From 717a106119857666d2b125195a359af28520869c Mon Sep 17 00:00:00 2001 From: Quintine Date: Tue, 11 Aug 2026 19:03:36 +1000 Subject: [PATCH] feat: peek big-room camera toward walls, shorten perk-selection guard to 0.4s --- js/perks.js | 2 +- js/rooms.js | 8 ++++++-- test/smoke.js | 15 ++++++++++----- 3 files changed, 17 insertions(+), 8 deletions(-) diff --git a/js/perks.js b/js/perks.js index ab9620e..91cf9c4 100644 --- a/js/perks.js +++ b/js/perks.js @@ -61,7 +61,7 @@ function openPerkDraft() { } const opts = shuffle([...PERKS]).slice(0, 3); G.perkChoices = opts; - if (G.mode !== 'levelup') G.selectionLock = 1.5; + if (G.mode !== 'levelup') G.selectionLock = 0.4; // brief guard against accidental instant picks G.mode = 'levelup'; Sfx.levelup(); } diff --git a/js/rooms.js b/js/rooms.js index ca32f31..a915d89 100644 --- a/js/rooms.js +++ b/js/rooms.js @@ -152,12 +152,16 @@ function enterRoom(gx, gy) { // Isaac-style: the view centers on the player and is clamped so it never leaves // the room. Rooms that fit the screen keep cam exactly at the room center — // which is (0,0) for every current shape, so existing rendering is byte-identical. +// In larger rooms the camera may peek a little past the arena edge (into the +// drawn wall band, which is WALL thick) so walls and their exit doors come into +// view as the player reaches them. +const CAM_EDGE_PEEK = WALL * 0.9; // how far past the arena edge the camera may glide function updateCamera() { const a = G.arena, p = G.player; if (!a || !p) return; G.cam = G.cam || { x: 0, y: 0 }; - G.cam.x = a.w <= W ? a.cx - W / 2 : clamp(p.x - W / 2, a.x0, a.x1 - W); - G.cam.y = a.h <= H ? a.cy - H / 2 : clamp(p.y - H / 2, a.y0, a.y1 - H); + G.cam.x = a.w <= W ? a.cx - W / 2 : clamp(p.x - W / 2, a.x0 - CAM_EDGE_PEEK, a.x1 - W + CAM_EDGE_PEEK); + G.cam.y = a.h <= H ? a.cy - H / 2 : clamp(p.y - H / 2, a.y0 - CAM_EDGE_PEEK, a.y1 - H + CAM_EDGE_PEEK); } // screen-space mouse -> world coords (safe pre-player: cam exists from state.js) function mxW() { return Input.mx + G.cam.x; } diff --git a/test/smoke.js b/test/smoke.js index 83ae686..5bd9df4 100644 --- a/test/smoke.js +++ b/test/smoke.js @@ -61,7 +61,7 @@ for (const f of files) { } // const/let top-level bindings live in the context's lexical scope, not on the // global object — expose the ones the harness pokes at directly. -vm.runInContext('Object.assign(this, { G, Input, WEAPONS, Music, Sfx, SfxBank, W, H, WALL, ITEMS, ACTIVES, PERKS, ENEMY_TYPES, BOSS_DEFS, SPRITE_MANIFEST, Sprites, ACTOR_ANIMS, PRESSURE_UNIT, PRESSURE_MIN, PRESSURE_MAX, PRESSURE_DIAL_MIN, PRESSURE_DIAL_MAX, ROOM_SHAPES, ROOM_THEMES, HELP_PAGES, HELP_RENDERERS, SPAWN_WARN, ENTRY_WARN, ENTRY_BUFFER, STUN_UNIT, stunChance, separateEntryWave, defaultPlayerStats, applyPressureDelta, debugRebuildStats, debugEnabled, DEBUG_PAGES, updateCamera, mxW, myW, angleTo, genFloor, roomBounds, WEAPON_DROP_LOCKOUT })', sandbox); +vm.runInContext('Object.assign(this, { G, Input, WEAPONS, Music, Sfx, SfxBank, W, H, WALL, ITEMS, ACTIVES, PERKS, ENEMY_TYPES, BOSS_DEFS, SPRITE_MANIFEST, Sprites, ACTOR_ANIMS, PRESSURE_UNIT, PRESSURE_MIN, PRESSURE_MAX, PRESSURE_DIAL_MIN, PRESSURE_DIAL_MAX, ROOM_SHAPES, ROOM_THEMES, HELP_PAGES, HELP_RENDERERS, SPAWN_WARN, ENTRY_WARN, ENTRY_BUFFER, STUN_UNIT, stunChance, separateEntryWave, defaultPlayerStats, applyPressureDelta, debugRebuildStats, debugEnabled, DEBUG_PAGES, updateCamera, mxW, myW, angleTo, genFloor, roomBounds, WEAPON_DROP_LOCKOUT, CAM_EDGE_PEEK })', sandbox); let simTime = 0; const ctx = sandbox; @@ -303,11 +303,15 @@ console.log('== big rooms + camera =='); ctx.setArenaForRoom(wide); const wa = ctx.G.arena; ctx.G.player.x = 100; ctx.G.player.y = 320; ctx.updateCamera(); - check('camera clamps at left arena edge', ctx.G.cam.x === wa.x0); + check('big-room camera peeks past the left arena edge toward the wall', + Math.abs(ctx.G.cam.x - (wa.x0 - ctx.CAM_EDGE_PEEK)) < 1); ctx.G.player.x = wa.x1 - 200; ctx.G.player.y = 320; ctx.updateCamera(); - check('camera clamps at right arena edge', ctx.G.cam.x === wa.x1 - ctx.W); + check('big-room camera peeks past the right arena edge toward the wall', + Math.abs(ctx.G.cam.x - (wa.x1 - ctx.W + ctx.CAM_EDGE_PEEK)) < 1); ctx.G.player.x = wa.cx; ctx.G.player.y = 320; ctx.updateCamera(); check('camera centers on the player mid-room', ctx.G.cam.x === wa.cx - ctx.W / 2 && ctx.G.cam.y === 0); + // the wall peek stays inside the drawn wall band (never black void) + check('wall peek stays within the wall band', ctx.CAM_EDGE_PEEK <= ctx.WALL); // world-mouse conversion ctx.G.cam.x = wa.cx - ctx.W / 2; ctx.Input.mx = 120; ctx.Input.my = 240; @@ -352,10 +356,11 @@ ctx.gainXP(100); step(5, 16); check('levelup triggered', ctx.G.mode === 'levelup' || ctx.G.pendingLevelups > 0); check('perk selection is locked on first presentation', (ctx.G.selectionLock || 0) > 0); +check('perk selection lock is a brief ~0.4s guard', (ctx.G.selectionLock || 0) > 0 && (ctx.G.selectionLock || 0) <= 0.4); const lockedChoices = ctx.G.perkChoices; tap('1'); // ignored while the selection lock is active check('locked draft ignores selection input', ctx.G.perkChoices === lockedChoices); -step(100, 16); // advance 1.6s in levelup mode, clearing the 1.5s selection lock +step(100, 16); // advance 1.6s in levelup mode, clearing the 0.4s selection lock let guard = 0; while (ctx.G.mode === 'levelup' && guard++ < 30) { tap('1'); step(2, 16); } check('perks drafted', ctx.G.mode === 'play'); @@ -371,7 +376,7 @@ console.log('== rebalanced perks + automatic draft =='); ctx.G.pendingLevelups = 1; ctx.G.autoPerk = false; ctx.openPerkDraft(); p.stats.rerolls = 1; tap('r'); check('Reroll Rib currency refreshes a manual draft', p.stats.rerolls === 0 && ctx.G.perkChoices.length === 3); - step(100, 16); // clear the 1.5s selection lock armed by openPerkDraft above + step(100, 16); // clear the 0.4s selection lock armed by openPerkDraft above tap('4'); check('one-off random draft choice resolves normally', ctx.G.mode === 'play' && ctx.G.pendingLevelups === 0); const levelBefore = p.level;