Build menu: hover popup with full info, top-left card hidden while building

The short description row became a status row for the selected piece
(variant, Replace, ghosts, messages). Gamepad shows the selected tile's popup.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
2026-10-23 19:21:23 -04:00
co-authored by Claude Opus 5.5
parent caa2463fda
commit fec4f3bfe1
8 changed files with 96 additions and 39 deletions
+2 -20
View File
@@ -150,6 +150,8 @@ function renderSelCard() {
let h = '';
const status = performance.now() - GAME.statusT < 3200 ? GAME.status : '';
const sel = GAME.selDrag ? GAME.selDrag.mode : selModeHeld();
c.hidden = t === 'build' && !GAME.paste && !GAME.selDrag && !sel;
if (c.hidden) return;
const ng = ghostBlocks.size + ghostMachines.length + ghostMolds.length;
if (sel === 'cut') {
h = `<div class="row"><span class="chip bad">✂ Cut</span><span class="name grow">Hold X and drag a box</span></div>
@@ -180,26 +182,6 @@ function renderSelCard() {
<div class="sub"><b>Left</b> sucks up ${sucking}${list.length && f >= 0 ? ' (untick them all to pick by what you click on)' : ''}. Standing still, <kbd>Shift</kbd> takes everything.</div>
<div class="sub"><b>Right</b> blows ${GAME.blowMix ? 'an even mix of the ticked materials' : m ? 'only ' + esc(MD[m].name.toLowerCase()) : 'the chosen material'} out. ${mixL.length > 1 || GAME.blowMix ? '<kbd>Q</kbd>/<kbd>E</kbd> switch between single materials and the ticked mix.' : 'Tick 2+ materials to blow them as a mix.'}</div>
<div class="row" style="flex-wrap:wrap;gap:4px"><span class="chip">nozzle ${GAME.brush[1]}</span>${list.map(k => `<span class="chip"><span class="sw" style="display:inline-block;vertical-align:-2px;width:9px;height:9px;margin-right:4px;background:${rgbOf(k)}"></span>${esc(MD[k].name)}</span>`).join('')}${list.length ? '' : '<span class="sub">Nothing ticked. <kbd>R</kbd> ticks what is under the cursor.</span>'}</div>`;
} else if (t === 'build') {
const P = piece();
const dir = P.dirs ? P.dirs[GAME.pieceDir[P.id] || 0] : null;
// while dragging a line of belts, filters or tubes, the direction is the drag's
const dragging = GAME.drag && GAME.dragDir >= 0 && P.dirs;
const glyph = d => ({ left: '←', right: '→', up: '↑', down: '↓' })[d] || '';
const dirChip = !P.dirs ? '' : dragging ? `<span class="chip ok">${glyph(P.dirs[GAME.dragDir])} ${esc(P.dirs[GAME.dragDir])} · from your drag</span>` : `<span class="chip hot">${glyph(dir)} ${esc(dir)} · R</span>`;
const cost = pieceCostNow(P);
const size = P.kind === 'machine' ? `${P.bw}×${P.bh} blocks` : P.kind === 'mold' ? `${MOLDS[P.mold].bw}×${MOLDS[P.mold].bh} blocks` : '1 block';
const fc = GAME.filterCfg;
const sws = ms => ms.slice(0, 6).map(m => `<span class="sw" style="display:inline-block;vertical-align:-2px;width:9px;height:9px;margin-right:2px;background:${rgbOf(m)}"></span>`).join('') + (ms.length > 6 ? `+${ms.length - 6}` : '');
const variant = pieceUsesWall(P) ? `<span class="chip hot"><span class="sw" style="display:inline-block;vertical-align:-2px;width:9px;height:9px;margin-right:4px;background:${rgbOf(WALL_OF[GAME.wallMat])}"></span>${esc(MD[WALL_OF[GAME.wallMat]].name.toLowerCase())} · R</span>`
: P.filter ? `<span class="chip hot">${fc.inv ? 'carries' : 'drops'} ${fc.m.length ? sws(fc.m) : 'nothing'} · F</span>${dirChip}`
: dir ? dirChip : '';
h = `<div class="row cycle"><kbd>Q</kbd><span class="name grow">${esc(P.name)}</span>${variant}<kbd>E</kbd></div>
<div class="row">${chipCost(cost)}<span class="chip">${size}</span>${P.power ? `<span class="chip">${P.power} power</span>` : ''}${GAME.ctrl ? '<span class="chip hot">Replace · Ctrl</span>' : ''}</div>
<div class="sub">${esc(P.desc)}</div>
${P.filter ? `<div class="sub">New ones will ${esc(filterSentence(GAME.filterCfg))}. <kbd>F</kbd> sets materials and mode (or click materials in the bag, or <kbd>T</kbd> over one); <kbd>F</kbd> on a placed filter changes its whole row.</div>` : ''}
<div class="sub">${P.kind === 'block' ? 'Drag for a line (any length: what is out of reach becomes ghosts), Shift-drag for a rectangle.' : 'Click to place.'}${P.dirs && P.kind === 'block' ? ' A dragged line runs the way you drag it; a single click uses <kbd>R</kbd>.' : P.dirs ? ' <kbd>R</kbd> turns it.' : pieceUsesWall(P) ? ' <kbd>R</kbd> picks the material.' : ''}</div>
<div class="sub keys-mini"><kbd>Ctrl</kbd> replace · <kbd>Ctrl</kbd>+<kbd>Z</kbd> undo · right click take back · middle mouse pick · hold <kbd>C</kbd>/<kbd>X</kbd> copy/cut · <kbd>V</kbd> paste</div>${ng ? `<div class="sub" style="color:var(--patina)">${ng} ghost pieces waiting${ghostMissing ? ', some short on materials' : ''}.</div>` : ''}`;
} else if (t === 'ignite') {
h = `<div class="row"><span class="name">Igniter</span><span class="chip hot">up to 640°C</span></div><div class="sub">Hold on fuel to light it. Coal catches around 420°C, wood around 300°C. Fuel needs open air next to it.</div>`;
}