// Board motion animation (P6.1) — a PURELY VISUAL timeline the view plays over // one player move. The logical model (commit_swap / resolve) stays authoritative: // `plan_and_commit` commits the move on the real board (and, like the headless // turn loop, reshuffles a deadlocked board afterwards), then replays the SAME // commit operations on a value-copy of the pre-move board to record the per-step // geometry (the swap, each cascade round's matched cells, and each round's // per-column fall provenance). Because the copy starts from the identical cells // AND RNG state and runs the identical primitives, its recorded `final` board // equals the move's settled (pre-reshuffle) board gem-for-gem — the animation only // ever ends ON the already-decided cascade result, never changes it. // // Per-gem idle/select/clear gem animations (P6.3) and score popups / particle FX // (P6.2) are NOT here; this step animates board MOTION only: swap slide, matched // scale-out, and collapse/refill fall. #import "modules/std.sx"; #import "modules/math"; #import "modules/ui/types.sx"; #import "board.sx"; #import "board_layout.sx"; // Short, frame-timed durations (seconds) for each timeline segment. Driven by // the frame loop's delta_time, so they are wall-clock, framerate-independent. SWAP_ANIM_DUR :f32: 0.16; CLEAR_ANIM_DUR :f32: 0.14; FALL_ANIM_DUR :f32: 0.22; // Two base easing helpers, each with locked endpoints f(0)=0 and f(1)=1: // ease_out_cubic decelerates into its endpoint, ease_in_quad accelerates from rest. ease_out_cubic :: (t: f32) -> f32 { u := t - 1.0; u * u * u + 1.0 } ease_in_quad :: (t: f32) -> f32 { t * t } // --- Extended easing toolkit (P15.1) ----------------------------------------- // Pure, headless curves of t in [0,1] for the organic-animation pass (swap/fall/ // combine juice). Each has LOCKED endpoints and bounded, tasteful amplitude; NO // render code calls these yet — the transition steps (P16/P17/P18) wire them in // and tune feel. Companions to the two easing helpers above; the math module has // no exp/pow, so the decaying curves use a polynomial envelope that reaches // exactly 0 at t==1, which pins f(1) precisely instead of merely approaching it. // `tests/easing.sx` pins every endpoint, overshoot bound, and monotonicity here. // Accelerate from rest: slow start, fast finish. Monotonic 0->1. Cubic companion // to ease_in_quad and the mirror of ease_out_cubic. ease_in_cubic :: (t: f32) -> f32 { t * t * t } // Smooth accelerate-then-decelerate, symmetric about (0.5, 0.5). Monotonic 0->1. ease_in_out_cubic :: (t: f32) -> f32 { if t < 0.5 { return 4.0 * t * t * t; } u := -2.0 * t + 2.0; 1.0 - u * u * u * 0.5 } // Overshoot ("back"): shoots ~10% past 1 then settles to EXACTLY 1, never dipping // below 0. Non-monotonic by design — the overshoot is the whole point. BACK_S :f32: 1.70158; ease_out_back :: (t: f32) -> f32 { u := t - 1.0; 1.0 + (BACK_S + 1.0) * u * u * u + BACK_S * u * u } // Damped spring: rises to 1, overshoots (~18%), then a small decaying wobble back // to EXACTLY 1. The (1-t)^3 envelope is 0 at t==1, so f(1) is locked. SPRING_OSC :f32: 1.0; spring :: (t: f32) -> f32 { if t <= 0.0 { return 0.0; } if t >= 1.0 { return 1.0; } d := 1.0 - t; 1.0 - d * d * d * cos(TAU * SPRING_OSC * t) } // Squash-&-stretch landing envelope: a signed, unit-ish shape that is 0 (rest) at // both ends, squashes on impact, then wobbles out with decay. Downstream applies // it as e.g. scale_x = 1 + A*s, scale_y = 1 - A*s for a tasteful amplitude A. SQUASH_OSC :f32: 1.5; squash_envelope :: (t: f32) -> f32 { if t <= 0.0 or t >= 1.0 { return 0.0; } d := 1.0 - t; sin(TAU * SQUASH_OSC * t) * d * d } // Illegal-swap bounce-back envelope (P16.2): the displacement FRACTION the two // swapped gems travel toward the rejected neighbour over the swap segment. A quick // lunge OUT to BADSWAP_LUNGE_AMP (the single peak, at t==BADSWAP_LUNGE_T), then a // damped spring HOME that slightly overshoots past rest and settles to EXACTLY 0. // f(0)=0 and f(1)=0, so the swap stays purely visual — t==0 and t==1 are both the // rest pose. The settle reuses P15.1's `spring`: `1 - spring(u)` is the spring's // own (1-u)^3·cos envelope, which carries the value from the peak down through 0, // a bounded dip below rest, and back to exactly 0 — so the wobble matches the rest // of the organic pass and f(1) is pinned, not merely approached. BADSWAP_LUNGE_T :f32: 0.36; // where the lunge reaches its peak BADSWAP_LUNGE_AMP :f32: 0.42; // how far toward the neighbour (cell fraction) bad_swap_bounce :: (t: f32) -> f32 { if t <= 0.0 { return 0.0; } if t >= 1.0 { return 0.0; } if t < BADSWAP_LUNGE_T { return BADSWAP_LUNGE_AMP * ease_out_cubic(t / BADSWAP_LUNGE_T); } u := (t - BADSWAP_LUNGE_T) / (1.0 - BADSWAP_LUNGE_T); BADSWAP_LUNGE_AMP * (1.0 - spring(u)) } // Per-column fall stagger (P17.2): within the fall window, each column starts its // drop at a small BOUNDED delay so a refilled/collapsed row pours in as a cascade // instead of every gem snapping down in one flat lockstep row. Column `col` waits // FALL_STAGGER_MAX * col/(BOARD_COLS-1) of the window, then falls over the // remaining `1 - FALL_STAGGER_MAX`, so the LAST column lands EXACTLY at t==1 and // every earlier column lands strictly before it — no gem is ever left mid-air when // the segment ends (the seam to the next round / settled board stays invisible). // Returns the column's LOCAL 0..1 progress; render_fall feeds it through // ease_in_cubic so each column still accelerates under gravity within its window. // `tests/easing.sx` pins f(0)=0, f(1)=1, monotonicity, and the cascade ordering. FALL_STAGGER_MAX :f32: 0.30; fall_stagger_t :: (t: f32, col: i64) -> f32 { delay := FALL_STAGGER_MAX * (cast(f32) col / cast(f32) (BOARD_COLS - 1)); window := 1.0 - FALL_STAGGER_MAX; lt := (t - delay) / window; if lt <= 0.0 { return 0.0; } if lt >= 1.0 { return 1.0; } lt } // The LOCAL fall-progress fraction at which column `col` finishes its drop — the // instant `fall_stagger_t(.,col)` reaches 1 (delay + window). Column 0 lands first // at `1 - FALL_STAGGER_MAX`; the last column lands exactly at 1.0. The landing // squash-bounce (P17.3) ages from this instant per column, so the squash begins // the moment a gem touches its cell rather than at a flat whole-row settle. fall_landing_frac :: (col: i64) -> f32 { (1.0 - FALL_STAGGER_MAX) + FALL_STAGGER_MAX * (cast(f32) col / cast(f32) (BOARD_COLS - 1)) } // Absolute time (s) on the swap→(clear,fall)* timeline at which round `k` finishes // dropping column `col`'s gem onto its destination cell — the landing instant the // per-round bounce ages from. Round k's fall starts after the swap, k clear+fall // pairs, and that round's own clear; column `col` then lands `fall_landing_frac` // of the fall window into it. Pure + headless, mirrors `phase`'s segment walk. round_land_time :: (k: i64, col: i64) -> f32 { SWAP_ANIM_DUR + cast(f32) k * (CLEAR_ANIM_DUR + FALL_ANIM_DUR) + CLEAR_ANIM_DUR + fall_landing_frac(col) * FALL_ANIM_DUR } // Per-gem clear ripple (P18.2): within a clearing round the matched gems pop as a // RIPPLE, not all at once. Each gem gets a normalized rank `u` in [0,1] (its // diagonal position within the round's matched cells, lowest-diagonal = 0), and // this offsets that gem's pop START by a BOUNDED delay so rank 0 pops first and // rank 1 last, yet EVERY gem still reaches local 1 (clear_pop_scale → scale 0, // fully cleared) by the clear segment's end — no gem is left mid-pop at the seam // to the fall. Returns the gem's LOCAL 0..1 progress, fed through clear_pop_scale // (whose locked endpoints keep the seam to the model board). Mirrors // fall_stagger_t's (t-delay)/window. `tests/easing.sx` pins f(0,.)/f(1,.), the // bounded completion by t==1, monotonicity, and the rank ordering. CLEAR_STAGGER_MAX :f32: 0.45; clear_ripple_t :: (t: f32, u: f32) -> f32 { delay := CLEAR_STAGGER_MAX * u; window := 1.0 - CLEAR_STAGGER_MAX; lt := (t - delay) / window; if lt <= 0.0 { return 0.0; } if lt >= 1.0 { return 1.0; } lt } // The diagonal (col+row) extent of a round's matched cells — the span the ripple // ranks each matched gem across. `hi < lo` only if the mask is empty. ClearDiag :: struct { lo: i64; hi: i64; } clear_diag_span :: (m: *MatchMask) -> ClearDiag { lo : i64 = (BOARD_COLS - 1) + (BOARD_ROWS - 1) + 1; hi : i64 = -1; for 0..BOARD_CELLS (i) { if m.cells[i] { d := (i % BOARD_COLS) + (i / BOARD_COLS); if d < lo { lo = d; } if d > hi { hi = d; } } } ClearDiag.{ lo = lo, hi = hi } } // Normalized rank (0..1) of cell (col,row) within a round's matched diagonal span // — 0 for the earliest-popping (lowest-diagonal) gem, 1 for the last. Normalizing // PER ROUND (not across the board) lets even a small 3-match ripple across the // full stagger budget. A degenerate span (every matched cell on one diagonal) // ranks all gems 0, so they pop together rather than dividing by zero. clear_rank :: (span: ClearDiag, col: i64, row: i64) -> f32 { if span.hi <= span.lo { return 0.0; } cast(f32) ((col + row) - span.lo) / cast(f32) (span.hi - span.lo) } // One recorded cascade round. `before` is the board at the round's start (the // swapped board for round 0, the previous round's `after` otherwise — never has // holes). `matched` flags the cells cleared this round (they scale out). `src` // maps each destination cell to the SOURCE ROW its gem falls from within the same // column: a non-negative row for a surviving gem that slides down, or a NEGATIVE // row (above the board) for a freshly-refilled gem dropping in from the top. // `after` is the board once this round has cleared, collapsed, and refilled. AnimRound :: struct { before: [BOARD_CELLS]Gem; matched: MatchMask; src: [BOARD_CELLS]i64; after: [BOARD_CELLS]Gem; } // The full recorded timeline of one move. `legal` mirrors the model's decision: // a legal swap has >=1 round and `final` is the settled board; an illegal swap // has zero rounds, `pre == final`, and the view plays a slide-and-return. `a`/`b` // are the swapped cells; `pre` is the board before the swap (the slide's start). // `awarded` carries the model's own payout for this move (cascade.awarded) so the // score-popup FX (P6.2) shows the real number without re-deriving any scoring. AnimMove :: struct { legal: bool; a: Cell; b: Cell; pre: [BOARD_CELLS]Gem; rounds: List(AnimRound); final: [BOARD_CELLS]Gem; awarded: i64; } // The most recent round at or before `kmax` that dropped a MOVED gem onto // destination cell `i` (a slide-down survivor or a top refill — `src != row`), or // -1 if the gem now resting at `i` never moved over those rounds. The gem at `i` // landed in that round, so its squash-bounce ages from `round_land_time(round, // col)`; scanning newest-first means a cell cleared and refilled across rounds // ages from its LATEST arrival, never a stale earlier one. Pure + headless: the // per-round bounce (render_fall/clear) and the final-settle stamp share this so // one envelope plays continuously across every seam. delivering_round :: (mv: *AnimMove, i: i64, kmax: i64) -> i64 { row := i / BOARD_COLS; k := kmax; while k >= 0 { if mv.rounds.items[k].src[i] != row { return k; } k -= 1; } -1 } // Commit the player's swap authoritatively AND record its visual timeline. The // real board is mutated by `commit_swap`, then — exactly like the headless // `play_turn` — `reshuffle_if_deadlocked` recovers a stranded board so the rendered // game obeys the same no-moves rule. The recording runs on a value-copy taken // BEFORE the commit, so it replays the identical cells + RNG stream; the recorded // `final` is the SETTLED board the animation ends on. It equals the live board // unless a deadlock reshuffle then re-arranged it: that reshuffle is a model step, // not part of this move's timeline, so it renders on the next settled frame. plan_and_commit :: (board: *Board, a: Cell, b: Cell) -> AnimMove { move : AnimMove = ---; move.a = a; move.b = b; move.rounds = List(AnimRound).{}; move.pre = board.cells; move.awarded = 0; // Snapshot the entire model state (cells + RNG + score + moves) before the // commit so the replay below is bit-identical to what commit_swap does. scratch : Board = board.*; mv := commit_swap(board, a, b); move.legal = mv.legal; move.awarded = mv.cascade.awarded; if !mv.legal { move.final = board.cells; reshuffle_if_deadlocked(board); return move; } swap(@scratch, a, b); while true { m := find_matches(@scratch); if m.count() == 0 { break; } round : AnimRound = ---; round.before = scratch.cells; round.matched = m; clear_cells(@scratch, @m); // Fall provenance, read off the just-cleared (holed) board — mirrors // `collapse`'s packing exactly: scanning a column bottom-to-top, each // surviving gem lands at the descending write cursor `w`, so dest row `w` // came from source row `r`. The rows left above the survivors (0..w) are // refilled, so they drop in from above: a dest row `j` there starts at // `j - n_refill`, i.e. stacked just off the top edge. for 0..BOARD_COLS (col) { w := BOARD_ROWS - 1; r := BOARD_ROWS - 1; while r >= 0 { if scratch.at(col, r) != .empty { round.src[Board.idx(col, w)] = r; w -= 1; } r -= 1; } n_refill := w + 1; j := 0; while j <= w { round.src[Board.idx(col, j)] = j - n_refill; j += 1; } } collapse(@scratch); refill(@scratch); round.after = scratch.cells; move.rounds.append(round); } move.final = scratch.cells; reshuffle_if_deadlocked(board); move } // Which segment of the timeline is playing, and the local 0..1 progress within // it. `round` indexes `AnimMove.rounds` for clear/fall. AnimPhaseKind :: enum { swap; clear; fall; done; } AnimPhase :: struct { kind: AnimPhaseKind; round: i64; t: f32; } // Live timeline state for the in-flight move. Heap-allocated (like BoardSelection // / DragInput) so it survives BoardView's per-frame rebuild; `tick` advances it // by the frame's delta_time and the view reads `phase` to render the right slice. BoardAnim :: struct { active: bool; elapsed: f32; move: AnimMove; // Highest 1-based cascade round whose ascending combo cue has already played, // so the frame loop's per-round SFX is edge-triggered: a round's cue fires once, // when its clear begins, never re-fired every frame. Reset whenever a move // (re)starts; advanced by the frame loop as rounds clear. cascade_fired: i64; init :: (self: *BoardAnim) { self.active = false; self.elapsed = 0.0; self.move.legal = false; self.move.rounds = List(AnimRound).{}; self.cascade_fired = 0; } begin :: (self: *BoardAnim, m: AnimMove) { self.move = m; self.elapsed = 0.0; self.active = true; self.cascade_fired = 0; } // Total wall-clock length: the swap segment plus a clear+fall pair per round. total :: (self: *BoardAnim) -> f32 { SWAP_ANIM_DUR + cast(f32) self.move.rounds.len * (CLEAR_ANIM_DUR + FALL_ANIM_DUR) } tick :: (self: *BoardAnim, dt: f32) { if !self.active { return; } self.elapsed += dt; if self.elapsed >= self.total() { self.active = false; } } // Resolve `elapsed` to the active segment by walking swap → (clear, fall)*. phase :: (self: *BoardAnim) -> AnimPhase { e := self.elapsed; if e < SWAP_ANIM_DUR { return AnimPhase.{ kind = .swap, round = 0, t = e / SWAP_ANIM_DUR }; } e -= SWAP_ANIM_DUR; for 0..self.move.rounds.len (k) { if e < CLEAR_ANIM_DUR { return AnimPhase.{ kind = .clear, round = k, t = e / CLEAR_ANIM_DUR }; } e -= CLEAR_ANIM_DUR; if e < FALL_ANIM_DUR { return AnimPhase.{ kind = .fall, round = k, t = e / FALL_ANIM_DUR }; } e -= FALL_ANIM_DUR; } AnimPhase.{ kind = .done, round = 0, t = 1.0 } } } // Per-round cascade-cue timing (P10.10): how many cascade rounds have BEGUN their // clear (pop) by `elapsed`, on the SAME swap→(clear,fall)* timeline `phase` walks. // Round k (0-based) starts clearing at SWAP_ANIM_DUR + k*(CLEAR_ANIM_DUR + // FALL_ANIM_DUR), so this is the count of rounds whose ascending combo cue should // have fired by now (clamped to the move's round count). The frame loop diffs it // against `BoardAnim.cascade_fired` to play one cue per newly-cleared round. Pure + // headless so the per-round playback is snapshot-testable without audio. cascade_rounds_started :: (elapsed: f32, num_rounds: i64) -> i64 { if num_rounds <= 0 { return 0; } if elapsed < SWAP_ANIM_DUR { return 0; } seg := CLEAR_ANIM_DUR + FALL_ANIM_DUR; started := cast(i64) ((elapsed - SWAP_ANIM_DUR) / seg) + 1; if started > num_rounds { return num_rounds; } started } // Input gate: the board accepts a new swipe/tap gesture only when no move // animation is in flight. The view checks this at gesture START (mouse_down), // not at commit (mouse_up), so a gesture begun while a timeline is playing never // latches a drag and so cannot commit when the animation later settles. Input // resumes once `tick` clears `active` at the end of the timeline. A null anim // (no animation layer wired) always accepts. accepts_input :: (anim: *BoardAnim) -> bool { anim == null or !anim.active }