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15 Commits
Author SHA1 Message Date
horoli 5795cc9741 Optimize large battle rendering and combat 2026-05-27 18:18:20 +09:00
horoli 30d7be41be feat: implement dense-area meteor barrage, large-battle optimization, and direct fighter count input 2026-05-27 01:20:31 +09:00
horoli 2c013247a9 Scale meteor impacts by size 2026-05-26 18:26:34 +09:00
horoli 9df4f3dcde Refine battle performance and team limits 2026-05-26 17:54:41 +09:00
horoli 743b2a75f5 feat: implement nickname multiplier (*N) for variable team sizes and sudden death system with configurable world effects 2026-05-25 21:24:22 +09:00
horoli f9b548f9cd modified : spawn radius 2026-05-24 22:39:59 +09:00
horoli ddccd01eb6 feat: improve battle notice system with expanded content, centralized constants, and fixed text wrapping 2026-05-24 22:32:48 +09:00
horoli 1668e3c941 feat: implement world effects, role-based stats, and optimized starting zones with refactored constants 2026-05-24 19:16:51 +09:00
horoli 36fd25731a fix: mobile team card width and modularize CSS with documentation 2026-05-24 19:15:31 +09:00
horoli 43383bb833 update image 2026-05-24 12:36:55 +09:00
horoli 518767b21b feat: add OpenGraph and Twitter meta tags for social sharing 2026-05-24 12:32:03 +09:00
horoli 8d0de2a945 modified build scripts(2) 2026-05-24 07:17:16 +09:00
horoli 7e38e4d434 modified build scripts 2026-05-24 07:17:01 +09:00
horoli 93e407ae8e add : build script 2026-05-24 07:14:37 +09:00
horoli 2dd7d2dceb ui: refine Arena logo layout and update todo documentation 2026-05-24 06:56:45 +09:00
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## 0. 필수
- 작업이 완료되면 작업 관련된 모든 문서를 업데이트한다
- 작업이 완료되면 작업 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 인원만큼 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 생성 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 시드조회 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 체크통계 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/
── 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 및 격자 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
│ ├── 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
│ └── fighterSelection.js # 캐릭터 스킨 무작위 선택 로직
── match/ # 매치 및 진행
├── matchSetup.js # 팀 구성 및 스폰 좌표 계산 (구역/랜덤)
│ └── arenaMatchRuntime.js # 매치 진행 중 헬퍼 (스폰 클러스터, 팀 크기 동기화)
└── 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
── og-image.png # 공유 미리보기 이미지
├── effects/
── heal/ # 처치 회복 연출
│ │ ├── 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 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.
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``npm start`로 실행하며 기본 포트는 `config.json``SERVER_PORT` 값인 `9736`니다.
- 개발 서버는 `npm run dev`, 운영 서버`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 수 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.
- The main camera ignores the minimap graphics object, and the HUD camera ignores field objects as they are added to the scene. Minimap rendering uses team-colored living fighter dots and the main camera viewport rectangle, so the minimap frame stays fixed while the main camera follows combat or meteor focus.
- `ArenaScene` refreshes HUD candidates on an interval, choosing selected fighters plus nearby visible fighters when zoomed in, then releases unused HUD pool slots.
# Context: Arena & Scene
## 1. 모듈별 상세 역할 (`src/game/arena/`)
- **`ArenaScene.js`**: Phaser 씬의 생명주기와 전반적인 오케스트레이션을 담당합니다. `update()` 매 프레임마다 전투원 상태를 체크하고, 카메라 이동 및 UI 모듈 호출을 조율합니다.
- **`arenaRenderer.js`**: 아레나 배경 그래픽 및 타일 렌더링을 담당합니다.
- **`arenaRenderer.js`**: 아레나 배경 그래픽, 타일 및 팀별 스타팅 영역 오버레이 렌더링을 담당합니다.
- **`arenaSpectatorCamera.js`**: 관전 모드 시점 계산 및 카메라 포커싱 로직을 담당합니다. 생존 인원에 따른 지능형 카메라 추적 알고리즘이 구현되어 있습니다.
## 2. 주요 로직 구현 세부 사항
@@ -13,11 +150,13 @@
1. 목표 좌표(`targetX, targetY`)를 `Math.round()`로 정수화합니다.
2. 현재 카메라 위치에서 목표 지점까지 매 프레임 `0.1`의 배율로 거리를 좁혀나가는 `Lerp` 연산을 수행합니다.
```javascript
this.cameras.main.scrollX += (targetX - this.cameras.main.midPoint.x) * SPECTATOR_CAMERA_LERP;
this.cameras.main.scrollX += (targetX - this.cameras.main.midPoint.x) * CAMERA.SPECTATOR_LERP;
```
최종교전 관전은 두 단계로 나뉩니다.
- **생존 4명 이하**: `SPECTATOR_RANDOM_FOCUS_INTERVAL`마다 생존 캐릭터 중 한 명을 무작위로 포커싱합니다.
자동 관전은 월드 이펙트 임시 시점, 후반 진입과 최종교전 세부 포커싱으로 나뉩니다.
- **메테오 임시 포커싱**: 자동 관전 진입 전 화염 또는 냉기 포격이 시작되면 가장 밀집한 큰 경고 구역의 중심을 임시로 확대 추적합니다. 큰 경고 표시 자체는 `WORLD_EFFECT.WARNING_DURATION_MS` 이후 사라지며, 카메라는 내부 소형 탄착들이 종료된 뒤 `CAMERA.METEOR_FOCUS_HOLD_DURATION`만큼 유지한 다음 이전 시점으로 복귀합니다. `CAMERA.METEOR_FOCUS_ENABLED``false`로 설정하면 끌 수 있으며, 수동 선택 시점과 아래 자동 관전 시점이 우선합니다.
- **후반 자동 관전 진입**: 생존 캐릭터가 30명 미만(`CAMERA.SPECTATOR_LATE_FIGHTER_THRESHOLD`)이 되면 교전 중심(가장 가까운 적 대항쌍)을 포커싱하는 후반 줌을 적용합니다. (2팀만 남았더라도 인원이 많으면 어지러움을 방지하기 위해 자동 관전으로 바로 진입하지 않습니다.)
- **생존 4명 이하**: `CAMERA.SPECTATOR_RANDOM_FOCUS_INTERVAL`마다 생존 캐릭터 중 한 명을 무작위로 포커싱합니다.
- **2팀 잔여 & 합계 8명 이하**: 더 적은 생존 수를 가진 팀의 중앙을 포커싱하며, 동률이면 기존 교전쌍 중심 포커싱으로 되돌아갑니다.
### 미니맵 가이드라인
@@ -25,6 +164,10 @@ this.cameras.main.scrollX += (targetX - this.cameras.main.midPoint.x) * SPECTATO
- `camera.displayWidth / zoom` 등을 이용하여 현재 월드에서 보이는 실제 영역 크기를 계산합니다.
- 뷰포트 사각형 좌표는 미니맵 픽셀 격자에 맞춰 반올림하고, 외곽 stroke가 겹쳐 검게 깨지지 않도록 노란 내부 선을 채운 직사각형으로 렌더링합니다.
### 스타팅 영역 오버레이
`스타팅 지점 배치` 매치에서는 `matchSetup.js`가 전장 그리드에서 팀별 중심 셀을 무작위로 뽑아 만든 영역을 `ArenaScene``arenaRenderer.js`에 전달합니다. 렌더러는 각 팀 색상을 낮은 투명도로 채우고 얇게 둘러 실제 스폰 후보 영역을 표시하며, 이 오버레이는 매치 시작 후 5초 동안만 보입니다. 숨김 예약은 Phaser 씬 타이머를 사용하므로 일시정지 시간은 표시 시간에 포함되지 않고, 새 매치가 시작되면 이전 예약을 취소합니다.
### 씬 상태 관리
- **프리뷰 모드 (`presentationMode`)**: 최초 로드 시 조용히 실행되는 배경 전투입니다. 로컬 저장 옵션과 무관하게 10팀 x 5명 고정 규모로 동작합니다.
- **일시정지 (`setPaused`)**: 실제 전투에서 물리, Phaser 타이머, tween, 스프라이트 애니메이션을 함께 제어합니다. 프리뷰 및 종료된 전투는 제외됩니다.
- **월드 이펙트 주기**: 실제 전투 생성 시 `startWorldEffects()`를 시작하고, 첫 포격은 `WORLD_EFFECT.INTERVAL`, 이후 일반 포격은 `WORLD_EFFECT.REPEAT_INTERVAL`을 사용합니다. 새 매치/종료 때 `clearWorldEffects()`로 주기 타이머, 잔여 냉각 구역, 메테오 임시 포커스, 캐릭터 감속 배율을 정리합니다. Phaser 타이머를 사용하므로 일시정지 시간은 이 간격과 냉각 지속시간에 포함되지 않습니다.
+147 -5
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@@ -1,29 +1,171 @@
# 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.
- That selected square is a warning/focus area. Each fire or frost event schedules `WORLD_EFFECT.IMPACT_COUNT_MIN` to `IMPACT_COUNT_MAX` smaller strikes inside it.
- Tune the large warning visibility with `WORLD_EFFECT.WARNING_DURATION_MS`, actual damage/frost footprints with `WORLD_EFFECT.IMPACT_AREA_TILES`, sprite size with `WORLD_EFFECT.IMPACT_VISUAL_SCALE`, strike spacing with `WORLD_EFFECT.IMPACT_STAGGER_MS`, and per-strike variation with `WORLD_EFFECT.SIZE_SCALE_VARIANCE`.
- `WORLD_EFFECT.INTERVAL` sets the delay before the first barrage; subsequent normal barrages use `WORLD_EFFECT.REPEAT_INTERVAL`, with `SUDDEN_DEATH.INTERVAL_MS` taking over once sudden death is active.
- Meteor impact shake uses the same size multiplier, scaling from `WORLD_EFFECT.METEOR_SHAKE_DURATION_MS` and `WORLD_EFFECT.METEOR_SHAKE_INTENSITY`.
# Update: Large Battle Targeting
- `combat.js` now prepares a per-frame target spatial index through `prepareCombatFrame(scene)`.
- `resolveTargetEnemy()` keeps valid cached targets until their scan interval expires, then immediately looks up a fresh nearest enemy through the spatial grid.
- Nearest enemy lookup searches grid cells outward from the fighter's current cell, with full-array scanning kept only as a fallback when no frame index exists.
- Large-battle corpse cleanup uses `PERFORMANCE.LARGE_BATTLE_FIGHTER_THRESHOLD` and `PERFORMANCE.LARGE_BATTLE_DEAD_DESPAWN_DELAY_MS` from `src/constants.js`.
# Update: Team Shadow Animations And Frost Tint
- 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`.
- 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 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
## 1. 모듈별 상세 역할 (`src/game/combat/`)
- **`combat.js`**: 전투 AI, 피해 계산, 처치 보상 등 핵심 전투 로직을 담당합니다. 유닛의 이동, 공격, 투사체 발사 등을 처리합니다.
- **`combat.js`**: 전투 AI, 피해 계산, 처치 보상 등 핵심 전투 로직을 담당합니다. `fighterStats.js`에서 해석한 역할별 수치로 이동, 공격, 투사체 발사 등을 처리합니다.
- **`combatSettings.js`**: 전투 속도 배율 등 런타임 전투 설정을 관리합니다.
- **`arenaFinalCombatEffects.js`**: 최종 교전 시 슬로우 모션 등 연출 효과를 담당합니다. 수학적인 이징(easing) 함수와 물리 시간 배율 계산을 포함합니다.
- **`worldEffects.js`**: 실제 전투에서 설정 주기마다 생존자 밀집 구역을 탐색하고 화염/냉기 소형 메테오 포격을 실행하며, 대각선 낙하 연출, 개별 탄착 판정, 냉기 동결과 감속 구역 수명주기를 처리합니다.
## 2. 주요 로직 구현 세부 사항
### 전투 AI 및 유닛 동작
- **`updateFighter()`**: 가장 가까운 적을 찾아 이동하거나 공격하는 유닛 AI의 핵심입니다.
- **`applyHit()`**: 일반 공격 피해량은 `ATTACK_DAMAGE_MIN/MAX` 범위에서 계산하고, 치명타 적중은 `Critical!` 표기와 즉시 처치/카메라 흔들림을 처리합니다.
- **`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 처치 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.
### 처치 보상 및 성장
- **`applyKillReward()`**: 처치한 캐릭터의 체력 회복(현재 체력 30%), 크기 증가, 공격속도/이동속도 배율 증가를 처리합니다. 누적 배율은 `KILL_GROWTH_MAX_MULTIPLIER`로 제한합니다.
- **`clampFighterInsideArena()`**: 처치 성장 중 커진 캐릭터가 전장 바깥으로 나가지 않도록 위치를 보정합니다.
### 월드 이펙트
- **발동 규칙**: 프리뷰가 아닌 실제 전투에서 시작 후 첫 포격은 `WORLD_EFFECT.INTERVAL`이 지난 뒤 발생하고, 이후 일반 포격은 `WORLD_EFFECT.REPEAT_INTERVAL` 간격으로 발생합니다. 각 포격은 `AREA_TILES` 크기의 모든 후보 구역을 타일 누적합으로 평가해, 생존 캐릭터가 가장 많이 모인 범위를 선택합니다. 같은 밀도의 후보가 여러 개일 때만 그 후보 사이에서 무작위로 고릅니다.
- **포격 판정**: 선택된 큰 범위는 경고 표시와 카메라 포커스 대상으로 사용되고, 내부에 투하되는 작은 탄착 영역만 피해, 기절, 냉기 감속을 처리합니다. 이 때문에 넓은 밀집지대를 위협하면서도 영역 전체를 즉시 동일 피해로 덮지 않습니다.
- **서든 데스 (Sudden Death)**:
- **조건**: 매치 시작 후 `WORLD_EFFECT.SUDDEN_DEATH.TRIGGER_MS` 시간이 경과하면 서든 데스 상태에 진입합니다 (활성화 시).
- **효과**: 메테오 투하 주기가 `SUDDEN_DEATH.INTERVAL_MS`로 단축되며, `FORCE_FROST` 설정 시 빙결 효과를 가진 냉기 메테오가 집중적으로 생성됩니다.
- **목적**: 장기전을 방지하고 전장에 무작위 변수를 극대화하여 물량 중심 팀에게 리스크를 부여합니다.
- **낙하 방향과 크기**: 대상이 전장 좌측 반면(2, 3사분면)이면 화살표가 좌상단에서 우하단으로, 우측 반면(1, 4사분면)이면 좌우 반전되어 우상단에서 좌하단으로 이동합니다. 스프라이트를 45도로 기울이고 전용 시각 배율을 사용해 전역 마법 규모로 표현합니다.
- **화염 메테오**: `world_Effect.png`의 소형 탄착 애니메이션 3~4개가 밀집 경고 구역 내부로 순차 낙하합니다. 각 탄착은 크기에 따른 화면 흔들림과 개별 영역 고정 피해를 적용합니다. 환경 피해로 인한 사망은 킬 보상을 지급하지 않지만 사망 통계와 승패 판정에는 반영됩니다.
- **냉기 메테오**: `world_Effect_2.png`의 소형 탄착 애니메이션들이 같은 방식으로 낙하합니다. 개별 탄착 피해를 입고 생존한 대상은 얼음색으로 바뀐 채 설정 시간 동안 기절하며, 각 탄착점에 남는 냉각지대 안에서는 공격속도와 이동속도 감속 배율을 적용합니다.
### 최종교전 슬로우모션
`FINAL_COMBAT_SLOW_MOTION_ENABLED`가 활성화된 경우:
`COMBAT.FINAL_SLOW_MOTION_ENABLED`가 활성화된 경우:
- 최종교전 상태에서 공격 모션이 시작될 때 전역 time scale을 낮춥니다.
- 진입/유지/복귀 속도 램프(Ease)를 적용합니다.
- Arcade Physics는 timeScale 방향이 반대라 물리 이동에는 역수 배율을 적용합니다.
## 3. 유지보수 규칙
- **처치 성장 상한**: `src/constants.js``KILL_GROWTH_MAX_MULTIPLIER`를 수정합니다.
- **공격력 조정**: `src/constants.js``ATTACK_DAMAGE_MIN/MAX`를 수정합니다.
- **공격력 조정**: `src/constants.js``FIGHTER_TYPE_STATS.<type>.damageMin/damageMax`를 수정합니다.
- **월드 이펙트 및 서든 데스 조정**:
- `src/constants.js``WORLD_EFFECT.METEOR_DAMAGE``WORLD_EFFECT.FROST_DAMAGE`로 피해량을 조정합니다.
- `SUDDEN_DEATH.ENABLED`로 서든 데스 활성화 여부를 결정하며, `TRIGGER_MS`(시작 시간), `INTERVAL_MS`(주기), `FORCE_FROST`(냉기 고정) 설정을 변경할 수 있습니다.
- `INTERVAL`은 첫 포격까지의 대기 시간, `REPEAT_INTERVAL`은 이후 일반 포격 주기입니다. `AREA_TILES`는 밀집도를 검색하고 경고로 표시할 큰 구역이며, `WARNING_DURATION_MS`는 그 경고 표시 시간입니다. `IMPACT_AREA_TILES`, `IMPACT_COUNT_MIN`/`IMPACT_COUNT_MAX`, `IMPACT_STAGGER_MS`, `IMPACT_VISUAL_SCALE`는 내부 소형 포격의 판정 범위, 발수, 간격, 시각 크기를 조정합니다.
- `WORLD_EFFECT.FROST_STUN_DURATION`/`FROST_STUN_TINT`로 동결 시간과 표시 색상을 조정합니다.
- 나머지 `WORLD_EFFECT.*` 값으로 발동 주기, 범위, 냉각 지속시간과 감속 정도를 수정하며, 메테오 착탄 위치 포커싱은 `CAMERA.METEOR_FOCUS_ENABLED`에서 켜고 끕니다.
- **특수 규칙**: 캐릭터별 특수 공격 방식은 `fighterManifest.js``combat` 설정을 확인합니다.
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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
- `WORLD_EFFECT.AREA_TILES` now defines the large warning/search square selected from the densest living-fighter region.
- `WORLD_EFFECT.WARNING_DURATION_MS` controls how long that large warning marker stays visible without changing the scheduled strikes.
- `WORLD_EFFECT.IMPACT_AREA_TILES`, `IMPACT_COUNT_MIN`, `IMPACT_COUNT_MAX`, `IMPACT_STAGGER_MS`, and `IMPACT_VISUAL_SCALE` configure the smaller strikes fired inside that warning square.
- `WORLD_EFFECT.SIZE_SCALE_VARIANCE` randomizes each fire/frost impact around the smaller strike size.
- `WORLD_EFFECT.INTERVAL` schedules the first barrage after match start, and `WORLD_EFFECT.REPEAT_INTERVAL` schedules later normal barrages.
- Meteor impact shake strength follows the same size multiplier, using `WORLD_EFFECT.METEOR_SHAKE_DURATION_MS` and `WORLD_EFFECT.METEOR_SHAKE_INTENSITY` as base values.
# Update: Direct Fighter Counts And Match Cap
- Live-match name entries use the `name*N` suffix as the assigned fighter count; a name without `*N` creates one assigned fighter.
- `SPAWN.MAX_FIGHTER_COUNT` is the maximum for participant-assigned fighter slots and is currently 8,000; Slime trait-generated fighters are excluded.
- Limit failures during live-match setup are surfaced beneath the participant nickname input.
- `SPAWN.FIGHTERS_PER_STARTING_ZONE` controls starting-zone distribution; each additional block of that many assigned fighters adds a team zone.
# 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/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
- `FIGHTER.DEAD_DESPAWN_DELAY_MS` controls how long a dead fighter fades before disappearing; `FIGHTER.DEAD_DESPAWN_ALPHA` controls the fade target.
## 1. 모듈별 상세 역할
- **`src/main.js`**: Phaser 게임의 전역 설정(Physics, Scale, Canvas Parent)을 담당하며, `ArenaScene`을 인스턴스화합니다.
@@ -7,13 +89,16 @@
- `Start` 버튼, 옵션 drawer, 전투 시작 submit 흐름을 제어하며 전투 시작 시 `#app``match-live` 상태 클래스를 부여합니다.
- 전투 중 drawer 접기/펼치기(`drawer-collapsed`), 재시작 버튼, 일시정지 버튼 상태(`match-paused`)를 DOM 클래스와 `ArenaScene` 상태에 동기화합니다.
- **`src/constants.js`**: 게임 내 모든 튜닝 수치를 관리합니다.
- `ATTACK_DAMAGE_MIN`, `ATTACK_DAMAGE_MAX`: 일반 공격 1회 적중 시 적용되는 랜덤 피해량 범위.
- `FIGHTER_TYPE_STATS`: `melee`, `ranged`, `magic`별 최대 체력, 이동속도, 사거리, 쿨다운, 피해량, 치명타 및 공격 발동 지연 기본값.
- `FIGHTER_HITBOX_*`: 100x100 캐릭터 프레임 안에서 실제 충돌 판정이 놓이는 위치와 크기.
- `KILL_HEALTH_RECOVERY_RATIO`, `KILL_GROWTH_MULTIPLIER`, `KILL_GROWTH_MAX_MULTIPLIER`: 처치 후 회복량, 크기/공격속도/이동속도 성장 배율, 누적 보상 상한.
- `WORLD_EFFECT.*`: 첫/반복 포격 간격, 밀집 경고 범위, 개별 탄착 범위/발수/시각 배율, 대각선 낙하 거리, 화염/냉기 메테오 피해량, 냉기 동결 시간/색상, 냉각지대 지속시간과 감속 배율.
- `SELECTED_FIGHTER_OUTLINE_GAP`, `SELECTED_FIGHTER_OUTLINE_WIDTH`, `SELECTED_FIGHTER_OUTLINE_ALPHA`: 팀 색상 실루엣 마커의 캐릭터 이격 거리, 두께, 투명도.
- `TEAM_COLORS`, `getTeamColor()`: 8팀 이하에서는 기본 팔레트를 쓰고, 9팀 이상에서는 팀 수에 맞춰 중복 없는 색상을 동적으로 생성합니다.
- `SPECTATOR_CAMERA_LERP`: 카메라 추적의 부드러움 정도.
- `SPECTATOR_FINAL_TEAM_TOTAL_THRESHOLD`, `SPECTATOR_RANDOM_FOCUS_INTERVAL`, `FINAL_COMBAT_SLOW_MOTION_*`: 최종교전 관전 조건, 랜덤 포커싱 간격, 슬로우모션 on/off, 배율과 속도 램프 시간.
- `CAMERA.SPECTATOR_LERP`: 카메라 추적의 부드러움 정도.
- `CAMERA.METEOR_FOCUS_ENABLED`, `CAMERA.METEOR_FOCUS_ZOOM`, `CAMERA.METEOR_FOCUS_HOLD_DURATION`: 자동 관전 진입 전 화염/냉기 메테오 착탄 위치의 임시 포커싱 on/off, 확대 배율 및 착탄 후 유지 시간.
- `CAMERA.SPECTATOR_LATE_FIGHTER_THRESHOLD`: 생존 인원 임계값에 따른 후반 자동 관전 진입 조건. (2팀만 남았더라도 이 수치보다 인원이 많으면 자동 관전을 유예합니다.)
- `CAMERA.SPECTATOR_FINAL_TEAM_TOTAL_THRESHOLD`, `CAMERA.SPECTATOR_RANDOM_FOCUS_INTERVAL`, `COMBAT.FINAL_SLOW_MOTION_*`: 최종교전 관전 조건, 랜덤 포커싱 간격, 슬로우모션 on/off, 배율과 속도 램프 시간.
- `MINIMAP_VIEWPORT_SIZE`: 미니맵의 고정 픽셀 크기.
- `ARENA_SIZE`: 경기장 전체 크기 (GRID * TILE).
@@ -21,8 +106,9 @@
- **신규 캐릭터 추가**: `public/assets/characters/`에 에셋 배치 후 `fighterManifest.js`에 정의를 추가하면 즉시 게임에 반영됩니다.
- **종족값 유지**: 신규 스킨을 추가할 때는 사망 통계가 누락되지 않도록 `species``human`, `orc`, `skeleton`, `slime`, `wolf`, `bear` 중 하나로 지정해야 합니다.
- **물리 수치 조정**: 캐릭터의 속도나 사거리 등은 `src/constants.js` 또는 `fighterManifest.js` 내 개별 설정을 통해 변경하십시오.
- **물리 수치 조정**: 역할별 기본 체력/속도/사거리/공격 수치는 `src/constants.js``FIGHTER_TYPE_STATS`에서 변경하고, 특정 스킨만 다르게 할 때는 `fighterManifest.js``stats` 또는 `combat` 설정을 사용하십시오.
- **처치 성장 상한 조정**: 처치 보상으로 캐릭터가 커지는 최대치와 공격/이동 배율 상한은 `src/constants.js``KILL_GROWTH_MAX_MULTIPLIER`를 수정합니다.
- **공격력 조정**: 기본 피해량은 `src/constants.js``ATTACK_DAMAGE_MIN`, `ATTACK_DAMAGE_MAX`를 수정합니다. 캐릭터별 특수 공격 방식은 `fighterManifest.js``combat` 설정을 우선 확인합니다.
- **공격력 조정**: 역할별 기본 피해량은 `src/constants.js``FIGHTER_TYPE_STATS.<type>.damageMin/damageMax`를 수정합니다. 캐릭터별 특수 공격 방식은 `fighterManifest.js``combat` 설정을 우선 확인합니다.
- **월드 이펙트 조정**: `src/constants.js``WORLD_EFFECT.INTERVAL`, `WORLD_EFFECT.REPEAT_INTERVAL`, `WORLD_EFFECT.AREA_TILES`, `WORLD_EFFECT.WARNING_DURATION_MS`, `WORLD_EFFECT.IMPACT_AREA_TILES`, `WORLD_EFFECT.IMPACT_COUNT_MIN`, `WORLD_EFFECT.IMPACT_COUNT_MAX`, `WORLD_EFFECT.IMPACT_STAGGER_MS`, `WORLD_EFFECT.IMPACT_VISUAL_SCALE`, `WORLD_EFFECT.SIZE_SCALE_VARIANCE`, `WORLD_EFFECT.FALL_TRAVEL_TILES`, `WORLD_EFFECT.METEOR_SHAKE_DURATION_MS`, `WORLD_EFFECT.METEOR_SHAKE_INTENSITY`, `WORLD_EFFECT.METEOR_DAMAGE`, `WORLD_EFFECT.FROST_DAMAGE`, `WORLD_EFFECT.FROST_STUN_DURATION`, `WORLD_EFFECT.FROST_STUN_TINT`, `WORLD_EFFECT.FROST_DURATION`, `WORLD_EFFECT.FROST_SPEED_MULTIPLIER`를 수정합니다. `INTERVAL`은 첫 포격까지의 대기 시간, `REPEAT_INTERVAL`은 이후 일반 포격 주기, `AREA_TILES``WARNING_DURATION_MS`는 밀집 경고 구역과 표시 시간이며, `IMPACT_*` 값은 그 내부 실제 포격을 제어합니다. 임시 메테오 카메라는 `CAMERA.METEOR_FOCUS_ENABLED`로 끌 수 있습니다.
- **DOM 접근**: 성능을 위해 `ArenaScene`은 좌측 HUD badge 등 필요한 시점에만 최소한으로 DOM에 접근합니다.
- **패키지 락 파일**: 이 프로젝트는 `package-lock.json`을 저장소에서 제외합니다. 의존성 변경 시 `package.json`을 기준으로 관리합니다.
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# 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 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`.
# Update: Team Shadow Sprite Optimization
- Team identity is no longer rendered with a duplicated `teamMarker` sprite. `fighterFactory.js` now creates only the main Phaser sprite for each fighter.
- `fighterAssets.js` lazily creates team-colored spritesheets for the actual `skin + action + teamColor` combinations used in a match. The derived texture keeps the original character art and replaces only the floor shadow color (`#534545`) in the lower frame band (`y=55..59`) with the team color.
- Combat animation playback calls `ensureFighterTeamAnimation()` before switching actions, so idle, walk, attack, hurt, and death states keep the same team shadow treatment.
- This reduces display-list cost from `fighter sprite + teamMarker sprite` to a single fighter sprite. The tradeoff is extra texture memory for team-colored derivatives, so derived textures must stay lazy and should not be pre-generated for the whole manifest.
- Frost stun still uses the fighter body's `setTint(WORLD_EFFECT.FROST_STUN_TINT)`. Do not reuse tint for team identity; team color is baked into the shadow pixels instead.
# Context: Fighter & Assets
## 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.
## 2. 주요 로직 구현 세부 사항
@@ -17,14 +90,21 @@
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.
### 캐릭터별 특성 (예: Slime)
- **`spawnMultiplier`**: 배정된 슬롯 1개를 지정된 수만큼 확장하여 스폰합니다.
- **`splitOnDeath`**: 사망 시 확률적으로 지정된 수만큼 분열체를 생성합니다.
- **스탯 상한**: 처치 보상은 현재 체력을 회복시키지만 `maxHp`를 넘을 수 없습니다. (예: Slime은 항상 1 HP)
### 역할별 전투 스탯
- `combat.type``projectile`이면 `ranged`, `instant-spell`이면 `magic`, 그 외에는 `melee` 기본 프로필을 사용합니다.
- 새로운 공격 구현이 기본 판별과 다른 역할을 사용해야 할 때는 `combat.fighterType``melee`, `ranged`, `magic` 중 하나를 명시합니다.
- 개별 스킨의 기존 `stats.maxHp`, `combat.range`, `combat.cooldown`, `combat.criticalChance`, `combat.projectile.speed`, `combat.attackEffect.hitDelay` 설정은 역할별 기본값보다 우선합니다.
## 3. 유지보수 규칙
- **신규 캐릭터**: 에셋 배치 후 `fighterManifest.js`에 정의를 추가합니다.
- **종족값**: 사망 통계를 위해 지정된 6개 종족 중 하나를 반드시 선택해야 합니다.
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# Context: Match & UI
# Update: Direct Fighter Count Entries And Zone Distribution
- Match setup no longer exposes a separate team-size control. Each live entry uses `nickname*N` for that team's assigned fighter count, with plain names defaulting to one fighter.
- A live match is rejected before replacing the current match only when the participant-assigned count exceeds `SPAWN.MAX_FIGHTER_COUNT`; Slime `spawnMultiplier` and `splitOnDeath` results may grow the actual live population past it.
- Fighter-count cap validation is reported as a visually distinct warning card below the participant nickname textarea, with requested and allowed counts emphasized separately; it clears when that input changes or a valid live match is submitted.
- Starting-zone placement assigns one zone per `SPAWN.FIGHTERS_PER_STARTING_ZONE` fighters in each team and puts any remainder in that team's final zone.
## 1. 모듈별 상세 역할
### 매치 로직 (`src/game/match/`)
@@ -17,15 +24,17 @@
## 2. 주요 로직 구현 세부 사항
### 매치 설정 및 스폰 배치
- **완전 랜덤 배치**: 전장 전체 스폰 슬롯을 무작위로 섞어 배치합니다.
- **스타팅 지점 배치**: 참가자 수에 맞춰 전장을 구역으로 나눈 뒤, 참가자별 구역 배정을 매치마다 섞고 구역 내 무작위 위치에 스폰합니다.
- **닉네임 배수 시스템**: `닉네임*배수` 형식(예: `Alice*2`)을 감지하여 팀 인원을 배수만큼 생성합니다.
- **구매 배수 보존과 독주 견제**: 배수 팀의 생성 인원과 전투 수치는 결제 이점으로 유지합니다. 월드 이펙트 표적 선정에서는 `team.multiplier`를 구매 지분으로 사용하고, 그 지분을 초과해 생존 중인 팀에만 설정 가능한 추가 표적 가중치를 적용합니다.
- **스타팅 지점 배치 (멀티 스폰)**: 팀마다 전장 스폰 가능 그리드에서 중심 셀을 무작위로 고르고, 중심 주변 2칸(`5 x 5`)을 해당 팀의 스타팅 영역으로 사용합니다. 배수가 설정된 팀은 배수만큼의 독립적인 스타팅 영역을 할당받아 병력이 분산 배치됩니다. 겹치지 않는 후보가 남아 있는 동안에는 해당 후보를 우선 선택하며, 영역은 매치 시작 후 5초 동안만 팀 색상으로 매우 옅게 표시되고 팀 전투원은 이 안에서만 스폰합니다.
- **설정 유지**: 닉네임, 인원, 배치 모드는 `localStorage`에 저장되어 재접속 시 복원됩니다.
### 전투 화면 레이아웃 (HUD)
- **팀 Badge**: 좌측 HUD 레일에 배치되며, 클릭 시 해당 팀의 생존 유닛 중 무작위 1명으로 시점을 고정합니다.
- **킬로그**: 처치자와 피처치자를 좌우로 배치하고, 피처치자 아이콘에 빨간 X를 겹쳐 사망 관계를 명확히 표시합니다.
- **팀 Badge 갱신 안정성**: 사망으로 생존 수가 바뀔 때 기존 badge 버튼 DOM을 유지한 채 숫자, 비활성 상태, 선택 강조만 갱신하여 사망 프레임에 겹친 클릭도 시점 고정으로 전달되도록 합니다.
- **킬로그**: 처치자와 피처치자를 좌우로 배치하고, 피처치자 아이콘에 빨간 X를 겹쳐 사망 관계를 명확히 표시합니다. 캐릭터 idle 시트의 `100x100` 프레임 내 투명 여백을 제외한 중앙 하단 영역을 확대 표시해 작은 아이콘 박스에서도 실루엣이 충분히 보이도록 합니다.
- **하단 메타 정보**: 전투 화면 우측 하단(`arena-meta` 컨테이너)에 방문자 카운터와 About 버튼이 Pill(알약) 형태로 디자인이 통일되어 나란히 고정 배치됩니다. 드로어가 열려도 동일한 위치를 유지합니다.
- **모바일 레이아웃**: 실제 전투 시작 시 모바일에서는 옵션 drawer를 자동으로 접고, 상단 팀 HUD는 옵션 버튼 폭을 제외한 영역에 두 줄 4열로 맞춰 4개 이후 팀도 잘리지 않게 합니다. 모바일 팀 카드 선택 표시는 내부 테두리로 처리해 외곽선이 잘려 보이지 않게 합니다. 킬로그는 전투 캔버스 바로 아래에 배치하되 하단 메타 정보(방문자 카운터/About)와 겹치지 않게 안전 여백을 확보합니다.
- **모바일 레이아웃**: 실제 전투 시작 시 모바일에서는 옵션 drawer를 자동으로 접고, 상단 팀 HUD는 옵션 버튼 폭을 제외한 영역에 두 줄로 배치됩니다. 이때 데스크톱의 고정 가로폭 상속을 방지(`grid-template-columns: none`)하여 모든 팀 카드가 균일한 가로폭을 유지하도록 하며, 4개 이후 팀도 스크롤을 통해 확인할 수 있습니다. 모바일 팀 카드 선택 표시는 내부 테두리로 처리해 외곽선이 잘려 보이지 않게 합니다. 킬로그는 전투 캔버스 바로 아래에 배치하되 하단 메타 정보(방문자 카운터/About)와 겹치지 않게 안전 여백을 확보합니다.
- **모바일 옵션 drawer**: 전투 중 펼친 옵션 drawer는 닉네임 입력 높이와 컨트롤 간격을 줄여 전투 시작/재시작/일시정지 버튼이 작은 화면에서도 한 번에 보이도록 합니다.
- **승리 연출**: 승리 시 Web Audio 기반 팡파르와 CSS 애니메이션(광선, 컨페티)을 결합해 화려하게 연출합니다. 전투 종료 시 옵션 drawer를 접어 결과 배너가 설정 폼과 충돌하지 않게 하며, 결과 배너는 일정 시간 후 자동으로 사라지거나 클릭 시 즉시 닫힙니다. 무승부는 더 차분한 톤을 사용합니다.
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@@ -0,0 +1,25 @@
# Context: Style & Design
## 1. CSS 모듈 구조 (src/styles/)
이 프로젝트는 거대한 단일 CSS 파일을 지양하고, 기능별로 분리된 모듈형 CSS 구조를 채택하고 있습니다. `src/styles.css`는 각 모듈을 통합하는 엔트리 포인트 역할을 합니다.
- **`base.css`**: 전역 변수(`:root`), 리셋 스타일, 레이아웃의 뼈대(`#app`, `#game`, `.arena-shell`)를 정의합니다.
- **`intro.css`**: 대기 화면, 로고 애니메이션, 전투 프리뷰 연출 스타일을 담당합니다.
- **`game-ui.css`**: 스코어보드(팀 badge), 킬로그, 상단 전투 안내바, 승리/무승부 축하 레이어 등 실제 게임 진행 중 노출되는 모든 HUD 요소를 관리합니다.
- **`overlay.css`**: 설정 드로어(전투 옵션 폼), About 다이얼로그 및 공통 폼 컨트롤 스타일을 정의합니다.
- **`animations.css`**: 프로젝트 전역에서 재사용되는 `@keyframes`와 애니메이션 관련 유틸리티 클래스를 포함합니다.
- **`mobile.css`**: `960px` 이하 해상도를 위한 미디어 쿼리 오버라이드 스타일을 통합 관리합니다. 모바일 전용 레이아웃 조정 및 터치 최적화 스타일이 포함됩니다.
## 2. 디자인 시스템 및 변수
- **색상 체계**: 어두운 배경(`#080a07`)과 금색/주황색 계열의 포인트 컬러(`rgb(238 185 73)`)를 사용하여 판타지 아레나 분위기를 연출합니다.
- **반응형 대응**: `clamp()`, `min()`, `calc()` 등 현대적인 CSS 함수를 적극 활용하여 다양한 화면 크기에서도 유연하게 대응합니다.
- **가독성**: 텍스트 섀도우와 반투명 배경(`backdrop-filter`)을 활용해 복잡한 전투 화면 위에서도 UI 요소의 시인성을 확보합니다.
## 3. 스타일 수정 가이드
- **전역 상수 변경**: 색상이나 기본 여백 등은 `base.css``:root` 변수를 먼저 확인하십시오.
- **컴포넌트 스타일 수정**: 수정하려는 UI 요소가 속한 카테고리에 맞는 파일을 열어 작업하십시오. (예: 킬로그 수정 -> `game-ui.css`)
- **모바일 레이아웃 수정**: 데스크톱 스타일을 수정한 후에는 `mobile.css`에서 해당 요소가 모바일에서 어떻게 보이는지 반드시 확인하고 필요한 경우 오버라이드하십시오.
- **애니메이션 추가**: 새로운 키프레임은 `animations.css`에 추가하여 중앙 집중식으로 관리합니다.
+67 -29
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@@ -4,7 +4,29 @@
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Arena Picker</title>
<link rel="icon" href="data:image/svg+xml,<svg xmlns=%22http://www.w3.org/2000/svg%22 viewBox=%220 0 100 100%22><text y=%22.9em%22 font-size=%2290%22>⚔️</text></svg>">
<!-- OpenGraph Meta Tags -->
<meta property="og:type" content="website" />
<meta property="og:title" content="Arena Picker" />
<meta
property="og:description"
content="친구들의 닉네임을 입력하고 최후의 승자를 가려보세요! 화려한 픽셀 아트 기반 자동 전투 시뮬레이션."
/>
<meta property="og:image" content="/assets/og-image.png" />
<!-- Twitter Meta Tags -->
<meta name="twitter:card" content="summary_large_image" />
<meta name="twitter:title" content="Arena Picker" />
<meta
name="twitter:description"
content="친구들의 닉네임을 입력하고 최후의 승자를 가려보세요! 화려한 픽셀 아트 기반 자동 전투 시뮬레이션."
/>
<meta name="twitter:image" content="/assets/og-image.png" />
<link
rel="icon"
href="data:image/svg+xml,<svg xmlns=%22http://www.w3.org/2000/svg%22 viewBox=%220 0 100 100%22><text y=%22.9em%22 font-size=%2290%22>⚔️</text></svg>"
/>
<style>
html.app-booting,
html.app-booting body {
@@ -81,9 +103,12 @@
</div>
</section>
<section class="intro-stage" aria-label="Arena 시작 화면">
<section class="intro-stage" aria-label="Arena Picker 시작 화면">
<div class="intro-content">
<h1 class="arena-logo">Arena</h1>
<h1 class="arena-logo" aria-label="Arena Picker">
<span>ARENA</span>
<span class="small-text">PICKER</span>
</h1>
<button
id="start-button"
class="start-button"
@@ -137,8 +162,13 @@
<form id="fighter-form" autocomplete="off">
<fieldset>
<legend>Players</legend>
<label for="player-names">참가자 닉네임</label>
<textarea id="player-names" name="playerNames" rows="10">
<label for="player-names">참가자 닉네임 (*숫자 = 출전 인원)</label>
<textarea
id="player-names"
name="playerNames"
rows="10"
aria-describedby="player-names-warning"
>
Player 1
Player 2
Player 3
@@ -150,31 +180,35 @@ Player 8
Player 9
Player 10</textarea
>
<div
id="player-names-warning"
class="player-names-warning"
role="alert"
aria-live="polite"
hidden
>
<span class="player-names-warning__badge" aria-hidden="true"></span>
<strong class="player-names-warning__title" data-player-names-warning-title
>최대 출전 인원 초과</strong
>
<p class="player-names-warning__detail">
출전 인원
<strong class="player-names-warning__count" data-player-names-warning-count
>0</strong
>명 / 최대
<strong class="player-names-warning__limit" data-player-names-warning-limit
>0</strong
>
</p>
<p
class="player-names-warning__reason"
data-player-names-warning-reason
hidden
></p>
</div>
</fieldset>
<fieldset>
<legend>Match</legend>
<div class="team-size-row">
<label for="team-size">팀당 인원</label>
<input
id="team-size-value"
class="team-size-number"
type="number"
min="1"
max="100"
step="1"
value="5"
inputmode="numeric"
aria-label="팀당 인원 직접 입력"
/>
</div>
<input
id="team-size"
name="teamSize"
type="range"
min="1"
max="100"
value="5"
/>
<div class="spawn-placement-field">
<span id="spawn-placement-label" class="spawn-placement-label"
>리스폰 설정</span
@@ -190,7 +224,7 @@ Player 10</textarea
name="spawnPlacement"
value="starting-zones"
/>
<span>집결 배치</span>
<span>스타팅 지점 배치</span>
</label>
<label class="spawn-placement-option">
<input
@@ -290,7 +324,11 @@ Player 10</textarea
<div class="about-field-row">
<dt>github</dt>
<dd data-about-field="github">
<a href="https://github.com/Horoli" target="_blank" rel="noreferrer">
<a
href="https://github.com/Horoli"
target="_blank"
rel="noreferrer"
>
https://github.com/Horoli
</a>
</dd>
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@@ -1,174 +1,238 @@
// 경기장을 구성하는 격자 칸 수입니다. 값이 커질수록 전장이 넓어집니다.
export const GRID_SIZE = 50;
// 격자 한 칸의 픽셀 크기입니다. 경기장 크기와 좌표 간격에 영향을 줍니다.
export const TILE_SIZE = 64;
// 실제 전장 전체 픽셀 크기입니다. GRID_SIZE와 TILE_SIZE를 기반으로 계산합니다.
export const ARENA_SIZE = GRID_SIZE * TILE_SIZE;
// 1. ARENA 도메인
const GRID_SIZE = 50;
const TILE_SIZE = 64;
const ARENA_SIZE = GRID_SIZE * TILE_SIZE;
const RENDER_SIZE = 1280;
// 근접 캐릭터가 공격을 시작할 수 있는 기본 거리입니다.
export const ATTACK_RANGE = 84;
// 기본 공격 쿨다운(ms)입니다. 낮을수록 공격 빈도가 높아집니다.
export const ATTACK_COOLDOWN = 840;
// 공격이 한 번 적중했을 때 적용되는 최소 피해량입니다.
export const ATTACK_DAMAGE_MIN = 14;
// 공격이 한 번 적중했을 때 적용되는 최대 피해량입니다.
export const ATTACK_DAMAGE_MAX = 24;
// 새 매치가 시작될 때 기본 팀당 캐릭터 수입니다.
export const DEFAULT_TEAM_SIZE = 5;
// 전투 시작 시 전투원을 배치하는 기본 방식입니다.
export const DEFAULT_SPAWN_PLACEMENT = "random";
// 전투 설정 UI와 매치 생성 로직이 공유하는 스폰 배치 모드입니다.
export const SPAWN_PLACEMENTS = {
RANDOM: DEFAULT_SPAWN_PLACEMENT,
STARTING_ZONES: "starting-zones",
export const ARENA = {
GRID_SIZE,
TILE_SIZE,
SIZE: ARENA_SIZE,
};
// 최초 접속 대기 전투에서 고정으로 보여줄 팀 수입니다.
export const PRESENTATION_TEAM_COUNT = 10;
// 최초 접속 대기 전투에서 팀마다 배치할 전투원 수입니다.
export const PRESENTATION_TEAM_SIZE = 5;
// 캐릭터 스프라이트의 기본 화면 배율입니다.
export const FIGHTER_SCALE = 3;
export const FIGHTER_DEPTH = 2;
export const DEAD_FIGHTER_DEPTH = 1;
export const DEAD_FIGHTER_ALPHA = 0.42;
// 캐릭터 스프라이트시트에서 한 프레임이 차지하는 원본 너비입니다.
export const FIGHTER_FRAME_WIDTH = 100;
// 캐릭터 스프라이트시트에서 한 프레임이 차지하는 원본 높이입니다.
export const FIGHTER_FRAME_HEIGHT = 100;
// 캐릭터 히트박스의 원본 프레임 기준 너비입니다.
export const FIGHTER_HITBOX_WIDTH = 22;
// 캐릭터 히트박스의 원본 프레임 기준 높이입니다.
export const FIGHTER_HITBOX_HEIGHT = 20;
// 100x100 프레임 안에서 히트박스가 시작되는 X 좌표입니다.
export const FIGHTER_HITBOX_OFFSET_X = 39;
// 100x100 프레임 안에서 히트박스가 시작되는 Y 좌표입니다. 실제 캐릭터 픽셀 하단은 대체로 y=59입니다.
export const FIGHTER_HITBOX_OFFSET_Y = 40;
// 캐릭터의 기본 최대 체력입니다.
export const FIGHTER_MAX_HP = 100;
// 적 처치 시 현재 체력 기준으로 회복되는 비율입니다.
export const KILL_HEALTH_RECOVERY_RATIO = 0.3;
// 처치 회복 이펙트 스프라이트시트의 프레임 수입니다.
export const KILL_HEAL_EFFECT_FRAMES = 4;
// 처치 회복 이펙트 애니메이션의 초당 프레임 수입니다.
export const KILL_HEAL_EFFECT_FRAME_RATE = 12;
// 적 처치 시 크기, 공격속도, 이동속도에 누적 적용되는 배율입니다.
export const KILL_GROWTH_MULTIPLIER = 1.25;
// 처치 보상으로 누적 적용되는 최대 배율입니다. 기본 scale에 곱해지는 상한이기도 합니다.
export const KILL_GROWTH_MAX_MULTIPLIER = 5;
// 처치 성장 연출 tween 지속 시간(ms)입니다.
export const KILL_GROWTH_TWEEN_DURATION = 180;
// 입력 UI에서 허용하는 팀당 최대 캐릭터 수입니다.
export const MAX_TEAM_SIZE = 100;
// 근접 캐릭터의 기본 치명타 확률입니다. 치명타는 즉시 처치로 처리됩니다.
export const MELEE_CRITICAL_CHANCE = 0.05;
// 캐릭터 기본 이동 속도입니다. 처치 보상과 전역 이동 배율이 곱해집니다.
export const MOVE_SPEED = 148;
// 투사체가 자동으로 사라지기까지의 시간(ms)입니다.
export const PROJECTILE_LIFETIME = 1800;
// 투사체 기본 이동 속도입니다. 처치 보상과 전역 공격 배율이 곱해집니다.
export const PROJECTILE_SPEED = 420;
// 원거리 캐릭터의 기본 치명타 확률입니다.
export const RANGED_CRITICAL_CHANCE = 0;
// 원거리 캐릭터가 공격을 시작할 수 있는 기본 거리입니다.
export const RANGED_ATTACK_RANGE = TILE_SIZE * 5;
// 근접 공격 애니메이션 시작 후 실제 피해가 들어가기까지의 지연(ms)입니다.
export const MELEE_HIT_DELAY = 260;
// 원거리 공격 애니메이션 시작 후 투사체가 발사되기까지의 지연(ms)입니다.
export const PROJECTILE_FIRE_DELAY = 360;
// 투사체 충돌 원형 바디가 이미지 안에서 시작되는 오프셋입니다.
export const PROJECTILE_BODY_OFFSET = 4;
// 투사체 궤적 충돌 검사 시 대상 히트박스에 더하는 여유 픽셀입니다.
export const PROJECTILE_HIT_PADDING = 20;
// 투사체 충돌 원형 바디의 반지름입니다.
export const PROJECTILE_HIT_RADIUS = 12;
// 투사체가 공격자 위치에서 얼마나 떨어져 생성되는지 정하는 거리입니다.
export const PROJECTILE_SPAWN_DISTANCE = 1;
// 즉발 마법 캐스팅 후 이펙트가 생성되기까지의 지연(ms)입니다.
export const SPELL_CAST_DELAY = 340;
// 마법 이펙트 생성 후 실제 피해가 들어가기까지의 지연(ms)입니다.
export const SPELL_HIT_DELAY = 160;
export const RENDER = {
HEIGHT: RENDER_SIZE,
WIDTH: RENDER_SIZE,
};
// 카메라 최소 줌입니다. 전장 전체를 보는 기본 배율입니다.
export const CAMERA_MIN_ZOOM = 1;
// 카메라 최대 줌입니다. 후반 관전 및 휠 확대의 상한입니다.
export const CAMERA_MAX_ZOOM = 3;
// 마우스 휠 한 번당 카메라 줌 변화량입니다.
export const CAMERA_ZOOM_STEP = 0.1;
// 미니맵 카메라가 보일 때의 투명도입니다.
export const MINIMAP_ALPHA = 0.8;
// 미니맵이 화면 가장자리에서 떨어지는 거리입니다.
export const MINIMAP_MARGIN = Math.round(ARENA_SIZE * 0.016);
// 미니맵의 고정 픽셀 크기입니다.
export const MINIMAP_VIEWPORT_SIZE = Math.round(ARENA_SIZE * 0.22);
// 미니맵 현재 뷰포트 표시용 선 두께입니다.
export const MINIMAP_VIEW_FRAME_STROKE = 10;
// 관전 카메라가 목표 전투 지점으로 따라가는 부드러움입니다.
export const SPECTATOR_CAMERA_LERP = 0.1;
// 생존자가 이 수보다 적으면 최종 전투 줌을 적용합니다.
export const SPECTATOR_FINAL_FIGHTER_THRESHOLD = 5;
// 최종 전투 구간에서 강제로 적용되는 카메라 줌입니다.
export const SPECTATOR_FINAL_FIGHT_ZOOM = 3;
export const SPECTATOR_FINAL_TEAM_COUNT = 2;
export const SPECTATOR_FINAL_TEAM_TOTAL_THRESHOLD = 8;
export const SPECTATOR_RANDOM_FOCUS_INTERVAL = 2400;
// 최종교전 슬로우모션 연출을 켜고 끕니다.
export const FINAL_COMBAT_SLOW_MOTION_ENABLED = false;
// 최종교전 공격 시작에서 슬로우 배율로 내려가는 속도 램프 시간(ms)입니다.
export const FINAL_COMBAT_SLOW_MOTION_ENTER_DURATION = 14000;
// 최종교전 공격을 슬로우 배율로 붙잡아 두는 시간(ms)입니다.
export const FINAL_COMBAT_SLOW_MOTION_HOLD_DURATION = 14000;
// 최종교전 슬로우에서 기본 속도로 복귀하는 속도 램프 시간(ms)입니다.
export const FINAL_COMBAT_SLOW_MOTION_EXIT_DURATION = 14000;
export const FINAL_COMBAT_SLOW_MOTION_SCALE = 0.28;
// 생존자가 이 수보다 적으면 후반 전투 줌을 적용합니다.
export const SPECTATOR_LATE_FIGHTER_THRESHOLD = 30;
// 후반 전투 구간에서 강제로 적용되는 카메라 줌입니다.
export const SPECTATOR_LATE_FIGHT_ZOOM = 2;
// 캐릭터를 선택했을 때 최소로 확보하는 카메라 줌입니다.
export const SELECTED_FIGHTER_CAMERA_ZOOM = 2;
// 선택 실루엣과 원본 캐릭터 사이에 비워두는 픽셀 간격입니다.
export const SELECTED_FIGHTER_OUTLINE_GAP = 1;
// 선택 실루엣 자체가 차지하는 픽셀 두께입니다.
export const SELECTED_FIGHTER_OUTLINE_WIDTH = 1;
// 선택 실루엣의 빨간색 채널 값입니다.
export const SELECTED_FIGHTER_OUTLINE_RED = 255;
// 선택 실루엣의 초록색 채널 값입니다.
export const SELECTED_FIGHTER_OUTLINE_GREEN = 228;
// 선택 실루엣의 파란색 채널 값입니다.
export const SELECTED_FIGHTER_OUTLINE_BLUE = 64;
// 선택 실루엣의 전체 투명도입니다. 0.65는 윤곽을 또렷하게 보이면서 원본 캐릭터를 덮지 않습니다.
export const SELECTED_FIGHTER_OUTLINE_ALPHA = 0.65;
// 참가자 닉네임을 잘라낼 최대 글자 수입니다.
export const NICKNAME_LENGTH = 18;
// 캐릭터 액션별 애니메이션 프레임 속도와 반복 횟수입니다.
export const FIGHTER_ANIMATION_OPTIONS = {
// 기본 공격 애니메이션 속도입니다.
// 2. FIGHTER 도메인
export const FIGHTER = {
SCALE: 3,
DEPTH: 2,
DEAD_DEPTH: 1,
DEAD_DESPAWN_ALPHA: 0,
DEAD_DESPAWN_DELAY_MS: 5000,
FRAME_WIDTH: 100,
FRAME_HEIGHT: 100,
HITBOX_WIDTH: 22,
HITBOX_HEIGHT: 20,
HITBOX_OFFSET_X: 39,
HITBOX_OFFSET_Y: 40,
NICKNAME_LENGTH: 24,
// 캐릭터 액션별 애니메이션 프레임 속도와 반복 횟수
ANIMATION_OPTIONS: {
attack: { frameRate: 15, repeat: 0 },
// 보조 공격 애니메이션 속도입니다.
attack02: { frameRate: 15, repeat: 0 },
// 강공격/치명타용 공격 애니메이션 속도입니다.
attack03: { frameRate: 15, repeat: 0 },
// 방어 애니메이션 속도입니다.
block: { frameRate: 13, repeat: 0 },
// 사망 애니메이션 속도입니다.
death: { frameRate: 11, repeat: 0 },
// 회복 애니메이션 속도입니다.
heal: { frameRate: 13, repeat: 0 },
// 피격 애니메이션 속도입니다.
hurt: { frameRate: 13, repeat: 0 },
// 대기 애니메이션 속도입니다. repeat -1은 무한 반복입니다.
idle: { frameRate: 7, repeat: -1 },
// 이동 애니메이션 속도입니다. repeat -1은 무한 반복입니다.
walk: { frameRate: 10, repeat: -1 },
// 대체 이동 애니메이션 속도입니다. repeat -1은 무한 반복입니다.
walk02: { frameRate: 10, repeat: -1 },
},
// 역할별 기본 스탯
TYPE_STATS: {
melee: {
maxHp: 100,
moveSpeed: 148 * 1.1,
attackRange: 84,
attackCooldown: 840,
damageMin: 14,
damageMax: 24,
criticalChance: 0.2,
windupDelay: 260,
},
ranged: {
maxHp: 80,
moveSpeed: 148,
attackRange: TILE_SIZE * 5,
attackCooldown: 840 * 1.1,
damageMin: 14 * 1.2,
damageMax: 24 * 1.2,
criticalChance: 0,
windupDelay: 360,
projectileSpeed: 420,
},
magic: {
maxHp: 80,
moveSpeed: 148,
attackRange: TILE_SIZE * 5,
attackCooldown: 840 * 1.1,
damageMin: 14 * 1.5,
damageMax: 24 * 1.5,
criticalChance: 0,
windupDelay: 340,
effectHitDelay: 160,
},
},
};
// 팀 배정에 순서대로 사용되는 기본 색상 팔레트입니다.
export const TEAM_COLORS = [
export const PERFORMANCE = {
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: 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
export const SPAWN = {
DEFAULT_PLACEMENT: "random",
PLACEMENTS: {
RANDOM: "random",
STARTING_ZONES: "starting-zones",
},
// Caps participant-assigned slots; traits such as slime spawning may add fighters.
MAX_FIGHTER_COUNT: 8000,
FIGHTERS_PER_STARTING_ZONE: 100,
STARTING_ZONE_RADIUS: 2,
STARTING_ZONE_FILL_ALPHA: 0.07,
STARTING_ZONE_BORDER_ALPHA: 0.14,
STARTING_ZONE_VISIBLE_DURATION_MS: 2000,
PRESENTATION_TEAM_COUNT: 10,
PRESENTATION_TEAM_SIZE: 5,
};
// 4. COMBAT 도메인
export const COMBAT = {
KILL_HEALTH_RECOVERY_RATIO: 0.3,
KILL_HEAL_EFFECT_FRAMES: 4,
KILL_HEAL_EFFECT_FRAME_RATE: 12,
KILL_GROWTH_MULTIPLIER: 1.25,
KILL_GROWTH_MAX_MULTIPLIER: 5,
KILL_GROWTH_TWEEN_DURATION: 180,
// 최종교전 슬로우모션 설정
FINAL_SLOW_MOTION_ENABLED: false,
FINAL_SLOW_MOTION_ENTER_DURATION: 14000,
FINAL_SLOW_MOTION_HOLD_DURATION: 14000,
FINAL_SLOW_MOTION_EXIT_DURATION: 14000,
FINAL_SLOW_MOTION_SCALE: 0.28,
};
// 5. PROJECTILE 도메인
export const PROJECTILE = {
LIFETIME: 1800,
BODY_OFFSET: 4,
HIT_PADDING: 20,
HIT_RADIUS: 12,
SPAWN_DISTANCE: 1,
};
// 6. WORLD_EFFECT 도메인
export const WORLD_EFFECT = {
// Delay from match start until the first barrage.
INTERVAL: 8000,
// Delay between barrages after the first one has fired.
REPEAT_INTERVAL: 8000,
AREA_TILES: 40,
// How long the large dense-area warning marker remains visible.
WARNING_DURATION_MS: 2000,
IMPACT_AREA_TILES: 10,
IMPACT_COUNT_MIN: 15,
IMPACT_COUNT_MAX: 25,
IMPACT_STAGGER_MS: 140,
IMPACT_VISUAL_SCALE: 10,
SIZE_SCALE_VARIANCE: 0,
FRAMES: 7,
FRAME_RATE: 14,
FALL_DURATION: 920,
FALL_TRAVEL_TILES: 8,
METEOR_SHAKE_DURATION_MS: 150,
METEOR_SHAKE_INTENSITY: 0.004,
METEOR_DAMAGE: 90,
FROST_DAMAGE: 45,
FROST_STUN_DURATION: 2000,
FROST_STUN_TINT: 0x82e9ff,
FROST_DURATION: 2000,
FROST_SPEED_MULTIPLIER: 0.55,
SUDDEN_DEATH: {
ENABLED: false,
TRIGGER_MS: 10000,
INTERVAL_MS: 2000,
FORCE_FROST: false,
},
};
// 7. CAMERA 도메인
export const CAMERA = {
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: 0.05,
// 메테오 착탄 후 카메라를 해당 위치에 유지하는 시간(ms)입니다.
METEOR_FOCUS_HOLD_DURATION: 1200,
SPECTATOR_FINAL_FIGHTER_THRESHOLD: 5,
SPECTATOR_FINAL_FIGHT_ZOOM: 2,
SPECTATOR_FINAL_TEAM_COUNT: 2,
SPECTATOR_FINAL_TEAM_TOTAL_THRESHOLD: 8,
SPECTATOR_RANDOM_FOCUS_INTERVAL: 100000,
SPECTATOR_LATE_FIGHTER_THRESHOLD: 80,
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(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,
SELECTED_FIGHTER_OUTLINE_GREEN: 228,
SELECTED_FIGHTER_OUTLINE_BLUE: 64,
SELECTED_FIGHTER_OUTLINE_ALPHA: 0.65,
// 상단 종족별 사망 통계 공지 설정
BATTLE_NOTICE_DELAY_MS: 5000,
BATTLE_NOTICE_VISIBLE_MS: 2000,
BATTLE_NOTICE_INTERVAL_MS: 10000,
};
// 9. TEAM 도메인
const TEAM_COLORS = [
"#da6a48",
"#5fb4d9",
"#9bd15a",
@@ -184,7 +248,7 @@ const TEAM_COLOR_HUE_OFFSET = 12;
const TEAM_COLOR_SATURATIONS = [72, 62, 78, 68];
const TEAM_COLOR_LIGHTNESSES = [57, 63, 51, 69];
export function getTeamColor(index, totalTeams = TEAM_COLORS.length) {
function getTeamColor(index, totalTeams = TEAM_COLORS.length) {
const safeIndex = Math.max(0, Math.floor(Number(index) || 0));
const safeTeamCount = Math.max(1, Math.floor(Number(totalTeams) || 1));
@@ -234,3 +298,8 @@ function hslToHex(hue, saturation, lightness) {
)
.join("")}`;
}
export const TEAM = {
COLORS: TEAM_COLORS,
getColor: getTeamColor,
};
+1427 -152
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+31 -11
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@@ -1,29 +1,49 @@
import { ARENA_SIZE, GRID_SIZE, TILE_SIZE } from "../../constants.js";
import {
ARENA,
SPAWN,
} from "../../constants.js";
export function drawArena(scene) {
const graphics = scene.add.graphics();
graphics.fillStyle(0x34351f, 1);
graphics.fillRect(0, 0, ARENA_SIZE, ARENA_SIZE);
graphics.fillRect(0, 0, ARENA.SIZE, ARENA.SIZE);
graphics.fillStyle(0x556235, 0.12);
for (let row = 0; row < GRID_SIZE; row += 1) {
for (let column = 0; column < GRID_SIZE; column += 1) {
for (let row = 0; row < ARENA.GRID_SIZE; row += 1) {
for (let column = 0; column < ARENA.GRID_SIZE; column += 1) {
if ((row + column) % 2 === 0) {
graphics.fillRect(column * TILE_SIZE, row * TILE_SIZE, TILE_SIZE, TILE_SIZE);
graphics.fillRect(column * ARENA.TILE_SIZE, row * ARENA.TILE_SIZE, ARENA.TILE_SIZE, ARENA.TILE_SIZE);
}
}
}
graphics.lineStyle(1, 0xd3bd72, 0.11);
for (let index = 0; index <= GRID_SIZE; index += 1) {
const offset = index * TILE_SIZE;
graphics.lineBetween(offset, 0, offset, ARENA_SIZE);
graphics.lineBetween(0, offset, ARENA_SIZE, offset);
for (let index = 0; index <= ARENA.GRID_SIZE; index += 1) {
const offset = index * ARENA.TILE_SIZE;
graphics.lineBetween(offset, 0, offset, ARENA.SIZE);
graphics.lineBetween(0, offset, ARENA.SIZE, offset);
}
graphics.lineStyle(12, 0x17180e, 1);
graphics.strokeRect(0, 0, ARENA_SIZE, ARENA_SIZE);
graphics.strokeRect(0, 0, ARENA.SIZE, ARENA.SIZE);
graphics.lineStyle(2, 0xd3bd72, 0.35);
graphics.strokeRect(12, 12, ARENA_SIZE - 24, ARENA_SIZE - 24);
graphics.strokeRect(12, 12, ARENA.SIZE - 24, ARENA.SIZE - 24);
}
export function drawStartingZones(graphics, startingZones = []) {
graphics.clear();
startingZones.forEach((zone) => {
const color = Number.parseInt(zone.color.slice(1), 16);
const x = zone.columnStart * ARENA.TILE_SIZE;
const y = zone.rowStart * ARENA.TILE_SIZE;
const width = (zone.columnEnd - zone.columnStart) * ARENA.TILE_SIZE;
const height = (zone.rowEnd - zone.rowStart) * ARENA.TILE_SIZE;
graphics.fillStyle(color, SPAWN.STARTING_ZONE_FILL_ALPHA);
graphics.fillRect(x, y, width, height);
graphics.lineStyle(2, color, SPAWN.STARTING_ZONE_BORDER_ALPHA);
graphics.strokeRect(x, y, width, height);
});
}
+15 -22
View File
@@ -1,42 +1,40 @@
import Phaser from "phaser";
import {
SPECTATOR_FINAL_FIGHTER_THRESHOLD,
SPECTATOR_FINAL_FIGHT_ZOOM,
SPECTATOR_FINAL_TEAM_COUNT,
SPECTATOR_FINAL_TEAM_TOTAL_THRESHOLD,
SPECTATOR_LATE_FIGHTER_THRESHOLD,
SPECTATOR_LATE_FIGHT_ZOOM,
CAMERA,
} from "../../constants.js";
import {
fighterDistanceSquared,
fighterWorldPoint,
} from "../fighter/fighterAdapter.js";
export function getSpectatorState(livingFighters) {
const livingFighterCount = livingFighters.length;
const teamSummaries = getLivingTeamSummaries(livingFighters);
if (livingFighterCount < SPECTATOR_FINAL_FIGHTER_THRESHOLD) {
if (livingFighterCount < CAMERA.SPECTATOR_FINAL_FIGHTER_THRESHOLD) {
return {
isFinal: true,
mode: "final-random",
zoom: SPECTATOR_FINAL_FIGHT_ZOOM,
zoom: CAMERA.SPECTATOR_FINAL_FIGHT_ZOOM,
};
}
if (
teamSummaries.length === SPECTATOR_FINAL_TEAM_COUNT &&
livingFighterCount <= SPECTATOR_FINAL_TEAM_TOTAL_THRESHOLD
teamSummaries.length === CAMERA.SPECTATOR_FINAL_TEAM_COUNT &&
livingFighterCount <= CAMERA.SPECTATOR_FINAL_TEAM_TOTAL_THRESHOLD
) {
return {
isFinal: true,
mode: "final-underdog",
teamId: getUnderdogTeamId(teamSummaries),
zoom: SPECTATOR_FINAL_FIGHT_ZOOM,
zoom: CAMERA.SPECTATOR_FINAL_FIGHT_ZOOM,
};
}
if (livingFighterCount < SPECTATOR_LATE_FIGHTER_THRESHOLD) {
if (livingFighterCount < CAMERA.SPECTATOR_LATE_FIGHTER_THRESHOLD) {
return {
isFinal: false,
mode: "late",
zoom: SPECTATOR_LATE_FIGHT_ZOOM,
zoom: CAMERA.SPECTATOR_LATE_FIGHT_ZOOM,
};
}
@@ -92,16 +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) {
@@ -120,7 +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;
+135
View File
@@ -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]);
}
+496
View File
@@ -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));
}
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import Phaser from "phaser";
import {
ARENA,
PERFORMANCE,
WORLD_EFFECT,
} from "../../constants.js";
import {
applyWorldEffectDamage,
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";
const FROST_EFFECT_PATH = "assets/effects/world_Effect_2.png";
const FROST_EFFECT_KEY = "world-frost-effect";
const WORLD_EFFECT_SHEETS = [
{ key: METEOR_EFFECT_KEY, path: METEOR_EFFECT_PATH },
{ key: FROST_EFFECT_KEY, path: FROST_EFFECT_PATH },
];
const METEOR_ZONE_COLOR = 0xf16a38;
const FROST_ZONE_COLOR = 0x58cef4;
const FALL_ANGLE_DEGREES = 45;
export function preloadWorldEffectAssets(scene) {
WORLD_EFFECT_SHEETS.forEach(({ key, path }) => {
scene.load.spritesheet(key, path, {
frameWidth: 100,
frameHeight: 100,
});
});
}
export function createWorldEffectAnimations(scene) {
WORLD_EFFECT_SHEETS.forEach(({ key }) => {
const animationKey = worldEffectAnimationKey(key);
if (scene.anims.exists(animationKey)) {
return;
}
scene.anims.create({
key: animationKey,
frames: scene.anims.generateFrameNumbers(key, {
start: 0,
end: WORLD_EFFECT.FRAMES - 1,
}),
frameRate: WORLD_EFFECT.FRAME_RATE,
repeat: 0,
});
});
}
export function startWorldEffects(scene) {
clearWorldEffects(scene);
if (scene.presentationMode) {
return;
}
scene.matchStartedAt = scene.time.now;
scene.isSuddenDeath = false;
const scheduleNext = (isInitialBarrage = false) => {
if (!isLiveMatch(scene)) return;
const elapsed = scene.time.now - (scene.matchStartedAt ?? scene.time.now);
const isSuddenDeath = WORLD_EFFECT.SUDDEN_DEATH.ENABLED && elapsed >= WORLD_EFFECT.SUDDEN_DEATH.TRIGGER_MS;
const delay = isInitialBarrage
? WORLD_EFFECT.INTERVAL
: isSuddenDeath
? WORLD_EFFECT.SUDDEN_DEATH.INTERVAL_MS
: WORLD_EFFECT.REPEAT_INTERVAL;
if (isSuddenDeath && !scene.isSuddenDeath) {
scene.isSuddenDeath = true;
}
scene.worldEffectTimer = scene.time.delayedCall(delay, () => {
triggerWorldEffect(scene);
scheduleNext();
});
};
scheduleNext(true);
}
export function clearWorldEffects(scene) {
scene.worldEffectTimer?.remove(false);
scene.worldEffectTimer = null;
scene.worldEffectZones?.clear();
scene.clearMeteorCameraFocus?.(null, { restoreCamera: false });
scene.matchStartedAt = null;
scene.isSuddenDeath = false;
scene.nextWorldEffectModifierRefreshAt = 0;
scene.worldEffectModifierActive = false;
scene.fighters?.forEach((fighter) => {
fighter.worldEffectSpeedMultiplier = 1;
clearFrostStun(fighter);
});
}
export function updateWorldEffectModifiers(scene) {
const frostZones = Array.from(scene.worldEffectZones ?? []).filter(
(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
&& !fighter.isDead
&& frostZones.some((zone) => containsFighter(zone, fighter));
fighter.worldEffectSpeedMultiplier = isSlowed
? WORLD_EFFECT.FROST_SPEED_MULTIPLIER
: 1;
});
}
function triggerWorldEffect(scene) {
if (!isLiveMatch(scene)) {
return;
}
const livingFighters = scene.fighters.filter(
(fighter) => fighter.active && !fighter.isDead,
);
if (livingFighters.length === 0) {
return;
}
const zone = findDensestWorldEffectZone(livingFighters);
// Sudden Death 상태이고 냉기 고정 설정이 되어있으면 무조건 냉기 메테오
if ((scene.isSuddenDeath && WORLD_EFFECT.SUDDEN_DEATH.FORCE_FROST) || Phaser.Math.Between(0, 1) === 0) {
spawnFrostZone(scene, zone);
return;
}
spawnMeteor(scene, zone);
}
export function findDensestWorldEffectZone(livingFighters) {
if (livingFighters.length === 0) {
return null;
}
const areaTiles = resolveTileCount(WORLD_EFFECT.AREA_TILES, ARENA.GRID_SIZE);
const tileCounts = Array.from(
{ length: ARENA.GRID_SIZE },
() => Array(ARENA.GRID_SIZE).fill(0),
);
livingFighters.forEach((fighter) => {
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);
tileCounts[row][column] += 1;
});
// Summed-area lookup keeps dense-zone selection cheap even with thousands of fighters.
const densitySums = createSummedAreaTable(tileCounts);
const maximumOrigin = ARENA.GRID_SIZE - areaTiles;
let highestCount = -1;
let densestOrigins = [];
for (let row = 0; row <= maximumOrigin; row += 1) {
for (let column = 0; column <= maximumOrigin; column += 1) {
const count = sumArea(densitySums, column, row, areaTiles);
if (count > highestCount) {
highestCount = count;
densestOrigins = [{ column, row }];
} else if (count === highestCount) {
densestOrigins.push({ column, row });
}
}
}
const origin = randomEntry(densestOrigins);
const size = areaTiles * ARENA.TILE_SIZE;
return createEffectZone(
origin.column * ARENA.TILE_SIZE + size / 2,
origin.row * ARENA.TILE_SIZE + size / 2,
areaTiles,
);
}
function randomEntry(entries) {
return entries[Phaser.Math.Between(0, entries.length - 1)];
}
function spawnMeteor(scene, zone) {
spawnWorldEffectBarrage(scene, zone, {
color: METEOR_ZONE_COLOR,
damage: WORLD_EFFECT.METEOR_DAMAGE,
effectKey: METEOR_EFFECT_KEY,
});
}
function spawnFrostZone(scene, zone) {
spawnWorldEffectBarrage(scene, zone, {
color: FROST_ZONE_COLOR,
damage: WORLD_EFFECT.FROST_DAMAGE,
effectKey: FROST_EFFECT_KEY,
isFrost: true,
});
}
function spawnWorldEffectBarrage(
scene,
targetZone,
{ color, damage, effectKey, isFrost = false },
) {
const matchId = scene.matchId;
const targetMarker = createZoneMarker(scene, targetZone, color);
const impactZones = createBarrageImpactZones(targetZone);
const pendingTimers = [];
const warningHideTimer = scene.time.delayedCall(resolveWarningDurationMs(), () => {
hideZoneMarker(scene, targetMarker);
});
let unresolvedImpacts = impactZones.length;
scene.beginMeteorCameraFocus?.(targetZone);
const finishImpact = () => {
unresolvedImpacts -= 1;
if (unresolvedImpacts > 0) {
return;
}
scene.clearMeteorCameraFocus?.(targetZone);
disposeCombatObject(scene, targetMarker);
};
const previousCleanup = targetMarker.cleanup;
targetMarker.cleanup = () => {
warningHideTimer.remove(false);
pendingTimers.forEach((timer) => timer.remove(false));
previousCleanup?.();
};
impactZones.forEach((impactZone, index) => {
const timer = scene.time.delayedCall(resolveImpactStaggerMs() * index, () => {
if (!targetMarker.active || !isLiveMatch(scene, matchId)) {
finishImpact();
return;
}
const impactMarker = createZoneMarker(scene, impactZone, color);
dropWorldEffectSprite(scene, impactZone, {
effectKey,
onCancel: () => {
disposeCombatObject(scene, impactMarker);
finishImpact();
},
onImpact: () => {
scene.tweens.killTweensOf(impactMarker);
impactMarker.setAlpha(1);
applyMeteorImpactShake(scene, impactZone);
resolveImpactDamage(
scene,
impactZone,
damage,
isFrost ? (fighter) => applyFrostStun(scene, fighter) : undefined,
);
if (isFrost && !scene.matchOver) {
activateFrostZone(scene, impactZone, impactMarker);
}
},
onAnimationComplete: () => {
if (!isFrost) {
disposeCombatObject(scene, impactMarker);
}
finishImpact();
},
});
});
pendingTimers.push(timer);
});
}
function dropWorldEffectSprite(
scene,
zone,
{ effectKey = METEOR_EFFECT_KEY, onCancel, onImpact, onAnimationComplete } = {},
) {
const matchId = scene.matchId;
const trajectory = createFallTrajectory(zone);
const sprite = scene.add
.sprite(trajectory.startX, trajectory.startY, effectKey, 0)
.setDepth(3)
.setScale(resolveWorldEffectVisualScale(zone))
.setFlipX(trajectory.flipX)
.setAngle(trajectory.angle)
.setAlpha(0.9);
sprite.cleanup = () => {
scene.tweens.killTweensOf(sprite);
};
trackCombatObject(scene, sprite);
sprite.once(Phaser.Animations.Events.ANIMATION_COMPLETE, () => {
onAnimationComplete?.();
disposeCombatObject(scene, sprite);
});
scene.tweens.add({
targets: sprite,
x: zone.centerX,
y: zone.centerY,
alpha: 1,
duration: WORLD_EFFECT.FALL_DURATION,
ease: "Cubic.In",
onComplete: () => {
if (!sprite.active || !isLiveMatch(scene, matchId)) {
onCancel?.();
disposeCombatObject(scene, sprite);
return;
}
sprite.play(worldEffectAnimationKey(effectKey));
onImpact?.();
},
});
}
function worldEffectAnimationKey(effectKey) {
return `${effectKey}-anim`;
}
function resolveWorldEffectSizeScale() {
const variance = Math.max(0, Number(WORLD_EFFECT.SIZE_SCALE_VARIANCE) || 0);
if (variance === 0) {
return 1;
}
const minScale = Math.max(0.1, 1 - variance);
const maxScale = 1 + variance;
return Phaser.Math.FloatBetween(minScale, maxScale);
}
function resolveWorldEffectVisualScale(zone) {
const baseScale = Math.max(0.01, Number(WORLD_EFFECT.IMPACT_VISUAL_SCALE) || 1);
return baseScale * Math.max(0.1, Number(zone?.sizeScale) || 1);
}
function applyMeteorImpactShake(scene, zone) {
const sizeScale = Math.max(0.1, Number(zone?.sizeScale) || 1);
const duration = Math.round(
Math.max(0, Number(WORLD_EFFECT.METEOR_SHAKE_DURATION_MS) || 0)
* Math.sqrt(sizeScale),
);
const intensity =
Math.max(0, Number(WORLD_EFFECT.METEOR_SHAKE_INTENSITY) || 0) * sizeScale;
if (duration <= 0 || intensity <= 0) {
return;
}
scene.cameras.main.shake(duration, intensity);
}
function createFallTrajectory(zone) {
const distance = ARENA.TILE_SIZE * WORLD_EFFECT.FALL_TRAVEL_TILES;
const isLeftHalf = zone.centerX < ARENA.SIZE / 2;
const travelDirection = isLeftHalf ? 1 : -1;
return {
angle: travelDirection * FALL_ANGLE_DEGREES,
flipX: travelDirection < 0,
startX: zone.centerX - travelDirection * distance,
startY: zone.centerY - distance,
};
}
function createBarrageImpactZones(targetZone) {
const minimumCount = Math.max(1, Math.round(Number(WORLD_EFFECT.IMPACT_COUNT_MIN) || 1));
const maximumCount = Math.max(
minimumCount,
Math.round(Number(WORLD_EFFECT.IMPACT_COUNT_MAX) || minimumCount),
);
const count = Phaser.Math.Between(minimumCount, maximumCount);
return Array.from({ length: count }, () => createBarrageImpactZone(targetZone));
}
function createBarrageImpactZone(targetZone) {
const sizeScale = resolveWorldEffectSizeScale();
const maximumImpactTiles = Math.max(1, targetZone.areaTiles - 1);
const impactTiles = Math.min(
maximumImpactTiles,
Math.max(
1,
Math.round((Number(WORLD_EFFECT.IMPACT_AREA_TILES) || 1) * sizeScale),
),
);
const impactSize = impactTiles * ARENA.TILE_SIZE;
const halfImpactSize = impactSize / 2;
const minimumX = targetZone.bounds.left + halfImpactSize;
const maximumX = targetZone.bounds.right - halfImpactSize;
const minimumY = targetZone.bounds.top + halfImpactSize;
const maximumY = targetZone.bounds.bottom - halfImpactSize;
return createEffectZone(
randomBetween(minimumX, maximumX),
randomBetween(minimumY, maximumY),
impactTiles,
sizeScale,
);
}
function createEffectZone(centerX, centerY, areaTiles, sizeScale = 1) {
const size = ARENA.TILE_SIZE * areaTiles;
return {
areaTiles,
bounds: new Phaser.Geom.Rectangle(centerX - size / 2, centerY - size / 2, size, size),
centerX,
centerY,
marker: null,
sizeScale,
};
}
function createSummedAreaTable(tileCounts) {
const sums = Array.from(
{ length: ARENA.GRID_SIZE + 1 },
() => Array(ARENA.GRID_SIZE + 1).fill(0),
);
for (let row = 0; row < ARENA.GRID_SIZE; row += 1) {
for (let column = 0; column < ARENA.GRID_SIZE; column += 1) {
sums[row + 1][column + 1] =
tileCounts[row][column]
+ sums[row][column + 1]
+ sums[row + 1][column]
- sums[row][column];
}
}
return sums;
}
function sumArea(sums, column, row, areaTiles) {
const bottom = row + areaTiles;
const right = column + areaTiles;
return (
sums[bottom][right]
- sums[row][right]
- sums[bottom][column]
+ sums[row][column]
);
}
function resolveTileCount(value, maximum) {
return Phaser.Math.Clamp(Math.round(Number(value) || 1), 1, maximum);
}
function resolveImpactStaggerMs() {
return Math.max(0, Math.round(Number(WORLD_EFFECT.IMPACT_STAGGER_MS) || 0));
}
function resolveWarningDurationMs() {
return Math.max(0, Math.round(Number(WORLD_EFFECT.WARNING_DURATION_MS) || 0));
}
function randomBetween(minimum, maximum) {
if (maximum <= minimum) {
return minimum;
}
return Phaser.Math.FloatBetween(minimum, maximum);
}
function hideZoneMarker(scene, marker) {
if (!marker?.active) {
return;
}
scene.tweens.killTweensOf(marker);
marker.setVisible(false);
}
function createZoneMarker(scene, zone, color) {
const marker = scene.add.graphics().setDepth(1.5);
const { x, y, width, height } = zone.bounds;
marker.fillStyle(color, 0.13);
marker.fillRect(x, y, width, height);
marker.lineStyle(3, color, 0.82);
marker.strokeRect(x, y, width, height);
marker.lineStyle(1, color, 0.34);
for (let index = 1; index < zone.areaTiles; index += 1) {
const offset = index * ARENA.TILE_SIZE;
marker.lineBetween(x + offset, y, x + offset, y + height);
marker.lineBetween(x, y + offset, x + width, y + offset);
}
marker.cleanup = () => {
scene.tweens.killTweensOf(marker);
};
trackCombatObject(scene, marker);
scene.tweens.add({
targets: marker,
alpha: { from: 0.46, to: 0.9 },
duration: 360,
ease: "Sine.InOut",
yoyo: true,
repeat: -1,
});
return marker;
}
function resolveImpactDamage(scene, zone, damage, onSurvivor) {
let deathCount = 0;
scene.fighters
.filter((fighter) => fighter.active && !fighter.isDead && containsFighter(zone, fighter))
.forEach((fighter) => {
if (applyWorldEffectDamage(scene, fighter, damage)) {
deathCount += 1;
return;
}
onSurvivor?.(fighter);
});
if (deathCount > 0) {
scene.updateScoreboard?.();
scene.finishMatch?.();
}
}
function applyFrostStun(scene, fighter) {
if (!fighter?.active || fighter.isDead) {
return;
}
fighter.frostStunTimer?.remove(false);
fighter.isFrostStunned = true;
stopFighterMovement(fighter);
tintFighter(fighter, WORLD_EFFECT.FROST_STUN_TINT);
fighter.frostStunTimer = scene.time.delayedCall(WORLD_EFFECT.FROST_STUN_DURATION, () => {
clearFrostStun(fighter);
});
}
function clearFrostStun(fighter) {
fighter.frostStunTimer?.remove(false);
fighter.frostStunTimer = null;
fighter.isFrostStunned = false;
clearFighterTint(fighter);
}
function activateFrostZone(scene, zone, marker) {
if (!marker.active) {
return;
}
zone.marker = marker;
scene.worldEffectZones ??= new Set();
scene.worldEffectZones.add(zone);
scene.tweens.killTweensOf(marker);
scene.tweens.add({
targets: marker,
alpha: { from: 0.42, to: 0.72 },
duration: 680,
ease: "Sine.InOut",
yoyo: true,
repeat: -1,
});
const previousCleanup = marker.cleanup;
const expiryTimer = scene.time.delayedCall(WORLD_EFFECT.FROST_DURATION, () => {
disposeCombatObject(scene, marker);
});
marker.cleanup = () => {
expiryTimer.remove(false);
scene.worldEffectZones?.delete(zone);
previousCleanup?.();
};
}
function containsFighter(zone, fighter) {
const point = fighterWorldPoint(fighter);
const x = point.x;
const y = point.y;
return Phaser.Geom.Rectangle.Contains(zone.bounds, x, y);
}
function isLiveMatch(scene, matchId = scene.matchId) {
return !scene.matchOver && !scene.presentationMode && scene.matchId === matchId;
}
+267
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;
}
+106 -101
View File
@@ -1,33 +1,29 @@
import {
FIGHTER_ANIMATION_OPTIONS,
FIGHTER_FRAME_HEIGHT,
FIGHTER_FRAME_WIDTH,
KILL_HEAL_EFFECT_FRAME_RATE,
KILL_HEAL_EFFECT_FRAMES,
SELECTED_FIGHTER_OUTLINE_ALPHA,
SELECTED_FIGHTER_OUTLINE_GAP,
SELECTED_FIGHTER_OUTLINE_WIDTH,
FIGHTER,
COMBAT,
} from "../../constants.js";
const SOURCE_ALPHA_THRESHOLD = 8;
const HEAL_EFFECT_PATH = "assets/effects/heal/Heal_Effect.png";
const HEAL_EFFECT_KEY = "kill-heal-effect";
const HEAL_EFFECT_ANIMATION_KEY = `${HEAL_EFFECT_KEY}-anim`;
const TEAM_SHADOW_SOURCE_COLOR = {
red: 0x53,
green: 0x45,
blue: 0x45,
};
const TEAM_SHADOW_FRAME_Y_START = 55;
const TEAM_SHADOW_FRAME_Y_END = 60;
export function fighterSheetKey(skin, action, teamColor) {
if (teamColor) {
return `${skin.key}-${action}-team-shadow-${normalizeTeamColorKey(teamColor)}`;
}
export function fighterSheetKey(skin, action) {
return `${skin.key}-${action}`;
}
export function fighterAnimationKey(skin, action) {
return `${fighterSheetKey(skin, action)}-anim`;
}
export function fighterOutlineSheetKey(skin, action) {
return `${fighterSheetKey(skin, action)}-outline`;
}
export function fighterOutlineSheetKeyFromSheetKey(sheetKey) {
return `${sheetKey}-outline`;
export function fighterAnimationKey(skin, action, teamColor) {
return `${fighterSheetKey(skin, action, teamColor)}-anim`;
}
export function fighterAttackEffectKey(skin) {
@@ -52,8 +48,8 @@ export function healEffectAnimationKey() {
export function preloadFighterSheets(scene, skins) {
scene.load.spritesheet(healEffectKey(), HEAL_EFFECT_PATH, {
frameWidth: FIGHTER_FRAME_WIDTH,
frameHeight: FIGHTER_FRAME_HEIGHT,
frameWidth: FIGHTER.FRAME_WIDTH,
frameHeight: FIGHTER.FRAME_HEIGHT,
});
skins.forEach((skin) => {
@@ -61,7 +57,7 @@ export function preloadFighterSheets(scene, skins) {
scene.load.spritesheet(
fighterSheetKey(skin, action),
`${skin.assetRoot}/${animation.file}`,
{ frameWidth: FIGHTER_FRAME_WIDTH, frameHeight: FIGHTER_FRAME_HEIGHT },
{ frameWidth: FIGHTER.FRAME_WIDTH, frameHeight: FIGHTER.FRAME_HEIGHT },
);
});
@@ -75,7 +71,7 @@ export function createFighterAnimations(scene, skins) {
const key = fighterAnimationKey(skin, action);
if (!scene.anims.exists(key)) {
const { frameRate, repeat } = FIGHTER_ANIMATION_OPTIONS[action];
const { frameRate, repeat } = FIGHTER.ANIMATION_OPTIONS[action];
scene.anims.create({
key,
@@ -87,8 +83,6 @@ export function createFighterAnimations(scene, skins) {
repeat,
});
}
createFighterOutlineSheet(scene, skin, action, animation.frames);
});
createAttackEffectAnimation(scene, skin);
@@ -97,6 +91,47 @@ export function createFighterAnimations(scene, skins) {
createHealEffectAnimation(scene);
}
export function ensureFighterTeamAnimation(scene, skin, action, teamColor) {
const animation = skin.animations[action];
if (!animation || !teamColor) {
return fighterAnimationKey(skin, action);
}
const textureKey = fighterSheetKey(skin, action, teamColor);
if (
!scene.textures.exists(textureKey)
&& !createFighterTeamShadowSheet(scene, skin, action, animation.frames, teamColor)
) {
return fighterAnimationKey(skin, action);
}
const key = fighterAnimationKey(skin, action, teamColor);
if (!scene.anims.exists(key)) {
const { frameRate, repeat } = FIGHTER.ANIMATION_OPTIONS[action];
scene.anims.create({
key,
frames: scene.anims.generateFrameNumbers(textureKey, {
start: 0,
end: animation.frames - 1,
}),
frameRate,
repeat,
});
}
return key;
}
export function ensureFighterTeamAnimations(scene, skin, teamColor, actions = []) {
actions.forEach((action) => {
ensureFighterTeamAnimation(scene, skin, action, teamColor);
});
}
function preloadCombatAssets(scene, skin) {
const projectile = skin.combat?.projectile;
const attackEffect = skin.combat?.attackEffect;
@@ -109,7 +144,7 @@ function preloadCombatAssets(scene, skin) {
scene.load.spritesheet(
fighterAttackEffectKey(skin),
`${skin.assetRoot}/${attackEffect.file}`,
{ frameWidth: FIGHTER_FRAME_WIDTH, frameHeight: FIGHTER_FRAME_HEIGHT },
{ frameWidth: FIGHTER.FRAME_WIDTH, frameHeight: FIGHTER.FRAME_HEIGHT },
);
}
}
@@ -147,29 +182,29 @@ function createHealEffectAnimation(scene) {
key: healEffectAnimationKey(),
frames: scene.anims.generateFrameNumbers(healEffectKey(), {
start: 0,
end: KILL_HEAL_EFFECT_FRAMES - 1,
end: COMBAT.KILL_HEAL_EFFECT_FRAMES - 1,
}),
frameRate: KILL_HEAL_EFFECT_FRAME_RATE,
frameRate: COMBAT.KILL_HEAL_EFFECT_FRAME_RATE,
repeat: 0,
});
}
function createFighterOutlineSheet(scene, skin, action, frameCount) {
const key = fighterOutlineSheetKey(skin, action);
function createFighterTeamShadowSheet(scene, skin, action, frameCount, teamColor) {
const key = fighterSheetKey(skin, action, teamColor);
if (scene.textures.exists(key)) {
return;
return true;
}
const sourceTexture = scene.textures.get(fighterSheetKey(skin, action));
const sourceImage = sourceTexture?.getSourceImage?.();
if (!sourceImage) {
return;
return false;
}
const sheetWidth = FIGHTER_FRAME_WIDTH * frameCount;
const sheetHeight = FIGHTER_FRAME_HEIGHT;
const sheetWidth = FIGHTER.FRAME_WIDTH * frameCount;
const sheetHeight = FIGHTER.FRAME_HEIGHT;
const sourceCanvas = document.createElement("canvas");
sourceCanvas.width = sheetWidth;
sourceCanvas.height = sheetHeight;
@@ -177,90 +212,60 @@ function createFighterOutlineSheet(scene, skin, action, frameCount) {
const sourceContext = sourceCanvas.getContext("2d", { willReadFrequently: true });
sourceContext.drawImage(sourceImage, 0, 0);
const sourceData = sourceContext.getImageData(0, 0, sheetWidth, sheetHeight).data;
const outlineCanvas = document.createElement("canvas");
outlineCanvas.width = sheetWidth;
outlineCanvas.height = sheetHeight;
const outlineContext = outlineCanvas.getContext("2d");
const outlineImage = outlineContext.createImageData(sheetWidth, sheetHeight);
const outlineData = outlineImage.data;
const gapMask = new Uint8Array(sheetWidth * sheetHeight);
const outerMask = new Uint8Array(sheetWidth * sheetHeight);
const outlineAlpha = Math.round(SELECTED_FIGHTER_OUTLINE_ALPHA * 255);
const sourceImageData = sourceContext.getImageData(0, 0, sheetWidth, sheetHeight);
const sourceData = sourceImageData.data;
const shadowColor = parseHexColor(teamColor);
for (let frameIndex = 0; frameIndex < frameCount; frameIndex += 1) {
const frameLeft = frameIndex * FIGHTER_FRAME_WIDTH;
const frameLeft = frameIndex * FIGHTER.FRAME_WIDTH;
for (let y = 0; y < FIGHTER_FRAME_HEIGHT; y += 1) {
for (let x = 0; x < FIGHTER_FRAME_WIDTH; x += 1) {
for (let y = TEAM_SHADOW_FRAME_Y_START; y < TEAM_SHADOW_FRAME_Y_END; y += 1) {
for (let x = 0; x < FIGHTER.FRAME_WIDTH; x += 1) {
const sourceIndex = ((y * sheetWidth) + frameLeft + x) * 4;
if (sourceData[sourceIndex + 3] <= SOURCE_ALPHA_THRESHOLD) {
if (!isTeamShadowPixel(sourceData, sourceIndex)) {
continue;
}
markOutlineMasks(gapMask, outerMask, sheetWidth, frameLeft, x, y);
sourceData[sourceIndex] = shadowColor.red;
sourceData[sourceIndex + 1] = shadowColor.green;
sourceData[sourceIndex + 2] = shadowColor.blue;
}
}
}
paintOutlinePixels(outlineData, gapMask, outerMask, outlineAlpha);
outlineContext.putImageData(outlineImage, 0, 0);
scene.textures.addSpriteSheet(key, outlineCanvas, {
frameWidth: FIGHTER_FRAME_WIDTH,
frameHeight: FIGHTER_FRAME_HEIGHT,
sourceContext.putImageData(sourceImageData, 0, 0);
scene.textures.addSpriteSheet(key, sourceCanvas, {
frameWidth: FIGHTER.FRAME_WIDTH,
frameHeight: FIGHTER.FRAME_HEIGHT,
});
return true;
}
function markOutlineMasks(gapMask, outerMask, sheetWidth, frameLeft, sourceX, sourceY) {
const outerRadius = SELECTED_FIGHTER_OUTLINE_GAP + SELECTED_FIGHTER_OUTLINE_WIDTH;
for (
let offsetY = -outerRadius;
offsetY <= outerRadius;
offsetY += 1
) {
const targetY = sourceY + offsetY;
if (targetY < 0 || targetY >= FIGHTER_FRAME_HEIGHT) {
continue;
function isTeamShadowPixel(data, index) {
return (
data[index + 3] > 0
&& data[index] === TEAM_SHADOW_SOURCE_COLOR.red
&& data[index + 1] === TEAM_SHADOW_SOURCE_COLOR.green
&& data[index + 2] === TEAM_SHADOW_SOURCE_COLOR.blue
);
}
for (
let offsetX = -outerRadius;
offsetX <= outerRadius;
offsetX += 1
) {
const targetX = sourceX + offsetX;
if (targetX < 0 || targetX >= FIGHTER_FRAME_WIDTH) {
continue;
function normalizeTeamColorKey(teamColor) {
return parseHexColor(teamColor).hex;
}
const maskIndex = (targetY * sheetWidth) + frameLeft + targetX;
const distance = Math.max(Math.abs(offsetX), Math.abs(offsetY));
function parseHexColor(teamColor) {
const fallback = "ffffff";
const hex = typeof teamColor === "string"
? teamColor.trim().replace(/^#/, "").toLowerCase()
: fallback;
const normalizedHex = /^[0-9a-f]{6}$/.test(hex) ? hex : fallback;
outerMask[maskIndex] = 1;
if (distance <= SELECTED_FIGHTER_OUTLINE_GAP) {
gapMask[maskIndex] = 1;
}
}
}
}
function paintOutlinePixels(outlineData, gapMask, outerMask, outlineAlpha) {
for (let maskIndex = 0; maskIndex < outerMask.length; maskIndex += 1) {
if (!outerMask[maskIndex] || gapMask[maskIndex]) {
continue;
}
const outlineIndex = maskIndex * 4;
outlineData[outlineIndex] = 255;
outlineData[outlineIndex + 1] = 255;
outlineData[outlineIndex + 2] = 255;
outlineData[outlineIndex + 3] = outlineAlpha;
}
return {
blue: parseInt(normalizedHex.slice(4, 6), 16),
green: parseInt(normalizedHex.slice(2, 4), 16),
hex: normalizedHex,
red: parseInt(normalizedHex.slice(0, 2), 16),
};
}
+248 -108
View File
@@ -1,173 +1,313 @@
import Phaser from "phaser";
import {
FIGHTER_FRAME_HEIGHT,
FIGHTER_FRAME_WIDTH,
FIGHTER_DEPTH,
FIGHTER_HITBOX_HEIGHT,
FIGHTER_HITBOX_OFFSET_X,
FIGHTER_HITBOX_OFFSET_Y,
FIGHTER_HITBOX_WIDTH,
FIGHTER_MAX_HP,
FIGHTER_SCALE,
FIGHTER,
PERFORMANCE,
} from "../../constants.js";
import {
fighterAnimationKey,
fighterOutlineSheetKeyFromSheetKey,
ensureFighterTeamAnimation,
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 } = {},
) {
const fighter = scene.physics.add.sprite(x, y, fighterSheetKey(skin, "idle"), 0);
const teamColor = Phaser.Display.Color.HexStringToColor(team.color).color;
ensureFighterTeamAnimations(scene, skin, team.color, ["idle"]);
const teamIdleSheetKey = fighterSheetKey(skin, "idle", team.color);
const idleSheetKey = scene.textures.exists(teamIdleSheetKey)
? teamIdleSheetKey
: fighterSheetKey(skin, "idle");
const displayName = name || team.label;
const resolvedMaxHp = Math.max(1, Math.round(maxHp ?? skin.stats?.maxHp ?? FIGHTER_MAX_HP));
const combatStats = getFighterStats(skin);
const resolvedMaxHp = Math.max(1, Math.round(maxHp ?? combatStats.maxHp));
const resolvedHp = Math.min(
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.setScale(FIGHTER_SCALE);
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);
fighter.setDepth(FIGHTER_DEPTH);
fighter.setDepth(FIGHTER.DEPTH);
fighter.setAlpha(1);
fighter.setCollideWorldBounds(true);
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.body.setSize(FIGHTER.HITBOX_WIDTH, FIGHTER.HITBOX_HEIGHT);
fighter.body.setOffset(FIGHTER.HITBOX_OFFSET_X, FIGHTER.HITBOX_OFFSET_Y);
fighter.setInteractive(inputHitArea, Phaser.Geom.Rectangle.Contains);
fighter.input.cursor = "pointer";
fighter.teamMarker = scene.add
.sprite(x, y, fighterOutlineSheetKeyFromSheetKey(fighterSheetKey(skin, "idle")), 0)
.setDisplaySize(FIGHTER_FRAME_WIDTH * FIGHTER_SCALE, FIGHTER_FRAME_HEIGHT * FIGHTER_SCALE)
.setTint(teamColor)
.setAlpha(0.8)
.setDepth(1.9)
.setVisible(true);
fighter.nameLabel = scene.add
.text(x, y, displayName, {
color: "#fff2c2",
fontFamily: "Inter, Pretendard, sans-serif",
fontSize: "18px",
fontStyle: "700",
stroke: team.color,
strokeThickness: 4,
})
.setOrigin(0.5, 0)
.setDepth(4);
fighter.healthBack = scene.add
.rectangle(x, y - 44, 72, 8, 0x17180e, 0.92)
.setDepth(4);
fighter.healthBar = scene.add
.rectangle(x - 34, y - 44, 68, 4, 0xd95f3f, 1)
.setOrigin(0, 0.5)
.setDepth(5);
fighter.skin = skin;
fighter.fighterName = displayName;
fighter.team = team;
fighter.teamIndex = teamIndex;
fighter.baseScaleX = FIGHTER_SCALE;
fighter.baseScaleY = FIGHTER_SCALE;
fighter.canSplitOnDeath = canSplitOnDeath;
fighter.isSelected = false;
fighter.killCount = 0;
fighter.killRewardMultiplier = 1;
fighter.maxHp = resolvedMaxHp;
fighter.hp = resolvedHp;
fighter.nextAttackAt = 0;
fighter.isLocked = false;
fighter.isDead = false;
fighter.play(fighterAnimationKey(skin, "walk"));
fighter._inputHitArea = inputHitArea;
fighter.baseScaleX = FIGHTER.SCALE;
fighter.baseScaleY = FIGHTER.SCALE;
fighter.deadDespawnTimer = null;
fighter.deadDespawnTween = null;
fighter.frostStunTimer = null;
fighter.nextHudSyncAt = 0;
fighter._hudDetailsVisible = false;
fighter._hudSlot = null;
fighter.releaseHud = () => releaseFighterHud(fighter);
fighter.play(ensureFighterTeamAnimation(scene, skin, "walk", team.color));
fighter.on(Phaser.Animations.Events.ANIMATION_COMPLETE, (animation) => {
if (fighter.isDead) {
return;
}
if (animation.key.includes("-attack") || animation.key.endsWith("-hurt-anim")) {
if (animation.key.includes("-attack") || animation.key.includes("-hurt")) {
fighter.isLocked = false;
}
});
if (!attachSprite) {
setFighterDetailVisible(fighter, false);
}
attachHudCleanup(fighter);
syncFighterHud(fighter);
return fighter;
}
export function syncFighterHud(fighter) {
const isVisible = Boolean(fighter.active && !fighter.isDead);
fighter.nameLabel.setVisible(isVisible);
fighter.healthBack.setVisible(isVisible);
fighter.healthBar.setVisible(isVisible);
syncTeamMarker(fighter);
if (!isVisible || !fighter.body) {
export function setFighterDetailVisible(fighter, visible) {
if (!fighter || !fighter.scene) {
return;
}
const scaleRatio = Math.max(1, Math.abs(fighter.scaleY) / FIGHTER_SCALE);
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.visible && !fighter.isDead);
const detailsVisible = isVisible && (showDetails || fighter.isSelected);
if (!detailsVisible || !fighter.body) {
releaseFighterHud(fighter);
return false;
}
const hudSlot = acquireFighterHudSlot(fighter);
if (!hudSlot) {
return false;
}
const now = Number.isFinite(time) ? time : fighter.scene?.time?.now ?? 0;
const shouldSyncDetails =
force
|| fighter.isSelected
|| !fighter._hudDetailsVisible
|| fighter._lastHudHp !== fighter.hp
|| now >= (fighter.nextHudSyncAt ?? 0);
if (!shouldSyncDetails) {
return true;
}
fighter.nextHudSyncAt = now + HUD_DETAIL_SYNC_INTERVAL_MS;
fighter._lastHudHp = fighter.hp;
setHudDetailsVisible(fighter, true);
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;
fighter.nameLabel.setPosition(nameX, nameY);
fighter.healthBack.setPosition(fighter.x, fighter.y - healthOffset);
fighter.healthBar.setPosition(fighter.x - 34, fighter.y - healthOffset);
fighter.healthBar.width = Math.max(0, 68 * (fighter.hp / (fighter.maxHp ?? FIGHTER_MAX_HP)));
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)));
return true;
}
function syncTeamMarker(fighter) {
const marker = fighter.teamMarker;
export function releaseFighterHud(fighter) {
const hudSlot = fighter?._hudSlot;
if (!marker) {
if (!hudSlot) {
if (fighter) {
fighter._hudDetailsVisible = false;
}
return;
}
const isVisible = Boolean(fighter.active && !fighter.isDead);
marker.setVisible(isVisible);
setHudSlotVisible(hudSlot, false);
hudSlot.fighter = null;
fighter._hudSlot = null;
fighter._hudDetailsVisible = false;
}
if (!isVisible) {
export function releaseUnusedFighterHuds(scene, fightersWithHud = []) {
const activeFighters = fightersWithHud instanceof Set
? fightersWithHud
: new Set(fightersWithHud);
scene.fighterHudPool?.forEach((hudSlot) => {
if (hudSlot.fighter && !activeFighters.has(hudSlot.fighter)) {
releaseFighterHud(hudSlot.fighter);
}
});
}
function setHudDetailsVisible(fighter, visible) {
const hudSlot = fighter._hudSlot;
if (!hudSlot) {
return;
}
const outlineTextureKey = fighterOutlineSheetKeyFromSheetKey(fighter.texture.key);
if (fighter.scene.textures.exists(outlineTextureKey)) {
marker.setTexture(outlineTextureKey, fighter.frame.name);
fighter._hudDetailsVisible = visible;
setHudSlotVisible(hudSlot, visible);
}
marker.setPosition(fighter.x, fighter.y);
marker.setScale(fighter.scaleX, fighter.scaleY);
marker.setFlipX(fighter.flipX);
marker.setDepth(fighter.depth - 0.1);
function setVisibleIfChanged(gameObject, visible) {
if (gameObject && gameObject.visible !== visible) {
gameObject.setVisible(visible);
}
}
function setHudSlotVisible(hudSlot, visible) {
setVisibleIfChanged(hudSlot.healthBack, visible);
setVisibleIfChanged(hudSlot.healthBar, visible);
}
function acquireFighterHudSlot(fighter) {
if (fighter._hudSlot) {
return fighter._hudSlot;
}
const hudPool = ensureFighterHudPool(fighter.scene);
const hudSlot = hudPool.find((candidate) => !candidate.fighter);
if (!hudSlot) {
return null;
}
hudSlot.fighter = fighter;
fighter._hudSlot = hudSlot;
configureHudSlot(hudSlot);
return hudSlot;
}
function ensureFighterHudPool(scene) {
if (scene.fighterHudPool) {
return scene.fighterHudPool;
}
const poolSize = Math.max(0, Math.round(PERFORMANCE.FIGHTER_HUD_POOL_SIZE));
scene.fighterHudPool = Array.from({ length: poolSize }, () => createHudSlot(scene));
return scene.fighterHudPool;
}
function createHudSlot(scene) {
const healthBack = scene.add
.rectangle(0, 0, 72, 8, 0x17180e, 0.92)
.setDepth(4)
.setVisible(false);
const healthBar = scene.add
.rectangle(0, 0, 68, 4, 0xd95f3f, 1)
.setOrigin(0, 0.5)
.setDepth(5)
.setVisible(false);
return {
fighter: null,
healthBack,
healthBar,
};
}
function configureHudSlot(hudSlot) {
hudSlot.healthBack.setDepth(4);
hudSlot.healthBar.setDepth(5);
}
function attachHudCleanup(fighter) {
const originalDestroy = fighter.destroy.bind(fighter);
fighter.destroy = (...args) => {
fighter.teamMarker.destroy();
fighter.nameLabel.destroy();
fighter.healthBack.destroy();
fighter.healthBar.destroy();
releaseFighterHud(fighter);
originalDestroy(...args);
};
}
+1 -1
View File
@@ -239,7 +239,7 @@ export const fighterManifest = [
maxHp: 1,
},
traits: {
spawnMultiplier: 10,
spawnMultiplier: 3,
splitOnDeath: {
chance: 0.5,
count: 2,
+153
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;
}
+52
View File
@@ -0,0 +1,52 @@
import { FIGHTER } from "../../constants.js";
export const FIGHTER_TYPES = {
MAGIC: "magic",
MELEE: "melee",
RANGED: "ranged",
};
export function getFighterType(skin) {
const configuredType = skin.combat?.fighterType;
if (configuredType && FIGHTER.TYPE_STATS[configuredType]) {
return configuredType;
}
switch (skin.combat?.type) {
case "projectile":
return FIGHTER_TYPES.RANGED;
case "instant-spell":
return FIGHTER_TYPES.MAGIC;
default:
return FIGHTER_TYPES.MELEE;
}
}
export function getFighterStats(skin) {
const defaults = FIGHTER.TYPE_STATS[getFighterType(skin)];
const stats = skin.stats ?? {};
const combat = skin.combat ?? {};
return {
maxHp: stats.maxHp ?? defaults.maxHp,
moveSpeed: stats.moveSpeed ?? defaults.moveSpeed,
attackRange: combat.range ?? stats.attackRange ?? defaults.attackRange,
attackCooldown: combat.cooldown ?? stats.attackCooldown ?? defaults.attackCooldown,
damageMin: combat.damageMin ?? stats.damageMin ?? defaults.damageMin,
damageMax: combat.damageMax ?? stats.damageMax ?? defaults.damageMax,
criticalChance:
combat.criticalChance ?? stats.criticalChance ?? defaults.criticalChance,
windupDelay: combat.windupDelay ?? stats.windupDelay ?? defaults.windupDelay,
projectileSpeed:
combat.projectile?.speed ??
stats.projectileSpeed ??
defaults.projectileSpeed ??
FIGHTER.TYPE_STATS.ranged.projectileSpeed,
effectHitDelay:
combat.attackEffect?.hitDelay ??
stats.effectHitDelay ??
defaults.effectHitDelay ??
FIGHTER.TYPE_STATS.magic.effectHitDelay,
};
}
+2 -2
View File
@@ -1,5 +1,5 @@
import Phaser from "phaser";
import { ARENA_SIZE } from "../../constants.js";
import { ARENA } from "../../constants.js";
const SPAWN_CLUSTER_MARGIN = 48;
const SPAWN_CLUSTER_STEP = 28;
@@ -44,7 +44,7 @@ export function clusterSpawnPosition(origin, index, count) {
}
export function clampInsideArena(value) {
return Phaser.Math.Clamp(value, SPAWN_CLUSTER_MARGIN, ARENA_SIZE - SPAWN_CLUSTER_MARGIN);
return Phaser.Math.Clamp(value, SPAWN_CLUSTER_MARGIN, ARENA.SIZE - SPAWN_CLUSTER_MARGIN);
}
export function syncTeamSizes(teams, fighterPlans) {
+137 -86
View File
@@ -1,37 +1,50 @@
import {
ARENA_SIZE,
DEFAULT_SPAWN_PLACEMENT,
DEFAULT_TEAM_SIZE,
GRID_SIZE,
getTeamColor,
MAX_TEAM_SIZE,
SPAWN_PLACEMENTS,
TILE_SIZE,
} from "../../constants.js";
import { ARENA, SPAWN, TEAM } from "../../constants.js";
const NAME_MULTIPLIER_REGEX = /\*(\d+)$/;
export function createMatchSetup(
names,
requestedTeamSize = DEFAULT_TEAM_SIZE,
requestedSpawnPlacement = DEFAULT_SPAWN_PLACEMENT,
requestedSpawnPlacement = SPAWN.DEFAULT_PLACEMENT,
) {
const teamSize = Math.max(1, Math.round(Number(requestedTeamSize) || DEFAULT_TEAM_SIZE));
const teams = names.map((name, index) => ({
color: getTeamColor(index, names.length),
id: `team-${index + 1}`,
label: name,
size: teamSize,
}));
const teams = names.map((rawName, index) => {
const match = rawName.match(NAME_MULTIPLIER_REGEX);
const multiplier = match ? Math.max(1, parseInt(match[1], 10)) : 1;
const label = match ? rawName.replace(NAME_MULTIPLIER_REGEX, "") : rawName;
const spawns = createSpawnPoints(names.length, teamSize, requestedSpawnPlacement);
return {
color: TEAM.getColor(index, names.length),
id: `team-${index + 1}`,
label,
multiplier,
size: multiplier,
startingZoneCount: Math.ceil(multiplier / SPAWN.FIGHTERS_PER_STARTING_ZONE),
};
});
const totalFighters = teams.reduce((sum, team) => sum + team.size, 0);
if (totalFighters > SPAWN.MAX_FIGHTER_COUNT) {
throw new FighterCountLimitError(totalFighters);
}
const startingZones =
requestedSpawnPlacement === SPAWN.PLACEMENTS.STARTING_ZONES
? createStartingZones(teams)
: [];
const spawns = createSpawnPoints(
totalFighters,
requestedSpawnPlacement,
startingZones,
);
const fighters = [];
names.forEach((name, teamIndex) => {
for (let i = 0; i < teamSize; i++) {
const globalIndex = teamIndex * teamSize + i;
teams.forEach((team) => {
for (let i = 0; i < team.size; i++) {
const globalIndex = fighters.length;
fighters.push({
...spawns[globalIndex],
name: name,
team: teams[teamIndex],
name: team.label,
team: team,
teamIndex: i,
});
}
@@ -39,74 +52,125 @@ export function createMatchSetup(
return {
fighters,
startingZones,
teams,
};
}
export class FighterCountLimitError extends Error {
constructor(fighterCount) {
super(`Requested fighter count exceeds the ${SPAWN.MAX_FIGHTER_COUNT} limit.`);
this.fighterCount = fighterCount;
this.maxFighterCount = SPAWN.MAX_FIGHTER_COUNT;
}
}
export function matchStatusText(teams) {
const totalFighters = teams.reduce((sum, team) => sum + team.size, 0);
const teamSizes = new Set(teams.map((team) => team.size));
const teamSizeText = teamSizes.size === 1 ? `팀당 ${teams[0]?.size ?? 0}` : "팀별 가변 인원";
const labels = teams.map((team) => `${team.label} ${team.size}`).join(" / ");
return `${teams.length}팀 | ${teamSizeText} |${totalFighters}명 출전 | ${labels}`;
return `${teams.length}팀 | 총 ${totalFighters}명 출전 | ${labels}`;
}
function createTeams(playerCount, teamSize) {
const teamCount = Math.ceil(playerCount / teamSize);
return Array.from({ length: teamCount }, (_, index) => ({
color: getTeamColor(index, teamCount),
id: `team-${index + 1}`,
label: `Team ${index + 1}`,
size: Math.min(teamSize, playerCount - index * teamSize),
}));
function createSpawnPoints(totalCount, requestedSpawnPlacement, startingZones) {
if (requestedSpawnPlacement === SPAWN.PLACEMENTS.STARTING_ZONES) {
return createStartingZoneSpawnPoints(startingZones);
}
function createSpawnPoints(teamCount, teamSize, requestedSpawnPlacement) {
if (requestedSpawnPlacement === SPAWN_PLACEMENTS.STARTING_ZONES) {
return createStartingZoneSpawnPoints(teamCount, teamSize);
}
return createRandomSpawnPoints(teamCount * teamSize);
return createRandomSpawnPoints(totalCount);
}
function createRandomSpawnPoints(count) {
return createSpawnPointsFromSlots(createSpawnSlots(), count);
}
function createStartingZoneSpawnPoints(teamCount, teamSize) {
function createStartingZoneSpawnPoints(startingZones) {
const fallbackSlots = createSpawnSlots();
const layout = shuffle(createStartingZoneLayout(teamCount));
return layout.flatMap((zone) => {
return startingZones.flatMap((zone) => {
const zoneSlots = createSpawnSlots(zone);
return createSpawnPointsFromSlots(zoneSlots.length > 0 ? zoneSlots : fallbackSlots, teamSize);
return createSpawnPointsFromSlots(
zoneSlots.length > 0 ? zoneSlots : fallbackSlots,
zone.spawnCount,
);
});
}
function createStartingZones(teams) {
const totalZonesNeeded = teams.reduce((sum, team) => sum + team.startingZoneCount, 0);
const layout = shuffle(createStartingZoneLayout(totalZonesNeeded));
let layoutIndex = 0;
return teams.flatMap((team) => {
let remainingFighters = team.size;
const teamZones = [];
for (let i = 0; i < team.startingZoneCount; i++) {
const spawnCount = Math.min(SPAWN.FIGHTERS_PER_STARTING_ZONE, remainingFighters);
teamZones.push({
...layout[layoutIndex++],
color: team.color,
spawnCount,
teamId: team.id,
});
remainingFighters -= spawnCount;
}
return teamZones;
});
}
function createStartingZoneLayout(teamCount) {
const columnCount = Math.max(1, Math.ceil(Math.sqrt(teamCount)));
const rowCount = Math.max(1, Math.ceil(teamCount / columnCount));
const availableRows = GRID_SIZE - 2;
const zones = [];
let candidates = shuffle(createStartingZoneCandidates());
return Array.from({ length: teamCount }, (_, index) => {
const column = index % columnCount;
const row = Math.floor(index / columnCount);
while (zones.length < teamCount) {
if (candidates.length === 0) {
candidates = shuffle(createStartingZoneCandidates());
}
return {
columnEnd: partitionEnd(GRID_SIZE, columnCount, column),
columnStart: partitionStart(GRID_SIZE, columnCount, column),
rowEnd: 1 + partitionEnd(availableRows, rowCount, row),
rowStart: 1 + partitionStart(availableRows, rowCount, row),
};
const separateCandidateIndex = candidates.findIndex((candidate) =>
zones.every((zone) => !startingZonesOverlap(zone, candidate)),
);
const selectedIndex = separateCandidateIndex >= 0 ? separateCandidateIndex : 0;
zones.push(...candidates.splice(selectedIndex, 1));
}
return zones;
}
function createStartingZoneCandidates() {
const zones = [];
for (
let anchorRow = 1 + SPAWN.STARTING_ZONE_RADIUS;
anchorRow < ARENA.GRID_SIZE - 1 - SPAWN.STARTING_ZONE_RADIUS;
anchorRow += 1
) {
for (
let anchorColumn = SPAWN.STARTING_ZONE_RADIUS;
anchorColumn < ARENA.GRID_SIZE - SPAWN.STARTING_ZONE_RADIUS;
anchorColumn += 1
) {
zones.push({
anchorColumn,
anchorRow,
columnEnd: anchorColumn + SPAWN.STARTING_ZONE_RADIUS + 1,
columnStart: anchorColumn - SPAWN.STARTING_ZONE_RADIUS,
rowEnd: anchorRow + SPAWN.STARTING_ZONE_RADIUS + 1,
rowStart: anchorRow - SPAWN.STARTING_ZONE_RADIUS,
});
}
}
return zones;
}
function createSpawnSlots({
columnEnd = GRID_SIZE,
columnEnd = ARENA.GRID_SIZE,
columnStart = 0,
rowEnd = GRID_SIZE - 1,
rowEnd = ARENA.GRID_SIZE - 1,
rowStart = 1,
} = {}) {
const spawnSlots = [];
@@ -114,8 +178,8 @@ function createSpawnSlots({
for (let row = rowStart; row < rowEnd; row += 1) {
for (let column = columnStart; column < columnEnd; column += 1) {
spawnSlots.push({
x: column * TILE_SIZE + TILE_SIZE / 2,
y: row * TILE_SIZE + TILE_SIZE / 2,
x: column * ARENA.TILE_SIZE + ARENA.TILE_SIZE / 2,
y: row * ARENA.TILE_SIZE + ARENA.TILE_SIZE / 2,
});
}
}
@@ -134,8 +198,8 @@ function createSpawnPointsFromSlots(spawnSlots, count) {
points.push({
faceLeft: Math.random() >= 0.5,
x: clampInsideArena(slot.x + spawnJitter(), TILE_SIZE / 2),
y: clampInsideArena(slot.y + spawnJitter(), TILE_SIZE),
x: clampInsideArena(slot.x + spawnJitter(), ARENA.TILE_SIZE / 2),
y: clampInsideArena(slot.y + spawnJitter(), ARENA.TILE_SIZE),
});
});
}
@@ -143,34 +207,21 @@ function createSpawnPointsFromSlots(spawnSlots, count) {
return points;
}
function partitionStart(size, partCount, partIndex) {
return Math.floor((size * partIndex) / partCount);
}
function partitionEnd(size, partCount, partIndex) {
return partitionStart(size, partCount, partIndex + 1);
}
function resolveTeamSize(playerCount, requestedTeamSize) {
const teamSize = clamp(
Math.round(Number(requestedTeamSize) || DEFAULT_TEAM_SIZE),
1,
MAX_TEAM_SIZE,
function startingZonesOverlap(left, right) {
return (
left.columnStart < right.columnEnd &&
left.columnEnd > right.columnStart &&
left.rowStart < right.rowEnd &&
left.rowEnd > right.rowStart
);
if (playerCount <= teamSize) {
return Math.max(1, Math.ceil(playerCount / 2));
}
return teamSize;
}
function spawnJitter() {
return (Math.random() - 0.5) * TILE_SIZE * 0.36;
return (Math.random() - 0.5) * ARENA.TILE_SIZE * 0.36;
}
function clampInsideArena(value, margin) {
return clamp(value, margin, ARENA_SIZE - margin);
return clamp(value, margin, ARENA.SIZE - margin);
}
function clamp(value, minimum, maximum) {
+15 -8
View File
@@ -1,9 +1,8 @@
import Phaser from "phaser";
import { ArenaScene } from "./game/arena/ArenaScene.js";
import {
ARENA_SIZE,
PRESENTATION_TEAM_COUNT,
PRESENTATION_TEAM_SIZE,
RENDER,
SPAWN,
} from "./constants.js";
import { createMatchForm } from "./ui/matchForm.js";
import { createAboutDialog } from "./ui/aboutDialog.js";
@@ -57,6 +56,10 @@ function startConfiguredMatch(matchConfig) {
return;
}
if (!arenaScene.startMatch(matchConfig)) {
return;
}
appNode?.classList.remove("match-ended");
appNode?.classList.add("match-live");
@@ -66,14 +69,15 @@ function startConfiguredMatch(matchConfig) {
openOptionsDrawer({ focus: false });
}
arenaScene.startMatch(matchConfig);
syncPauseButton();
}
function getPresentationMatchConfig() {
return {
names: Array.from({ length: PRESENTATION_TEAM_COUNT }, (_, index) => `Player ${index + 1}`),
teamSize: PRESENTATION_TEAM_SIZE,
names: Array.from(
{ length: SPAWN.PRESENTATION_TEAM_COUNT },
(_, index) => `Player ${index + 1}*${SPAWN.PRESENTATION_TEAM_SIZE}`,
),
};
}
@@ -170,15 +174,18 @@ window.addEventListener("keydown", (event) => {
const arenaScene = new ArenaScene({
getInitialMatchConfig: getPresentationMatchConfig,
onMatchEnd: handleMatchEnd,
setPlayerNamesWarning: matchForm.setPlayerNamesWarning,
setStatus: matchForm.setStatus,
});
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",
+6 -1960
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+158
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@@ -0,0 +1,158 @@
@keyframes intro-rise {
from {
opacity: 0;
transform: translateY(22px) scale(0.96);
}
to {
opacity: 1;
transform: translateY(0) scale(1);
}
}
@keyframes preview-attack {
to {
background-position-x: var(--sprite-end);
}
}
@keyframes preview-breathe {
0%,
100% {
margin-top: 0;
}
50% {
margin-top: -8px;
}
}
@keyframes preview-strike {
0%,
58%,
100% {
opacity: 0;
}
64%,
76% {
opacity: 0.86;
}
}
@keyframes status-marquee {
from {
transform: translateX(0);
}
to {
transform: translateX(-50%);
}
}
@keyframes kill-log-entry {
from {
opacity: 0;
transform: translateY(8px);
}
to {
opacity: 1;
transform: translateY(0);
}
}
@keyframes banner-in {
from {
opacity: 0;
transform: translateY(18px) scale(0.78);
}
to {
opacity: 1;
transform: translateY(0) scale(1);
}
}
@keyframes victory-banner-sheen {
from {
opacity: 0;
transform: translateX(0) skewX(-18deg);
}
18% {
opacity: 1;
}
to {
opacity: 0;
transform: translateX(560%) skewX(-18deg);
}
}
@keyframes victory-confetti-burst {
0% {
opacity: 0;
transform: translate(-50%, -50%) rotate(var(--confetti-tilt)) scale(0.3);
}
12% {
opacity: 1;
}
74% {
opacity: 1;
}
100% {
opacity: 0;
transform:
translate(calc(-50% + var(--confetti-x)), calc(-50% + var(--confetti-y)))
rotate(calc(var(--confetti-tilt) + var(--confetti-spin)))
scale(1);
}
}
@keyframes victory-glow {
from {
opacity: 0;
transform: scale(0.58);
}
35% {
opacity: 1;
}
to {
opacity: 0.8;
transform: scale(1);
}
}
@keyframes victory-rays-in {
from {
transform: scale(0.56);
}
to {
transform: scale(1);
}
}
@keyframes victory-rays-turn {
to {
rotate: 360deg;
}
}
@keyframes victory-message-pulse {
from {
opacity: 0.72;
transform: scale(0.88);
}
58% {
transform: scale(1.05);
}
to {
opacity: 1;
transform: scale(1);
}
}
@media (prefers-reduced-motion: reduce) {
.victory-banner,
.victory-banner::before,
.victory-banner-message,
.victory-celebration::before,
.victory-confetti-piece,
.victory-rays {
animation-duration: 1ms;
animation-iteration-count: 1;
}
}
+129
View File
@@ -0,0 +1,129 @@
:root {
color-scheme: dark;
font-family:
Inter, Pretendard, "Noto Sans KR", system-ui, -apple-system, BlinkMacSystemFont,
"Segoe UI", sans-serif;
background: #080a07;
color: #fff5db;
}
* {
box-sizing: border-box;
}
html {
min-width: 320px;
min-height: 100%;
background: #080a07;
}
body {
margin: 0;
min-width: 320px;
min-height: 100vh;
overflow: hidden;
}
button,
input,
textarea {
font: inherit;
}
button {
border: 0;
cursor: pointer;
}
button:focus-visible,
input:focus-visible,
textarea:focus-visible {
outline: 3px solid rgb(238 185 73 / 0.46);
outline-offset: 3px;
}
#app {
--arena-gap: 18px;
--score-band-height: 134px;
--score-panel-left: 14px;
--score-panel-width: 260px;
--score-rail-width: calc(var(--score-panel-left) + var(--score-panel-width));
--drawer-width: min(430px, 100vw);
--drawer-live-width: min(340px, calc(100vw - 48px));
position: relative;
min-height: 100vh;
overflow: hidden;
background:
linear-gradient(180deg, rgb(8 10 7 / 0.18), rgb(3 5 4 / 0.84)),
#080a07;
}
#app.match-live {
--drawer-width: var(--drawer-live-width);
}
.arena-shell {
position: fixed;
inset: 0;
display: grid;
place-items: center;
overflow: hidden;
background: #090b08;
}
.arena-shell::before {
content: "";
position: absolute;
inset: 0;
z-index: 1;
background:
radial-gradient(circle at 50% 50%, rgb(255 211 122 / 0.06), transparent 42%),
linear-gradient(90deg, rgb(3 5 4 / 0.48), rgb(3 5 4 / 0.08) 45%, rgb(3 5 4 / 0.48)),
linear-gradient(180deg, rgb(3 5 4 / 0.08), rgb(3 5 4 / 0.5));
pointer-events: none;
transition:
background 520ms ease,
opacity 520ms ease;
}
#app.match-live .arena-shell::before {
opacity: 0.24;
}
#app.match-live .arena-shell {
place-items: center;
}
#game {
position: relative;
z-index: 0;
width: max(100vw, 100vh);
height: max(100vw, 100vh);
overflow: hidden;
opacity: 0.68;
filter: saturate(1) contrast(1.08) brightness(1.08);
transform: scale(1.04);
transform-origin: center;
transition:
width 620ms cubic-bezier(0.2, 0.8, 0.2, 1),
height 620ms cubic-bezier(0.2, 0.8, 0.2, 1),
opacity 520ms ease,
filter 520ms ease,
transform 700ms cubic-bezier(0.2, 0.8, 0.2, 1);
}
#app.match-live #game {
width: min(100vw, 100vh);
height: min(100vw, 100vh);
margin-left: 0;
opacity: 1;
filter: none;
transform: scale(1);
}
#game canvas {
display: block;
width: 100% !important;
height: 100% !important;
image-rendering: pixelated;
}
+603
View File
@@ -0,0 +1,603 @@
.scoreboard {
position: fixed;
top: clamp(14px, 3vw, 28px);
left: var(--score-panel-left);
z-index: 3;
display: flex;
justify-content: flex-start;
width: var(--score-panel-width);
max-height: calc(100vh - 420px);
min-height: 64px;
overflow-y: auto;
overflow-x: hidden;
scrollbar-width: thin;
scrollbar-color: rgb(238 185 73 / 0.3) transparent;
padding: 8px;
border: 1px solid rgb(238 185 73 / 0.18);
border-radius: 8px;
background: rgb(4 6 4 / 0.5);
opacity: 0;
pointer-events: none;
transform: translateY(-18px);
transition:
opacity 420ms ease,
transform 420ms ease;
backdrop-filter: blur(10px);
}
.scoreboard::-webkit-scrollbar {
width: 4px;
}
.scoreboard::-webkit-scrollbar-track {
background: transparent;
}
.scoreboard::-webkit-scrollbar-thumb {
border-radius: 10px;
background: rgb(238 185 73 / 0.3);
}
#app.match-live .scoreboard {
opacity: 1;
pointer-events: auto;
transform: translateY(0);
}
.score-side {
display: grid;
grid-template-columns: repeat(2, 114px);
gap: 6px;
width: 100%;
}
.score-side.right {
display: none;
}
.team-score {
display: grid;
grid-template-rows: 1fr 1px auto;
gap: 6px;
width: 114px;
min-height: 72px;
overflow: hidden;
border-radius: 6px;
padding: 8px 9px;
color: #fff;
font-size: 0.8rem;
font-weight: 900;
text-align: left;
text-shadow: 1px 1px 2px #000;
transition:
filter 160ms ease,
transform 160ms ease;
}
.team-score:hover {
filter: brightness(1.16);
transform: translateY(-1px);
}
.team-score.is-focused {
box-shadow:
inset 0 0 0 2px rgb(255 244 209 / 0.92),
0 0 18px rgb(227 178 79 / 0.26);
}
.team-score:disabled {
cursor: default;
filter: grayscale(0.6) brightness(0.68);
}
.team-score:disabled:hover {
transform: none;
}
.team-score-name {
display: -webkit-box;
-webkit-line-clamp: 2;
-webkit-box-orient: vertical;
overflow: hidden;
text-overflow: ellipsis;
white-space: normal;
line-height: 1.15;
}
.team-score-rule {
width: 100%;
background: var(--team-color);
opacity: 0.9;
}
.team-score-count {
justify-self: end;
color: #fff2c8;
font-size: 0.86rem;
}
.battle-notice {
position: fixed;
top: clamp(12px, 2vw, 20px);
left: 50%;
z-index: 5;
display: flex;
align-items: center;
justify-content: center;
width: auto;
max-width: min(640px, calc(100vw - 40px));
min-height: 38px;
border: 1px solid rgb(238 185 73 / 0.26);
border-radius: 8px;
padding: 8px 18px;
background: rgb(8 10 7 / 0.68);
color: #ffe8b4;
font-size: 0.8rem;
font-weight: 900;
line-height: 1.35;
text-align: center;
text-shadow: 1px 1px 2px #000;
white-space: nowrap;
opacity: 0;
pointer-events: none;
transform: translate(-50%, -10px);
transition:
opacity 260ms ease,
transform 260ms ease;
backdrop-filter: blur(10px);
}
#app.match-live .battle-notice.is-visible {
opacity: 1;
transform: translate(-50%, 0);
}
@media (min-width: 961px) {
#app.match-live .battle-notice {
right: auto;
left: 50%;
width: min(420px, 72vmin, calc(100vw - var(--drawer-width) - var(--score-rail-width) - 56px));
transform: translate(-50%, -10px);
}
#app.match-live .battle-notice.is-visible {
transform: translate(-50%, 0);
}
#app.match-live.drawer-collapsed .battle-notice {
right: auto;
width: min(420px, 72vmin, calc(100vw - 64px));
}
}
.kill-log {
position: fixed;
bottom: clamp(14px, 3vw, 26px);
left: var(--score-panel-left);
z-index: 4;
width: min(370px, calc(100vw - 32px));
max-height: min(34vh, 292px);
overflow-y: auto;
scrollbar-width: thin;
scrollbar-color: rgb(238 185 73 / 0.3) transparent;
border: 1px solid rgb(238 185 73 / 0.2);
border-radius: 8px;
padding: 10px;
background: rgb(4 6 4 / 0.58);
opacity: 0;
pointer-events: none;
transform: translateY(16px);
transition:
opacity 260ms ease,
transform 260ms ease;
backdrop-filter: blur(10px);
}
.kill-log::-webkit-scrollbar {
width: 4px;
}
.kill-log::-webkit-scrollbar-track {
background: transparent;
}
.kill-log::-webkit-scrollbar-thumb {
border-radius: 10px;
background: rgb(238 185 73 / 0.3);
}
#app.match-live .kill-log.has-entries {
opacity: 1;
pointer-events: auto;
transform: translateY(0);
}
.kill-log-list {
display: flex;
flex-direction: column;
gap: 6px;
min-height: 0;
margin: 0;
padding: 0;
list-style: none;
}
.kill-log-item {
display: grid;
grid-template-columns: minmax(0, 1fr) 54px minmax(0, 1fr);
align-items: center;
gap: 8px;
min-height: 54px;
border: 1px solid rgb(255 244 209 / 0.12);
border-radius: 6px;
padding: 7px 9px;
background: rgb(8 10 7 / 0.74);
box-shadow: inset 0 1px 0 rgb(255 255 255 / 0.06);
animation: kill-log-entry 180ms ease both;
}
.kill-log-fighter {
display: flex;
align-items: center;
gap: 8px;
min-width: 0;
}
.kill-log-fighter.killer {
border-left: 3px solid var(--killer-color);
padding-left: 6px;
}
.kill-log-fighter.victim {
flex-direction: row-reverse;
border-right: 3px solid var(--victim-color);
padding-right: 6px;
justify-content: end;
text-align: right;
}
.kill-log-avatar {
position: relative;
flex: 0 0 auto;
width: 36px;
height: 36px;
border: 1px solid rgb(255 244 209 / 0.16);
border-radius: 6px;
background-color: rgb(255 246 216 / 0.08);
background-position: -24px -16px;
background-repeat: no-repeat;
background-size: auto 86px;
image-rendering: pixelated;
box-shadow: inset 0 -10px 18px rgb(0 0 0 / 0.22);
}
.kill-log-fighter.victim .kill-log-avatar::before,
.kill-log-fighter.victim .kill-log-avatar::after {
content: "";
position: absolute;
top: 7px;
right: 1px;
width: 14px;
height: 2px;
border: 1px solid rgb(255 216 212 / 0.22);
border-radius: 999px;
background: #f24a42;
box-shadow:
0 0 0 1px rgb(48 4 3 / 0.7),
0 0 5px rgb(227 54 46 / 0.6);
transform-origin: center;
}
.kill-log-fighter.victim .kill-log-avatar::before {
transform: rotate(45deg);
}
.kill-log-fighter.victim .kill-log-avatar::after {
transform: rotate(-45deg);
}
.kill-log-copy {
display: grid;
gap: 2px;
min-width: 0;
}
.kill-log-team,
.kill-log-member {
overflow: hidden;
text-overflow: ellipsis;
white-space: nowrap;
}
.kill-log-team {
min-width: 0;
color: #fff7df;
font-size: 0.78rem;
font-weight: 900;
text-shadow: 1px 1px 2px #000;
}
.kill-log-member {
flex: 0 0 auto;
color: #ead8ad;
font-size: 0.72rem;
font-weight: 800;
}
.kill-log-action {
display: grid;
justify-items: center;
gap: 2px;
min-width: 0;
}
.kill-log-action-text {
color: #ffdc93;
font-size: 0.68rem;
font-weight: 950;
line-height: 1;
}
.kill-log-weapon {
position: relative;
display: block;
width: 28px;
height: 28px;
place-self: center;
border: 1px solid rgb(238 185 73 / 0.28);
border-radius: 999px;
background: rgb(255 246 216 / 0.08);
box-shadow: 0 0 16px rgb(227 89 59 / 0.16);
}
.kill-log-weapon::before,
.kill-log-weapon::after {
content: "";
position: absolute;
top: 50%;
left: 50%;
width: 18px;
height: 3px;
border-radius: 999px;
background: linear-gradient(90deg, #ffe8b4 0 70%, #b93c2f 70% 100%);
box-shadow: 0 0 8px rgb(255 226 166 / 0.3);
transform-origin: center;
}
.kill-log-weapon::before {
transform: translate(-50%, -50%) rotate(42deg);
}
.kill-log-weapon::after {
transform: translate(-50%, -50%) rotate(-42deg);
}
.victory-celebration {
position: fixed;
z-index: 9;
display: grid;
overflow: hidden;
place-items: center;
inset: 0;
background: rgb(4 6 4 / 0.2);
isolation: isolate;
opacity: 1;
pointer-events: auto;
transform: scale(1);
transition:
opacity 220ms ease,
transform 220ms ease;
}
.victory-celebration.is-leaving {
opacity: 0;
transform: scale(0.98);
}
.victory-celebration::before {
content: "";
position: absolute;
z-index: -1;
width: min(122vmin, 1240px);
aspect-ratio: 1;
border-radius: 50%;
background:
radial-gradient(circle, rgb(255 233 166 / 0.18) 0 18%, rgb(227 178 79 / 0.12) 31%, transparent 66%);
animation: victory-glow 1.8s ease-out both;
}
.victory-celebration.is-draw::before {
background:
radial-gradient(circle, rgb(255 247 223 / 0.16) 0 18%, rgb(227 178 79 / 0.1) 31%, transparent 62%);
}
.victory-rays {
position: absolute;
z-index: 0;
width: min(112vmin, 1120px);
aspect-ratio: 1;
border-radius: 50%;
background: repeating-conic-gradient(
from -4deg,
rgb(255 233 166 / 0.18) 0 8deg,
transparent 8deg 18deg
);
opacity: 0.54;
mask-image: radial-gradient(circle, #000 0 18%, transparent 66%);
animation: victory-rays-in 1.1s ease-out both, victory-rays-turn 11s linear infinite;
}
.victory-celebration.is-draw .victory-rays {
opacity: 0.22;
}
.victory-confetti {
position: absolute;
z-index: 1;
inset: 0;
}
.victory-confetti-piece {
position: absolute;
top: 50%;
left: 50%;
display: block;
width: clamp(6px, 0.8vw, 11px);
height: clamp(10px, 1.2vw, 18px);
border-radius: 8px;
background: var(--confetti-color);
box-shadow: 0 0 12px rgb(255 230 166 / 0.22);
opacity: 0;
transform: translate(-50%, -50%) rotate(var(--confetti-tilt)) scale(0.3);
animation: victory-confetti-burst var(--confetti-duration) cubic-bezier(0.15, 0.84, 0.35, 1) var(--confetti-delay) both;
}
.victory-confetti-piece:nth-child(3n) {
width: clamp(10px, 1vw, 15px);
height: clamp(6px, 0.72vw, 10px);
border-radius: 2px;
}
.victory-banner {
position: relative;
z-index: 2;
display: grid;
width: min(calc(100vw - 36px), 760px);
min-height: clamp(108px, 18vw, 170px);
overflow: hidden;
place-items: center;
border: 2px solid #f1c45d;
border-radius: 8px;
padding: clamp(1.25rem, 3.8vw, 2rem) clamp(1.3rem, 5.4vw, 3.4rem);
background:
linear-gradient(135deg, rgb(18 21 13 / 0.98), rgb(3 5 4 / 0.92)),
rgb(4 6 4 / 0.9);
color: #fff7df;
font-size: clamp(1.65rem, 5vw, 3rem);
font-weight: 950;
letter-spacing: 0;
line-height: 1.12;
text-align: center;
text-wrap: balance;
text-shadow:
0 2px 0 rgb(55 36 8 / 0.56),
0 0 24px rgb(255 226 153 / 0.28);
box-shadow:
0 0 0 1px rgb(255 237 187 / 0.2) inset,
0 0 42px rgb(227 178 79 / 0.44),
0 24px 90px rgb(0 0 0 / 0.58);
animation: banner-in 0.64s cubic-bezier(0.16, 0.9, 0.25, 1.2);
backdrop-filter: blur(6px);
}
.victory-banner::before {
content: "";
position: absolute;
inset: -40% auto -40% -36%;
width: 28%;
background: linear-gradient(90deg, transparent, rgb(255 248 223 / 0.6), transparent);
transform: skewX(-18deg);
animation: victory-banner-sheen 1s 0.28s ease-out both;
}
.victory-banner::after {
content: "";
position: absolute;
inset: 10px;
border: 1px solid rgb(255 225 151 / 0.24);
border-radius: 5px;
}
.victory-banner-message {
position: relative;
z-index: 1;
display: block;
max-width: 100%;
overflow-wrap: anywhere;
animation: victory-message-pulse 720ms 80ms ease-out both;
}
.victory-celebration.is-draw .victory-banner {
border-color: #d8c28d;
box-shadow:
0 0 0 1px rgb(255 237 187 / 0.14) inset,
0 0 28px rgb(227 178 79 / 0.24),
0 24px 90px rgb(0 0 0 / 0.52);
}
#app.match-paused .arena-shell::after {
content: "일시정지";
position: fixed;
top: 50%;
left: 50%;
z-index: 6;
border: 1px solid rgb(238 185 73 / 0.34);
border-radius: 8px;
padding: 14px 26px;
background: rgb(5 7 5 / 0.76);
color: #ffe8b4;
font-size: clamp(1.3rem, 4vw, 2rem);
font-weight: 950;
transform: translate(-50%, -50%);
box-shadow: 0 18px 60px rgb(0 0 0 / 0.46);
backdrop-filter: blur(8px);
}
.match-status {
position: fixed;
bottom: clamp(14px, 3vw, 26px);
left: 50%;
z-index: 4;
width: min(980px, calc(100vw - 32px));
min-height: 48px;
overflow: hidden;
border: 1px solid rgb(238 185 73 / 0.28);
border-radius: 8px;
padding: 13px 0;
background: rgb(8 10 7 / 0.74);
color: #ffe2a6;
font-weight: 900;
opacity: 0;
pointer-events: none;
transform: translate(-50%, calc(100% + 28px));
transition:
opacity 420ms ease,
transform 420ms ease;
backdrop-filter: blur(10px);
}
#app.status-active:not(.match-live) .match-status {
opacity: 1;
transform: translate(-50%, 0);
}
#app.match-live .match-status {
display: none;
}
@media (min-width: 961px) {
#app.match-live .match-status {
left: calc((100vw - var(--drawer-width)) / 2);
width: min(760px, calc(100vw - var(--drawer-width) - 32px));
}
#app.match-live.drawer-collapsed .match-status {
left: 50%;
width: min(980px, calc(100vw - 32px));
}
}
.status-track {
display: flex;
width: max-content;
min-width: 200%;
gap: 64px;
animation: status-marquee 22s linear infinite;
}
.status-track span {
flex: 0 0 auto;
min-width: calc(50vw - 32px);
padding-left: 28px;
white-space: nowrap;
}
+225
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.battle-preview {
position: fixed;
inset: 0;
z-index: 2;
overflow: hidden;
opacity: 0.84;
pointer-events: none;
transition:
opacity 420ms ease,
transform 700ms cubic-bezier(0.2, 0.8, 0.2, 1);
}
#app.match-live .battle-preview {
opacity: 0;
transform: scale(1.08);
}
.preview-fighter {
position: absolute;
width: 100px;
height: 100px;
background-repeat: no-repeat;
background-size: auto 100px;
image-rendering: pixelated;
transform-origin: center;
filter:
drop-shadow(0 18px 22px rgb(0 0 0 / 0.68))
saturate(1.14)
brightness(1.12);
animation:
preview-attack var(--sprite-speed) steps(var(--sprite-steps)) infinite,
preview-breathe 1800ms ease-in-out infinite;
}
.preview-knight {
--sprite-end: -600px;
--sprite-scale: 5.2;
--sprite-speed: 840ms;
--sprite-steps: 6;
left: 10vw;
top: 48vh;
background-image: url("/assets/characters/knight/Knight-Attack01.png");
transform: scale(var(--sprite-scale));
}
.preview-orc {
--sprite-end: -500px;
--sprite-scale: 5.35;
--sprite-speed: 760ms;
--sprite-steps: 5;
right: 9vw;
top: 46vh;
background-image: url("/assets/characters/orc/Orc-Attack01.png");
transform: scaleX(-1) scale(var(--sprite-scale));
}
.preview-wizard {
--sprite-end: -500px;
--sprite-scale: 4.35;
--sprite-speed: 980ms;
--sprite-steps: 5;
left: 56vw;
top: 24vh;
background-image: url("/assets/characters/wizard/Wizard-Attack01.png");
opacity: 0.58;
transform: scaleX(-1) scale(var(--sprite-scale));
}
.preview-strike {
position: absolute;
width: 160px;
height: 5px;
border-radius: 999px;
background: linear-gradient(90deg, transparent, rgb(255 229 156 / 0.86), transparent);
box-shadow: 0 0 24px rgb(227 89 59 / 0.5);
opacity: 0;
transform-origin: center;
animation: preview-strike 980ms ease-in-out infinite;
}
.preview-strike-a {
left: 38vw;
top: 54vh;
transform: rotate(-18deg);
}
.preview-strike-b {
right: 31vw;
top: 42vh;
transform: rotate(22deg);
animation-delay: 260ms;
}
.intro-stage {
position: fixed;
inset: 0;
z-index: 5;
display: grid;
place-items: center;
padding: clamp(24px, 5vw, 56px);
pointer-events: none;
transition:
opacity 420ms ease,
transform 620ms cubic-bezier(0.2, 0.8, 0.2, 1);
}
#app.match-live .intro-stage {
opacity: 0;
transform: scale(0.96);
}
#app.match-live .intro-content {
pointer-events: none;
}
.intro-content {
display: grid;
justify-items: center;
gap: 22px;
text-align: center;
pointer-events: auto;
animation: intro-rise 760ms cubic-bezier(0.2, 0.8, 0.2, 1) both;
transition:
transform 560ms cubic-bezier(0.2, 0.8, 0.2, 1),
opacity 360ms ease;
}
#app.options-open:not(.match-live) .intro-content {
opacity: 0.72;
}
.arena-logo {
margin: 0;
color: #fff4d1;
font-size: clamp(4rem, 16vw, 11rem);
font-weight: 950;
letter-spacing: 0;
line-height: 0.9;
text-shadow:
0 2px 0 #ad4d37,
0 14px 42px rgb(0 0 0 / 0.72),
0 0 40px rgb(230 173 71 / 0.28);
text-transform: uppercase;
}
.arena-logo .small-text {
font-size: 0.7em;
margin-top: 0.05em;
}
.arena-logo span {
display: block;
}
.arena-meta {
position: fixed;
right: clamp(10px, 2vw, 18px);
bottom: clamp(10px, 2vw, 18px);
z-index: 10;
display: flex;
flex-direction: row;
align-items: center;
gap: 8px;
pointer-events: none;
transition: opacity 220ms ease;
}
.visitor-count,
.about-button {
display: inline-flex;
align-items: center;
justify-content: center;
min-height: 28px;
margin: 0;
border: 1px solid rgb(238 185 73 / 0.22);
border-radius: 999px;
padding: 5px 12px;
background: rgb(8 10 7 / 0.68);
color: #e7c879;
font-size: 0.72rem;
font-weight: 800;
line-height: 1;
text-decoration: none;
backdrop-filter: blur(10px);
pointer-events: auto;
transition:
background 180ms ease,
border-color 180ms ease,
transform 180ms ease,
opacity 220ms ease;
}
.visitor-count {
opacity: 0;
transform: translateY(8px);
}
#app.match-live .visitor-count {
opacity: 0.86;
transform: translateY(0);
}
.about-button {
min-width: 72px;
color: #ffe8b4;
font-weight: 900;
box-shadow: 0 4px 12px rgb(0 0 0 / 0.22);
}
.about-button:hover {
border-color: rgb(238 185 73 / 0.42);
background: rgb(255 246 216 / 0.14);
transform: translateY(-1px);
}
.start-button {
min-width: 180px;
padding: 0 30px;
text-transform: uppercase;
}
#app.options-open:not(.match-live) .start-button {
pointer-events: none;
visibility: hidden;
}
+303
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@media (max-width: 960px) {
body {
overflow: hidden;
}
#app {
--arena-gap: 0px;
--mobile-game-size: min(100vw, calc(100svh - var(--score-band-height)));
--mobile-kill-log-top: calc(var(--score-band-height) + var(--mobile-game-size) + 10px);
--mobile-options-button-width: 54px;
--mobile-options-gap: 8px;
--mobile-team-card-width: clamp(56px, calc((100vw - 120px) / 4), 72px);
--mobile-visitor-space: calc(104px + env(safe-area-inset-bottom));
--score-band-height: 132px;
--score-panel-left: 10px;
--score-panel-width: calc(100vw - 20px);
--score-rail-width: 0px;
}
#app.match-live .arena-shell {
place-items: start center;
}
#app.match-live #game {
width: var(--mobile-game-size);
height: var(--mobile-game-size);
margin-top: var(--score-band-height);
margin-left: 0;
}
.intro-stage {
padding: 20px;
}
.arena-logo {
font-size: clamp(3.8rem, 22vw, 7rem);
}
.fighter-entry {
width: 100vw;
padding: 22px;
}
#app.match-live .fighter-entry {
top: calc(10px + env(safe-area-inset-top));
right: 10px;
left: 10px;
width: auto;
max-height: calc(100svh - 20px - env(safe-area-inset-top) - env(safe-area-inset-bottom));
gap: 10px;
padding: 12px;
}
#app.match-live.drawer-collapsed .fighter-entry {
top: calc(22px + env(safe-area-inset-top));
right: 10px;
left: auto;
width: auto;
}
#app.match-live .fighter-entry h2 {
font-size: clamp(1.45rem, 7vw, 1.8rem);
}
#app.match-live .fighter-entry textarea {
height: 112px;
min-height: 112px;
resize: none;
}
#app.match-live .fighter-entry fieldset {
gap: 7px;
padding: 9px;
}
#app.match-live .fighter-entry form {
gap: 10px;
}
#app.match-live .entry-copy {
gap: 4px;
}
#app.match-live .eyebrow {
font-size: 0.68rem;
}
#app.match-live label,
#app.match-live .spawn-placement-label {
font-size: 0.82rem;
}
#app.match-live input:not([type="range"]):not([type="radio"]),
#app.match-live textarea {
min-height: 40px;
padding-inline: 10px;
}
#app.match-live textarea {
padding-block: 9px;
}
#app.match-live .spawn-placement-option span {
min-height: 36px;
padding: 6px;
font-size: 0.76rem;
}
#app.match-live .match-actions {
gap: 8px;
}
#app.match-live .match-actions button {
min-height: 44px;
}
#app.match-live .drawer-toggle {
min-width: 116px;
}
#app.match-live.drawer-collapsed .drawer-toggle {
width: var(--mobile-options-button-width);
min-width: var(--mobile-options-button-width);
padding-inline: 6px;
font-size: 0;
}
#app.match-live.drawer-collapsed .drawer-toggle::before {
content: "옵션";
font-size: 0.78rem;
line-height: 1;
}
.battle-preview {
opacity: 0.62;
}
.preview-knight {
left: -8vw;
top: 52vh;
}
.preview-orc {
right: -9vw;
top: 49vh;
}
.preview-wizard {
left: 48vw;
top: 21vh;
}
.scoreboard {
align-items: flex-start;
top: 10px;
left: var(--score-panel-left);
width: var(--score-panel-width);
max-height: calc(var(--score-band-height) - 12px);
overflow-x: auto;
overflow-y: hidden;
padding: 9px min(148px, 38vw) 9px 9px;
scrollbar-color: rgb(238 185 73 / 0.38) transparent;
scrollbar-width: thin;
touch-action: pan-x;
}
#app.match-live.drawer-collapsed .scoreboard {
width: calc(
100vw - 20px - var(--mobile-options-button-width) - var(--mobile-options-gap)
);
padding-right: 9px;
}
.score-side {
display: grid;
grid-template-columns: none;
grid-auto-columns: var(--mobile-team-card-width);
grid-auto-flow: column;
grid-template-rows: repeat(2, 48px);
gap: 5px 5px;
}
.scoreboard::-webkit-scrollbar {
height: 4px;
}
.scoreboard::-webkit-scrollbar-track {
background: transparent;
}
.scoreboard::-webkit-scrollbar-thumb {
border-radius: 999px;
background: rgb(238 185 73 / 0.38);
}
.team-score {
width: auto;
min-height: 48px;
height: 48px;
gap: 3px;
padding: 5px 6px;
font-size: 0.66rem;
grid-template-rows: 1fr 1px auto;
align-content: center;
}
.team-score-count {
font-size: 0.74rem;
}
.team-score.is-focused {
box-shadow: inset 0 0 0 2px rgb(255 244 209 / 0.92);
}
.battle-notice {
top: calc(var(--score-band-height) + 8px);
right: 24px;
left: 24px;
width: auto;
padding-inline: 12px;
font-size: 0.76rem;
transform: translateY(-10px);
}
#app.match-live .battle-notice.is-visible {
transform: translateY(0);
}
.kill-log {
top: var(--mobile-kill-log-top);
bottom: auto;
left: 10px;
width: calc(100vw - 20px);
max-height: calc(100svh - var(--mobile-kill-log-top) - var(--mobile-visitor-space));
padding: 8px;
}
#app.match-live .victory-celebration {
padding:
var(--score-band-height)
14px
min(30svh, 230px);
}
.victory-banner {
width: min(calc(100vw - 48px), 520px);
min-height: 92px;
padding: 1rem 1.1rem;
font-size: clamp(1.35rem, 7vw, 2rem);
}
.match-status {
bottom: 10px;
width: calc(100vw - 20px);
}
.arena-meta {
right: 10px;
bottom: calc(10px + env(safe-area-inset-bottom));
z-index: 10;
gap: 8px;
opacity: 1;
pointer-events: auto;
}
.visitor-count {
font-size: 0.68rem;
}
.about-button {
min-width: 68px;
min-height: 26px;
font-size: 0.68rem;
}
.about-backdrop {
align-items: end;
padding: 12px;
}
.about-dialog {
width: 100%;
max-height: calc(100svh - 24px);
}
.about-header {
padding: 18px 18px 12px;
}
.about-tabs {
padding: 0 18px 12px;
}
.about-panel {
padding: 16px 18px 22px;
}
.about-field-row {
grid-template-columns: 78px minmax(0, 1fr);
min-height: 48px;
gap: 10px;
}
}
+618
View File
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.start-button,
form button[type="submit"],
.pause-button,
.restart-button {
min-height: 52px;
border-radius: 8px;
background: linear-gradient(180deg, #e56443, #b93c2f);
color: #fff7df;
font-weight: 900;
box-shadow:
0 18px 44px rgb(0 0 0 / 0.36),
inset 0 1px 0 rgb(255 255 255 / 0.2);
transition:
background 180ms ease,
transform 180ms ease,
box-shadow 180ms ease;
}
.start-button:hover,
form button[type="submit"]:hover,
.pause-button:hover,
.restart-button:hover {
background: linear-gradient(180deg, #f0754f, #c84636);
transform: translateY(-1px);
box-shadow:
0 22px 52px rgb(0 0 0 / 0.42),
inset 0 1px 0 rgb(255 255 255 / 0.24);
}
.pause-button,
.restart-button {
display: none;
border: 1px solid rgb(238 185 73 / 0.3);
background: rgb(255 246 216 / 0.08);
color: #ffe8b4;
}
.pause-button:hover,
.restart-button:hover {
background: rgb(255 246 216 / 0.14);
}
#app.match-live .pause-button,
#app.match-live .restart-button {
display: block;
}
#app.match-live .match-actions {
grid-template-columns: 1fr 1fr;
}
#app.match-live .match-actions button[type="submit"] {
grid-column: 1 / -1;
}
#app.match-paused .pause-button {
background: linear-gradient(180deg, #e3b24f, #9a6c24);
color: #120f08;
}
#app.match-ended .pause-button {
display: none;
}
.drawer-scrim {
position: fixed;
inset: 0;
z-index: 6;
background: rgb(4 5 4 / 0.42);
opacity: 0;
pointer-events: none;
transition: opacity 320ms ease;
}
#app.options-open .drawer-scrim {
opacity: 1;
pointer-events: auto;
}
#app.match-live .drawer-scrim {
opacity: 0;
pointer-events: none;
}
.drawer-toggle {
display: none;
min-height: 40px;
border: 1px solid rgb(238 185 73 / 0.28);
border-radius: 8px;
padding: 0 12px;
background: rgb(12 15 11 / 0.84);
color: #ffe8b4;
font-size: 0.82rem;
font-weight: 900;
box-shadow: 0 16px 38px rgb(0 0 0 / 0.36);
transition:
background 180ms ease,
transform 180ms ease;
backdrop-filter: blur(10px);
}
.drawer-toggle:hover {
background: rgb(255 246 216 / 0.14);
transform: translateY(-1px);
}
#app.match-live .drawer-toggle {
display: block;
}
.fighter-entry {
position: fixed;
top: 0;
right: 0;
z-index: 7;
display: grid;
align-content: start;
gap: 24px;
width: var(--drawer-width);
height: 100vh;
overflow-y: auto;
border-left: 1px solid rgb(239 199 103 / 0.22);
padding: clamp(22px, 4vw, 34px);
background:
linear-gradient(180deg, rgb(29 33 22 / 0.94), rgb(13 16 12 / 0.96)),
#11140f;
box-shadow: -28px 0 80px rgb(0 0 0 / 0.52);
transform: translateX(104%);
transition:
opacity 260ms ease,
transform 520ms cubic-bezier(0.2, 0.8, 0.2, 1);
backdrop-filter: blur(16px);
}
#app.options-open .fighter-entry {
transform: translateX(0);
}
#app.match-live .fighter-entry {
top: 24px;
right: 24px;
height: auto;
max-height: calc(100vh - 48px);
gap: 16px;
border: 1px solid rgb(239 199 103 / 0.22);
border-radius: 8px;
padding: 20px;
transform: translateX(0);
}
#app.match-live.drawer-collapsed .fighter-entry {
width: auto;
min-width: 0;
overflow: visible;
border-color: transparent;
padding: 0;
background: transparent;
box-shadow: none;
opacity: 1;
pointer-events: auto;
transform: translateX(0);
}
#app.match-live .drawer-close {
display: none;
}
#app.match-live .fighter-entry h2 {
font-size: 2rem;
}
#app.match-live .fighter-entry textarea {
min-height: 190px;
}
#app.match-live .fighter-entry fieldset {
padding: 12px;
}
#app.match-live.drawer-collapsed .entry-copy,
#app.match-live.drawer-collapsed .fighter-entry form {
display: none;
}
#app.match-live.drawer-collapsed .drawer-header {
justify-content: end;
}
.drawer-header {
display: flex;
align-items: start;
justify-content: space-between;
gap: 16px;
}
.drawer-header-controls {
display: flex;
align-items: center;
gap: 8px;
}
.entry-copy {
display: grid;
gap: 8px;
}
.eyebrow {
margin: 0;
color: #e3b24f;
font-size: 0.78rem;
font-weight: 900;
letter-spacing: 0;
text-transform: uppercase;
}
h2 {
margin: 0;
color: #fff3d2;
font-size: clamp(1.7rem, 4vw, 2.5rem);
line-height: 1.05;
letter-spacing: 0;
}
.drawer-close {
display: grid;
place-items: center;
width: 40px;
height: 40px;
flex: 0 0 auto;
border: 1px solid rgb(238 185 73 / 0.22);
border-radius: 8px;
background: rgb(255 246 216 / 0.08);
color: #f8deb0;
font-weight: 900;
}
.drawer-close:hover {
background: rgb(255 246 216 / 0.14);
}
.about-backdrop {
position: fixed;
inset: 0;
z-index: 20;
display: grid;
place-items: center;
padding: clamp(16px, 4vw, 34px);
background: rgb(3 5 4 / 0.66);
backdrop-filter: blur(8px);
}
.about-backdrop[hidden] {
display: none;
}
.about-dialog {
display: grid;
grid-template-rows: auto auto minmax(0, 1fr);
width: min(560px, calc(100vw - 32px));
max-height: min(760px, calc(100svh - 32px));
overflow: hidden;
border: 1px solid rgb(239 199 103 / 0.28);
border-radius: 8px;
background:
linear-gradient(180deg, rgb(29 33 22 / 0.98), rgb(10 13 9 / 0.98)),
#11140f;
box-shadow:
0 24px 100px rgb(0 0 0 / 0.62),
inset 0 1px 0 rgb(255 255 255 / 0.06);
outline: none;
}
.about-header {
display: flex;
align-items: start;
justify-content: space-between;
gap: 16px;
padding: clamp(20px, 4vw, 28px) clamp(20px, 4vw, 30px) 14px;
}
.about-close {
display: grid;
place-items: center;
width: 40px;
height: 40px;
flex: 0 0 auto;
border: 1px solid rgb(238 185 73 / 0.22);
border-radius: 8px;
background: rgb(255 246 216 / 0.08);
color: #f8deb0;
font-weight: 900;
}
.about-close:hover {
background: rgb(255 246 216 / 0.14);
}
.about-tabs {
display: grid;
grid-template-columns: repeat(2, minmax(0, 1fr));
gap: 4px;
padding: 0 clamp(20px, 4vw, 30px) 14px;
border-bottom: 1px solid rgb(238 185 73 / 0.16);
}
.about-tab {
min-width: 0;
min-height: 42px;
border: 1px solid transparent;
border-radius: 6px;
padding: 8px 10px;
background: rgb(255 246 216 / 0.06);
color: #ead8ad;
font-size: 0.86rem;
font-weight: 900;
line-height: 1.2;
}
.about-tab[aria-selected="true"] {
border-color: rgb(238 185 73 / 0.36);
background: #323822;
color: #fff7df;
}
.about-panel {
min-height: 0;
overflow: auto;
padding: clamp(18px, 4vw, 26px) clamp(20px, 4vw, 30px) clamp(22px, 5vw, 34px);
}
.about-fields {
display: grid;
gap: 0;
margin: 0;
}
.about-field-row {
display: grid;
grid-template-columns: 96px minmax(0, 1fr);
align-items: center;
gap: 14px;
min-height: 50px;
border-bottom: 1px solid rgb(238 185 73 / 0.14);
}
.about-field-row:first-child {
border-top: 1px solid rgb(238 185 73 / 0.14);
}
.about-field-row dt {
color: #e3b24f;
font-size: 0.78rem;
font-weight: 950;
text-transform: uppercase;
}
.about-field-row dd {
min-width: 0;
margin: 0;
color: #fff7df;
font-weight: 800;
overflow-wrap: anywhere;
}
.about-field-row a,
.about-markdown a {
color: #85dcc7;
text-decoration-color: rgb(133 220 199 / 0.42);
text-underline-offset: 3px;
}
.about-markdown {
display: grid;
gap: 12px;
color: #ead8ad;
font-size: 0.92rem;
font-weight: 600;
line-height: 1.56;
}
.about-markdown :is(h3, h4, h5, h6, p, ul, blockquote) {
margin: 0;
}
.about-markdown h3,
.about-markdown h4,
.about-markdown h5,
.about-markdown h6 {
color: #fff3d2;
font-size: 1rem;
line-height: 1.3;
}
.about-markdown blockquote {
border-left: 3px solid rgb(238 185 73 / 0.36);
padding: 4px 0 4px 16px;
color: #c4b693;
font-style: italic;
}
.about-markdown hr {
margin: 8px 0;
border: 0;
border-top: 1px solid rgb(238 185 73 / 0.16);
}
.about-markdown code {
border: 1px solid rgb(238 185 73 / 0.14);
border-radius: 4px;
padding: 2px 5px;
background: rgb(255 246 216 / 0.08);
color: #f1c761;
font-family: ui-monospace, SFMono-Regular, Menlo, Monaco, Consolas, monospace;
font-size: 0.88em;
}
.about-markdown li {
line-height: 1.5;
}
.about-markdown li strong {
color: #fff3d2;
}
.about-markdown ul {
display: grid;
gap: 8px;
padding-left: 1.2rem;
}
.about-empty {
color: #bfae83;
}
form {
display: grid;
gap: 16px;
}
.match-actions {
display: grid;
gap: 10px;
}
fieldset {
display: grid;
gap: 10px;
min-width: 0;
margin: 0;
border: 1px solid rgb(238 185 73 / 0.22);
border-radius: 8px;
padding: 14px;
background: rgb(5 7 5 / 0.26);
}
legend {
padding: 0 6px;
color: #e3b24f;
font-size: 0.78rem;
font-weight: 900;
letter-spacing: 0;
text-transform: uppercase;
}
label {
color: #ead8ad;
font-size: 0.92rem;
}
input:not([type="range"]):not([type="radio"]),
textarea {
min-height: 48px;
border: 1px solid rgb(238 185 73 / 0.28);
border-radius: 8px;
padding: 0 14px;
background: #232719;
color: #fff7df;
outline: none;
}
textarea {
min-height: 258px;
resize: vertical;
padding-block: 12px;
line-height: 1.45;
}
textarea[aria-invalid="true"] {
border-color: #d9a628;
box-shadow: 0 0 0 1px rgb(217 166 40 / 0.34);
}
.player-names-warning {
display: grid;
grid-template-columns: auto 1fr;
align-items: center;
gap: 4px 9px;
margin: 0;
border: 1px solid rgb(219 168 45 / 0.72);
border-radius: 8px;
padding: 10px;
background: linear-gradient(135deg, rgb(88 67 17 / 0.7), rgb(43 37 19 / 0.92));
box-shadow: inset 3px 0 0 #dba82d;
line-height: 1.35;
}
.player-names-warning[hidden] {
display: none;
}
.player-names-warning__badge {
grid-row: span 2;
align-self: start;
color: #f4bd37;
font-size: 1.2rem;
font-weight: 900;
line-height: 1;
}
.player-names-warning__title {
color: #ffd565;
font-size: 0.92rem;
font-weight: 900;
}
.player-names-warning__detail {
grid-column: 2;
margin: 0;
color: #f1dfaa;
font-size: 0.82rem;
font-weight: 500;
}
.player-names-warning__count {
color: #ffd04f;
font-size: 1rem;
font-weight: 900;
}
.player-names-warning__limit {
color: #f7e0a0;
font-size: 0.94rem;
font-weight: 900;
}
.player-names-warning__reason {
grid-column: 1 / -1;
margin: 5px 0 0;
border-top: 1px solid rgb(219 168 45 / 0.25);
padding-top: 7px;
color: #d7c489;
font-size: 0.76rem;
}
input[type="range"] {
width: 100%;
accent-color: #e3b24f;
}
.spawn-placement-field {
display: grid;
gap: 8px;
}
.spawn-placement-label {
color: #ead8ad;
font-size: 0.92rem;
}
.spawn-placement-options {
display: grid;
grid-template-columns: repeat(2, minmax(0, 1fr));
gap: 4px;
min-width: 0;
border: 1px solid rgb(238 185 73 / 0.2);
border-radius: 8px;
padding: 4px;
background: #1d2116;
}
.spawn-placement-option {
position: relative;
min-width: 0;
}
.spawn-placement-option input {
position: absolute;
width: 1px;
height: 1px;
opacity: 0;
pointer-events: none;
}
.spawn-placement-option span {
display: grid;
min-height: 44px;
place-items: center;
border: 1px solid transparent;
border-radius: 6px;
padding: 8px;
color: #ead8ad;
text-align: center;
font-size: 0.86rem;
font-weight: 900;
line-height: 1.25;
cursor: pointer;
}
.spawn-placement-option input:checked + span {
border-color: rgb(238 185 73 / 0.36);
background: #323822;
color: #fff7df;
}
.spawn-placement-option input:focus-visible + span {
outline: 2px solid #f1c761;
outline-offset: -2px;
}
+35 -17
View File
@@ -9,41 +9,59 @@ export function updateScoreboard(
return;
}
containerLeft.innerHTML = "";
containerRight.innerHTML = "";
const currentTeamElements = [...containerLeft.children];
const teamsChanged =
currentTeamElements.length !== teams.length ||
teams.some((team, index) => currentTeamElements[index]?.dataset.teamId !== String(team.id));
teams.forEach((team) => {
const aliveCount = fighters.filter((f) => f.team.id === team.id && !f.isDead).length;
if (teamsChanged) {
containerLeft.replaceChildren(...teams.map((team) => createTeamElement(team.id)));
}
if (containerRight.childElementCount > 0) {
containerRight.replaceChildren();
}
teams.forEach((team, index) => {
const teamEl = containerLeft.children[index];
const aliveCount = fighters.filter(
(fighter) => fighter.team.id === team.id && !fighter.isDead,
).length;
const teamEl = document.createElement("button");
teamEl.className = "team-score";
teamEl.type = "button";
teamEl.disabled = aliveCount === 0;
teamEl.setAttribute("aria-label", `${team.label} 생존 캐릭터 무작위 시점 고정`);
teamEl.style.setProperty("--team-color", team.color);
teamEl.style.backgroundColor = `${team.color}33`;
teamEl.style.borderLeft = `4px solid ${team.color}`;
teamEl.classList.toggle("is-focused", selectedFighterTeamId === team.id);
if (selectedFighterTeamId === team.id) {
teamEl.classList.add("is-focused");
const labelEl = teamEl.querySelector(".team-score-name");
labelEl.textContent = team.label;
const countEl = teamEl.querySelector(".team-score-count");
countEl.textContent = `${aliveCount}`;
teamEl.onclick = () => {
onTeamClick(team.id);
};
});
}
function createTeamElement(teamId) {
const teamEl = document.createElement("button");
teamEl.className = "team-score";
teamEl.type = "button";
teamEl.dataset.teamId = String(teamId);
const labelEl = document.createElement("span");
labelEl.className = "team-score-name";
labelEl.textContent = team.label;
const ruleEl = document.createElement("span");
ruleEl.className = "team-score-rule";
const countEl = document.createElement("span");
countEl.className = "team-score-count";
countEl.textContent = `${aliveCount}`;
teamEl.addEventListener("click", () => {
onTeamClick(team.id);
});
teamEl.append(labelEl, ruleEl, countEl);
containerLeft.appendChild(teamEl);
});
return teamEl;
}
+23 -8
View File
@@ -1,3 +1,5 @@
import { UI } from "../constants.js";
const SPECIES_KEYS = ["human", "orc", "skeleton", "slime", "wolf", "bear"];
const SPECIES_LABELS = {
bear: "곰",
@@ -22,9 +24,12 @@ const DEATH_NOTICE_TEMPLATES = [
"{species}{particle} 전투 중 {count}명 쓰러졌습니다. 관중석은 침착한 척하는 중입니다.",
];
export const BATTLE_NOTICE_DELAY_MS = 5000;
export const BATTLE_NOTICE_VISIBLE_MS = 2000;
export const BATTLE_NOTICE_INTERVAL_MS = 10000;
const SYSTEM_TIP_TEMPLATES = [
"경보: 화염 메테오는 낙하 지점 5x5 영역에 강력한 폭발 피해를 입힙니다!",
"주의: 냉기 메테오는 피해와 함께 2초간 동결 및 냉각을 유발합니다.",
"팁: 근접 캐릭터는 20% 확률로 치명타를 터뜨려 적을 즉사시킵니다.",
"성장: 적 처치 시 체력을 30% 회복하며, 크기와 속도가 최대 5배까지 커집니다.",
];
export function createDeathCounts() {
return SPECIES_KEYS.reduce((counts, species) => {
@@ -42,7 +47,8 @@ export function normalizeDeathCounts(value = {}) {
export function addDeathCounts(baseCounts, matchCounts) {
return SPECIES_KEYS.reduce((counts, species) => {
counts[species] = (baseCounts?.[species] ?? 0) + (matchCounts?.[species] ?? 0);
counts[species] =
(baseCounts?.[species] ?? 0) + (matchCounts?.[species] ?? 0);
return counts;
}, {});
}
@@ -52,15 +58,24 @@ export function normalizeSpecies(value) {
}
export function createDeathNoticeMessage(deathsBySpecies, seed = 0) {
const topSpecies = SPECIES_KEYS
.map((species) => ({ species, count: deathsBySpecies?.[species] ?? 0 }))
.sort((left, right) => right.count - left.count)[0];
// 3번에 한 번꼴로 시스템 팁 출력
if (seed % 3 === 0) {
return SYSTEM_TIP_TEMPLATES[
Math.floor(seed / 3) % SYSTEM_TIP_TEMPLATES.length
];
}
const topSpecies = SPECIES_KEYS.map((species) => ({
species,
count: deathsBySpecies?.[species] ?? 0,
})).sort((left, right) => right.count - left.count)[0];
if (!topSpecies || topSpecies.count === 0) {
return "오늘 사망자 집계는 아직 0명입니다. 이 평화가 얼마나 버틸까요?";
}
const template = DEATH_NOTICE_TEMPLATES[
const template =
DEATH_NOTICE_TEMPLATES[
(topSpecies.count + seed) % DEATH_NOTICE_TEMPLATES.length
];
+33 -71
View File
@@ -1,52 +1,53 @@
import { DEFAULT_SPAWN_PLACEMENT, NICKNAME_LENGTH } from "../constants.js";
import { FIGHTER, SPAWN } from "../constants.js";
const STORAGE_KEYS = {
names: "arena.match.playerNames",
spawnPlacement: "arena.match.spawnPlacement",
teamSize: "arena.match.teamSize",
};
export function createMatchForm() {
const form = getElement("#fighter-form");
const namesInput = getElement("#player-names");
const namesWarningNode = getElement("#player-names-warning");
const namesWarningTitleNode = getElement("[data-player-names-warning-title]");
const namesWarningCountNode = getElement("[data-player-names-warning-count]");
const namesWarningLimitNode = getElement("[data-player-names-warning-limit]");
const namesWarningReasonNode = getElement("[data-player-names-warning-reason]");
const appNode = document.querySelector("#app");
const statusNode = document.querySelector("#match-status");
const statusTextNodes = document.querySelectorAll("[data-status-text]");
const spawnPlacementInputs = getElements('input[name="spawnPlacement"]');
const teamSizeInput = getElement("#team-size");
const teamSizeNumberInput = getElement("#team-size-value");
const setPlayerNamesWarning = (warning = null) => {
const hasWarning = Boolean(warning);
if (!hasWarning) {
namesWarningNode.hidden = true;
namesInput.removeAttribute("aria-invalid");
return;
}
namesWarningTitleNode.textContent = warning.title;
namesWarningCountNode.textContent = warning.fighterCount.toLocaleString("ko-KR");
namesWarningLimitNode.textContent = warning.maxFighterCount.toLocaleString("ko-KR");
namesWarningReasonNode.textContent = warning.reason ?? "";
namesWarningReasonNode.hidden = !warning.reason;
namesWarningNode.hidden = false;
namesInput.setAttribute("aria-invalid", "true");
};
const readMatchConfig = () => ({
names: nicknameValues(namesInput.value),
spawnPlacement: selectedSpawnPlacement(spawnPlacementInputs),
teamSize: Number(teamSizeInput.value),
});
restoreSavedMatchSettings(namesInput, spawnPlacementInputs, teamSizeInput, teamSizeNumberInput);
syncTeamSizeInputs(teamSizeInput, teamSizeNumberInput);
restoreSavedMatchSettings(namesInput, spawnPlacementInputs);
namesInput.addEventListener("input", () => {
saveMatchSettings(namesInput, spawnPlacementInputs, teamSizeInput);
});
teamSizeInput.addEventListener("input", () => {
syncTeamSizeInputs(teamSizeInput, teamSizeNumberInput);
saveMatchSettings(namesInput, spawnPlacementInputs, teamSizeInput);
});
teamSizeNumberInput.addEventListener("input", () => {
if (syncTeamSizeInputs(teamSizeInput, teamSizeNumberInput, teamSizeNumberInput.value)) {
saveMatchSettings(namesInput, spawnPlacementInputs, teamSizeInput);
}
});
teamSizeNumberInput.addEventListener("change", () => {
syncTeamSizeInputs(
teamSizeInput,
teamSizeNumberInput,
teamSizeNumberInput.value || teamSizeInput.value,
);
saveMatchSettings(namesInput, spawnPlacementInputs, teamSizeInput);
setPlayerNamesWarning();
saveMatchSettings(namesInput, spawnPlacementInputs);
});
spawnPlacementInputs.forEach((input) => {
input.addEventListener("change", () => {
saveMatchSettings(namesInput, spawnPlacementInputs, teamSizeInput);
saveMatchSettings(namesInput, spawnPlacementInputs);
});
});
@@ -58,6 +59,7 @@ export function createMatchForm() {
});
},
readMatchConfig,
setPlayerNamesWarning,
setStatus(message) {
if (statusNode) {
statusNode.setAttribute("aria-hidden", "false");
@@ -96,29 +98,11 @@ function getElements(selector) {
function nicknameValues(value) {
return value
.split(/\r?\n|,/)
.map((name) => name.trim().slice(0, NICKNAME_LENGTH))
.map((name) => name.trim().slice(0, FIGHTER.NICKNAME_LENGTH))
.filter(Boolean);
}
function syncTeamSizeInputs(rangeInput, numberInput, value = rangeInput.value) {
const normalizedTeamSize = normalizeTeamSize(value, rangeInput);
if (!normalizedTeamSize) {
return "";
}
rangeInput.value = normalizedTeamSize;
numberInput.value = normalizedTeamSize;
return normalizedTeamSize;
}
function restoreSavedMatchSettings(
namesInput,
spawnPlacementInputs,
teamSizeInput,
teamSizeNumberInput,
) {
function restoreSavedMatchSettings(namesInput, spawnPlacementInputs) {
const storage = getLocalStorage();
if (!storage) {
@@ -128,27 +112,18 @@ function restoreSavedMatchSettings(
try {
const savedNames = storage.getItem(STORAGE_KEYS.names);
const savedSpawnPlacement = storage.getItem(STORAGE_KEYS.spawnPlacement);
const savedTeamSize = storage.getItem(STORAGE_KEYS.teamSize);
if (savedNames !== null) {
namesInput.value = savedNames;
}
const normalizedTeamSize = normalizeTeamSize(savedTeamSize, teamSizeInput);
syncTeamSizeInputs(
teamSizeInput,
teamSizeNumberInput,
normalizedTeamSize || teamSizeInput.value,
);
setSpawnPlacement(spawnPlacementInputs, savedSpawnPlacement);
} catch {
// Storage may be unavailable in private or restricted browser contexts.
}
}
function saveMatchSettings(namesInput, spawnPlacementInputs, teamSizeInput) {
function saveMatchSettings(namesInput, spawnPlacementInputs) {
const storage = getLocalStorage();
if (!storage) {
@@ -158,19 +133,18 @@ function saveMatchSettings(namesInput, spawnPlacementInputs, teamSizeInput) {
try {
storage.setItem(STORAGE_KEYS.names, namesInput.value);
storage.setItem(STORAGE_KEYS.spawnPlacement, selectedSpawnPlacement(spawnPlacementInputs));
storage.setItem(STORAGE_KEYS.teamSize, normalizeTeamSize(teamSizeInput.value, teamSizeInput));
} catch {
// Ignore storage failures so the match form remains usable.
}
}
function selectedSpawnPlacement(inputs) {
return inputs.find((input) => input.checked)?.value ?? DEFAULT_SPAWN_PLACEMENT;
return inputs.find((input) => input.checked)?.value ?? SPAWN.DEFAULT_PLACEMENT;
}
function setSpawnPlacement(inputs, value) {
const savedInput = inputs.find((input) => input.value === value);
const defaultInput = inputs.find((input) => input.value === DEFAULT_SPAWN_PLACEMENT);
const defaultInput = inputs.find((input) => input.value === SPAWN.DEFAULT_PLACEMENT);
const nextInput = savedInput ?? defaultInput;
if (nextInput) {
@@ -178,18 +152,6 @@ function setSpawnPlacement(inputs, value) {
}
}
function normalizeTeamSize(value, input) {
const min = Number(input.min) || 1;
const max = Number(input.max) || min;
const teamSize = Math.round(Number(value));
if (!Number.isFinite(teamSize)) {
return "";
}
return String(Math.min(max, Math.max(min, teamSize)));
}
function getLocalStorage() {
try {
return window.localStorage;
+287 -4
View File
@@ -48,8 +48,8 @@
9. 전투 진입 UI, 좌측 HUD badge, 좌측 하단 킬로그 개선 (완료)
- **조치 사항**:
- 최초 접속 화면에 투명 전투 프리뷰, `Arena` 로고, `Start` 버튼을 배치.
- `Start` 클릭 시 우측 옵션 drawer가 열리고 홈 drawer 상태에서는 `Arena` 로고 위치를 유지한 채 `Start` 버튼을 숨기며, 전투 시작 시 실제 경기 화면으로 전환.
- 최초 접속 화면에 투명 전투 프리뷰, `ARENA` / `PICKER` 2단 로고, `Start` 버튼을 배치.
- `Start` 클릭 시 우측 옵션 drawer가 열리고 홈 drawer 상태에서는 `ARENA` / `PICKER` 로고 위치를 유지한 채 `Start` 버튼을 숨기며, 전투 시작 시 실제 경기 화면으로 전환.
- 팀 badge를 상단 좌/우 분할에서 경기장 밖 좌측 HUD 레일로 이동.
- badge를 팀명, 팀 색상 구분선, 생존 인원 형식으로 표기.
- 좌측 HUD 레일 폭과 경기장 시작 위치를 분리 계산해 badge가 미니맵과 경기장 캔버스를 가리지 않도록 조정.
@@ -109,12 +109,12 @@
18. 치명타 적중 표기 추가 (완료)
- **조치 사항**:
- 공격 프로필의 치명타 판정을 실제 적중 처리까지 전달해 전투 타입별 적중 연출이 같은 흐름을 사용하도록 정리.
- 치명타 적중 시 대상 위에 `Critical!` 문구를 띄우고 즉시 처치와 카메라 흔들림이 함께 적용되도록 `applyHit()`를 보강.
- 치명타 적중 시 대상 위에 `Critical!` 문구를 띄우고 즉시 처치 적용되도록 `applyHit()`를 보강. (카메라 흔들림은 이후 메테오 착탄 연출로 이전)
19. 리스폰 배치 설정 구분 추가 (완료)
- **조치 사항**:
- 전투 설정 drawer에 `스타팅 지점 배치`와 기존 `완전 랜덤 배치`를 선택하는 리스폰 설정을 추가.
- `스타팅 지점 배치`에서는 참가자 수에 맞춰 전장 구역을 나누고 참가자별 시작 구역 배정역 안 스폰 위치를 매치마다 무작위로 정하도록 구현.
- `스타팅 지점 배치`에서는 참가자별 스타팅 영역역 안 스폰 위치를 매치마다 무작위로 정하도록 구현했으며, 이후 30번 작업에서 영역 선택을 랜덤 중심 셀 기반 `5 x 5` 방식으로 구체화.
- 선택한 리스폰 배치 모드를 `localStorage`에 저장해 새로고침과 재시작 이후에도 유지.
20. 팀당 인원 직접 입력 동기화 (완료)
@@ -178,4 +178,287 @@
- 유저가 About 다이얼로그를 열 때마다 DB에서 최신 데이터를 가져오도록 서버 메모리 캐시 로직을 제거.
- 기본 개인정보처리방침 마크다운의 공고/시행 일자를 최신화.
28. 전투 역할별 기본 스탯 프로필 분리 (완료)
- **조치 사항**:
- `src/constants.js``FIGHTER_TYPE_STATS.melee/ranged/magic` 프로필을 추가해 최대 체력, 이동속도, 사거리, 쿨다운, 피해량, 치명타, 공격 발동 지연을 역할별로 조정할 수 있도록 변경.
- `src/game/fighter/fighterStats.js`를 추가해 투사체 캐릭터는 원거리, 즉발 주문 캐릭터는 마법, 나머지는 근접 프로필로 판별하고 개별 스킨 오버라이드를 병합.
- 캐릭터 생성과 전투 엔진이 해석된 프로필을 사용하도록 연결해 역할별 체력, 이동 및 공격 수치가 실제 전투에 적용되도록 변경.
29. 킬로그 캐릭터 아이콘 가시성 개선 (완료)
- **조치 사항**:
- `100x100` idle 프레임에 포함된 투명 여백까지 축소되던 킬로그 아이콘 배경 표시 방식을 보정.
- 아이콘 박스 크기와 행 레이아웃은 유지하면서 캐릭터 실루엣이 있는 중앙 하단 영역을 확대 표시하도록 배경 크기와 위치를 조정.
30. 팀별 스타팅 영역 앵커 및 전장 표시 추가 (완료)
- **조치 사항**:
- `스타팅 지점 배치`에서 전장 스폰 가능 그리드 중 팀별 중심 셀을 무작위로 선택하고, 중심 주변 2칸을 포함하는 `5 x 5` 영역을 팀별 스폰 구역으로 사용하도록 변경.
- 겹치지 않는 후보가 남아 있는 동안에는 선택된 스타팅 영역끼리 중첩되지 않는 랜덤 중심을 우선 사용해 전투 시작 즉시 팀이 섞이는 상황을 줄임.
- 팀별로 무작위 배정된 스타팅 영역 데이터를 실제 스폰 좌표와 공유해 표시 영역 밖에서 시작하지 않도록 구성.
- `arenaRenderer.js`에 팀 색상의 매우 옅은 채움 및 외곽선 오버레이를 추가하고, 랜덤 배치에서는 오버레이가 표시되지 않도록 연결.
31. 사망 시점 팀 badge 클릭 입력 유실 수정 (완료)
- **조치 사항**:
- 사망 발생 때마다 `arenaScoreboard.js`가 팀 badge 버튼 전체를 재생성해 클릭 중인 DOM이 제거되던 문제를 수정.
- 팀 구성이 바뀌지 않는 전투 중 갱신에서는 기존 버튼 DOM을 유지하고 생존 인원, 선택 강조, 비활성 상태만 업데이트하도록 변경.
- 사망 처리와 팀 badge 클릭이 같은 시점에 겹쳐도 생존 캐릭터 관전 시점 선택이 정상 전달되도록 보강.
32. 주기적 월드 이펙트 메테오 및 냉각지대 추가 (완료)
- **조치 사항**:
- `public/assets/effects/world_Effect.png`를 7프레임 공용 스프라이트시트로 로드하고, 실제 전투 시작 후 8초마다 무작위 생존자 위치에 메테오 또는 냉각지대를 무작위 발동하도록 `worldEffects.js`를 추가.
- 메테오는 낙하 경고 후 대상 위치 기준 `5 x 5` 영역에 환경 피해를 적용하고, 환경 사망이 처치 보상 없이 사망 통계와 승패 판정에 반영되도록 전투 피해 처리를 확장.
- 냉각지대는 냉기 착탄 연출과 지속 구역을 표시하며, 구역 안에 있는 캐릭터의 공격속도와 이동속도를 함께 감속하도록 연결.
- 발동 간격, 범위, 피해량, 냉각 지속시간과 감속 배율을 `src/constants.js``WORLD_EFFECT_*` 상수로 분리하고, 새 경기/종료/일시정지 생명주기에 맞춰 정리되도록 구성.
33. 월드 메테오 대각선 낙하 및 냉기 전용 시트 적용 (완료)
- **조치 사항**:
- 대상 위치가 전장 좌측 반면(2, 3사분면)이면 좌상단에서 우하단, 우측 반면(1, 4사분면)이면 우상단에서 좌하단으로 낙하하도록 궤적, 좌우 반전, `45`도 회전을 적용.
- `WORLD_EFFECT_VISUAL_SCALE``WORLD_EFFECT_FALL_TRAVEL_TILES`를 추가해 피해 판정 `5 x 5`는 유지하면서 스프라이트를 전역 마법처럼 크게 보이도록 확장.
- 화염 메테오는 `public/assets/effects/world_Effect.png`, 냉기 메테오는 새 `public/assets/effects/world_Effect_2.png`를 각각 독립된 7프레임 애니메이션으로 로드하도록 변경.
34. 냉기 메테오 착탄 피해 옵션 추가 (완료)
- **조치 사항**:
- `WORLD_EFFECT_FROST_DAMAGE`를 추가해 냉기 메테오 피해를 화염 메테오와 독립적으로 조절할 수 있도록 변경.
- 냉기 메테오 착탄 시 `5 x 5` 영역 피해를 먼저 처리하고, 전투가 종료되지 않은 경우 기존 냉각지대 감속 효과를 이어서 생성하도록 연결.
35. 스타팅 영역 표시 시간 제한 추가 (완료)
- **조치 사항**:
- 팀별 스타팅 영역 오버레이가 `스타팅 지점 배치` 매치 시작 후 5초 동안만 표시되고 이후 자동으로 사라지도록 연결.
- 숨김 예약을 Phaser 씬 타이머로 관리하여 일시정지 시간은 표시 지속 시간에 포함되지 않고, 새 매치 시작 시 이전 숨김 타이머가 남지 않도록 정리.
36. 최종 2팀 자동 관전 및 메테오 착탄 화면 흔들림 전환 (완료)
- **조치 사항**:
- 생존 캐릭터가 30명 미만이거나 최종 2팀만 남으면 후반 자동 줌과 교전 중심 포커싱이 시작되도록 관전 조건을 확장.
- 치명타의 `Critical!` 표기와 즉시 처치는 유지하면서 카메라 흔들림을 제거.
- 화염 메테오 착탄 화면 흔들림을 먼저 적용했으며, 이후 모든 메테오 착탄이 크기 기반 흔들림을 공유하도록 확장.
37. 자동 관전 이전 메테오 임시 포커싱 추가 (완료)
- **조치 사항**:
- 후반 자동 관전 조건이 성립하기 전 화염 또는 냉기 메테오가 낙하하면 착탄 위치를 확대 추적하고 착탄 연출 종료 후 기존 카메라 위치와 줌을 복원.
- 캐릭터 수동 선택과 후반/최종 자동 관전은 메테오 임시 시점보다 우선하도록 카메라 상태를 정리.
- `src/constants.js``CAMERA.METEOR_FOCUS_ENABLED` 플래그로 메테오 임시 포커싱을 코드에서 켜고 끌 수 있도록 구성.
38. 냉기 메테오 동결 기절 및 실루엣 효과 추가 (완료)
- **조치 사항**:
- 냉기 메테오 착탄 피해에 생존한 전투원은 `2초` 동안 이동과 새 공격이 정지되는 `isFrostStunned` 상태가 되도록 연결.
- 동결 중 캐릭터 본체와 팀 실루엣 마커를 함께 얼음색으로 틴트하고, 시간이 끝나거나 매치가 정리되면 본체 원본 색상과 팀 색상으로 복원.
- `WORLD_EFFECT.FROST_STUN_DURATION``WORLD_EFFECT.FROST_STUN_TINT`를 추가해 동결 지속시간과 표시 색상을 조절 가능하게 구성.
39. 모바일 세로모드 팀 카드 가로폭 불균형 수정 (완료)
- **조치 사항**:
- 모바일 미디어 쿼리에서 `.score-side`가 데스크톱의 `grid-template-columns: repeat(2, 114px)`를 상속받아 1~4번 팀 카드만 길게 표시되던 현상을 수정.
- `grid-template-columns: none`을 추가하여 모든 팀 카드가 `grid-auto-columns`에 설정된 일정한 가로폭을 가지도록 보정.
40. CSS 파일 기능별 모듈화 (완료)
- **조치 사항**:
- 거대했던 `src/styles.css`(약 2,000라인)를 기능별로 6개의 파일(`base`, `intro`, `game-ui`, `overlay`, `animations`, `mobile`)로 분리.
- `src/styles/` 폴더를 생성하여 모듈화된 CSS 파일들을 관리.
- `src/styles.css`는 이제 `@import`를 통해 각 모듈을 통합하는 엔트리 포인트 역할만 수행.
- 코드 가독성과 유지보수 편의성을 대폭 향상.
41. 스타일 관련 컨텍스트 문서 추가 및 라우팅 업데이트 (완료)
- **조치 사항**:
- 새로운 CSS 모듈 구조와 디자인 원칙을 설명하는 `context/style.md` 문서를 신규 생성.
- `agent.md`의 상세 기술 가이드(Context Routing) 섹션에 스타일 및 디자인 항목을 추가하여 문서 접근성 개선.
42. 상단 공지(Battle Notice) 콘텐츠 확장 (완료)
- **조치 사항**:
- 사망 통계만 보여주던 공지 UI에 게임 시스템 가이드(화염/냉기 메테오 특성, 밀리 치명타 확률 등) 팁을 추가.
- 사망 통계 공지 2회당 1회의 비율로 시스템 팁이 교차 출력되도록 로직 개선.
43. 구매 배수 기반 월드 이펙트 독주 표적 가중치 추가 (완료)
- **조치 사항**:
- `닉네임*N`으로 구매한 추가 병력은 수량과 전투 수치를 낮추지 않고 그대로 유지.
- 생존 팀별 구매 배수 지분과 현재 생존 지분을 비교해, 구매 지분을 초과해 살아남은 팀에만 월드 이펙트 표적 가중치를 추가.
- `WORLD_EFFECT.DOMINANCE_TARGETING_MULTIPLIER`를 추가하고 기본값을 `1`로 설정하여 초과 생존 지분 기반 압력을 활성화하며, `0`으로 설정하면 기존 생존 유닛 비례 표적 선택으로 복귀하도록 구성.
44. Team marker duplicated sprite removal and team shadow baking (completed)
- **Changes**:
- Removed the duplicated per-fighter `teamMarker` Phaser sprite and its frame/position/depth synchronization path.
- Added lazy team-colored spritesheet and animation generation in `fighterAssets.js` by recoloring floor shadow pixels (`#534545`) to the fighter team color.
- Updated fighter creation and combat animation playback to use team-shadow animation keys for idle, walk, attack, hurt, and death actions.
- Kept frost stun as a body `setTint(WORLD_EFFECT.FROST_STUN_TINT)` effect, with no team-marker tint state to restore.
- Verified production build with `npm run build`.
45. Dead fighter battlefield despawn (completed)
- **Changes**:
- Added `FIGHTER.DEAD_DESPAWN_DELAY_MS` in `src/constants.js` so corpse lifetime is easy to tune.
- Updated `combat.js` to keep a dead fighter at initial opacity, fade it toward `FIGHTER.DEAD_DESPAWN_ALPHA`, then remove it from `scene.fighters` and destroy the sprite after the configured delay.
- Kept death bookkeeping, kill rewards, split-on-death, and winner checks ahead of the despawn schedule.
46. Variable meteor impact and visual scale (completed)
- **Changes**:
- Added `WORLD_EFFECT.SIZE_SCALE_VARIANCE` so each fire/frost meteor drop can pick a different size multiplier.
- Updated `worldEffects.js` to apply the same per-drop multiplier to both the damage/frost zone bounds and the falling/impact sprite scale.
- Added `WORLD_EFFECT.METEOR_SHAKE_DURATION_MS` and `WORLD_EFFECT.METEOR_SHAKE_INTENSITY`, then scaled fire/frost meteor camera shake from the meteor size multiplier.
47. Large-battle combat effect focus gating (completed)
- Suppressed critical labels, instant-spell sprites, kill-heal sprites, and kill-growth tweens during large battles outside meteor camera focus.
- Kept combat outcomes, reward values, meteor/frost visuals, and projectile hit-detection objects unchanged.
48. Direct fighter count input and generated population cap (completed)
- Replaced the team-size control with `nickname*N` direct assigned-fighter input semantics and preserved the preview size with internal suffixed entries.
- Added `SPAWN.MAX_FIGHTER_COUNT = 8000` validation for participant-assigned fighter slots before match replacement; Slime trait-generated spawns and splits remain outside that input cap.
- Distributed starting-zone teams through `SPAWN.FIGHTERS_PER_STARTING_ZONE = 100`, assigning any remainder to the final zone.
49. Inline fighter-count limit warning (completed)
- Displayed assigned-count cap violations beneath the participant nickname textarea.
- Cleared the warning when participant input changes or a valid live match is submitted.
50. Dense-area multi-meteor barrage targeting (completed)
- Replaced random living-fighter world-effect targeting with a summed-area tile scan that selects the most populated `WORLD_EFFECT.AREA_TILES` warning region.
- Changed each fire/frost activation into a configurable number of smaller strikes inside the warning region, with damage, stun, and lingering frost applied only per impact zone.
- Added `WORLD_EFFECT.IMPACT_*` tuning values and retired purchase-share dominance weighting in favor of direct crowd-density pressure.
51. Initial and repeating barrage interval split (completed)
- Kept `WORLD_EFFECT.INTERVAL` as the delay from match start to the first barrage and added `WORLD_EFFECT.REPEAT_INTERVAL` for subsequent normal barrages.
- Preserved `WORLD_EFFECT.SUDDEN_DEATH.INTERVAL_MS` as the repeat delay once sudden death becomes active.
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`.