Observed during public GitHub Pages testing on a 1080 monitor. The left side of the playfield can show a large dark vertical band / heavy left-edge darkness.
Evidence gathered locally against the same build path:
- Reproduced at
http://127.0.0.1:5174/PILEUP/?scene=level&seed=public-1080-qa with a 1920x1080 viewport.
- Screenshot saved during investigation at
/tmp/pileup-local-1080-wait.png.
- Public Pages URL is
https://relic-forge.github.io/PILEUP/.
Likely cause:
- This appears to be rendered inside the Phaser canvas, not from GitHub Pages/CSS layout.
DarknessSystem.renderVignette() intentionally paints side darkness, and syncScreenSurfaces() applies overscan/scale based on camera zoom.
- At the left edge of the world, that screen-space vignette combines with the camera-at-boundary composition and the darkness render texture, making the left side read as a large dark bar.
Files to inspect:
src/systems/DarknessSystem.ts
src/systems/CameraSystem.ts
src/systems/ResponsiveScaleSystem.ts
Acceptance target:
- At 1920x1080 and typical 1080p browser chrome heights, the playfield should not show an obvious opaque left bar at spawn or while panning near the world edge.
- Preserve horror vignette/edge darkness, but keep it balanced and intentional across desktop1080 and smaller browser windows.
Observed during public GitHub Pages testing on a 1080 monitor. The left side of the playfield can show a large dark vertical band / heavy left-edge darkness.
Evidence gathered locally against the same build path:
http://127.0.0.1:5174/PILEUP/?scene=level&seed=public-1080-qawith a 1920x1080 viewport./tmp/pileup-local-1080-wait.png.https://relic-forge.github.io/PILEUP/.Likely cause:
DarknessSystem.renderVignette()intentionally paints side darkness, andsyncScreenSurfaces()applies overscan/scale based on camera zoom.Files to inspect:
src/systems/DarknessSystem.tssrc/systems/CameraSystem.tssrc/systems/ResponsiveScaleSystem.tsAcceptance target: