Fix paid room preview mismatch and ground pulsation.
Richer forest/night SVGs and stable scene-image rendering without parallax overshoot so shop thumbnails match the pet LCD.
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@@ -14,8 +14,6 @@ type ParallaxRoomBackgroundProps = {
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interactive?: boolean;
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};
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const SCENE_IMAGE_PARALLAX_SPEED = 0.15;
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export function ParallaxRoomBackground({
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roomId,
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className,
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@@ -24,9 +22,10 @@ export function ParallaxRoomBackground({
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const containerRef = useRef<HTMLDivElement>(null);
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const [offset, setOffset] = useState({ x: 0, y: 0 });
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const room = getRoomBackground(roomId);
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const usesSceneImage = Boolean(room.sceneImage);
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useEffect(() => {
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if (!interactive) {
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if (!interactive || usesSceneImage) {
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return;
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}
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@@ -46,24 +45,24 @@ export function ParallaxRoomBackground({
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return () => {
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container.removeEventListener("pointermove", handlePointerMove);
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};
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}, [interactive]);
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}, [interactive, usesSceneImage]);
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if (room.sceneImage) {
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return (
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<div
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ref={containerRef}
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className={cn("absolute inset-0 z-0 overflow-hidden", className)}
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className={cn(
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"absolute inset-0 z-0 overflow-hidden",
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room.previewClassName,
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className,
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)}
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>
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{/* eslint-disable-next-line @next/next/no-img-element */}
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<img
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src={room.sceneImage}
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alt=""
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aria-hidden
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className="absolute inset-[-8%] size-[116%] max-w-none object-cover image-pixelated"
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style={{
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transform: `translate3d(${offset.x * SCENE_IMAGE_PARALLAX_SPEED * 10}px, ${offset.y * SCENE_IMAGE_PARALLAX_SPEED * 8}px, 0)`,
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transition: "transform 0.15s steps(4)",
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}}
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className="absolute inset-0 size-full object-cover image-pixelated"
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/>
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</div>
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);
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