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feat(keys_highway_3d): add note-colour palettes and selectable camera angles (#794)
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* feat(keys_highway_3d): add note-colour palettes and selectable camera angles Give the 3D keys highway player-facing view options and a tuned default look, so the piano highway is readable out of the box and customisable from the settings panel without touching code. Note colours (settings -> Note colours, `keys3d_bg_palette`): - Octaves (new default): each octave its own hue climbing the rainbow, darker sharps, so pitch height reads at a glance on any note range. - Rainbow: the original per-pitch table (colours unchanged). - Vivid / Pastel: per-pitch variants. - Emerald / Ice: single-hue two-tone (uniform naturals, darker sharps). The pick drives the notes, key glow, lane guides and hit flames, live. Camera (settings -> Camera angle, `keys3d_bg_camera`): - Classic (the original low rig) / Elevated / Overhead (new default). - Height, distance and tilt fine-tune sliders nudge the base vantage the auto-pan/zoom follow-motion orbits; presets apply live. The new defaults are opinionated for plug-and-play (octaves palette, overhead camera, tilt -0.6); anyone who prefers the original look can pick Rainbow + Classic. Settings changes are re-read on init() so they apply on return from the settings screen, not only after a relaunch. Scoring, hit-timing and MIDI handling are untouched -- these are purely visual. Numeric FX keys clamp to declared ranges (FX_RANGES); the pure colour/camera helpers are covered by unit tests (node --test). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Signed-off-by: LegionaryLeader <legionaryleader@gmail.com> * fix(keys_highway_3d): make Classic camera reproduce the original rig + drop per-frame camera alloc Review follow-ups on the palettes/camera feature: - "Classic" preset now reproduces the historical rig exactly. The tuned plug-and-play downward aim (camTilt -0.6 x CAM_TILT_UNITS = -33) is baked into CAM_PRESETS.overhead.lookY, and camTilt now defaults to 0 (neutral). The default overhead look is byte-identical (effective lookY still -33), but "pick Classic for the original look" is now actually true instead of leaving a -33 down-tilt applied. settings.html tilt slider defaults to 0. - _rig() writes into a hoisted reusable object instead of allocating a fresh {y,z,lookY,lookZ} literal every frame, honoring the module's documented "no per-frame allocations in draw()" discipline. Callers read it synchronously and never retain it, so one shared instance is safe. Tests updated for the neutral camTilt default; adds an invariant test that the default overhead framing is unchanged and Classic + neutral tilt == the historical LOOK_Y. Full JS suite green (1069 pass). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> --------- Signed-off-by: LegionaryLeader <legionaryleader@gmail.com> Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com> Co-authored-by: byrongamatos <xasiklas@gmail.com>
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co-authored by
Claude Opus 4.8
byrongamatos
parent
021ee55f2a
commit
a20dca21bb
@@ -12,6 +12,22 @@
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<div class="mt-3">
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<h4 class="text-xs font-medium text-gray-300 mb-2">Graphics</h4>
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<label for="keysh3d-fx-palette" class="text-xs font-medium text-gray-400 mb-1 block">Note colours</label>
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<select id="keysh3d-fx-palette"
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onchange="window.keys3dSetPalette && window.keys3dSetPalette(this.value)"
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class="w-full bg-dark-700 border border-gray-800 rounded-lg px-3 py-2 text-xs text-gray-300 outline-none">
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<option value="octaves" selected>Octaves (colour per octave, darker sharps)</option>
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<option value="emerald">Emerald (green, darker sharps)</option>
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<option value="ice">Ice (blue, darker sharps)</option>
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<option value="classic">Rainbow (per-pitch)</option>
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<option value="vivid">Vivid (per-pitch, punchier)</option>
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<option value="pastel">Pastel (per-pitch, soft)</option>
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</select>
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<p class="text-xs text-gray-500 mt-1 mb-3">
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Choose the colour scheme for the falling notes, key glow, lane
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guides and hit flames. Each option is described in its own label.
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</p>
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<label for="keysh3d-fx-theme" class="text-xs font-medium text-gray-400 mb-1 block">Scene theme</label>
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<select id="keysh3d-fx-theme"
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onchange="window.keys3dSetTheme && window.keys3dSetTheme(this.value)"
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@@ -30,7 +46,59 @@
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</select>
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<p class="text-xs text-gray-500 mt-1 mb-3">
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Background gradient, floor and lane rails — the same theme names
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as the guitar highway. Pitch-class note colours never change.
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as the guitar highway. Note colours come from the
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"Note colours" palette above.
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</p>
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<label for="keysh3d-fx-camera" class="text-xs font-medium text-gray-400 mb-1 block">Camera angle</label>
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<select id="keysh3d-fx-camera"
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onchange="window.keys3dSetCamera && window.keys3dSetCamera(this.value)"
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class="w-full bg-dark-700 border border-gray-800 rounded-lg px-3 py-2 text-xs text-gray-300 outline-none">
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<option value="classic">Classic (low, deep runway)</option>
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<option value="elevated">Elevated (higher, more board)</option>
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<option value="overhead" selected>Overhead (top-down reading view)</option>
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</select>
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<p class="text-xs text-gray-500 mt-1 mb-3">
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Where the camera sits. Classic is the original low rig; Elevated
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lifts it for a fuller view of the keybed; Overhead looks down the
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lanes for a sheet-reading feel. Applies live, keeps the
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auto-pan/zoom that follows your hands.
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</p>
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<label for="keysh3d-fx-camheight" class="text-xs font-medium text-gray-400 mb-1 block">
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Camera height <span id="keysh3d-fx-camheight-val" class="text-gray-500 font-mono">1.00</span>
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</label>
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<input type="range" id="keysh3d-fx-camheight"
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min="0.4" max="2.2" step="0.02" value="1"
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oninput="window.keys3dSetFx && window.keys3dSetFx('camHeight', this.value); document.getElementById('keysh3d-fx-camheight-val').textContent = parseFloat(this.value).toFixed(2)"
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class="w-full">
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<p class="text-xs text-gray-500 mt-1">
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Raise or lower the camera around the angle above (higher = more
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top-down). Fine-tunes the base view; the follow-motion stays.
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</p>
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<label for="keysh3d-fx-camdist" class="text-xs font-medium text-gray-400 mb-1 mt-3 block">
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Camera distance <span id="keysh3d-fx-camdist-val" class="text-gray-500 font-mono">1.00</span>
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</label>
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<input type="range" id="keysh3d-fx-camdist"
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min="0.4" max="2.2" step="0.02" value="1"
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oninput="window.keys3dSetFx && window.keys3dSetFx('camDist', this.value); document.getElementById('keysh3d-fx-camdist-val').textContent = parseFloat(this.value).toFixed(2)"
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class="w-full">
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<p class="text-xs text-gray-500 mt-1">
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Pull the camera back or push it in (larger = further away, smaller
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= closer).
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</p>
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<label for="keysh3d-fx-camtilt" class="text-xs font-medium text-gray-400 mb-1 mt-3 block">
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Camera tilt <span id="keysh3d-fx-camtilt-val" class="text-gray-500 font-mono">0.00</span>
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</label>
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<input type="range" id="keysh3d-fx-camtilt"
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min="-1" max="1" step="0.02" value="0"
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oninput="window.keys3dSetFx && window.keys3dSetFx('camTilt', this.value); document.getElementById('keysh3d-fx-camtilt-val').textContent = parseFloat(this.value).toFixed(2)"
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class="w-full">
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<p class="text-xs text-gray-500 mt-1 mb-3">
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Tilt the view up (+) or down (−) without moving the camera —
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aims higher up the runway or down toward the keys. 0 = neutral.
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</p>
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<label for="keysh3d-fx-cinematic" class="flex items-center gap-2 text-xs text-gray-300 cursor-pointer">
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@@ -190,6 +258,24 @@
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hydrateFxRange('vibrancy', 'keysh3d-fx-vibrancy', 'keysh3d-fx-vibrancy-val');
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hydrateFxRange('glow', 'keysh3d-fx-glow', 'keysh3d-fx-glow-val');
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hydrateFxRange('bgIntensity', 'keysh3d-fx-bgintensity', 'keysh3d-fx-bgintensity-val');
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// Camera fine-tune sliders live outside 0-1 — clamp to the
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// control's own min/max (mirrors screen.js FX_RANGES).
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const hydrateFxRangeIn = (key, elId, valId) => {
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const n = parseFloat(localStorage.getItem('keys3d_bg_' + key));
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if (!Number.isFinite(n)) return;
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const el = document.getElementById(elId);
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const v = Math.min(parseFloat(el.max), Math.max(parseFloat(el.min), n));
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el.value = String(v);
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document.getElementById(valId).textContent = v.toFixed(2);
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};
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hydrateFxRangeIn('camHeight', 'keysh3d-fx-camheight', 'keysh3d-fx-camheight-val');
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hydrateFxRangeIn('camDist', 'keysh3d-fx-camdist', 'keysh3d-fx-camdist-val');
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hydrateFxRangeIn('camTilt', 'keysh3d-fx-camtilt', 'keysh3d-fx-camtilt-val');
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const storedCamera = localStorage.getItem('keys3d_bg_camera');
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const cameraSel = document.getElementById('keysh3d-fx-camera');
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if (storedCamera && Array.from(cameraSel.options).some(o => o.value === storedCamera)) {
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cameraSel.value = storedCamera;
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}
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const storedStyle = localStorage.getItem('keys3d_bg_style');
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const styleSel = document.getElementById('keysh3d-fx-bgstyle');
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if (storedStyle && Array.from(styleSel.options).some(o => o.value === storedStyle)) {
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@@ -200,6 +286,11 @@
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if (storedTheme && Array.from(themeSel.options).some(o => o.value === storedTheme)) {
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themeSel.value = storedTheme;
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}
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const storedPalette = localStorage.getItem('keys3d_bg_palette');
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const paletteSel = document.getElementById('keysh3d-fx-palette');
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if (storedPalette && Array.from(paletteSel.options).some(o => o.value === storedPalette)) {
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paletteSel.value = storedPalette;
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}
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} catch (e) {
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console.warn('[Keys-Hwy3D settings] hydration failed:', e);
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}
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