fix(ui-map): repaint fog as layered overpaint; rename to visibleHyperspace
Tests · UI / test (push) Waiting to run
Tests · UI / test (push) Waiting to run
The Phase 29 fog overlay rendered as a handful of random arc segments instead of a clean union of holes around LOCAL planets — Pixi v8's `Graphics.cut()` does not reliably subtract multiple overlapping circles from a base path. Replaced the cut-based approach with a layered overpaint: a fog-tinted rectangle fills the world, then opaque background- coloured circles are painted on top for every visibility circle. The natural rendering order unions overlapping circles for free — no geometry, no `cut()` quirks, one extra fill per circle. Renamed the toggle from `visibilityFog` to `visibleHyperspace` across the store, i18n strings, popover, tests, and docs. The overlay still implements the visual "fog" effect at the renderer level (FOG_COLOR, setVisibilityFog, getMapFog); the toggle is named after the player-facing concept it controls — the portion of the map that is visible (intelligence/scan coverage) — rather than the obscured part. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
+7
-5
@@ -802,11 +802,13 @@ every change applies within one frame (no Pixi remount):
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off, hides every non-LOCAL planet that sits beyond
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`FlightDistance(localPlayerDrive)` of every LOCAL planet
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(torus-aware metric).
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- **View** — visibility fog toggle (slightly lighter overlay
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outside the union of `VisibilityDistance(localPlayerDrive)`
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circles around LOCAL planets; LOCAL planets are always
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exempt) plus the torus / no-wrap radio that switches the
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renderer mode while preserving the camera centre.
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- **View** — "visible hyperspace" toggle (slightly lighter
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overlay outside the union of
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`VisibilityDistance(localPlayerDrive)` circles around LOCAL
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planets; LOCAL planets are always exempt — the toggle is
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named after the visible part of the map rather than the
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obscured one) plus the torus / no-wrap radio that switches
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the renderer mode while preserving the camera centre.
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LOCAL planets are always rendered — they have no toggle. Every
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other toggle defaults to ON. Hiding a planet cascades onto every
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@@ -823,10 +823,11 @@ Directory-промоушен ([Раздел 5](#5-реестр-названий-
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не-LOCAL планету, отстоящую дальше
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`FlightDistance(localPlayerDrive)` от любой LOCAL-планеты
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(метрика учитывает торическую развёртку).
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- **Вид** — переключатель тумана видимости (чуть более светлая
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заливка вне объединения окружностей
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- **Вид** — переключатель «видимое гиперпространство» (чуть
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более светлая заливка вне объединения окружностей
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`VisibilityDistance(localPlayerDrive)` вокруг LOCAL-планет;
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LOCAL-планеты всегда вне фильтра) плюс радиогруппа
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LOCAL-планеты всегда вне фильтра — тоггл назван по видимой
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области карты, а не по затемнённой) плюс радиогруппа
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«торус / без переноса», переключающая режим рендерера с
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сохранением центра камеры.
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+11
-6
@@ -3189,7 +3189,10 @@ Artifacts:
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toggles plus a `unreachablePlanets` switch that, when off,
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hides planets beyond `FlightDistance(localPlayerDrive)` of
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every LOCAL planet (torus-aware).
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- **View** — visibility-fog checkbox + torus / no-wrap radios.
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- **View** — "visible hyperspace" checkbox + torus / no-wrap
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radios. The fog overlay is named for the visible part of the
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map (intelligence/scan area), since that is what the toggle
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controls from the player's perspective.
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- `RendererHandle.setHiddenPrimitiveIds(ids)` —
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declarative hide set; flips `Graphics.visible` per copy and
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threads the set into `hitTest` so click-through to deeper
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@@ -3245,11 +3248,13 @@ Decisions:
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player's `FlightDistance`. Reach is already implicit in the
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reach-aware destination picker (Phase 16+), so the cleaner UX
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is filtering, not adding extra rings.
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2. **Visibility fog overlay**. A separate `visibilityFog` toggle
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draws a slightly lighter fog over the world outside the union
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of `VisibilityDistance` circles around LOCAL planets. The fog
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is a renderer-level concept (Pixi `Graphics.cut()`), not a
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primitive — it never participates in hit-test.
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2. **Visible-hyperspace overlay**. A separate `visibleHyperspace`
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toggle draws a slightly lighter fog over the world outside the
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union of `VisibilityDistance` circles around LOCAL planets. The
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fog is a renderer-level concept (layered overpaint — fog rect
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then background-coloured circles on top — instead of Pixi's
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`Graphics.cut()`, which produced incorrect unions of holes), not
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a primitive: it never participates in hit-test.
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3. **Per-kind planet toggles + unidentified-group toggle**. The
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spec's original "object visibility" list was extended:
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foreign / uninhabited / unidentified planet kinds and
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@@ -121,7 +121,7 @@ with the new mode.
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Phase 29 adds a `mapToggles: MapToggles` rune that drives the
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gear popover in the map view. Every flag defaults to `true` —
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including `unreachablePlanets` (showing every planet by default)
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and `visibilityFog` (the fog overlay on by default). The
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and `visibleHyperspace` (the fog overlay on by default). The
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exhaustive shape lives in `src/lib/game-state.svelte.ts`; the
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gear popover (`src/lib/active-view/map-toggles.svelte`) is a
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thin view of the rune.
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+17
-12
@@ -292,20 +292,25 @@ the set from the per-game `MapToggles` rune + the planet-cascade
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rule and pushes it on every effect run; toggling a checkbox
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flips visibility within one frame without a Pixi remount.
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## Visibility fog
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## Visible-hyperspace overlay (the "fog")
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`RendererHandle.setVisibilityFog(circles)` draws (or removes) the
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Phase 29 fog overlay. Each entry describes a circle around a
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LOCAL planet where the player has scanner / visibility coverage:
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Phase 29 fog overlay used to highlight the player's visible
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hyperspace. Each entry describes a circle around a LOCAL planet
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where the player has scanner / visibility coverage:
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- An empty list destroys the existing fog Graphics.
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- A non-empty list creates one fog `Graphics` per torus copy.
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Each fills the world rectangle with `FOG_COLOR` (two shades
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lighter than the dark theme background) and "cuts" every
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circle out of it via Pixi v8's `Graphics.cut()` path operator,
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so overlapping circles compose into a union hole (no
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even-odd-fill quirks). The fog is inserted at the bottom of
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each copy's z-order so primitives paint on top.
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Each draws a world-sized rectangle filled with `FOG_COLOR` (two
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shades lighter than the dark theme background), then paints an
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opaque background-coloured circle on top for every visibility
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circle. The overpaint order naturally unions overlapping circles
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— earlier iterations used Pixi v8's `Graphics.cut()` to subtract
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holes, but `cut()` produces incorrect unions for multiple
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overlapping holes; layered repainting trades one extra fill per
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circle for a predictable, geometry-free union.
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- The fog is inserted at the bottom of each copy's z-order so
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primitives paint on top.
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- The fog never participates in hit-test. Planet glyphs sit on
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top of fog, so clicks on visible planets work unchanged.
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- Wrap mode is honoured for free — `applyMode` hides every
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@@ -313,7 +318,7 @@ LOCAL planet where the player has scanner / visibility coverage:
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behaviour because the fog Graphics is a child of each copy.
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The map view recomputes the fog input only when the report or the
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fog toggle changes — per-frame cost stays at zero.
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`visibleHyperspace` toggle changes — per-frame cost stays at zero.
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## Debug surface
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@@ -334,9 +339,9 @@ state without scraping pixels:
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- `getMapCamera()` returns the current camera + viewport +
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canvas-origin snapshot, used by Phase 29 e2e specs to assert
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camera preservation across wrap-mode flips.
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- `getMapFog()` returns the most recent visibility-fog input
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- `getMapFog()` returns the most recent fog input
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(the list of circles last passed to `setVisibilityFog`).
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Empty when the fog toggle is off.
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Empty when the `visibleHyperspace` toggle is off.
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The active map view registers providers on mount via
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`registerMapPrimitivesProvider` / `registerMapPickStateProvider`
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@@ -185,11 +185,11 @@ bottom-tabs bar.
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<label>
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<input
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type="checkbox"
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data-testid="map-toggles-visibility-fog"
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checked={store.mapToggles.visibilityFog}
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onchange={(e) => setFlag("visibilityFog", e)}
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data-testid="map-toggles-visible-hyperspace"
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checked={store.mapToggles.visibleHyperspace}
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onchange={(e) => setFlag("visibleHyperspace", e)}
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/>
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<span>{i18n.t("game.map.toggles.visibility_fog")}</span>
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<span>{i18n.t("game.map.toggles.visible_hyperspace")}</span>
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</label>
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<div class="wrap-row">
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<span class="wrap-label">{i18n.t("game.map.toggles.wrap.label")}</span>
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@@ -193,7 +193,7 @@ preference the store already manages.
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void toggles.cargoRoutes;
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void toggles.battleMarkers;
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void toggles.bombingMarkers;
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void toggles.visibilityFog;
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void toggles.visibleHyperspace;
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// Phase 29 visibility derivation. Cargo routes and pending-
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// Send overlay are extras (no Pixi remount on flip); the
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@@ -57,7 +57,14 @@ export interface MapToggles {
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cargoRoutes: boolean;
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battleMarkers: boolean;
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bombingMarkers: boolean;
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visibilityFog: boolean;
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/**
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* visibleHyperspace toggles the foggy overlay that darkens the
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* world OUTSIDE the union of `VisibilityDistance` circles around
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* LOCAL planets. The visible part of the map — the player's
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* intelligence/scan coverage — stays in the regular background
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* colour; everything else looks "foggy". Default ON.
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*/
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visibleHyperspace: boolean;
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}
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export const DEFAULT_MAP_TOGGLES: MapToggles = {
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@@ -71,7 +78,7 @@ export const DEFAULT_MAP_TOGGLES: MapToggles = {
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cargoRoutes: true,
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battleMarkers: true,
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bombingMarkers: true,
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visibilityFog: true,
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visibleHyperspace: true,
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};
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interface PersistedMapToggles {
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@@ -128,7 +128,7 @@ const en = {
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"game.map.toggles.uninhabited_planets": "uninhabited planets",
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"game.map.toggles.unidentified_planets": "unidentified planets",
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"game.map.toggles.unreachable_planets": "show unreachable planets",
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"game.map.toggles.visibility_fog": "visibility fog",
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"game.map.toggles.visible_hyperspace": "visible hyperspace",
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"game.map.toggles.wrap.label": "wrap scrolling",
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"game.map.toggles.wrap.torus": "torus",
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"game.map.toggles.wrap.no_wrap": "no-wrap",
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@@ -129,7 +129,7 @@ const ru: Record<keyof typeof en, string> = {
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"game.map.toggles.uninhabited_planets": "необитаемые планеты",
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"game.map.toggles.unidentified_planets": "неопознанные планеты",
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"game.map.toggles.unreachable_planets": "показывать недостижимые планеты",
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"game.map.toggles.visibility_fog": "туман видимости",
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"game.map.toggles.visible_hyperspace": "видимое гиперпространство",
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"game.map.toggles.wrap.label": "перенос карты",
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"game.map.toggles.wrap.torus": "тор",
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"game.map.toggles.wrap.no_wrap": "без переноса",
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@@ -704,31 +704,31 @@ export async function createRenderer(opts: RendererOptions): Promise<RendererHan
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},
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isPrimitiveHidden: (id) => hiddenIds.has(id),
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setVisibilityFog: (circles) => {
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if (circles.length === 0) {
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for (const g of fogGraphics) {
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g.parent?.removeChild(g);
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g.destroy();
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}
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fogGraphics = [];
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return;
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}
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// Recreate the fog Graphics on every call. Pixi v8's
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// `Graphics.clear()` exists but reusing the same instance
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// with multiple `.cut()` operations across calls can
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// accumulate stale path state in our experience; a fresh
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// Graphics keeps the contract simple.
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// Drop the old fog Graphics first — every flip rebuilds
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// from scratch instead of mutating in place, so the
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// implementation stays simple and Pixi-v8-residue-free.
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for (const g of fogGraphics) {
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g.parent?.removeChild(g);
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g.destroy();
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}
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fogGraphics = [];
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if (circles.length === 0) return;
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// Layered overpaint: a fog-tinted rectangle covers the
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// world, then opaque background-coloured circles drawn on
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// top reveal the visible-hyperspace area. The natural
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// rendering order handles overlapping circles correctly —
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// Pixi v8's `Graphics.cut()` produces inconsistent
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// results for unions of holes (the previous Phase 29
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// implementation hit this), and the overpaint approach
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// avoids the geometry calculation entirely.
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const bg = theme.background;
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for (const copy of copies) {
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const g = new Graphics();
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g.rect(0, 0, opts.world.width, opts.world.height);
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g.fill({ color: FOG_COLOR, alpha: 1 });
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for (const c of circles) {
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g.circle(c.x, c.y, c.radius);
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g.cut();
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g.fill({ color: bg, alpha: 1 });
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}
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// Fog sits below every primitive on the same copy so
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// planet glyphs paint on top. `addChildAt(g, 0)` keeps
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@@ -171,18 +171,19 @@ export function computeHiddenIds(
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/**
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* computeFogCircles produces the visibility-fog input — empty when
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* the toggle is off, otherwise one circle per LOCAL planet at
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* `VisibilityDistance(localPlayerDrive)`. When the drive tech is
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* zero the function returns an empty list as well: a zero-radius
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* fog cutout would leave the entire world fogged, which is more
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* confusing than helpful in tutorial / debug scenarios. The
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* renderer-side fog Graphics is destroyed on an empty list.
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* the `visibleHyperspace` toggle is off, otherwise one circle per
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* LOCAL planet at `VisibilityDistance(localPlayerDrive)`. When the
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* drive tech is zero the function returns an empty list as well:
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* a zero-radius fog cutout would leave the entire world fogged,
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* which is more confusing than helpful in tutorial / debug
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* scenarios. The renderer-side fog Graphics is destroyed on an
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* empty list.
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*/
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export function computeFogCircles(
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report: GameReport,
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toggles: MapToggles,
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): { x: number; y: number; radius: number }[] {
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if (!toggles.visibilityFog) return [];
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if (!toggles.visibleHyperspace) return [];
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const radius = report.localPlayerDrive * VISIBILITY_DISTANCE_PER_DRIVE;
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if (radius <= 0) return [];
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const circles: { x: number; y: number; radius: number }[] = [];
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@@ -306,7 +306,7 @@ test("visibility fog toggles between the LOCAL-planet circle list and an empty o
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expect(initialFog[1].radius).toBe(300);
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await page.getByTestId("map-toggles-trigger").click();
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await page.getByTestId("map-toggles-visibility-fog").click();
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await page.getByTestId("map-toggles-visible-hyperspace").click();
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// The effect re-run is async; wait for the fog payload to clear
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// instead of reading it on the next tick.
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@@ -315,7 +315,7 @@ test("visibility fog toggles between the LOCAL-planet circle list and an empty o
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);
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// Toggling back on rebuilds the fog circles for the same planets.
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await page.getByTestId("map-toggles-visibility-fog").click();
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await page.getByTestId("map-toggles-visible-hyperspace").click();
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await page.waitForFunction(
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() => window.__galaxyDebug!.getMapFog!().circles.length === 2,
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);
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@@ -58,7 +58,7 @@ describe("MapTogglesControl", () => {
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expect(ui.getByTestId("map-toggles-uninhabited-planets")).toBeChecked();
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expect(ui.getByTestId("map-toggles-unidentified-planets")).toBeChecked();
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expect(ui.getByTestId("map-toggles-unreachable-planets")).toBeChecked();
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expect(ui.getByTestId("map-toggles-visibility-fog")).toBeChecked();
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expect(ui.getByTestId("map-toggles-visible-hyperspace")).toBeChecked();
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expect(ui.getByTestId("map-toggles-wrap-torus")).toBeChecked();
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expect(ui.getByTestId("map-toggles-wrap-no-wrap")).not.toBeChecked();
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});
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@@ -113,7 +113,7 @@ describe("GameStateStore.mapToggles persistence", () => {
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await a.init({ client: makeFakeClient(3), cache, gameId: GAME_ID });
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await a.setMapToggle("hyperspaceGroups", false);
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await a.setMapToggle("battleMarkers", false);
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await a.setMapToggle("visibilityFog", false);
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await a.setMapToggle("visibleHyperspace", false);
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a.dispose();
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listMyGamesSpy.mockResolvedValue([makeGameSummary(3)]);
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@@ -121,7 +121,7 @@ describe("GameStateStore.mapToggles persistence", () => {
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await b.init({ client: makeFakeClient(3), cache, gameId: GAME_ID });
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expect(b.mapToggles.hyperspaceGroups).toBe(false);
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expect(b.mapToggles.battleMarkers).toBe(false);
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expect(b.mapToggles.visibilityFog).toBe(false);
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expect(b.mapToggles.visibleHyperspace).toBe(false);
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// Untouched flags retain defaults.
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expect(b.mapToggles.bombingMarkers).toBe(true);
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b.dispose();
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@@ -141,7 +141,7 @@ describe("GameStateStore.mapToggles persistence", () => {
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expect(store.mapToggles.hyperspaceGroups).toBe(false);
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expect(store.mapToggles.battleMarkers).toBe(true);
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expect(store.mapToggles.bombingMarkers).toBe(true);
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expect(store.mapToggles.visibilityFog).toBe(true);
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expect(store.mapToggles.visibleHyperspace).toBe(true);
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store.dispose();
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});
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});
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@@ -153,7 +153,7 @@ describe("GameStateStore.mapToggles new-turn reset", () => {
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...DEFAULT_MAP_TOGGLES,
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hyperspaceGroups: false,
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battleMarkers: false,
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visibilityFog: false,
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visibleHyperspace: false,
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},
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lastResetTurn: 4,
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});
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@@ -273,7 +273,7 @@ describe("computeFogCircles", () => {
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planets: [makePlanet({ number: 1, kind: "local", x: 100, y: 100 })],
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});
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expect(
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computeFogCircles(report, toggles({ visibilityFog: false })),
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computeFogCircles(report, toggles({ visibleHyperspace: false })),
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).toEqual([]);
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});
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Reference in New Issue
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