// Per-gem animation set (P6.3) — a PURELY VISUAL pose each gem sprite is drawn // with: a calm always-on idle breath, a pop on selection, and a squash-bounce on // landing. Everything here is a pure function of an animation clock and the cell; // it never reads or writes the model, so a gem's idle bob/scale cannot change its // logical cell or break hit-testing (which stays on the grid in board_layout.sx). // // Determinism: the idle is always-on, so a live screenshot would be time- // dependent. `GemMotion.clock` is the single animation time; capture mode // (M3TE_ANIM_TIME, read in main) freezes it at a chosen phase so the board can be // screenshotted reproducibly. Every effect is built so that at clock t==0 the pose // is exactly the resting sprite — so the pre-P6.3 goldens reproduce at t==0. #import "modules/std.sx"; #import "modules/math"; #import "board.sx"; #import "board_anim.sx"; // A gem's draw transform about its cell centre. scale_x/scale_y scale the sprite // (1.0 == the normal cell-fill size) and dx/dy nudge it in CELL units. The resting // pose is all-ones / all-zeros, which draws identically to the static sprite. GemPose :: struct { scale_x: f32; scale_y: f32; dx: f32; dy: f32; } gem_pose_rest :: () -> GemPose { GemPose.{ scale_x = 1.0, scale_y = 1.0, dx = 0.0, dy = 0.0 } } // --- Idle breath ------------------------------------------------------------- // A gentle ~1s pulse + vertical bob, ramped in from rest so a freshly-shown board // (and the t==0 capture) starts on the resting pose. A per-gem phase offset keeps // the board from pulsing in lockstep without ever desyncing the t==0 rest. IDLE_PERIOD :f32: 1.05; // seconds per breath IDLE_SCALE_A :f32: 0.035; // +/- uniform scale amplitude IDLE_BOB_A :f32: 0.024; // vertical bob amplitude (cell units) IDLE_RAMP :f32: 0.45; // seconds to ease the idle up from full rest // Smooth per-cell phase: a diagonal gradient wrapped into one breath period. gem_idle_phase :: (col: i64, row: i64) -> f32 { cast(f32) ((col * 2 + row * 3) % 8) / 8.0 * TAU } idle_pose :: (t: f32, col: i64, row: i64) -> GemPose { ramp := clamp(t / IDLE_RAMP, 0.0, 1.0); w := t / IDLE_PERIOD * TAU + gem_idle_phase(col, row); s := IDLE_SCALE_A * sin(w) * ramp; bob := IDLE_BOB_A * cos(w) * ramp; GemPose.{ scale_x = 1.0 + s, scale_y = 1.0 + s, dx = 0.0, dy = bob } } // --- Selection pop ----------------------------------------------------------- // A quick scale-up that settles back: a single hump over the window so the tapped // gem "pops" then relaxes (the highlight overlay still draws on top of this). SELECT_DUR :f32: 0.34; SELECT_POP_A :f32: 0.15; select_pop_scale :: (ts: f32) -> f32 { if ts <= 0.0 or ts >= SELECT_DUR { return 1.0; } 1.0 + SELECT_POP_A * sin(PI * ts / SELECT_DUR) } // --- Landing squash-bounce --------------------------------------------------- // A damped wobble on settle: the gem flattens wide-and-short on impact, then a // couple of decaying overshoots. 0 at tl==0 and again past the window (rest). // The shape IS P15.1's `squash_envelope` (board_anim) over the normalized window // tl/LAND_DUR, scaled to a tasteful amplitude — so the per-round fall bounce and // this settle bounce are the EXACT same envelope (P17.3 drives both through here). LAND_DUR :f32: 0.42; LAND_SQUASH_A :f32: 0.18; // peak ~13% wide-and-short — reads on landing, still tasteful land_squash :: (tl: f32) -> f32 { if tl <= 0.0 or tl >= LAND_DUR { return 0.0; } LAND_SQUASH_A * squash_envelope(tl / LAND_DUR) } // --- Clear pop --------------------------------------------------------------- // The matched-gem clear, shaped as a candy pop in three beats over its local // 0..1: a tiny anticipation squash dip (a "gather" just below rest), a snappy // overshoot up to the peak via P15.1's ease_out_back, then an accelerating // collapse to nothing. Endpoints are LOCKED — t==0 -> 1.0 (rest) and t==1 -> 0.0 // (gone) — so the seam to the model board stays clean; the soft particle burst / // score popup (board_fx.sx) compose on top. CLEAR_DIP_T :f32: 0.16; // fraction of the window spent on the anticipation dip CLEAR_DIP_A :f32: 0.08; // how far the gem compresses below rest before popping CLEAR_POP_RISE :f32: 0.52; // window fraction at which the overshoot peak is reached CLEAR_POP_A :f32: 0.36; // overshoot height above resting scale clear_pop_scale :: (t: f32) -> f32 { if t <= 0.0 { return 1.0; } if t >= 1.0 { return 0.0; } if t < CLEAR_DIP_T { // Anticipation gather: sin(PI*u) is 0 at both ends, so t==0 stays exactly // at rest and the dip hands off to the rise at rest — a brief squash, not // a step. u := t / CLEAR_DIP_T; return 1.0 - CLEAR_DIP_A * sin(PI * u); } if t < CLEAR_POP_RISE { // Snap up to the peak: ease_out_back rises from rest, shoots a touch past // 1+A, then eases back to exactly 1+A at the seam (its locked f(1)=1), so // the maximum is a single clean overshoot with no second reversal. u := (t - CLEAR_DIP_T) / (CLEAR_POP_RISE - CLEAR_DIP_T); return 1.0 + CLEAR_POP_A * ease_out_back(u); } // Collapse to nothing: accelerate the shrink from the peak so the gem vanishes // as the burst takes over. ease_in_quad pins the seam at the peak and t==1 at 0. peak := 1.0 + CLEAR_POP_A; u := (t - CLEAR_POP_RISE) / (1.0 - CLEAR_POP_RISE); peak * (1.0 - ease_in_quad(u)) } // Live per-gem animation state, heap-allocated (like BoardAnim/BoardFx) so it // survives BoardView's per-frame rebuild. `clock` is the single animation time: // the frame loop advances it by delta_time, or capture mode pins it. `land_at` // records, per cell, the clock value when that cell last received a gem so only // the cells that actually moved bounce. GemMotion :: struct { clock: f32; pinned: bool; land_at: [BOARD_CELLS]f32; init :: (self: *GemMotion) { self.clock = 0.0; self.pinned = false; self.reset_landings(); } // Drop every landing stamp back to the never-landed sentinel so no cell // carries a squash-bounce. `restart` calls this so a reseeded board starts at // its resting pose instead of replaying the prior move's landing wobble; the // idle clock keeps running, so the always-on idle simply resumes from rest. reset_landings :: (self: *GemMotion) { for 0..BOARD_CELLS (i) { self.land_at[i] = -1000.0; } } stamp_land :: (self: *GemMotion, i: i64) { self.stamp_land_at(i, self.clock); } // Record cell `i`'s landing at an explicit clock value, so the settle hand-off // can BACK-DATE the stamp to when the gem actually touched down mid-fall (each // column lands at a staggered instant): land_squash then resumes the per-round // bounce exactly where render_fall left it, with no double-pop at the seam. stamp_land_at :: (self: *GemMotion, i: i64, at: f32) { self.land_at[i] = at; } land_local :: (self: *GemMotion, i: i64) -> f32 { self.clock - self.land_at[i] } }