feat: peek big-room camera toward walls, shorten perk-selection guard to 0.4s

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Quintine committed 2026-08-11 19:03:36 +10:00
1 parent b41dcd8ebb
commit 717a106119
3 files changed
+17 -8

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+1 -1
View File
@@ -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();
}
+6 -2
View File
@@ -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; }