Add a purely-visual, transient juice layer over a committed move — score popups + a tinted particle/flash burst at the clears — with no change to the model, score, moves, or settled board. - assets/fx/particle.png: key the painted transparency checkerboard out of the provided particle art to real alpha (8-connected border flood fill + smooth luminance falloff that preserves the soft glow), downscaled to a 256x256 RGBA white sparkle. tools/key_particle.sx is the reproducible tool. - board_fx.sx: BoardFx (live particle bursts + one "+points" popup) and BoardFxAssets. The engine image path samples texture*white (no draw-time tint), so the white sprite is tinted per gem colour at LOAD time into one texture per colour; a burst animates by scale (grow -> shrink) and the soft texture edges carry the fade. Combos (cascade depth > 1) burst bigger and the popup is larger + gold. All driven by delta_time and self-pruning. - board_anim.sx: AnimMove carries the model's cascade.awarded so the popup shows the real payout without re-deriving any scoring in the view. - board_view.sx / main.sx: wire BoardFx + the tinted assets, tick each frame, spawn on a legal commit, and render bursts (clipped to the grid) under the popups (drawn on top). Input-lock (BoardAnim.active) is untouched; FX never gate input and may outlast the move slightly before vanishing. Goldens (iPhone-17-class sim, iOS 26): p6_fx.png (combo: gold "+480" + bursts mid-cascade), p6_fx_match.png (single match: "+30" + red burst), p6_fx_after.png (settled board, FX fully gone). Gate: ios-sim build links, 15/15 logic tests green (scoring/cascade goldens unchanged).
260 lines
9.3 KiB
Plaintext
260 lines
9.3 KiB
Plaintext
// Match FX & score popups (P6.2) — a PURELY VISUAL, transient layer played over
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// a committed move. It never touches the model: it reads the recorded AnimMove
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// (per-round matched cells + the model's own awarded points) and spawns short-
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// lived particle bursts at the cleared cells plus one floating "+points" popup,
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// all driven by the frame loop's delta_time. Everything is gone shortly after
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// the move settles, and none of it gates input (that stays on BoardAnim.active).
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//
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// The provided art (assets/fx/particle.png) is a WHITE soft-glow sparkle; the
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// engine's image path can't tint or fade a texture at draw time (it samples
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// texture*white), so the white sprite is tinted per gem/combo colour HERE at
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// load time into one texture per colour, and a burst animates by SCALE (grow →
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// shrink to nothing) rather than alpha — the soft texture edges carry the fade.
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#import "modules/std.sx";
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#import "modules/math";
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#import "modules/opengl.sx";
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#import "modules/stb.sx";
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#import "modules/gpu/types.sx";
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#import "modules/gpu/api.sx";
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#import "modules/ui/types.sx";
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#import "board.sx";
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#import "board_layout.sx";
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#import "board_anim.sx";
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// Burst timing/size. A burst fires when its round's gems start clearing and
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// lingers a touch into the fall; combos (cascade rounds past the first) burst
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// bigger. Sizes are in CELL units (1.0 == one grid cell).
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FX_BURST_LIFE :f32: 0.70;
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FX_BURST_BASE :f32: 1.95;
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FX_BURST_COMBO :f32: 0.55; // extra peak size per cascade depth (capped)
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// Popup timing/motion. Rises ~1.2 cells over its life and fades out; a combo
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// (depth > 1) popup is larger and gold.
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FX_POPUP_LIFE :f32: 1.40;
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FX_POPUP_RISE :f32: 1.2;
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FX_POPUP_FONT :f32: 34.0;
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FX_POPUP_COMBO_FONT :f32: 48.0;
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// Bright, slightly pastel tints so a soft glow reads over the dark board, in gem
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// order (red, orange, yellow, green, blue, purple).
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fx_tint :: (i: s64) -> Color {
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if i == 0 { return Color.{ r = 255, g = 86, b = 86, a = 255 }; }
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if i == 1 { return Color.{ r = 255, g = 158, b = 64, a = 255 }; }
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if i == 2 { return Color.{ r = 255, g = 234, b = 96, a = 255 }; }
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if i == 3 { return Color.{ r = 120, g = 240, b = 120, a = 255 }; }
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if i == 4 { return Color.{ r = 110, g = 184, b = 255, a = 255 }; }
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Color.{ r = 206, g = 132, b = 255, a = 255 }
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}
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FX_POPUP_COLOR :: Color.{ r = 255, g = 255, b = 255, a = 255 };
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FX_POPUP_COMBO_COLOR :: Color.{ r = 255, g = 222, b = 130, a = 255 };
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// Upload an RGBA buffer as a texture, returning its handle. Mirrors
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// board_view.load_texture's upload half but takes an in-memory buffer (the
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// per-colour tinted particle) instead of a file path.
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upload_rgba :: (pixels: [*]u8, w: s32, h: s32, gpu: ?GPU) -> u32 {
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if gpu != null {
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return xx gpu.create_texture(w, h, .rgba8, xx pixels);
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}
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tex : u32 = 0;
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glGenTextures(1, @tex);
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glBindTexture(GL_TEXTURE_2D, tex);
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glTexImage2D(GL_TEXTURE_2D, 0, xx GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, xx GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, xx GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, xx GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, xx GL_CLAMP_TO_EDGE);
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tex
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}
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// Loads the white particle once and bakes one tinted copy per colour. The white
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// source's RGB is uniform, so a tint is just (tint.rgb, source.alpha) per pixel.
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BoardFxAssets :: struct {
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tex: [GEM_COUNT]u32;
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loaded: bool;
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init :: (self: *BoardFxAssets) {
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for 0..GEM_COUNT: (t) { self.tex[t] = 0; }
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self.loaded = false;
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}
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load :: (self: *BoardFxAssets, gpu: ?GPU) {
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w : s32 = 0;
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h : s32 = 0;
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ch : s32 = 0;
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src : [*]u8 = xx stbi_load("assets/fx/particle.png", @w, @h, @ch, 4);
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if xx src == 0 {
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out("WARNING: could not load assets/fx/particle.png\n");
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self.loaded = false;
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return;
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}
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n := cast(s64) w * cast(s64) h;
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buf : [*]u8 = xx context.allocator.alloc(n * 4);
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// Loop locals are hoisted: a block-scoped local declared inside a body
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// that runs hundreds of thousands of times grows the stack per iteration
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// (sx codegen), so the per-pixel tint loop only ASSIGNS pre-declared vars.
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i : s64 = 0;
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o : s64 = 0;
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for 0..GEM_COUNT: (t) {
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col := fx_tint(t);
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i = 0;
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while i < n {
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o = i * 4;
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buf[o] = col.r;
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buf[o+1] = col.g;
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buf[o+2] = col.b;
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buf[o+3] = src[o+3];
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i += 1;
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}
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self.tex[t] = upload_rgba(buf, w, h, gpu);
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}
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stbi_image_free(xx src);
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self.loaded = true;
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}
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}
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// A live burst: a soft glow centred on a board cell that grows then shrinks to
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// nothing. `tint` indexes BoardFxAssets.tex; `delay` holds it invisible until
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// its round's clear begins; `peak` is the peak size in cell units.
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FxParticle :: struct {
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col: f32;
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row: f32;
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tint: s64;
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delay: f32;
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age: f32;
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life: f32;
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peak: f32;
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}
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// A floating "+points" popup anchored at the initial clear's centroid, rising
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// and fading over its life. `combo` selects the larger gold styling. Stores the
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// raw points (not a formatted string): the label is built at render time in the
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// frame's arena, so nothing allocated here has to outlive the spawning event.
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FxPopup :: struct {
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col: f32;
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row: f32;
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points: s64;
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delay: f32;
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age: f32;
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life: f32;
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combo: bool;
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}
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// Live FX state for the in-flight move. Heap-allocated (like BoardAnim) so it
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// survives BoardView's per-frame rebuild; `tick` ages the FX and prunes the
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// dead, and BoardView draws what is live.
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BoardFx :: struct {
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particles: List(FxParticle);
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popups: List(FxPopup);
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init :: (self: *BoardFx) {
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self.particles = List(FxParticle).{};
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self.popups = List(FxPopup).{};
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}
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clear :: (self: *BoardFx) {
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self.particles.len = 0;
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self.popups.len = 0;
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}
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// Spawn the FX for a committed legal move: a coloured burst at every cleared
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// cell of every cascade round (timed to its clear), plus one popup showing
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// the model's awarded points at the first round's centroid. Illegal moves
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// (no clears, no award) spawn nothing.
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begin :: (self: *BoardFx, mv: *AnimMove) {
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self.clear();
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if !mv.legal or mv.rounds.len == 0 { return; }
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for 0..mv.rounds.len: (k) {
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rd := @mv.rounds.items[k];
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t0 := SWAP_ANIM_DUR + cast(f32) k * (CLEAR_ANIM_DUR + FALL_ANIM_DUR);
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extra := FX_BURST_COMBO * cast(f32) min(k, 2);
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for 0..BOARD_CELLS: (idx) {
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if rd.matched.cells[idx] {
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g := rd.before[idx];
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if g != .empty {
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self.particles.append(FxParticle.{
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col = cast(f32) (idx % BOARD_COLS) + 0.5,
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row = cast(f32) (idx / BOARD_COLS) + 0.5,
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tint = cast(s64) g,
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delay = t0,
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age = 0.0,
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life = FX_BURST_LIFE,
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peak = FX_BURST_BASE + extra,
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});
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}
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}
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}
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}
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// One popup for the whole move at the first clear's centroid.
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rd0 := @mv.rounds.items[0];
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sc : s64 = 0;
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sr : s64 = 0;
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cnt : s64 = 0;
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for 0..BOARD_CELLS: (idx) {
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if rd0.matched.cells[idx] {
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sc += idx % BOARD_COLS;
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sr += idx / BOARD_COLS;
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cnt += 1;
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}
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}
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if cnt == 0 { return; }
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self.popups.append(FxPopup.{
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col = cast(f32) sc / cast(f32) cnt + 0.5,
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row = cast(f32) sr / cast(f32) cnt + 0.5,
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points = mv.awarded,
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delay = SWAP_ANIM_DUR,
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age = 0.0,
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life = FX_POPUP_LIFE,
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combo = mv.rounds.len > 1,
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});
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}
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// Advance every live FX by `dt` and drop those past their lifetime. Kept
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// simple: compact each list in place by overwriting dead entries.
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tick :: (self: *BoardFx, dt: f32) {
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w : s64 = 0;
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i : s64 = 0;
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while i < self.particles.len {
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p := self.particles.items[i];
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p.age += dt;
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if p.age < p.delay + p.life {
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self.particles.items[w] = p;
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w += 1;
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}
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i += 1;
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}
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self.particles.len = w;
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w = 0;
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i = 0;
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while i < self.popups.len {
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q := self.popups.items[i];
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q.age += dt;
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if q.age < q.delay + q.life {
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self.popups.items[w] = q;
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w += 1;
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}
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i += 1;
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}
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self.popups.len = w;
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}
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}
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// Burst size envelope over local progress 0..1: a fast rise to a peak then a
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// fade back to zero, so a burst pops in and shrinks out (no alpha needed). 0
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// outside [0,1].
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fx_pop_env :: (t: f32) -> f32 {
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if t <= 0.0 or t >= 1.0 { return 0.0; }
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sin(PI * sqrt(t))
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}
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// Popup fade over local progress 0..1: full then ease-out to transparent.
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fx_popup_fade :: (t: f32) -> f32 {
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if t <= 0.0 { return 1.0; }
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if t >= 1.0 { return 0.0; }
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u := 1.0 - t;
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u * u
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}
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