Add directional arrow hint on map, green grass path border, SELECT/START side by side with larger tap targets

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justin committed 2026-05-14 09:53:04 -07:00
1 parent 9f7a449e3d
commit deb0dcba92
3 files changed
+76 -6

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+38 -1
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@@ -207,6 +207,38 @@ class Game {
hint.style.bottom= (this.state.playerY + 11) + '%'; hint.style.bottom= (this.state.playerY + 11) + '%';
} }
if (bub) bub.style.opacity = near ? '0' : '1'; if (bub) bub.style.opacity = near ? '0' : '1';
this._updateDirArrow(near);
}
/* Point a blinking arrow toward the NPC so players know which way to walk */
_updateDirArrow(nearNPC) {
const arrow = document.getElementById('map-dir-arrow');
if (!arrow) return;
/* Hide arrow once the player is close enough — "Press A" takes over */
if (nearNPC) { arrow.style.display = 'none'; return; }
const dx = this.state.npcX - this.state.playerX;
const dy = this.state.npcY - this.state.playerY;
/* Pick the dominant axis and set the arrow character + animation direction */
let glyph = '▶', rotation = '0deg';
if (Math.abs(dx) >= Math.abs(dy)) {
glyph = dx > 0 ? '▶' : '◀';
rotation = dx > 0 ? '0deg' : '180deg';
} else {
glyph = dy > 0 ? '▲' : '▼';
rotation = dy > 0 ? '270deg' : '90deg';
}
/* Position arrow near the player, offset so it doesn't overlap the sprite */
const offsetX = dx > 0 ? 8 : -6;
const offsetY = dy > 0 ? 8 : -6;
arrow.textContent = glyph;
arrow.style.display = 'block';
arrow.style.left = Math.max(2, Math.min(90, this.state.playerX + offsetX)) + '%';
arrow.style.bottom = Math.max(28, Math.min(70, this.state.playerY + offsetY)) + '%';
} }
_nearNPC() { _nearNPC() {
@@ -215,7 +247,11 @@ class Game {
return dx < 12 && dy < 12; return dx < 12 && dy < 12;
} }
_talkToNPC() { this.startQuestion(); } _talkToNPC() {
const arrow = document.getElementById('map-dir-arrow');
if (arrow) arrow.style.display = 'none';
this.startQuestion();
}
/* ── Position player & NPC on map ──────────────────────── */ /* ── Position player & NPC on map ──────────────────────── */
_placeMapSprites() { _placeMapSprites() {
@@ -497,6 +533,7 @@ class Game {
if (q && npcEl) npcEl.textContent = NPC[q.npc]||'🧑'; if (q && npcEl) npcEl.textContent = NPC[q.npc]||'🧑';
this._placeMapSprites(); this._placeMapSprites();
this._updateDirArrow(false); /* show arrow immediately on map entry */
saveGame(this.state); saveGame(this.state);
this.flashSaveDot(); this.flashSaveDot();
+2
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@@ -116,6 +116,8 @@
<div class="map-player" id="map-player">🧢</div> <div class="map-player" id="map-player">🧢</div>
<!-- interaction speech bubble --> <!-- interaction speech bubble -->
<div class="map-talk-hint" id="map-talk-hint" style="display:none">Press A</div> <div class="map-talk-hint" id="map-talk-hint" style="display:none">Press A</div>
<!-- directional nudge arrow — points player toward NPC -->
<div class="map-dir-arrow" id="map-dir-arrow" style="display:none">▶</div>
</div> </div>
<div class="map-hud"> <div class="map-hud">
<div class="hud-cell"><div class="hud-lbl">TRAINER</div><div class="hud-val" id="hud-name">ASH</div></div> <div class="hud-cell"><div class="hud-lbl">TRAINER</div><div class="hud-val" id="hud-name">ASH</div></div>
+36 -5
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@@ -98,6 +98,7 @@ html, body {
@keyframes abPress { 0%{transform:scale(1)}40%{transform:scale(.82)}100%{transform:scale(1)} } @keyframes abPress { 0%{transform:scale(1)}40%{transform:scale(.82)}100%{transform:scale(1)} }
@keyframes choiceCursor { 0%,100%{box-shadow:0 0 0 3px var(--yellow), 2px 2px 0 var(--darkgray)}50%{box-shadow:0 0 0 3px #ffe878, 2px 2px 0 var(--darkgray)} } @keyframes choiceCursor { 0%,100%{box-shadow:0 0 0 3px var(--yellow), 2px 2px 0 var(--darkgray)}50%{box-shadow:0 0 0 3px #ffe878, 2px 2px 0 var(--darkgray)} }
@keyframes talkBubble { 0%{transform:translateY(0)}50%{transform:translateY(-3px)} } @keyframes talkBubble { 0%{transform:translateY(0)}50%{transform:translateY(-3px)} }
@keyframes arrowPulse { 0%,100%{transform:scale(1) translateX(0);opacity:1} 50%{transform:scale(1.25) translateX(4px);opacity:.7} }
.blink { animation: blink 1s step-end infinite; } .blink { animation: blink 1s step-end infinite; }
@@ -238,22 +239,25 @@ html, body {
/* ── SELECT / START (center strip) ───────────────────────── */ /* ── SELECT / START (center strip) ───────────────────────── */
.gba-mid-btns { .gba-mid-btns {
display: flex; display: flex;
flex-direction: column; flex-direction: row;
gap: 6px; gap: 8px;
align-items: center; align-items: center;
justify-content: center;
} }
.gba-mid-btn { .gba-mid-btn {
background: #2a1a5e; background: #2a1a5e;
border: 2px solid rgba(255,255,255,.2); border: 2px solid rgba(255,255,255,.2);
border-radius: 20px; border-radius: 30px;
color: rgba(255,255,255,.6); color: rgba(255,255,255,.6);
font-family: var(--font); font-family: var(--font);
font-size: clamp(4.5px, 1.2vw, 6px); font-size: clamp(4.5px, 1.2vw, 6px);
padding: 4px 10px; padding: clamp(8px, 2vw, 11px) clamp(10px, 2.5vw, 14px);
cursor: pointer; cursor: pointer;
letter-spacing: .5px; letter-spacing: .5px;
-webkit-tap-highlight-color: transparent; -webkit-tap-highlight-color: transparent;
transition: background .08s; transition: background .08s;
min-width: 52px;
text-align: center;
} }
.gba-mid-btn:active { background: #3d2f99; } .gba-mid-btn:active { background: #3d2f99; }
@@ -385,7 +389,34 @@ html, body {
.map-trees { position:absolute; top:12%; left:0; right:0; display:flex; justify-content:space-around; padding:0 8px; } .map-trees { position:absolute; top:12%; left:0; right:0; display:flex; justify-content:space-around; padding:0 8px; }
.tree { font-size:clamp(24px,7vw,36px); display:inline-block; animation:treeSway 3s ease-in-out infinite; filter:drop-shadow(1px 2px 0 rgba(0,0,0,.3)); } .tree { font-size:clamp(24px,7vw,36px); display:inline-block; animation:treeSway 3s ease-in-out infinite; filter:drop-shadow(1px 2px 0 rgba(0,0,0,.3)); }
.tree:nth-child(2){animation-delay:.5s;} .tree:nth-child(3){animation-delay:1s;} .tree:nth-child(4){animation-delay:1.5s;} .tree:nth-child(5){animation-delay:2s;} .tree:nth-child(2){animation-delay:.5s;} .tree:nth-child(3){animation-delay:1s;} .tree:nth-child(4){animation-delay:1.5s;} .tree:nth-child(5){animation-delay:2s;}
.map-ground { position:absolute; bottom:0; left:0; right:0; height:32%; background:linear-gradient(180deg,#c0a060 0%,#a89050 100%); border-top:3px solid #907840; } .map-ground {
position: absolute;
bottom: 0; left: 0; right: 0;
height: 32%;
/* layered: green grass strip at top, then dirt path */
background: linear-gradient(
180deg,
#4a9e30 0%, /* bright grass edge */
#3d8a28 6%, /* darker grass */
#c0a060 6%, /* dirt path starts */
#b89858 50%,
#a08848 100%
);
border-top: 4px solid #2d6e1a; /* crisp grass line */
box-shadow: inset 0 4px 0 rgba(80,160,30,.35); /* soft green glow into path */
}
/* Directional nudge arrow — floats at bottom of map, points toward NPC */
.map-dir-arrow {
position: absolute;
font-size: clamp(20px, 6vw, 28px);
color: var(--yellow);
text-shadow: 0 0 6px rgba(248,192,48,.8), 2px 2px 0 rgba(0,0,0,.5);
pointer-events: none;
z-index: 20;
animation: arrowPulse .7s ease-in-out infinite;
filter: drop-shadow(0 0 4px rgba(248,192,48,.6));
}
/* NPC on map */ /* NPC on map */
.map-npc-wrap { position:absolute; text-align:center; transition: left .4s ease, bottom .4s ease; } .map-npc-wrap { position:absolute; text-align:center; transition: left .4s ease, bottom .4s ease; }