# 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. - 앱 로드 시 `trackVisitor()`를 호출해 방문자 체크 API와 연동합니다. - `Start` 버튼, 옵션 drawer, 전투 시작 submit 흐름을 제어하며 전투 시작 시 `#app`에 `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. - `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. - `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). ## 2. 개발 및 유지보수 규칙 - **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`를 `human`, `orc`, `skeleton`, `slime`, `wolf`, `bear` 중 하나로 지정해야 합니다. - **물리 수치 조정**: 역할별 기본 체력/속도/사거리/공격 수치는 `src/constants.js`의 `FIGHTER_TYPE_STATS`에서 변경하고, 특정 스킨만 다르게 할 때는 `fighterManifest.js`의 `stats` 또는 `combat` 설정을 사용하십시오. - **처치 성장 상한 조정**: 처치 보상으로 캐릭터가 커지는 최대치와 공격/이동 배율 상한은 `src/constants.js`의 `KILL_GROWTH_MAX_MULTIPLIER`를 수정합니다. - **공격력 조정**: 역할별 기본 피해량은 `src/constants.js`의 `FIGHTER_TYPE_STATS..damageMin/damageMax`를 수정합니다. 캐릭터별 특수 공격 방식은 `fighterManifest.js`의 `combat` 설정을 우선 확인합니다. - **월드 이펙트 조정**: `src/constants.js`의 `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`와 `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.