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* Fix selection rectangle stroke width for screen-space renderingMartin Kagamino Lehoux2026-05-07
| | | | Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
* Add viewport/camera system with pan, zoom, and world-space cursor conversionMartin Kagamino Lehoux2026-05-07
| | | | | | | | | | | | | | | | - New camera.go: Camera struct with arrow-key pan, scroll-wheel zoom toward cursor, middle-mouse drag, exponential velocity decay, and world-bounds clamping - Layout() now returns screen dimensions (960x640) instead of world size so the camera GeoM transform drives all rendering - All world entities, halos, text, path lines and spawn target converted via camera transform in draw.go; banners remain in screen space - selection.go: separate startScreen field so the drag-select box draws in screen space while selection logic stays in world space - Banner heights and font sizes scaled down to fit the 640px logical screen - Three new integration tests: ScreenToWorld round-trip, bounds clamping, zoom-toward-cursor stability Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
* Selection is now SelectableMartin Kagamino Lehoux2026-02-17
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* refactor: transition to struct-of-arrays ECS architectureMartin Kagamino Lehoux2026-01-15
| | | | | | | - Replace individual Entity structs with centralized component slices in Game struct (SoA layout). - Implement bitmask-based component lookup (CM_Position, CM_Move, etc.). - Convert logic from object-oriented Update() methods to standalone Systems (UpdateMoveSystem, UpdateGatherSystem, UpdateSpawnSystem). - Update rendering, selection, and input handling to iterate over component arrays.
* Unify selection code and unselectMartin Kagamino Lehoux2025-09-25
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* Improve selection codeMartin Kagamino Lehoux2025-09-25
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* refactor: ECS boundsMartin Kagamino Lehoux2025-07-25
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* feat: Draw spawn targetMartin Kagamino Lehoux2025-07-25
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* feat: Selection with priorityMartin Kagamino Lehoux2025-07-25