viewport fighters as the first priority, then filled the detailed set with rolling-window fighters before they enter the visible screen.
- Shortened `PERFORMANCE.LARGE_BATTLE_LOD_REFRESH_MS` so the rolling window follows manual pan/zoom more responsively.
61. Dormant offscreen fighter simulation (completed)
- **Changes**:
- Rolling-window LOD outside fighters now pause animation, disable input, release HUD, and disable Arcade bodies instead of only setting invisible.
- Updated combat movement so disabled-body fighters keep moving through JS position math.
- Kept visible fighters on Arcade movement for on-screen fidelity.
- Resolved projectile attacks involving dormant fighters as delayed data hits without spawning projectile objects.
- Updated camera/world-effect helpers to use fighter `x/y` when a body is disabled.
62. Fighter adapter layer before model/proxy rewrite (completed)
- **Changes**:
- Added `src/game/fighter/fighterAdapter.js` as the first boundary between fighter simulation state and Phaser Sprite/Arcade APIs.
- Moved fighter world-point, distance, facing, movement, body enable/disable, arena clamping, animation, and tint helpers behind the adapter.
- Updated combat, world effects, spectator camera, match finish cleanup, and fighter detail visibility to use the adapter for fighter-specific render/body access.
- Left the full `FighterModel + SpriteProxy` rewrite as a later larger step; this pass reduces the direct coupling first.
63. FighterModel shell for state/render split (completed)
- **Changes**:
- Added `src/game/fighter/fighterModel.js` to hold combat/state fields in a pure JS model object.
- Attached each fighter sprite to `fighter.model` and bridged existing custom sprite fields with getter/setters so current code remains compatible.
- Synced live sprite positions into model `x/y` during combat-frame preparation and wrote dormant movement through model-aware adapter helpers.
- Updated combat target indexing, arena rolling-window LOD, minimap dots, and split-spawn origins to use model position helpers where safe.
- Retained Phaser sprites for every fighter at this stage; later work added rolling-window SpriteProxy detach and lazy sprite pooling.
64. Model-based combat targeting and spatial index (completed)
- **Changes**:
- Added `ArenaScene.fighterModels`, `fighterByModelId`, and `fighterModelById` indexes.
- Registered models on match start and split spawns, and unregistered despawned fighters so stale models are marked inactive.
- Changed combat update entry to `updateFighterModel()` and iterated `scene.fighterModels` from the scene update loop.
- Built the target spatial grid from models instead of sprites.
- Replaced cached `targetEnemy` sprite references with `model.targetModelId` and resolved sprites only when rendering/movement/attack execution needs them.
65. Model-only combat fallback before SpriteProxy pooling (completed)
- **Changes**:
- Allowed `updateFighterModel()` to keep simulating living models that do not currently have a render sprite.
- Added model-only movement that updates `model.x/y` directly with arena clamping.
- Added delayed model-hit resolution for melee, projectile, and instant-spell attacks when either combatant lacks a sprite.
- Added `killFighterModel()` so model-only deaths mark models inactive, unregister indexes, record deaths/kills, apply kill rewards, and process split-on-death.
- Kept the full visual Sprite path when both combatants still have render sprites.
66. Rolling-window SpriteProxy detach (completed)
- **Changes**:
- Changed large-battle LOD so non-detailed fighter proxies are removed from Phaser's display list and update list instead of only being hidden.
- Removed detached proxies from `fighterByModelId`, letting combat route through the model-only fallback until the rolling window reattaches the proxy.
- Reattached detailed proxies from model state, including position/body reset, facing, input, animation resume, and kill-growth scale.
- Removed parked detached proxies from `this.fighters` on model-only death so dead offscreen proxies do not keep participating in scan loops.
- Kept LOD candidate selection and minimap drawing on the full model-backed proxy list so detached fighters still appear as dots and can be selected by team buttons.
- Verified production build with `npm run build`.
67. Lazy SpriteProxy pool for large-battle startup (rolled back)
- **Changes**:
- Changed `createFighter()` to create a lightweight model-backed proxy first, with optional Phaser Sprite attachment.
- Large live matches now pass `attachSprite: false` at match start, so thousands of fighters begin as model-only proxies.
- Added `scene.fighterSpritePool`; LOD detail promotion acquires/reconfigures a pooled sprite and LOD demotion releases it back to the pool.
- Routed clicked Phaser sprites back to their owning proxy through `_fighterProxy`, keeping selection/team focus logic model-first.
- Split-on-death children in active large-battle LOD now spawn model-only and wait for LOD promotion before acquiring render sprites.
- Verified production build with `npm run build`.
- Rolled this back after a render regression where fighter models and team counts were alive but no stable Phaser Sprite appeared on the field.
68. Fighter sprite render recovery after lazy proxy regression (completed)
- **Changes**:
- Restored `createFighter()` to return a real Phaser Sprite with an attached `fighter.model` bridge.
- Kept the `attachSprite` option, but large-battle startup now parks the created sprite through `setFighterDetailVisible(false)` instead of skipping Sprite creation.
- Preserved rolling-window LOD's display/update-list detach and reattach behavior for non-detailed fighters.
- Updated arena/fighter/combat context docs to mark the lazy sprite pool as disabled.
- Verified production build with `npm run build`.
69. Null-safe model target cache after sprite recovery (completed)
- **Changes**:
- Fixed `isValidEnemyTargetModel()` so cached target validation safely handles `null` attacker or candidate models before reading team ids.
- Cleared stale `targetModelId` values in `resolveTargetEnemyModel()` before scanning for a replacement enemy.
- Verified production build with `npm run build`.
70. Detached fighter animation guard for large-battle model-only attacks (completed)
- **Changes**:
- Fixed `fighterAdapter.shouldRenderFighterDetail()` so `null` or detached fighters cannot be treated as renderable.
- Added animation-key guards in `playFighterAction()` and `playFighterActionIfNeeded()` so model-only attacks skip sprite animation safely.
- Verified production build with `npm run build`.
71. Large-battle simulation throttle and tighter render budget (completed)
- **Changes**:
- Added large-battle simulation buckets so attached/detailed fighters update every frame while detached model-only fighters are distributed across frames.
- Added capped accumulated delta for throttled detached model updates.
- Reduced large-battle detailed sprite and HUD label caps to avoid 8,000-fighter zoom views promoting thousands of animated sprites.
- Allowed rolling-window LOD buffer ratios below `1` for dense large-battle scenes.
- Added an early return when `setFighterDetailVisible(false)` is called on an already parked fighter, reducing LOD refresh spikes.
- Verified production build with `npm run build`.
72. Aggressive 8k battle throttles for remaining frame drops (completed)
- **Changes**:
- Lowered detailed sprite caps again for dense 8,000-fighter zoom views.
- Changed combat frame preparation to sync only attached sprites and rebuild the large-battle target spatial index on an interval instead of every frame.
- Throttled model-index audits to once per second.
- Skipped world-effect modifier scans when no frost zone is active, and throttled active frost-zone scans.
- Verified production build with `npm run build`.
73. Aggregate detached combat for large battles (completed)
- **Changes**:
- Added a large-battle aggregate combat path for detached/offscreen model-only fighters.
- Detached fighters now move toward coarse enemy cells and resolve batched HP/deaths at `PERFORMANCE.LARGE_BATTLE_AGGREGATE_COMBAT_REFRESH_MS` instead of running full target/attack AI.
- Kept attached/detail fighters on every-frame individual combat for visible camera fidelity.
- Suppressed per-kill DOM log entries for aggregate offscreen deaths while preserving death stats, kill rewards, split-on-death, scoreboard updates, and match finish checks.
- Verified production build with `npm run build`.
74. Squad-based detached combat compression (completed)
- **Changes**:
- Compressed detached/offscreen fighters into `team + cell + 100 fighters` squads during large live battles.
- Moved and resolved combat at the squad level, then reslotted individual models around squad centers only on aggregate ticks.
- Changed large-battle target spatial indexing to attached/detail models so visible individual AI does not scan all offscreen models.
- Added `PERFORMANCE.LARGE_BATTLE_AGGREGATE_SQUAD_SIZE` for tuning squad population.
- Verified production build with `npm run build`.
75. Magic attack effect sprite pooling (completed)
- **Changes**:
- Added per-texture pooling for instant-spell attack effect sprites in `combat.js`.
- Returned pooled spell effects on animation completion and during `clearCombatObjects()` cleanup instead of destroying them.
- Reset pooled spell sprites before reuse, including frame, position, scale, depth, alpha, rotation, flip, active/visible state, and animation-complete listener state.
- Left projectile and meteor/world-effect lifecycles unchanged.
- Verified production build with `npm run build`.