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>
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@@ -34,13 +34,16 @@ describe("layoutRaces", () => {
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expect(result[0].y).toBeCloseTo(center.y - radius, 5);
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});
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it("places two races at opposite poles (180° apart)", () => {
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it("places two races on the horizontal axis (9 vs 3 o'clock)", () => {
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// Special-case duel layout: two anchors face each other on
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// the horizontal axis so neither cluster's race label clips
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// against the SVG top edge.
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const result = layoutRaces([0, 1], { center, radius });
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expect(result).toHaveLength(2);
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expect(result[0].x).toBeCloseTo(center.x, 5);
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expect(result[0].y).toBeCloseTo(center.y - radius, 5);
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expect(result[1].x).toBeCloseTo(center.x, 5);
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expect(result[1].y).toBeCloseTo(center.y + radius, 5);
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expect(result[0].x).toBeCloseTo(center.x - radius, 5);
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expect(result[0].y).toBeCloseTo(center.y, 5);
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expect(result[1].x).toBeCloseTo(center.x + radius, 5);
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expect(result[1].y).toBeCloseTo(center.y, 5);
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});
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it("places three races at 120° intervals", () => {
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