Hide the system pointer over the game; the game draws its own aim
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
@@ -4,6 +4,24 @@ What agents have done, newest first. Add an entry for every piece of work: the d
|
||||
note or request it was for, what changed, the files touched, the tests run, and anything left
|
||||
open or not verified. Keep each entry short; the git history has the details.
|
||||
|
||||
## 2026-10-27: OS pointer hidden over the game (Claude Code)
|
||||
|
||||
- The canvas used `cursor: crosshair`, so the system pointer showed on top of the game's own aim;
|
||||
it was hidden only while a gamepad was in use. Now `cursor: none` on the canvas always; the
|
||||
gamepad's `nocursor` toggling is gone. Files: `src/styles/style.css`, `src/ui/input.js`,
|
||||
`src/ui/gamepad.js`.
|
||||
|
||||
## 2026-10-27: t77 identify ores with the cursor (Claude Code + Codex)
|
||||
|
||||
- New `src/ui/cursor.js`: `oreLike`, `bitNeeded`, `pingVisible` (a ping's cells, while showing),
|
||||
`hoveredVein` (cached capped flood fill and edges), `cursorLabelAlpha` (2 s then fade).
|
||||
`hoverInfo` identifies pinged cells under fog and says "needs <bit>"; `drawCursorLabel` honours
|
||||
the new Off / Ores only / Everything setting (`SET.cursorLabel`, booleans migrated);
|
||||
`drawHoveredVein` in `src/render/overlays.js` draws the outline.
|
||||
- Tests: `test/t_cursor.js`, `test/t_smooth.py`, `test/play.py`; `python3 test/run_all.py --browser`
|
||||
all passed. Open: the outline keeps its old shape if the vein is drilled while hovered, until
|
||||
the cursor moves to another cell.
|
||||
|
||||
## 2026-10-27: t75 ping recharge, natural ore colour, glints (Claude Code)
|
||||
|
||||
- 10 s recharge (`PING_RECHARGE`, `pingWait`) with a drill panel chip. `pingImage` draws veins in
|
||||
|
||||
Reference in New Issue
Block a user