Игра запускается и играется: три рантайм-бага и адаптивная вёрстка
Проверено вживую в Chrome: лобби -> матч -> бот ходит -> результат -> статистика в лобби. Полный матч отыгран, оба исхода видел. Баги, которые собирались и типизировались, но падали только в рантайме: 1. Canvas не менял размер под экран. Своего cc.Widget у него не было, а alignCanvasWithScreen правит только камеру. Canvas оставался 1280x720, и все растянутые по нему дети — тоже. 2. [...map.values()] превращается сборкой в [].concat(map.values()), а concat не разворачивает итератор, а кладёт его одним элементом. Отсюда "view.cancelAnimations is not a function" на первой же уборке карт. Теперь Array.from. 3. Рубашка козыря рисовалась поверх колоды, а не под ней. Вёрстка переделана под требование UI.md (4:3 .. 21:9): - fitWidth даёт постоянную ширину, но не высоту: на 4:3 видно только ±720 юнитов. Кнопка "Leave" на y=840 и низ руки на -860 были за экраном именно там, где это важнее всего - рука и панель действий считаются от нижней границы экрана, "Leave" прибит виджетом к левому верхнему углу - стол — один ряд до шести карт вместо двух рядов по три: экономит ~215 юнитов высоты, которых на 4:3 нет. Ряд центрируется по тем картам, что реально на столе - затемнение под окном результата рисуется непрозрачным спрайтом: тонировать и без того полупрозрачный спрайт почти ничего не даёт Инструменты: - npm run serve — отдаёт сборку и роут /_aspects: игра в трёх фиксированных iframe-ах 4:3 / 16:9 / 21:9. Движок подгоняет себя под окно, поэтому iframe — единственный простой способ увидеть вёрстку в форме, которой окно не имеет - npm run check:spreads — ловит спред неитерируемого в массив - npm run check — чистота core, спреды, сцены, типы, тесты Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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},
|
||||
"_children": [],
|
||||
"_active": true,
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"_components": [
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{
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"__id__": 104
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"__id__": 105
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},
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||||
{
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"__id__": 105
|
||||
"__id__": 106
|
||||
}
|
||||
],
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||||
"_prefab": null,
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||||
@@ -4487,7 +4523,7 @@
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"_objFlags": 0,
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"__editorExtras__": {},
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"__id__": 104
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},
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"_enabled": true,
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"__prefab": null,
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@@ -4509,7 +4545,7 @@
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"_objFlags": 0,
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"__editorExtras__": {},
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"node": {
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"__id__": 104
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||||
},
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"_enabled": true,
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"__prefab": null,
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@@ -4571,16 +4607,16 @@
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"_objFlags": 0,
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"_children": [],
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"_active": true,
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||||
"_components": [
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{
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"__id__": 107
|
||||
"__id__": 108
|
||||
},
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||||
{
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"__id__": 108
|
||||
"__id__": 109
|
||||
}
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||||
],
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"_prefab": null,
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@@ -4619,7 +4655,7 @@
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"_objFlags": 0,
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"__editorExtras__": {},
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},
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"_enabled": true,
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"__prefab": null,
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@@ -4641,7 +4677,7 @@
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"_objFlags": 0,
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"__editorExtras__": {},
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"node": {
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"__id__": 107
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||||
},
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"_enabled": true,
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||||
"__prefab": null,
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@@ -4703,23 +4739,23 @@
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"_objFlags": 0,
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"__editorExtras__": {},
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"_parent": {
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},
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"_children": [
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{
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"__id__": 110
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"__id__": 111
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}
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],
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"_active": true,
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"_components": [
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{
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},
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{
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},
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{
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},
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{
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"__id__": 116
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}
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||||
],
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"_prefab": null,
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@@ -4758,16 +4794,16 @@
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"_objFlags": 0,
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"__editorExtras__": {},
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"_parent": {
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"__id__": 109
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"__id__": 110
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||||
},
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"_children": [],
|
||||
"_active": true,
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||||
"_components": [
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{
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"__id__": 111
|
||||
"__id__": 112
|
||||
},
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||||
{
|
||||
"__id__": 112
|
||||
"__id__": 113
|
||||
}
|
||||
],
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||||
"_prefab": null,
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@@ -4806,7 +4842,7 @@
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"_objFlags": 0,
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"__editorExtras__": {},
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"node": {
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"__id__": 111
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},
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"_enabled": true,
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"__prefab": null,
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@@ -4828,7 +4864,7 @@
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"_objFlags": 0,
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"__editorExtras__": {},
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"node": {
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"__id__": 110
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"__id__": 111
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},
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"_enabled": true,
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"__prefab": null,
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@@ -4890,7 +4926,7 @@
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"_objFlags": 0,
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"__editorExtras__": {},
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"node": {
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"__id__": 109
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"__id__": 110
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},
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||||
"_enabled": true,
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||||
"__prefab": null,
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@@ -4912,7 +4948,7 @@
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"_objFlags": 0,
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"__editorExtras__": {},
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"node": {
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"__id__": 109
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"__id__": 110
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},
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||||
"_enabled": true,
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"__prefab": null,
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@@ -4951,7 +4987,7 @@
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"_objFlags": 0,
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"__editorExtras__": {},
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"node": {
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"__id__": 109
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"__id__": 110
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},
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"_enabled": true,
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"__prefab": null,
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@@ -5013,7 +5049,7 @@
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"_objFlags": 0,
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"__editorExtras__": {},
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"node": {
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"__id__": 102
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"__id__": 103
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},
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"_enabled": true,
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"__prefab": null,
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@@ -5035,7 +5071,7 @@
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"_objFlags": 0,
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"__editorExtras__": {},
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"node": {
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"__id__": 102
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"__id__": 103
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},
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"_enabled": true,
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"__prefab": null,
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@@ -5074,7 +5110,7 @@
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"_objFlags": 0,
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"__editorExtras__": {},
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"node": {
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"__id__": 96
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"__id__": 97
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},
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"_enabled": true,
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"__prefab": null,
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@@ -5096,7 +5132,7 @@
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"_objFlags": 0,
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"__editorExtras__": {},
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"node": {
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"__id__": 96
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"__id__": 97
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},
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"_enabled": true,
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"__prefab": null,
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||||
@@ -5187,7 +5223,7 @@
|
||||
"__expectedType__": "cc.Prefab"
|
||||
},
|
||||
"library": {
|
||||
"__id__": 123
|
||||
"__id__": 124
|
||||
},
|
||||
"cardLayer": {
|
||||
"__id__": 70
|
||||
@@ -5211,19 +5247,22 @@
|
||||
"__id__": 87
|
||||
},
|
||||
"resultOverlay": {
|
||||
"__id__": 96
|
||||
"__id__": 97
|
||||
},
|
||||
"resultTitle": {
|
||||
"__id__": 105
|
||||
"__id__": 106
|
||||
},
|
||||
"resultBody": {
|
||||
"__id__": 108
|
||||
"__id__": 109
|
||||
},
|
||||
"quitButton": {
|
||||
"__id__": 95
|
||||
},
|
||||
"continueButton": {
|
||||
"__id__": 115
|
||||
"__id__": 116
|
||||
},
|
||||
"actionBar": {
|
||||
"__id__": 73
|
||||
},
|
||||
"_id": "32Ab2W4RxAtq2xtNnUvmwD"
|
||||
},
|
||||
@@ -5357,7 +5396,7 @@
|
||||
"__id__": 57
|
||||
},
|
||||
"game": {
|
||||
"__id__": 122
|
||||
"__id__": 123
|
||||
},
|
||||
"lobbyRoot": {
|
||||
"__id__": 11
|
||||
@@ -5367,32 +5406,62 @@
|
||||
},
|
||||
"_id": "22OiWnMc9D4ZJbf0K7s057"
|
||||
},
|
||||
{
|
||||
"__type__": "cc.Widget",
|
||||
"_name": "",
|
||||
"_objFlags": 0,
|
||||
"__editorExtras__": {},
|
||||
"node": {
|
||||
"__id__": 2
|
||||
},
|
||||
"_enabled": true,
|
||||
"__prefab": null,
|
||||
"_alignFlags": 45,
|
||||
"_target": null,
|
||||
"_left": 0,
|
||||
"_right": 0,
|
||||
"_top": 0,
|
||||
"_bottom": 0,
|
||||
"_horizontalCenter": 0,
|
||||
"_verticalCenter": 0,
|
||||
"_isAbsLeft": true,
|
||||
"_isAbsRight": true,
|
||||
"_isAbsTop": true,
|
||||
"_isAbsBottom": true,
|
||||
"_isAbsHorizontalCenter": true,
|
||||
"_isAbsVerticalCenter": true,
|
||||
"_originalWidth": 1280,
|
||||
"_originalHeight": 720,
|
||||
"_alignMode": 1,
|
||||
"_lockFlags": 0,
|
||||
"_id": "3exRW7a2NAj6hVopBJoZVR"
|
||||
},
|
||||
{
|
||||
"__type__": "cc.SceneGlobals",
|
||||
"ambient": {
|
||||
"__id__": 131
|
||||
},
|
||||
"shadows": {
|
||||
"__id__": 132
|
||||
},
|
||||
"_skybox": {
|
||||
"__id__": 133
|
||||
},
|
||||
"fog": {
|
||||
"shadows": {
|
||||
"__id__": 134
|
||||
},
|
||||
"octree": {
|
||||
"_skybox": {
|
||||
"__id__": 135
|
||||
},
|
||||
"skin": {
|
||||
"fog": {
|
||||
"__id__": 136
|
||||
},
|
||||
"lightProbeInfo": {
|
||||
"octree": {
|
||||
"__id__": 137
|
||||
},
|
||||
"postSettings": {
|
||||
"skin": {
|
||||
"__id__": 138
|
||||
},
|
||||
"lightProbeInfo": {
|
||||
"__id__": 139
|
||||
},
|
||||
"postSettings": {
|
||||
"__id__": 140
|
||||
},
|
||||
"bakedWithStationaryMainLight": false,
|
||||
"bakedWithHighpLightmap": false
|
||||
},
|
||||
|
||||
@@ -37,27 +37,57 @@ export const Layout = {
|
||||
screenMargin: 40,
|
||||
|
||||
/**
|
||||
* Where things sit on the table, in canvas coordinates (origin at the
|
||||
* centre, y up). Vertical positions stay well inside the 1080×1920 design
|
||||
* area so that a 4:3 screen — which crops the top and bottom — still shows
|
||||
* every one of them. See docs/DECISIONS.md.
|
||||
* Fixed anchors, in canvas coordinates (origin at the centre, y up).
|
||||
*
|
||||
* Every one of these is inside ±700, because the widest screen the game
|
||||
* supports is 4:3, and fit-width means a 4:3 phone sees only 1440 design
|
||||
* units of height — ±720 from the centre. Anything outside that band is
|
||||
* simply not on screen for those players. The hand and the action bar are
|
||||
* NOT here: they follow the bottom edge, see `bottomAnchors`.
|
||||
*/
|
||||
region: {
|
||||
opponentHandY: 600,
|
||||
opponentLabelY: 770,
|
||||
deck: { x: -390, y: 150 },
|
||||
trump: { x: -300, y: 120 },
|
||||
discard: { x: 430, y: 150 },
|
||||
/** Centre of the first table row; the second row sits a row-height below. */
|
||||
tableTopY: -20,
|
||||
tableRowStep: 235,
|
||||
tableColumnStep: 180,
|
||||
messageY: 330,
|
||||
actionBarY: -430,
|
||||
playerHandY: -700,
|
||||
},
|
||||
opponentLabelY: 630,
|
||||
opponentHandY: 500,
|
||||
messageY: 355,
|
||||
deck: { x: -395, y: 215 },
|
||||
trump: { x: -300, y: 185 },
|
||||
discard: { x: 430, y: 215 },
|
||||
deckLabelY: 55,
|
||||
|
||||
/**
|
||||
* The table is one row of up to six slots rather than two rows of three.
|
||||
* Six cards at 0.62 scale span 950 of the 1080 available units, and the row
|
||||
* saves the ~215 units of height that a second row would cost — height the
|
||||
* 4:3 layout cannot spare.
|
||||
*/
|
||||
tableY: -30,
|
||||
tableColumnStep: 170,
|
||||
tableColumns: 6,
|
||||
} as const;
|
||||
|
||||
/**
|
||||
* The anchors that follow the bottom of the screen instead of the centre.
|
||||
*
|
||||
* The player's hand must be reachable by a thumb and fully visible whatever the
|
||||
* screen's shape, so it is measured from the bottom edge rather than placed at
|
||||
* a fixed design coordinate. On a tall 21:9 screen this simply leaves more felt
|
||||
* between the table and the hand.
|
||||
*/
|
||||
export function bottomAnchors(halfHeight: number): { handY: number; actionBarY: number } {
|
||||
const handY = -halfHeight + Layout.cardHeight / 2 + 24;
|
||||
return { handY, actionBarY: handY + Layout.cardHeight / 2 + 85 };
|
||||
}
|
||||
|
||||
/**
|
||||
* Centre x of table slot `index` when `count` cards are down.
|
||||
*
|
||||
* The row is centred on what is actually in play, not on six fixed slots — a
|
||||
* lone attacking card belongs in the middle of the table, not parked in the
|
||||
* left-hand slot of an empty grid.
|
||||
*/
|
||||
export function tableSlotX(index: number, count: number): number {
|
||||
return (index - (count - 1) / 2) * Layout.tableColumnStep;
|
||||
}
|
||||
|
||||
export const Palette = {
|
||||
gold: new Color(244, 194, 69, 255),
|
||||
cream: new Color(247, 240, 222, 255),
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
import {
|
||||
_decorator, Button, Component, EventTouch, Label, Node, Prefab,
|
||||
instantiate, tween, UIOpacity, v3, Vec3,
|
||||
instantiate, tween, UIOpacity, UITransform, v3, Vec3,
|
||||
} from 'cc';
|
||||
import { Card } from '../../core/cards/Card';
|
||||
import { BasicBot } from '../../core/bot/BasicBot';
|
||||
@@ -9,7 +9,7 @@ import { Action, ActionType, Actions, IllegalActionError } from '../../core/rule
|
||||
import { Phase, PlayerId } from '../../core/rules/GameState';
|
||||
import { legalActions } from '../../core/rules/DurakRules';
|
||||
import { intentFor } from '../../core/rules/intent';
|
||||
import { Layout, Palette, Timing } from '../common/Theme';
|
||||
import { bottomAnchors, Layout, Palette, tableSlotX, Timing } from '../common/Theme';
|
||||
import { Strings } from '../common/Strings';
|
||||
import { CardLibrary } from './CardLibrary';
|
||||
import { CardView } from './CardView';
|
||||
@@ -79,6 +79,9 @@ export class GameScreen extends Component {
|
||||
@property({ type: Button, tooltip: 'Dismisses the result overlay.' })
|
||||
continueButton: Button | null = null;
|
||||
|
||||
@property({ type: Node, tooltip: 'Holds Take and Done; follows the bottom edge.' })
|
||||
actionBar: Node | null = null;
|
||||
|
||||
/** Set by `MainFlow`. */
|
||||
onFinished: ((outcome: MatchOutcome) => void) | null = null;
|
||||
onQuitRequested: (() => void) | null = null;
|
||||
@@ -145,7 +148,12 @@ export class GameScreen extends Component {
|
||||
/** Releases every card node and forgets the match. Safe to call twice. */
|
||||
teardown(): void {
|
||||
this.unscheduleAllCallbacks();
|
||||
for (const view of [...this._views.values(), ...this._anonymous]) {
|
||||
// Array.from, not [...map.values()]. The build transpiles array spread
|
||||
// to [].concat(...), which appends a Map iterator as a single element
|
||||
// instead of expanding it — so the loop would run once over the iterator
|
||||
// itself. See docs/DECISIONS.md.
|
||||
const live = Array.from(this._views.values()).concat(this._anonymous);
|
||||
for (const view of live) {
|
||||
view.cancelAnimations();
|
||||
this._recycle(view);
|
||||
}
|
||||
@@ -289,6 +297,13 @@ export class GameScreen extends Component {
|
||||
// Rendering
|
||||
// -----------------------------------------------------------------------
|
||||
|
||||
/** Half the canvas height, which is how far the layout may reach from centre. */
|
||||
private _halfHeight(): number {
|
||||
const transform = this.node.getComponent(UITransform);
|
||||
const height = transform && transform.height > 0 ? transform.height : Layout.designHeight;
|
||||
return height / 2;
|
||||
}
|
||||
|
||||
/** Lays the whole table out from the current state, tweening over `duration`. */
|
||||
render(duration: number): void {
|
||||
const match = this._match;
|
||||
@@ -298,16 +313,23 @@ export class GameScreen extends Component {
|
||||
const state = match.state;
|
||||
const view = match.viewFor(HUMAN);
|
||||
const live = new Set<Card>();
|
||||
const anchors = bottomAnchors(this._halfHeight());
|
||||
|
||||
// Trump card, lying under the deck.
|
||||
this._layOutHud(anchors.actionBarY);
|
||||
|
||||
// The trump card lies face up under the draw pile, turned sideways so the
|
||||
// suit shows. _place lifts whatever it touches to the top of the layer,
|
||||
// so it is pushed back down afterwards.
|
||||
if (state.deck.length > 0) {
|
||||
live.add(state.trumpCard);
|
||||
this._place(state.trumpCard, true,
|
||||
v3(Layout.region.trump.x, Layout.region.trump.y, 0), 0.62, 90, duration);
|
||||
v3(Layout.trump.x, Layout.trump.y, 0), Layout.tableCardScale, 90, duration);
|
||||
this._views.get(state.trumpCard)?.node.setSiblingIndex(0);
|
||||
}
|
||||
|
||||
// The player's hand: a straight row, tightened as it grows.
|
||||
const hand = [...view.hand].sort(byTrumpThenRank(state.trumpSuit));
|
||||
// The player's hand: a straight row, tightened as it grows, and sitting
|
||||
// against the bottom edge wherever that happens to be.
|
||||
const hand = view.hand.slice().sort(byTrumpThenRank(state.trumpSuit));
|
||||
const step = Math.min(
|
||||
Layout.handStep,
|
||||
hand.length > 1 ? (Layout.handMaxWidth - Layout.cardWidth) / (hand.length - 1) : Layout.handStep,
|
||||
@@ -317,15 +339,13 @@ export class GameScreen extends Component {
|
||||
live.add(card);
|
||||
const lifted = card === this._selected ? Layout.handLift : 0;
|
||||
this._place(card, true,
|
||||
v3(handLeft + i * step, Layout.region.playerHandY + lifted, 0), 1, 0, duration);
|
||||
v3(handLeft + i * step, anchors.handY + lifted, 0), 1, 0, duration);
|
||||
});
|
||||
|
||||
// The table: attacking cards with whatever beat them, three to a row.
|
||||
// The table: one centred row of attacking cards, each with whatever beat it.
|
||||
state.table.forEach((slot, i) => {
|
||||
const column = i % 3;
|
||||
const row = Math.floor(i / 3);
|
||||
const x = (column - 1) * Layout.region.tableColumnStep;
|
||||
const y = Layout.region.tableTopY - row * Layout.region.tableRowStep;
|
||||
const x = tableSlotX(i, state.table.length);
|
||||
const y = Layout.tableY;
|
||||
|
||||
live.add(slot.attack);
|
||||
this._place(slot.attack, true, v3(x, y, 0), Layout.tableCardScale, 0, duration);
|
||||
@@ -343,6 +363,20 @@ export class GameScreen extends Component {
|
||||
this._renderChrome(view.opponents[0]?.handSize ?? 0);
|
||||
}
|
||||
|
||||
/**
|
||||
* Puts the scene's fixed furniture where this screen shape wants it. Doing it
|
||||
* here rather than in the scene keeps one source of truth for the layout, and
|
||||
* the action bar has to move with the hand anyway.
|
||||
*/
|
||||
private _layOutHud(actionBarY: number): void {
|
||||
moveNodeY(this.actionBar, actionBarY);
|
||||
moveNodeY(this.opponentLabel?.node ?? null, Layout.opponentLabelY);
|
||||
moveNodeY(this.messageLabel?.node ?? null, Layout.messageY);
|
||||
if (this.deckAnchor) {
|
||||
this.deckAnchor.setPosition(Layout.deck.x, Layout.deckLabelY, 0);
|
||||
}
|
||||
}
|
||||
|
||||
/** Face-down nodes: a short stack for the deck, and the opponent's hand. */
|
||||
private _renderAnonymous(deckSize: number, opponentHand: number, duration: number): void {
|
||||
// Three backs are enough to read as a pile; drawing twenty-four is waste.
|
||||
@@ -358,8 +392,8 @@ export class GameScreen extends Component {
|
||||
|
||||
for (let i = 0; i < deckBacks; i++) {
|
||||
this._anonymous[i].moveTo(
|
||||
v3(Layout.region.deck.x + i * 3, Layout.region.deck.y + i * 3, 0),
|
||||
0.62, 0, duration,
|
||||
v3(Layout.deck.x + i * 3, Layout.deck.y + i * 3, 0),
|
||||
Layout.tableCardScale, 0, duration,
|
||||
);
|
||||
}
|
||||
|
||||
@@ -367,7 +401,7 @@ export class GameScreen extends Component {
|
||||
const left = -step * (opponentHand - 1) / 2;
|
||||
for (let i = 0; i < opponentHand; i++) {
|
||||
this._anonymous[deckBacks + i].moveTo(
|
||||
v3(left + i * step, Layout.region.opponentHandY, 0),
|
||||
v3(left + i * step, Layout.opponentHandY, 0),
|
||||
Layout.opponentCardScale, 0, duration,
|
||||
);
|
||||
}
|
||||
@@ -409,7 +443,7 @@ export class GameScreen extends Component {
|
||||
if (!view) {
|
||||
view = this._take(card, faceUp);
|
||||
// A card appearing for the first time slides out of the deck.
|
||||
view.moveTo(v3(Layout.region.deck.x, Layout.region.deck.y, 0), 0.62, 0, 0);
|
||||
view.moveTo(v3(Layout.deck.x, Layout.deck.y, 0), Layout.tableCardScale, 0, 0);
|
||||
this._views.set(card, view);
|
||||
}
|
||||
view.flipTo(faceUp);
|
||||
@@ -419,14 +453,15 @@ export class GameScreen extends Component {
|
||||
|
||||
/** Cards that have left the visible table — they went to the discard or a hand. */
|
||||
private _retireCardsNotIn(live: Set<Card>, duration: number): void {
|
||||
for (const [card, view] of [...this._views]) {
|
||||
// Array.from, not [...map] — see the note in teardown.
|
||||
for (const [card, view] of Array.from(this._views.entries())) {
|
||||
if (live.has(card)) continue;
|
||||
this._views.delete(card);
|
||||
|
||||
const goingToOpponent = !this._match?.state.discard.includes(card);
|
||||
const target = goingToOpponent
|
||||
? v3(0, Layout.region.opponentHandY, 0)
|
||||
: v3(Layout.region.discard.x, Layout.region.discard.y, 0);
|
||||
? v3(0, Layout.opponentHandY, 0)
|
||||
: v3(Layout.discard.x, Layout.discard.y, 0);
|
||||
|
||||
view.moveTo(target, 0.4, 0, duration);
|
||||
view.flipTo(false);
|
||||
@@ -512,6 +547,12 @@ function setActive(node: Node | null, active: boolean): void {
|
||||
if (node) node.active = active;
|
||||
}
|
||||
|
||||
function moveNodeY(node: Node | null, y: number): void {
|
||||
if (node && node.position.y !== y) {
|
||||
node.setPosition(node.position.x, y, 0);
|
||||
}
|
||||
}
|
||||
|
||||
function setButton(button: Button | null, enabled: boolean): void {
|
||||
if (!button) return;
|
||||
button.node.active = enabled;
|
||||
|
||||
Reference in New Issue
Block a user