fix(office-ui): resolve blank/frozen office canvas and add sidebar collapse
Office canvas fixes: - Lazy-create the Phaser game via ResizeObserver on the first non-zero layout instead of creating it inside the display:none office page with inline px fallback sizes. Phaser's RESIZE-mode 500ms parent poll has no zero guard, so the old path shrank the canvas to 0x0 (blue-black screen) and later restored it to a stale wrong size (clipped office). - On unhide, re-measure with scale.getParentBounds() before scale.refresh(); plain scale.resize() is clobbered by the stale cached parentSize in RESIZE mode. - Fix whole-game freeze when clicking an office card: camera effects resolve ease names via EaseMap, which has no 'Cubic.Out' key, leaving effect.ease undefined and killing the RAF loop with a per-frame TypeError. Use 'Cubic.easeOut' for cam.pan in panToOffice/resetCameraView. - Bound GameBridge queues (latest snapshot supersedes, event queue capped) since game creation is now deferred until the Office page is first opened. Sidebar: - Add a collapse/expand handle on the canvas/sidebar boundary with a 220ms grid transition; state persists in localStorage. The canvas follows the column change automatically through the ResizeObserver path. Stacked (<=1024px) layout collapses the bottom panel and moves the handle to the bottom edge. README: - Add Simplified Chinese translation (README.zh-CN.md) with a language switcher in both files; fix stale TOC entries in the English README. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -36,6 +36,7 @@ export class GameBridge extends Phaser.Events.EventEmitter {
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pushEvent(evt: VisualEvent) {
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if (!this.scene) {
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this.eventQueue.push(evt)
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if (this.eventQueue.length > 500) this.eventQueue.shift()
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return
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}
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this.applyEvent(evt)
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@@ -45,7 +46,11 @@ export class GameBridge extends Phaser.Events.EventEmitter {
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const agentCount = Object.keys(snapshot.agents ?? {}).length
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if (!this.scene) {
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console.log(`[GameBridge] pushSnapshot queued (scene not ready) — ${agentCount} agents`)
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this.snapshotQueue.push(snapshot)
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// A snapshot fully resets the scene, so it supersedes anything queued
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// before it. The game may not be created until the Office page is first
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// opened — keep the queues bounded in the meantime.
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this.snapshotQueue = [snapshot]
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this.eventQueue = []
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return
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}
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console.log(`[GameBridge] pushSnapshot applying now — ${agentCount} agents`)
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@@ -15,47 +15,51 @@ export function PhaserGame({ bridge }: Props) {
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const gameRef = useRef<Phaser.Game | null>(null)
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useEffect(() => {
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if (!wrapperRef.current || !containerRef.current || gameRef.current) return
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if (!wrapperRef.current || !containerRef.current) return
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// Measure the wrapper (which has definite CSS dimensions from the grid layout).
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// The inner container div is initially empty so has 0 dimensions.
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const wrapper = wrapperRef.current
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const container = containerRef.current
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// Force container to fill wrapper so clientWidth/Height are non-zero
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container.style.width = `${wrapper.clientWidth}px`
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container.style.height = `${wrapper.clientHeight}px`
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// Safety: never create a 0×0 game
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const w = container.clientWidth || window.innerWidth - 400
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const h = container.clientHeight || window.innerHeight - 48
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if (w < 50 || h < 50) {
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console.warn('[PhaserGame] Container too small:', w, h, '— using fallback size')
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container.style.width = `${window.innerWidth - 400}px`
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container.style.height = `${window.innerHeight - 48}px`
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const createGame = (w: number, h: number) => {
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console.log('[PhaserGame] Creating Phaser game', w, '×', h)
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const config = createGameConfig(container, w, h)
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config.scene = [BootScene, OfficeScene]
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const game = new Phaser.Game(config)
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game.registry.set('bridge', bridge)
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gameRef.current = game
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}
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console.log('[PhaserGame] Creating Phaser game', container.clientWidth, '×', container.clientHeight)
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const config = createGameConfig(container)
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config.scene = [BootScene, OfficeScene]
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const game = new Phaser.Game(config)
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game.registry.set('bridge', bridge)
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gameRef.current = game
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// Keep canvas sized to wrapper on window resize
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const onResize = () => {
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if (!wrapper || !game) return
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container.style.width = `${wrapper.clientWidth}px`
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container.style.height = `${wrapper.clientHeight}px`
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game.scale.resize(wrapper.clientWidth, wrapper.clientHeight)
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if (typeof ResizeObserver === 'undefined') {
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createGame(wrapper.clientWidth || window.innerWidth - 380, wrapper.clientHeight || window.innerHeight - 48)
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return () => {
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gameRef.current?.destroy(true)
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gameRef.current = null
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}
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}
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window.addEventListener('resize', onResize)
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// The office page can start hidden (display:none → 0×0). Never create or
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// resize the game at zero size; wait for the first real layout instead.
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const observer = new ResizeObserver((entries) => {
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const rect = entries[entries.length - 1].contentRect
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const w = Math.floor(rect.width)
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const h = Math.floor(rect.height)
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if (w < 1 || h < 1) return // hidden — keep last known size
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if (!gameRef.current) {
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createGame(w, h)
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} else {
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// In RESIZE scale mode the game follows parentSize, which Phaser only
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// re-measures on its 500ms poll — and scale.resize() gets clobbered by
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// that stale value. Re-measure the parent, then refresh.
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const scale = gameRef.current.scale
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scale.getParentBounds()
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scale.refresh()
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}
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})
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observer.observe(wrapper)
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return () => {
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window.removeEventListener('resize', onResize)
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game.destroy(true)
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observer.disconnect()
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gameRef.current?.destroy(true)
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gameRef.current = null
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}
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}, [bridge]) // bridge is a stable ref, effect runs once
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@@ -63,8 +67,9 @@ export function PhaserGame({ bridge }: Props) {
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return (
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// Wrapper fills the CSS grid cell
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<div ref={wrapperRef} style={{ width: '100%', height: '100%' }}>
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{/* Phaser mounts its canvas inside this div */}
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<div ref={containerRef} />
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{/* Phaser mounts its canvas inside this div; it must track the wrapper
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so Phaser's own parent-bounds polling reads the true size. */}
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<div ref={containerRef} style={{ width: '100%', height: '100%' }} />
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</div>
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)
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}
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@@ -99,9 +99,9 @@ export const STATUS_BUBBLE_DURATION = 5.0
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export const INACTIVE_SEAT_TIMER_MIN = 3.0
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export const INACTIVE_SEAT_TIMER_RANGE = 2.0
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export function createGameConfig(parent: HTMLElement): Phaser.Types.Core.GameConfig {
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const w = parent.clientWidth || window.innerWidth - 380
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const h = parent.clientHeight || window.innerHeight - 48
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export function createGameConfig(parent: HTMLElement, width?: number, height?: number): Phaser.Types.Core.GameConfig {
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const w = width || parent.clientWidth || window.innerWidth - 380
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const h = height || parent.clientHeight || window.innerHeight - 48
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const skyHex = isLocalDaytime() ? '#a8d4ec' : '#31453a'
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return {
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type: Phaser.CANVAS,
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@@ -320,9 +320,9 @@ export class OfficeScene extends Phaser.Scene {
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targets: cam,
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zoom: targetZoom,
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duration: 260,
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ease: 'Cubic.Out',
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ease: 'Cubic.easeOut',
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})
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cam.pan(targetX, targetY, 260, 'Cubic.Out')
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cam.pan(targetX, targetY, 260, 'Cubic.easeOut')
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}
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panToOffice(officeId: string) {
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@@ -343,9 +343,9 @@ export class OfficeScene extends Phaser.Scene {
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targets: cam,
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zoom: targetZoom,
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duration: 380,
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ease: 'Cubic.Out',
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ease: 'Cubic.easeOut',
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})
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cam.pan(cx, cy, 380, 'Cubic.Out')
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cam.pan(cx, cy, 380, 'Cubic.easeOut')
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}
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// ── Agent management ──────────────────────────────────
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