ui/phase-27: battle viewer (radial scene, playback, map markers)
Engine wire change: Report.battle switched from []uuid.UUID to
[]BattleSummary{id, planet, shots} so the map can place battle
markers without N extra fetches. FBS schema + generated Go/TS
regenerated; transcoder + report controller updated; openapi
adds the BattleSummary schema with a freeze test.
Backend gateway forwards engine GET /api/v1/battle/:turn/:uuid as
/api/v1/user/games/{game_id}/battles/{turn}/{battle_id} (handler
plus engineclient.FetchBattle, contract test stub, openapi spec).
UI:
- BattleViewer (lib/battle-player/) is a logically isolated SVG
radial scene that consumes a BattleReport prop. Planet at the
centre, races on the outer ring at equal angular spacing, race
clusters by (race, className) with <class>:<numLeft> labels;
observer groups (inBattle: false) are not drawn; eliminated
races drop out and survivors re-distribute on the next frame.
- Shot line per frame: red on destroyed, green otherwise; erased
on the next frame. Playback controls: play/pause + step ± +
rewind + 1x/2x/4x speed (400/200/100 ms per frame).
- Page wrapper (lib/active-view/battle.svelte) loads BattleReport
via api/battle-fetch.ts; synthetic-gameId prefix routes to a
fixture loader, otherwise REST through the gateway. Always-
visible <ol> text protocol satisfies the accessibility ask.
- section-battles.svelte links every battle UUID into the viewer.
- map/battle-markers.ts: yellow X cross of 2 LinePrim through the
corners of the planet's circumscribed square (stroke width
clamps from 1 px at 1 shot to 5 px at 100+ shots); bombing
marker is a stroke-only ring (yellow when damaged, red when
wiped). Wired into state-binding.ts; click handler dispatches
battle clicks to the viewer and bombing clicks to the matching
Reports row.
- i18n keys for the viewer in en + ru.
Docs: ui/docs/battle-viewer-ux.md, FUNCTIONAL.md §6.5 + ru
mirror, ui/PLAN.md Phase 27 decisions + deferred TODOs (push
event, richer class visuals, animated re-distribution).
Tests: Vitest unit (radial layout + timeline frame builder +
marker stroke formula + marker primitives), Playwright e2e for
the viewer (Reports link → viewer, playback step, not-found),
backend engineclient FetchBattle (200 / 404 / bad input), engine
openapi freezes (BattleReport, BattleReportGroup,
BattleActionReport, BattleSummary, Report.battle items).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
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<!--
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PlaybackControls — rewind / step-back / play-pause / step-forward
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plus a 1x/2x/4x speed switch. Owns no playback state; bind `playing`,
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`frameIndex`, and `speed` from the orchestrator. Disables step/rewind
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when there's nowhere to go and disables forward when the timeline is
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already at its end.
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-->
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<script lang="ts">
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import { i18n } from "$lib/i18n/index.svelte";
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let {
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playing = $bindable(),
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frameIndex = $bindable(),
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speed = $bindable(),
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frameCount,
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}: {
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playing: boolean;
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frameIndex: number;
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speed: 1 | 2 | 4;
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frameCount: number;
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} = $props();
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function rewind() {
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playing = false;
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frameIndex = 0;
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}
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function stepBack() {
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playing = false;
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if (frameIndex > 0) frameIndex = frameIndex - 1;
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}
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function togglePlay() {
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if (frameIndex >= frameCount - 1) {
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frameIndex = 0;
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}
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playing = !playing;
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}
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function stepForward() {
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playing = false;
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if (frameIndex < frameCount - 1) frameIndex = frameIndex + 1;
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}
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function setSpeed(value: 1 | 2 | 4) {
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speed = value;
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}
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</script>
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<div class="controls" data-testid="battle-controls">
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<button
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type="button"
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onclick={rewind}
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disabled={frameIndex === 0}
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aria-label={i18n.t("game.battle.controls.rewind")}
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data-testid="battle-control-rewind"
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>⏮</button>
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<button
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type="button"
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onclick={stepBack}
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disabled={frameIndex === 0}
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aria-label={i18n.t("game.battle.controls.step_backward")}
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data-testid="battle-control-step-back"
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>◀︎</button>
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<button
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type="button"
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onclick={togglePlay}
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aria-label={playing
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? i18n.t("game.battle.controls.pause")
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: i18n.t("game.battle.controls.play")}
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data-testid="battle-control-play"
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data-playing={playing ? "true" : "false"}
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>{playing ? "⏸" : "▶︎"}</button>
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<button
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type="button"
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onclick={stepForward}
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disabled={frameIndex >= frameCount - 1}
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aria-label={i18n.t("game.battle.controls.step_forward")}
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data-testid="battle-control-step-forward"
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>▶︎▶︎</button>
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<div class="spacer" aria-hidden="true"></div>
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<span class="speed-label">{i18n.t("game.battle.controls.speed_label")}</span>
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<button
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type="button"
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class:active={speed === 1}
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onclick={() => setSpeed(1)}
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data-testid="battle-control-speed-1x"
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>{i18n.t("game.battle.controls.speed_1x")}</button>
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<button
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type="button"
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class:active={speed === 2}
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onclick={() => setSpeed(2)}
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data-testid="battle-control-speed-2x"
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>{i18n.t("game.battle.controls.speed_2x")}</button>
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<button
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type="button"
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class:active={speed === 4}
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onclick={() => setSpeed(4)}
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data-testid="battle-control-speed-4x"
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>{i18n.t("game.battle.controls.speed_4x")}</button>
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</div>
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<style>
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.controls {
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display: flex;
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align-items: center;
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gap: 0.4rem;
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padding: 0.5rem 0.75rem;
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background: #131934;
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border: 1px solid #1e264a;
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border-radius: 4px;
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}
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.spacer {
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flex: 1 1 auto;
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}
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button {
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appearance: none;
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background: #1f2748;
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color: #d6dcf2;
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border: 1px solid #2c3568;
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padding: 0.35rem 0.7rem;
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border-radius: 3px;
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cursor: pointer;
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font-size: 0.9rem;
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font-family: inherit;
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min-width: 2.5rem;
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}
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button:hover:not(:disabled) {
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background: #2a3463;
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}
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button:disabled {
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opacity: 0.4;
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cursor: not-allowed;
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}
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button.active {
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background: #3a4585;
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border-color: #5d6cb8;
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color: #ffffff;
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}
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.speed-label {
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color: #93a0d0;
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font-size: 0.8rem;
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text-transform: uppercase;
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letter-spacing: 0.05em;
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margin-right: 0.2rem;
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}
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</style>
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