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m3te/board_fx.sx
swipelab c2548aa854 P6.2: score popups & match FX (sx, iOS sim)
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).
2026-06-05 02:18:55 +03:00

260 lines
9.3 KiB
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// Match FX & score popups (P6.2) — a PURELY VISUAL, transient layer played over
// a committed move. It never touches the model: it reads the recorded AnimMove
// (per-round matched cells + the model's own awarded points) and spawns short-
// lived particle bursts at the cleared cells plus one floating "+points" popup,
// all driven by the frame loop's delta_time. Everything is gone shortly after
// the move settles, and none of it gates input (that stays on BoardAnim.active).
//
// The provided art (assets/fx/particle.png) is a WHITE soft-glow sparkle; the
// engine's image path can't tint or fade a texture at draw time (it samples
// texture*white), so the white sprite is tinted per gem/combo colour HERE at
// load time into one texture per colour, and a burst animates by SCALE (grow →
// shrink to nothing) rather than alpha — the soft texture edges carry the fade.
#import "modules/std.sx";
#import "modules/math";
#import "modules/opengl.sx";
#import "modules/stb.sx";
#import "modules/gpu/types.sx";
#import "modules/gpu/api.sx";
#import "modules/ui/types.sx";
#import "board.sx";
#import "board_layout.sx";
#import "board_anim.sx";
// Burst timing/size. A burst fires when its round's gems start clearing and
// lingers a touch into the fall; combos (cascade rounds past the first) burst
// bigger. Sizes are in CELL units (1.0 == one grid cell).
FX_BURST_LIFE :f32: 0.70;
FX_BURST_BASE :f32: 1.95;
FX_BURST_COMBO :f32: 0.55; // extra peak size per cascade depth (capped)
// Popup timing/motion. Rises ~1.2 cells over its life and fades out; a combo
// (depth > 1) popup is larger and gold.
FX_POPUP_LIFE :f32: 1.40;
FX_POPUP_RISE :f32: 1.2;
FX_POPUP_FONT :f32: 34.0;
FX_POPUP_COMBO_FONT :f32: 48.0;
// Bright, slightly pastel tints so a soft glow reads over the dark board, in gem
// order (red, orange, yellow, green, blue, purple).
fx_tint :: (i: s64) -> Color {
if i == 0 { return Color.{ r = 255, g = 86, b = 86, a = 255 }; }
if i == 1 { return Color.{ r = 255, g = 158, b = 64, a = 255 }; }
if i == 2 { return Color.{ r = 255, g = 234, b = 96, a = 255 }; }
if i == 3 { return Color.{ r = 120, g = 240, b = 120, a = 255 }; }
if i == 4 { return Color.{ r = 110, g = 184, b = 255, a = 255 }; }
Color.{ r = 206, g = 132, b = 255, a = 255 }
}
FX_POPUP_COLOR :: Color.{ r = 255, g = 255, b = 255, a = 255 };
FX_POPUP_COMBO_COLOR :: Color.{ r = 255, g = 222, b = 130, a = 255 };
// Upload an RGBA buffer as a texture, returning its handle. Mirrors
// board_view.load_texture's upload half but takes an in-memory buffer (the
// per-colour tinted particle) instead of a file path.
upload_rgba :: (pixels: [*]u8, w: s32, h: s32, gpu: ?GPU) -> u32 {
if gpu != null {
return xx gpu.create_texture(w, h, .rgba8, xx pixels);
}
tex : u32 = 0;
glGenTextures(1, @tex);
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, xx GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, xx GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, xx GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, xx GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, xx GL_CLAMP_TO_EDGE);
tex
}
// Loads the white particle once and bakes one tinted copy per colour. The white
// source's RGB is uniform, so a tint is just (tint.rgb, source.alpha) per pixel.
BoardFxAssets :: struct {
tex: [GEM_COUNT]u32;
loaded: bool;
init :: (self: *BoardFxAssets) {
for 0..GEM_COUNT: (t) { self.tex[t] = 0; }
self.loaded = false;
}
load :: (self: *BoardFxAssets, gpu: ?GPU) {
w : s32 = 0;
h : s32 = 0;
ch : s32 = 0;
src : [*]u8 = xx stbi_load("assets/fx/particle.png", @w, @h, @ch, 4);
if xx src == 0 {
out("WARNING: could not load assets/fx/particle.png\n");
self.loaded = false;
return;
}
n := cast(s64) w * cast(s64) h;
buf : [*]u8 = xx context.allocator.alloc(n * 4);
// Loop locals are hoisted: a block-scoped local declared inside a body
// that runs hundreds of thousands of times grows the stack per iteration
// (sx codegen), so the per-pixel tint loop only ASSIGNS pre-declared vars.
i : s64 = 0;
o : s64 = 0;
for 0..GEM_COUNT: (t) {
col := fx_tint(t);
i = 0;
while i < n {
o = i * 4;
buf[o] = col.r;
buf[o+1] = col.g;
buf[o+2] = col.b;
buf[o+3] = src[o+3];
i += 1;
}
self.tex[t] = upload_rgba(buf, w, h, gpu);
}
stbi_image_free(xx src);
self.loaded = true;
}
}
// A live burst: a soft glow centred on a board cell that grows then shrinks to
// nothing. `tint` indexes BoardFxAssets.tex; `delay` holds it invisible until
// its round's clear begins; `peak` is the peak size in cell units.
FxParticle :: struct {
col: f32;
row: f32;
tint: s64;
delay: f32;
age: f32;
life: f32;
peak: f32;
}
// A floating "+points" popup anchored at the initial clear's centroid, rising
// and fading over its life. `combo` selects the larger gold styling. Stores the
// raw points (not a formatted string): the label is built at render time in the
// frame's arena, so nothing allocated here has to outlive the spawning event.
FxPopup :: struct {
col: f32;
row: f32;
points: s64;
delay: f32;
age: f32;
life: f32;
combo: bool;
}
// Live FX state for the in-flight move. Heap-allocated (like BoardAnim) so it
// survives BoardView's per-frame rebuild; `tick` ages the FX and prunes the
// dead, and BoardView draws what is live.
BoardFx :: struct {
particles: List(FxParticle);
popups: List(FxPopup);
init :: (self: *BoardFx) {
self.particles = List(FxParticle).{};
self.popups = List(FxPopup).{};
}
clear :: (self: *BoardFx) {
self.particles.len = 0;
self.popups.len = 0;
}
// Spawn the FX for a committed legal move: a coloured burst at every cleared
// cell of every cascade round (timed to its clear), plus one popup showing
// the model's awarded points at the first round's centroid. Illegal moves
// (no clears, no award) spawn nothing.
begin :: (self: *BoardFx, mv: *AnimMove) {
self.clear();
if !mv.legal or mv.rounds.len == 0 { return; }
for 0..mv.rounds.len: (k) {
rd := @mv.rounds.items[k];
t0 := SWAP_ANIM_DUR + cast(f32) k * (CLEAR_ANIM_DUR + FALL_ANIM_DUR);
extra := FX_BURST_COMBO * cast(f32) min(k, 2);
for 0..BOARD_CELLS: (idx) {
if rd.matched.cells[idx] {
g := rd.before[idx];
if g != .empty {
self.particles.append(FxParticle.{
col = cast(f32) (idx % BOARD_COLS) + 0.5,
row = cast(f32) (idx / BOARD_COLS) + 0.5,
tint = cast(s64) g,
delay = t0,
age = 0.0,
life = FX_BURST_LIFE,
peak = FX_BURST_BASE + extra,
});
}
}
}
}
// One popup for the whole move at the first clear's centroid.
rd0 := @mv.rounds.items[0];
sc : s64 = 0;
sr : s64 = 0;
cnt : s64 = 0;
for 0..BOARD_CELLS: (idx) {
if rd0.matched.cells[idx] {
sc += idx % BOARD_COLS;
sr += idx / BOARD_COLS;
cnt += 1;
}
}
if cnt == 0 { return; }
self.popups.append(FxPopup.{
col = cast(f32) sc / cast(f32) cnt + 0.5,
row = cast(f32) sr / cast(f32) cnt + 0.5,
points = mv.awarded,
delay = SWAP_ANIM_DUR,
age = 0.0,
life = FX_POPUP_LIFE,
combo = mv.rounds.len > 1,
});
}
// Advance every live FX by `dt` and drop those past their lifetime. Kept
// simple: compact each list in place by overwriting dead entries.
tick :: (self: *BoardFx, dt: f32) {
w : s64 = 0;
i : s64 = 0;
while i < self.particles.len {
p := self.particles.items[i];
p.age += dt;
if p.age < p.delay + p.life {
self.particles.items[w] = p;
w += 1;
}
i += 1;
}
self.particles.len = w;
w = 0;
i = 0;
while i < self.popups.len {
q := self.popups.items[i];
q.age += dt;
if q.age < q.delay + q.life {
self.popups.items[w] = q;
w += 1;
}
i += 1;
}
self.popups.len = w;
}
}
// Burst size envelope over local progress 0..1: a fast rise to a peak then a
// fade back to zero, so a burst pops in and shrinks out (no alpha needed). 0
// outside [0,1].
fx_pop_env :: (t: f32) -> f32 {
if t <= 0.0 or t >= 1.0 { return 0.0; }
sin(PI * sqrt(t))
}
// Popup fade over local progress 0..1: full then ease-out to transparent.
fx_popup_fade :: (t: f32) -> f32 {
if t <= 0.0 { return 1.0; }
if t >= 1.0 { return 0.0; }
u := 1.0 - t;
u * u
}