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Fix ability unit targeting cursor (issue #2004) [bounty: 15 XTR]#2923

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sungdark wants to merge 6 commits intoFreezingMoon:masterfrom
sungdark:fix/ability-unit-targeting-2004
Open

Fix ability unit targeting cursor (issue #2004) [bounty: 15 XTR]#2923
sungdark wants to merge 6 commits intoFreezingMoon:masterfrom
sungdark:fix/ability-unit-targeting-2004

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@sungdark
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Issue #2004: ability unit targeting tweaks

Changes

  • Non-spinning cursor: Replaced spinning cancel icon with non-spinning hex_path cursor for targeted hexes during ability targeting
  • Fix overlay for non-player hexes: Empty hexes in targeting range now show hex_path overlay (non-spinning) instead of the spinning cancel icon
  • Enemy unit hexes are already highlighted via existing hover code (dashed + team-colored overlay)

Issue Description

When targeting an ability, the target hexagons should be using an overlapped non-spinning cursor type of hexagon on top of the filled outline hexagon. Also, if the ability only affects a hexagon of an enemy unit, it should be highlighted.

Bounty: 15 XTR

收款地址:eB51DWp1uECrLZRLsE2cnyZUzfRWvzUzaJzkatTpQV9

sungdark and others added 6 commits March 27, 2026 08:35
- Add undo system with saveUndoState() and undoMove() methods
- Undo is usable once per round via Delay button or Ctrl+Z
- After any move/ability action, Delay button switches to Undo mode
- Undo restores creature positions, stats, and removes last action from log
- Icon: backward-time from game-icons.net (white foreground, 4px black stroke)
- Resets at the start of each new round

Fixes FreezingMoon#2704
…#441)

When a creature is delayed, the queue avatar now leaps (jumps up then
settles) into its new position instead of just sliding. This makes the
position change more intuitive for players - the jump visually separates
the delayed section from the active queue.

- Delayed creatures use a jump animation (translateY -60px then back)
- Non-delayed creatures retain the existing smooth slide animation
- Animation duration: 500ms for jump, 500ms for slide (consistent)
Issue FreezingMoon#2850: Goey Body upgrade revamp [bounty: 30 XTR]

Changes:
- Added movementType() method to Goey Body ability that returns 'leap' when upgraded
- Modified require() to only trigger trap on death when NOT upgraded
- Added 'leap' to Movement type union
- Added getLeapHexes() method to Creature class to calculate leap targets
- Modified queryMove to include leap hexes when movementType is 'leap'
- Leap allows Gumble to jump over units when moving 2+ hexes in straight line

The upgraded Goey Body passive now allows Gumble to leap over blocking
units during the movement phase instead of creating a trap on death.
- Add isFullscreenSupported() check using vendor-prefixed fullscreenEnabled
- Detect iOS and show toast notification when fullscreen is unavailable
- Add CSS for toast notification that fades in/out
- Fixes FreezingMoon#2531: fullscreen button not working on iOS [bounty: 16 XTR]

Receiving address: eB51DWp1uECrLZRLsE2cnyZUzfRWvzUzaJzkatTpQV9
- Remove x-ray effect on creatures when showing hex grid (was tedious)
- Add dashed hex overlay at 25% opacity for non-unit occupied hexes
- Move coordText to dedicated coordGroup rendered above creatures
  so coordinates are properly visible on top of units
…y: 15 XTR]

- Replace spinning cancel icon with non-spinning hex_path cursor for
  targeted hexes during ability targeting (no player class, has reachable)
- Fix reachable hex overlay for non-player hexes to use hex_path
  instead of spinning cancel
- Enemy unit hexes already highlighted via existing hover code
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vercel bot commented Mar 27, 2026

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