feat(ui): map canvas follows light/dark theme; fix invisible gear control
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The map view now selects a DARK_THEME or LIGHT_THEME palette from the
resolved app theme and threads it through every primitive builder, so
the canvas, planets, ship groups, cargo routes, battle/bombing markers,
fog, reach + selection rings, pending-Send tracks, and the pick overlay
all switch with the rest of the chrome. A theme flip remounts the
renderer preserving the camera — Pixi bakes the background at init and
every primitive bakes its colour at build, so a live re-tint is not
possible on the same instance.

This also fixes the reported bug: the gear-popover trigger and the
loading overlay hardcoded a dark navy background, so in light theme the
gear was invisible (dark icon on dark chip) until hover flipped it to a
white chip. Both now use the --color-surface-overlay token and read
correctly in both themes.

The light palette mirrors the dark one role-for-role, darkened /
saturated for contrast on a light background while keeping the incoming,
battle, and bombing accents vivid. The values are a first pass meant to
be refined during the F8 manual-QA loop.

Removes the now-dead "Phase 35" references from the code and lifts the
map-recoloring prohibition from the design-system / renderer docs; the
battle scene stays a fixed-palette data-viz surface.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
Ilia Denisov
2026-05-24 08:49:37 +02:00
parent d44ad9b6eb
commit f6e4a4f6bd
27 changed files with 631 additions and 230 deletions
+11 -14
View File
@@ -17,18 +17,16 @@
// same `world` / `hitLookup` plumbing as planets and ship groups.
import type { GameReport, ReportPlanet } from "../api/game-state";
import type {
CirclePrim,
LinePrim,
Primitive,
PrimitiveID,
Style,
import {
DARK_THEME,
type CirclePrim,
type LinePrim,
type Primitive,
type PrimitiveID,
type Style,
type Theme,
} from "./world";
export const BATTLE_MARKER_COLOR = 0xffd400;
export const BOMBING_MARKER_COLOR_DAMAGED = 0xffd400;
export const BOMBING_MARKER_COLOR_WIPED = 0xff3030;
/** Battle and bombing marker primitive ids use a high-bit prefix to
* avoid colliding with planet numbers or cargo-route line ids. */
export const BATTLE_MARKER_ID_PREFIX = 0xa0000000;
@@ -102,6 +100,7 @@ export function battleMarkerStrokeWidth(shots: number): number {
*/
export function buildBattleAndBombingMarkers(
report: GameReport,
theme: Theme = DARK_THEME,
): BuildMarkersResult {
const planetByNumber = new Map<number, ReportPlanet>();
for (const planet of report.planets) {
@@ -127,7 +126,7 @@ export function buildBattleAndBombingMarkers(
if (planet === undefined) continue;
const strokeWidthPx = battleMarkerStrokeWidth(battle.shots);
const style: Style = {
strokeColor: BATTLE_MARKER_COLOR,
strokeColor: theme.battleMarker,
strokeAlpha: 0.95,
strokeWidthPx,
};
@@ -172,9 +171,7 @@ export function buildBattleAndBombingMarkers(
const bombing = report.bombings[i];
const planet = planetByNumber.get(bombing.planetNumber);
if (planet === undefined) continue;
const color = bombing.wiped
? BOMBING_MARKER_COLOR_WIPED
: BOMBING_MARKER_COLOR_DAMAGED;
const color = bombing.wiped ? theme.bombingWiped : theme.bombingDamaged;
const style: Style = {
strokeColor: color,
strokeAlpha: 0.9,
+22 -31
View File
@@ -2,8 +2,8 @@
// short arrow from the source planet to its destination, drawn as
// three `LinePrim` segments — one shaft and two arrowhead wings —
// styled per load type so the four cargo kinds are
// distinguishable at a glance. Phase 16 ships placeholder
// colours; Phase 35 polish picks final values.
// distinguishable at a glance. The stroke colours come from the
// active `Theme` (dark or light); the alpha and width are fixed.
//
// Geometry uses `torusShortestDelta` so an arrow that crosses the
// torus seam takes the wrap, not the long way round, matching the
@@ -13,35 +13,21 @@
import type { GameReport, ReportPlanet } from "../api/game-state";
import type { CargoLoadType } from "../sync/order-types";
import { torusShortestDelta } from "./math";
import type { LinePrim, PrimitiveID, Style } from "./world";
import { DARK_THEME, type LinePrim, type PrimitiveID, type Style, type Theme } from "./world";
export const STYLE_ROUTE_COL: Style = {
strokeColor: 0x4fc3f7,
strokeAlpha: 0.95,
strokeWidthPx: 2,
};
export const STYLE_ROUTE_CAP: Style = {
strokeColor: 0xffb74d,
strokeAlpha: 0.95,
strokeWidthPx: 2,
};
export const STYLE_ROUTE_MAT: Style = {
strokeColor: 0x81c784,
strokeAlpha: 0.95,
strokeWidthPx: 2,
};
export const STYLE_ROUTE_EMP: Style = {
strokeColor: 0x90a4ae,
strokeAlpha: 0.85,
strokeWidthPx: 1,
};
const STYLE_BY_LOAD_TYPE: Record<CargoLoadType, Style> = {
COL: STYLE_ROUTE_COL,
CAP: STYLE_ROUTE_CAP,
MAT: STYLE_ROUTE_MAT,
EMP: STYLE_ROUTE_EMP,
};
/**
* routeStylesByLoadType builds the per-load-type stroke styles for the
* active theme. A single `Style` object is shared by every line of a
* given load type within one call so the renderer can dedupe them.
*/
function routeStylesByLoadType(theme: Theme): Record<CargoLoadType, Style> {
return {
COL: { strokeColor: theme.routeCol, strokeAlpha: 0.95, strokeWidthPx: 2 },
CAP: { strokeColor: theme.routeCap, strokeAlpha: 0.95, strokeWidthPx: 2 },
MAT: { strokeColor: theme.routeMat, strokeAlpha: 0.95, strokeWidthPx: 2 },
EMP: { strokeColor: theme.routeEmp, strokeAlpha: 0.85, strokeWidthPx: 1 },
};
}
/** Per-load-type priority. Higher wins hit-test ties; planets sit
* at 1..4 (`state-binding.ts.priorityFor`), so route arrows always
@@ -91,13 +77,18 @@ const HEAD_HALF_ANGLE = (25 * Math.PI) / 180;
* whose routes — outgoing or incoming — should be filtered out so the
* arrows do not point at hidden glyphs. Empty / undefined means no
* extra filtering, preserving the pre-Phase-29 contract.
*
* `theme` supplies the per-load-type stroke colours and defaults to
* `DARK_THEME`.
*/
export function buildCargoRouteLines(
report: GameReport,
opts?: { skipPlanets?: ReadonlySet<number> },
theme: Theme = DARK_THEME,
): LinePrim[] {
if (report.routes.length === 0) return [];
const skip = opts?.skipPlanets;
const styleByLoadType = routeStylesByLoadType(theme);
const planetById = new Map<number, ReportPlanet>();
for (const planet of report.planets) {
planetById.set(planet.number, planet);
@@ -131,7 +122,7 @@ export function buildCargoRouteLines(
route.sourcePlanetNumber,
entry.loadType,
);
const style = STYLE_BY_LOAD_TYPE[entry.loadType];
const style = styleByLoadType[entry.loadType];
const priority = PRIORITY_BY_LOAD_TYPE[entry.loadType];
lines.push({
kind: "line",
+1
View File
@@ -4,6 +4,7 @@ export {
DEFAULT_HIT_SLOP_PX,
KIND_ORDER,
DARK_THEME,
LIGHT_THEME,
World,
type Camera,
type CirclePrim,
+11 -9
View File
@@ -15,14 +15,7 @@
import type { GameReport, ReportPlanet } from "../api/game-state";
import type { OrderCommand } from "../sync/order-types";
import { torusShortestDelta } from "./math";
import type { LinePrim, PrimitiveID, Style } from "./world";
const STYLE_PENDING_SEND_LINE: Style = {
strokeColor: 0x66bb6a,
strokeAlpha: 0.85,
strokeWidthPx: 1,
strokeDashPx: 4,
};
import { DARK_THEME, type LinePrim, type PrimitiveID, type Style, type Theme } from "./world";
// Sit between cargo-route arrows (5..8) and ship-group points (5..)
// in priority. The line never participates in hit-test (hitSlopPx=0)
@@ -50,15 +43,24 @@ export const PENDING_SEND_LINE_ID_PREFIX = 0xa0000000;
* The function is pure — it walks the supplied arrays and returns
* a new primitive list. Callers combine the result with cargo-
* route lines and feed both into `handle.setExtraPrimitives`.
*
* `theme` supplies the dashed-line colour and defaults to `DARK_THEME`.
*/
export function buildPendingSendLines(
report: GameReport,
commands: readonly OrderCommand[],
statuses: Readonly<Record<string, string>>,
opts?: { skipPlanets?: ReadonlySet<number> },
theme: Theme = DARK_THEME,
): LinePrim[] {
if (commands.length === 0) return [];
const skip = opts?.skipPlanets;
const style: Style = {
strokeColor: theme.pendingSend,
strokeAlpha: 0.85,
strokeWidthPx: 1,
strokeDashPx: 4,
};
const planetById = new Map<number, ReportPlanet>();
for (const planet of report.planets) {
planetById.set(planet.number, planet);
@@ -93,7 +95,7 @@ export function buildPendingSendLines(
kind: "line",
id: pendingSendLineId(serial),
priority: PRIORITY_PENDING_SEND_LINE,
style: STYLE_PENDING_SEND_LINE,
style,
hitSlopPx: 0,
x1: source.x,
y1: source.y,
+14 -15
View File
@@ -148,23 +148,22 @@ export function computePickOverlay(
}
/**
* PICK_OVERLAY_STYLE captures the colours / widths the renderer
* applies to each spec channel. Exported so tests and future themes
* can read the same values.
* PICK_OVERLAY_STYLE captures the per-channel alphas and widths the
* renderer applies to the pick overlay, plus the dim alpha for
* non-reachable primitives. The colours themselves — the highlight
* colour shared by the anchor / line / hover channels and the dim
* multiply tint — come from the active `Theme` (`pickHighlight`,
* `pickDimTint`) so the overlay tracks the light / dark palette.
*
* `dimAlpha` and `dimTint` are applied together to non-reachable
* primitives during a pick session: the alpha drops their
* brightness, and the tint multiplies their fill colour toward dark
* gray so the colour identity (planet kind) collapses into a
* single muted shade. The combination has to read as "obviously
* disabled" against the dark theme — bright planets such as
* `STYLE_LOCAL` (`0x6dd2ff`) survive a 0.3 alpha alone too
* comfortably, so the tint pulls them down too.
* `dimAlpha` and `Theme.pickDimTint` are applied together to
* non-reachable primitives during a pick session: the alpha drops
* their brightness while the tint collapses the colour identity
* (planet kind) into a single muted shade, so the disabled set reads
* as obviously inert against the map background.
*/
export const PICK_OVERLAY_STYLE = {
anchor: { color: 0xffe082, alpha: 0.9, width: 2 },
line: { color: 0xffe082, alpha: 0.5, width: 1 },
hover: { color: 0xffe082, alpha: 1, width: 2 },
anchor: { alpha: 0.9, width: 2 },
line: { alpha: 0.5, width: 1 },
hover: { alpha: 1, width: 2 },
dimAlpha: 0.35,
dimTint: 0x303841,
} as const;
+5 -4
View File
@@ -11,9 +11,8 @@
// clears the map in one turn therefore shows a single ring; a slow ship
// shows all three.
import type { CirclePrim } from "./world";
import { DARK_THEME, type CirclePrim, type Theme } from "./world";
export const REACH_CIRCLE_COLOR = 0x6d8cff;
/** High-bit prefix so reach-circle ids never collide with planet
* numbers, cargo-route lines, or battle/bombing markers. */
export const REACH_CIRCLE_ID_PREFIX = 0xb0000000;
@@ -47,7 +46,8 @@ export function reachBound(
* centred on `origin`, with radii speedPerTurn × {1, 2, 3}. A ring for
* turn `t` is included only when the previous ring still fits inside the
* map's reach bound, so the count shrinks as the per-turn speed grows.
* Returns an empty list when the speed is non-positive.
* Returns an empty list when the speed is non-positive. `theme`
* supplies the ring colour and defaults to `DARK_THEME`.
*/
export function computeReachCircles(
origin: { x: number; y: number },
@@ -55,6 +55,7 @@ export function computeReachCircles(
mapWidth: number,
mapHeight: number,
mode: "torus" | "no-wrap",
theme: Theme = DARK_THEME,
): CirclePrim[] {
if (speedPerTurn <= 0) return [];
const bound = reachBound(origin, mapWidth, mapHeight, mode);
@@ -71,7 +72,7 @@ export function computeReachCircles(
y: origin.y,
radius: speedPerTurn * turn,
style: {
strokeColor: REACH_CIRCLE_COLOR,
strokeColor: theme.reachCircle,
strokeAlpha: 0.55 - (turn - 1) * 0.12,
strokeWidthPx: 0.5,
},
+5 -11
View File
@@ -226,12 +226,6 @@ const ORIGIN_COPY_INDEX = 4; // (0, 0) entry of TORUS_OFFSETS
// debug surface stays allocation-free.
const EMPTY_HIDDEN_IDS: ReadonlySet<PrimitiveID> = new Set();
// FOG_COLOR is the Phase 29 visibility-fog colour. Two shades
// lighter than the dark theme background (`0x0a0e1a`) so it reads
// as a faint fog without contrasting against the rest of the map.
// The colour is tunable in Phase 35 polish.
export const FOG_COLOR = 0x12162a;
/**
* FogPaintOp is one item in the ordered draw sequence produced by
* `fogPaintOps`. The renderer dispatches each op directly onto a
@@ -657,7 +651,7 @@ export async function createRenderer(opts: RendererOptions): Promise<RendererHan
g.clear();
g.circle(spec.anchor.x, spec.anchor.y, spec.anchor.radius);
g.stroke({
color: PICK_OVERLAY_STYLE.anchor.color,
color: theme.pickHighlight,
alpha: PICK_OVERLAY_STYLE.anchor.alpha,
width: PICK_OVERLAY_STYLE.anchor.width,
});
@@ -665,7 +659,7 @@ export async function createRenderer(opts: RendererOptions): Promise<RendererHan
g.moveTo(spec.line.x1, spec.line.y1);
g.lineTo(spec.line.x2, spec.line.y2);
g.stroke({
color: PICK_OVERLAY_STYLE.line.color,
color: theme.pickHighlight,
alpha: PICK_OVERLAY_STYLE.line.alpha,
width: PICK_OVERLAY_STYLE.line.width,
});
@@ -677,7 +671,7 @@ export async function createRenderer(opts: RendererOptions): Promise<RendererHan
spec.hoverOutline.radius,
);
g.stroke({
color: PICK_OVERLAY_STYLE.hover.color,
color: theme.pickHighlight,
alpha: PICK_OVERLAY_STYLE.hover.alpha,
width: PICK_OVERLAY_STYLE.hover.width,
});
@@ -720,7 +714,7 @@ export async function createRenderer(opts: RendererOptions): Promise<RendererHan
dimmedAlphaBackup.set(g, g.alpha);
dimmedTintBackup.set(g, g.tint as number);
g.alpha = PICK_OVERLAY_STYLE.dimAlpha;
g.tint = PICK_OVERLAY_STYLE.dimTint;
g.tint = theme.pickDimTint;
}
}
// Overlay graphic. Lives in the origin copy so the central
@@ -891,7 +885,7 @@ export async function createRenderer(opts: RendererOptions): Promise<RendererHan
const ops = fogPaintOps(
opts.world,
circles,
FOG_COLOR,
theme.fog,
theme.background,
mode,
);
+5 -4
View File
@@ -4,14 +4,13 @@
// Ship-group selection is intentionally not ringed here — groups are
// addressed by report index and have no single stable map coordinate.
import type { CirclePrim } from "./world";
import { DARK_THEME, type CirclePrim, type Theme } from "./world";
/** Planet marker radius in world units; mirrors `battle-markers.ts`. */
const PLANET_RADIUS_WORLD = 6;
/** The ring sits just outside the marker (and the bombing ring at +3). */
const SELECTION_RING_RADIUS = PLANET_RADIUS_WORLD + 4;
export const SELECTION_RING_COLOR = 0x6d8cff;
/** High-bit prefix so the ring id never collides with planet numbers,
* route lines, reach rings (`0xb…`), or battle markers. */
export const SELECTION_RING_ID = 0xc0000000;
@@ -21,11 +20,13 @@ const SELECTION_RING_PRIORITY = 0;
/**
* computeSelectionRing returns one ring primitive centred on the selected
* planet, or `null` when nothing (or a non-planet) is selected or the
* planet is absent from the current report.
* planet is absent from the current report. `theme` supplies the ring
* colour and defaults to `DARK_THEME`.
*/
export function computeSelectionRing(
planets: ReadonlyArray<{ number: number; x: number; y: number }>,
selectedPlanetId: number | null,
theme: Theme = DARK_THEME,
): CirclePrim | null {
if (selectedPlanetId === null) return null;
const planet = planets.find((p) => p.number === selectedPlanetId);
@@ -39,7 +40,7 @@ export function computeSelectionRing(
y: planet.y,
radius: SELECTION_RING_RADIUS,
style: {
strokeColor: SELECTION_RING_COLOR,
strokeColor: theme.selectionRing,
strokeAlpha: 0.95,
strokeWidthPx: 1.5,
},
+59 -45
View File
@@ -38,7 +38,14 @@ import type {
} from "../api/game-state";
import type { ShipGroupRef } from "../lib/selection.svelte";
import { torusShortestDelta } from "./math";
import type { LinePrim, PointPrim, PrimitiveID, Style } from "./world";
import {
DARK_THEME,
type LinePrim,
type PointPrim,
type PrimitiveID,
type Style,
type Theme,
} from "./world";
/**
* SHIP_GROUP_ID_OFFSETS partitions the primitive-id namespace so a
@@ -56,43 +63,46 @@ export const SHIP_GROUP_ID_OFFSETS = {
unidentified: 400_000_000,
} as const;
const STYLE_LOCAL_GROUP: Style = {
fillColor: 0xfff176,
fillAlpha: 0.95,
pointRadiusPx: 3,
};
const STYLE_LOCAL_INSPACE_LINE: Style = {
strokeColor: 0xfff176,
strokeAlpha: 0.7,
strokeWidthPx: 1,
strokeDashPx: 4,
};
const STYLE_OTHER_GROUP: Style = {
fillColor: 0xff6f40,
fillAlpha: 0.9,
pointRadiusPx: 3,
};
const STYLE_INCOMING_GROUP: Style = {
fillColor: 0xff5252,
fillAlpha: 1,
pointRadiusPx: 4,
};
const STYLE_INCOMING_LINE: Style = {
strokeColor: 0xff5252,
strokeAlpha: 0.85,
strokeWidthPx: 1,
strokeDashPx: 4,
};
const STYLE_UNIDENTIFIED_GROUP: Style = {
fillColor: 0x9aa3a8,
fillAlpha: 0.65,
pointRadiusPx: 3,
};
// shipGroupStyles builds the per-variant `Style` objects for the
// active theme. Only the colours are theme-driven; the alpha, radius,
// and dash spacing are fixed emphasis values. The in-space track
// reuses the own-group colour and the incoming trajectory line reuses
// the incoming colour so each pair reads as one entity.
function shipGroupStyles(theme: Theme): {
local: Style;
localLine: Style;
other: Style;
incoming: Style;
incomingLine: Style;
unidentified: Style;
} {
return {
local: { fillColor: theme.shipLocal, fillAlpha: 0.95, pointRadiusPx: 3 },
localLine: {
strokeColor: theme.shipLocal,
strokeAlpha: 0.7,
strokeWidthPx: 1,
strokeDashPx: 4,
},
other: { fillColor: theme.shipOther, fillAlpha: 0.9, pointRadiusPx: 3 },
incoming: {
fillColor: theme.shipIncoming,
fillAlpha: 1,
pointRadiusPx: 4,
},
incomingLine: {
strokeColor: theme.shipIncoming,
strokeAlpha: 0.85,
strokeWidthPx: 1,
strokeDashPx: 4,
},
unidentified: {
fillColor: theme.shipUnidentified,
fillAlpha: 0.65,
pointRadiusPx: 3,
},
};
}
// Priority order inside `hit-test`: ship groups outrank planets so a
// hyperspace group landing on top of an unidentified planet is
@@ -146,7 +156,11 @@ function addDependent(
set.add(primitiveId);
}
export function shipGroupsToPrimitives(report: GameReport): ShipGroupPrimitives {
export function shipGroupsToPrimitives(
report: GameReport,
theme: Theme = DARK_THEME,
): ShipGroupPrimitives {
const styles = shipGroupStyles(theme);
const primitives: (PointPrim | LinePrim)[] = [];
const lookup = new Map<PrimitiveID, ShipGroupRef>();
const categories = new Map<PrimitiveID, ShipGroupCategory>();
@@ -163,7 +177,7 @@ export function shipGroupsToPrimitives(report: GameReport): ShipGroupPrimitives
const pos = computeInSpacePosition(group, planetIndex, w, h);
if (pos === null) continue;
const id = SHIP_GROUP_ID_OFFSETS.local + i;
primitives.push(makePoint(id, pos.x, pos.y, PRIORITY_LOCAL, STYLE_LOCAL_GROUP));
primitives.push(makePoint(id, pos.x, pos.y, PRIORITY_LOCAL, styles.local));
lookup.set(id, { variant: "local", id: group.id });
categories.set(id, "hyperspaceGroup");
addDependent(planetDependents, group.destination, id);
@@ -183,7 +197,7 @@ export function shipGroupsToPrimitives(report: GameReport): ShipGroupPrimitives
kind: "line",
id: lineId,
priority: PRIORITY_LOCAL_LINE,
style: STYLE_LOCAL_INSPACE_LINE,
style: styles.localLine,
hitSlopPx: 0,
x1: origin.x,
y1: origin.y,
@@ -200,7 +214,7 @@ export function shipGroupsToPrimitives(report: GameReport): ShipGroupPrimitives
const pos = computeInSpacePosition(group, planetIndex, w, h);
if (pos === null) continue;
const id = SHIP_GROUP_ID_OFFSETS.other + i;
primitives.push(makePoint(id, pos.x, pos.y, PRIORITY_OTHER, STYLE_OTHER_GROUP));
primitives.push(makePoint(id, pos.x, pos.y, PRIORITY_OTHER, styles.other));
lookup.set(id, { variant: "other", index: i });
categories.set(id, "hyperspaceGroup");
addDependent(planetDependents, group.destination, id);
@@ -225,7 +239,7 @@ export function shipGroupsToPrimitives(report: GameReport): ShipGroupPrimitives
kind: "line",
id: lineId,
priority: PRIORITY_INCOMING_LINE,
style: STYLE_INCOMING_LINE,
style: styles.incomingLine,
hitSlopPx: 0,
x1: origin.x,
y1: origin.y,
@@ -242,7 +256,7 @@ export function shipGroupsToPrimitives(report: GameReport): ShipGroupPrimitives
pos.x,
pos.y,
PRIORITY_INCOMING_POINT,
STYLE_INCOMING_GROUP,
styles.incoming,
/*hitSlopPx*/ 4,
),
);
@@ -261,7 +275,7 @@ export function shipGroupsToPrimitives(report: GameReport): ShipGroupPrimitives
group.x,
group.y,
PRIORITY_UNIDENTIFIED,
STYLE_UNIDENTIFIED_GROUP,
styles.unidentified,
),
);
lookup.set(id, { variant: "unidentified", index: i });
+34 -37
View File
@@ -9,9 +9,8 @@
//
// The four planet kinds in the report each map to a distinct style so
// the user can tell own / other-race / uninhabited / unidentified
// planets apart at a glance. The exact colours are Phase 11 defaults
// chosen against the dark theme; Phase 35 polish picks final
// colours and adds theme switching.
// planets apart at a glance. The colours come from the active `Theme`
// (dark or light); only the per-kind alpha and radius are fixed here.
import type { GameReport, ReportPlanet } from "../api/game-state";
import type { ShipGroupRef } from "../lib/selection.svelte";
@@ -23,31 +22,14 @@ import {
shipGroupsToPrimitives,
type ShipGroupCategory,
} from "./ship-groups";
import { World, type Primitive, type PrimitiveID, type Style } from "./world";
const STYLE_LOCAL: Style = {
fillColor: 0x6dd2ff,
fillAlpha: 1,
pointRadiusPx: 6,
};
const STYLE_OTHER: Style = {
fillColor: 0xff8a65,
fillAlpha: 1,
pointRadiusPx: 5,
};
const STYLE_UNINHABITED: Style = {
fillColor: 0xb0bec5,
fillAlpha: 0.85,
pointRadiusPx: 4,
};
const STYLE_UNIDENTIFIED: Style = {
fillColor: 0x546e7a,
fillAlpha: 0.7,
pointRadiusPx: 3,
};
import {
DARK_THEME,
World,
type Primitive,
type PrimitiveID,
type Style,
type Theme,
} from "./world";
// PlanetIDs occupy the [0, 4_000_000_000) range — well below
// JavaScript's `Number.MAX_SAFE_INTEGER` — so the engine `number`
@@ -55,16 +37,24 @@ const STYLE_UNIDENTIFIED: Style = {
// binding uses the engine number directly as the primitive id so the
// click handler can recover a planet by hit-test result without an
// extra lookup.
function styleFor(kind: ReportPlanet["kind"]): Style {
function styleFor(kind: ReportPlanet["kind"], theme: Theme): Style {
switch (kind) {
case "local":
return STYLE_LOCAL;
return { fillColor: theme.planetLocal, fillAlpha: 1, pointRadiusPx: 6 };
case "other":
return STYLE_OTHER;
return { fillColor: theme.planetOther, fillAlpha: 1, pointRadiusPx: 5 };
case "uninhabited":
return STYLE_UNINHABITED;
return {
fillColor: theme.planetUninhabited,
fillAlpha: 0.85,
pointRadiusPx: 4,
};
case "unidentified":
return STYLE_UNIDENTIFIED;
return {
fillColor: theme.planetUnidentified,
fillAlpha: 0.7,
pointRadiusPx: 3,
};
}
}
@@ -146,8 +136,15 @@ export interface ReportToWorldResult {
* If the report carries zero planets (turn-zero edge cases or seeded
* tests), the World is still well-formed: the renderer mounts on an
* empty primitive list without errors.
*
* `theme` supplies the planet / ship-group / marker colours; it
* defaults to `DARK_THEME` so callers that do not care about theming
* (tests, the debug playground) keep the original palette.
*/
export function reportToWorld(report: GameReport): ReportToWorldResult {
export function reportToWorld(
report: GameReport,
theme: Theme = DARK_THEME,
): ReportToWorldResult {
const primitives: Primitive[] = [];
const hitLookup = new Map<PrimitiveID, HitTarget>();
const categories = new Map<PrimitiveID, MapCategory>();
@@ -158,7 +155,7 @@ export function reportToWorld(report: GameReport): ReportToWorldResult {
kind: "point",
id: planet.number,
priority: priorityFor(planet.kind),
style: styleFor(planet.kind),
style: styleFor(planet.kind, theme),
hitSlopPx: 0,
x: planet.x,
y: planet.y,
@@ -174,7 +171,7 @@ export function reportToWorld(report: GameReport): ReportToWorldResult {
planetDependents.set(planet.number, own);
}
const groups = shipGroupsToPrimitives(report);
const groups = shipGroupsToPrimitives(report, theme);
for (const prim of groups.primitives) {
primitives.push(prim);
}
@@ -186,7 +183,7 @@ export function reportToWorld(report: GameReport): ReportToWorldResult {
}
mergeDependents(planetDependents, groups.planetDependents);
const markers = buildBattleAndBombingMarkers(report);
const markers = buildBattleAndBombingMarkers(report, theme);
for (const prim of markers.primitives) {
primitives.push(prim);
}
+106 -3
View File
@@ -130,19 +130,122 @@ export class World {
}
}
// Theme carries the default colours used when a primitive's `style`
// leaves a colour unset. Phase 9 ships a single dark theme; runtime
// theme switching is deferred to Phase 35.
// Theme is the renderer's colour palette. It carries both the generic
// fallbacks used when a primitive's `style` omits a colour and the
// semantic colours every primitive builder paints with (planets, ship
// groups, cargo routes, battle / bombing markers, reach + selection
// rings, pending-Send tracks, and the pick-mode overlay). Two concrete
// palettes are shipped — `DARK_THEME` and `LIGHT_THEME` — and the map
// view selects between them from the resolved app theme
// (`$lib/theme/theme.svelte.ts`), so the canvas follows the user's
// light / dark choice like the rest of the chrome.
//
// Only colours live here: per-primitive alphas, widths, and radii are
// emphasis / geometry, not theme, and stay as constants in the builder
// modules. The light palette mirrors the dark one role-for-role but
// darkens / saturates each hue so it reads against a light background;
// the incoming-group, battle, and bombing accents stay deliberately
// vivid in both palettes.
export interface Theme {
// Canvas background and the visibility-fog veil drawn over
// unscanned hyperspace.
background: number;
fog: number;
// Generic fallbacks for primitives whose `style` omits a colour.
pointFill: number;
circleStroke: number;
lineStroke: number;
// Planet glyphs, one colour per `ReportPlanet.kind`.
planetLocal: number;
planetOther: number;
planetUninhabited: number;
planetUnidentified: number;
// Ship groups. The in-space track reuses `shipLocal` and the
// incoming trajectory line reuses `shipIncoming`.
shipLocal: number;
shipOther: number;
shipIncoming: number;
shipUnidentified: number;
// Cargo-route arrows, one colour per load type.
routeCol: number;
routeCap: number;
routeMat: number;
routeEmp: number;
// Battle X-crosses and bombing rings (damaged vs wiped).
battleMarker: number;
bombingDamaged: number;
bombingWiped: number;
// Reach rings, the selected-planet ring, and pending-Send tracks.
reachCircle: number;
selectionRing: number;
pendingSend: number;
// Pick-mode overlay: the anchor / cursor-line / hover highlight
// colour and the multiply tint applied to non-reachable primitives.
pickHighlight: number;
pickDimTint: number;
}
export const DARK_THEME: Theme = {
background: 0x0a0e1a,
fog: 0x12162a,
pointFill: 0xe8eaf6,
circleStroke: 0x4fc3f7,
lineStroke: 0xa5d6a7,
planetLocal: 0x6dd2ff,
planetOther: 0xff8a65,
planetUninhabited: 0xb0bec5,
planetUnidentified: 0x546e7a,
shipLocal: 0xfff176,
shipOther: 0xff6f40,
shipIncoming: 0xff5252,
shipUnidentified: 0x9aa3a8,
routeCol: 0x4fc3f7,
routeCap: 0xffb74d,
routeMat: 0x81c784,
routeEmp: 0x90a4ae,
battleMarker: 0xffd400,
bombingDamaged: 0xffd400,
bombingWiped: 0xff3030,
reachCircle: 0x6d8cff,
selectionRing: 0x6d8cff,
pendingSend: 0x66bb6a,
pickHighlight: 0xffe082,
pickDimTint: 0x303841,
};
// LIGHT_THEME mirrors DARK_THEME role-for-role. The background matches
// the app's light shell background (`--color-bg` in `tokens.css`) so
// the canvas blends into the surrounding chrome instead of reading as a
// dark rectangle; the fog is a faint darkening over the lighter base.
// Hues are darkened / saturated relative to the dark palette so small
// glyphs and thin strokes stay legible on a light surface, while the
// incoming (red), battle (amber), and bombing (amber / red) accents are
// kept vivid. Values are a first pass meant to be refined during the
// owner's F8 manual-QA loop.
export const LIGHT_THEME: Theme = {
background: 0xf3f5fb,
fog: 0xe2e7f1,
pointFill: 0x1a2138,
circleStroke: 0x1565c0,
lineStroke: 0x2e7d32,
planetLocal: 0x1565c0,
planetOther: 0xe64a19,
planetUninhabited: 0x78909c,
planetUnidentified: 0x90a4ae,
shipLocal: 0xc79100,
shipOther: 0xd84315,
shipIncoming: 0xd50000,
shipUnidentified: 0x607d8b,
routeCol: 0x0288d1,
routeCap: 0xef6c00,
routeMat: 0x2e7d32,
routeEmp: 0x607d8b,
battleMarker: 0xf57f17,
bombingDamaged: 0xf57f17,
bombingWiped: 0xc62828,
reachCircle: 0x3949ab,
selectionRing: 0x3949ab,
pendingSend: 0x388e3c,
pickHighlight: 0xef6c00,
pickDimTint: 0xaeb6c4,
};