ui/phase-27: viewer layout pass + static cluster + duel layout
Layout reshuffle so the scene captures the maximum viewer area: - Header collapses three rows into one: `back to map` / `back to report` on the left, the centred title `Battle on planet <name> (#<number>)` (new i18n key `game.battle.header_title`), and the frame counter on the right. The wrapper `.active-view` no longer renders its own back-row; routes flow through props. - Viewer drops the `max-width: 880px` cap so on a wide monitor the scene scales up across the full active-view-host. - A drag-seek `<input type="range">` sits between the scene and the controls; dragging pauses playback and lands `frameIndex` on the chosen shot. - Speed control is one cycling button: `1x → 2x → 4x → 6x → 1x`. The label shows the current speed; the new 6x adds a 67 ms frame interval for skimming a long timeline. - The text protocol log is now collapsible behind a `Log ▲▼` toggle in the controls bar. The toggle is its own button; the default state stays expanded. Collapsing the log hands the remaining height to the scene. - Numerical list markers (`1. 2. 3.`) are dropped from the log; `list-style: none` keeps each row visually clean. Static cluster + visibility filter: - `staticBucketsByRace` now locks bucket order, mass, radius and local Vogel-spiral positions for the lifetime of the viewer; it only re-derives when `report` or the wasm `core` change. - `renderedByRace` overlays the per-frame `remaining` map and drops buckets whose `numLeft` hits zero. The surviving buckets keep their slots, so a class emptying never reshuffles the cluster — the empty bucket simply disappears. - A shot whose attacker or defender bucket is no longer visible draws no line (phantom shots into already-empty buckets are silently skipped, matching the user expectation that pup at 0 should stop attracting fire visually). - Race label clamps to a minimum y inside the SVG viewport so three-or-more-race layouts with a north anchor never clip the top race name off-canvas. Duel layout (user suggestion): - `layoutRaces` rotates the radial start angle by 90° when only two participants remain, so race 0 lands at 9 o'clock and race 1 at 3 o'clock. The pair faces off horizontally; neither label pushes against the SVG top edge. The existing test for two-race positions is updated accordingly. Tests: the existing `layoutRaces` two-race case is rewritten for the horizontal duel; the `game-shell-stubs` battle case checks the loading placeholder (back buttons now live in the loaded viewer, not the wrapper). 644 Vitest cases stay green; 4 Playwright battle-viewer cases stay green. Docs: `ui/docs/battle-viewer-ux.md` documents the static cluster / visibility filter, the duel layout, the scrubber, the cycling speed button and the collapsible log. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -484,6 +484,7 @@ const en = {
|
||||
"game.report.section.battles.empty": "no battles last turn",
|
||||
"game.report.section.battles.id_label": "battle",
|
||||
"game.battle.title": "battle",
|
||||
"game.battle.header_title": "Battle on planet {planet_name} (#{planet_number})",
|
||||
"game.battle.loading": "loading battle…",
|
||||
"game.battle.not_found": "battle not found",
|
||||
"game.battle.back_to_report": "back to report",
|
||||
@@ -497,6 +498,9 @@ const en = {
|
||||
"game.battle.controls.speed_1x": "1x",
|
||||
"game.battle.controls.speed_2x": "2x",
|
||||
"game.battle.controls.speed_4x": "4x",
|
||||
"game.battle.controls.speed_6x": "6x",
|
||||
"game.battle.controls.scrub": "scrub battle timeline",
|
||||
"game.battle.controls.log_toggle": "Log",
|
||||
"game.battle.log.destroyed": "{attacker_race}'s {attacker_class} destroyed {defender_race}'s {defender_class}",
|
||||
"game.battle.log.shielded": "{attacker_race}'s {attacker_class} hit {defender_race}'s {defender_class}, shields held",
|
||||
"game.battle.accessibility.protocol_heading": "battle log",
|
||||
|
||||
Reference in New Issue
Block a user