Files
m3te/board_view.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

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// BoardView (P4.3) — render the seeded match-3 board with real gem sprites.
//
// Modeled on game/chess/board_view.sx: a `View` that lays out an 8×8 grid and
// draws tiles/sprites through RenderContext.add_image / add_image_uv, sampling
// the gem sprite sheet by UV column. The background image fills the whole view;
// the grid is a centered square inside the safe-area inset.
#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 "modules/ui/render.sx";
#import "modules/ui/events.sx";
#import "modules/ui/view.sx";
#import "modules/ui/font.sx";
#import "board.sx";
#import "board_layout.sx";
#import "board_anim.sx";
#import "board_fx.sx";
#import "swipe.sx";
// Fraction of a cell each gem occupies; the remainder is margin so a gem sits
// inside its cell tile rather than touching the tile's edges.
GEM_FILL_FRAC :f32: 0.84;
// Selection overlay: a translucent warm fill plus a bright opaque rim around the
// chosen cell. `add_stroked_rect` draws the rim in its FILL color (the renderer
// ignores the separate stroke color), so SELECT_RIM is passed as the fill.
SELECT_FILL :: Color.{ r = 255, g = 240, b = 120, a = 70 };
SELECT_RIM :: Color.{ r = 255, g = 228, b = 60, a = 255 };
// HUD: a translucent card with the score and remaining moves, in the loaded Lato
// font. Placed in the empty band above the centered grid (inside the safe area).
HUD_FONT :f32: 34.0;
HUD_PAD :f32: 14.0;
HUD_LINE_GAP :f32: 6.0;
HUD_TEXT :: Color.{ r = 255, g = 255, b = 255, a = 255 };
HUD_PANEL :: Color.{ r = 12, g = 14, b = 22, a = 185 };
// UV sub-rect of one gem column, spanning the sheet's full height.
GemUV :: struct {
uv_min: Point;
uv_max: Point;
}
// Loads and holds the three board textures (background, cell tile, gem sheet)
// and maps a gem index to its column UV. Modeled on chess's ChessPieces.
BoardAssets :: struct {
bg_tex: u32;
cell_tex: u32;
gems_tex: u32;
cell_u: f32;
loaded: bool;
init :: (self: *BoardAssets) {
self.bg_tex = 0;
self.cell_tex = 0;
self.gems_tex = 0;
// gems.png is GEM_COUNT columns wide and one row tall, so a gem's UV
// column IS its gem index (0=red … 5=purple); cell_u is one column wide.
self.cell_u = 1.0 / cast(f32) GEM_COUNT;
self.loaded = false;
}
load :: (self: *BoardAssets, gpu: ?GPU) {
self.bg_tex = load_texture("assets/board/background.png", gpu);
self.cell_tex = load_texture("assets/board/cell.png", gpu);
self.gems_tex = load_texture("assets/gems/gems.png", gpu);
self.loaded = self.bg_tex != 0 and self.cell_tex != 0 and self.gems_tex != 0;
}
gem_uv :: (self: *BoardAssets, index: s64) -> GemUV {
u0 : f32 = xx index * self.cell_u;
GemUV.{
uv_min = Point.{ x = u0, y = 0.0 },
uv_max = Point.{ x = u0 + self.cell_u, y = 1.0 }
}
}
}
// Decode an RGBA image and upload it as a texture, returning the handle (0 on
// failure). When a GPU backend is bound (iOS Metal) it owns the upload; the
// desktop GL path falls back to a plain GL_TEXTURE_2D.
load_texture :: (path: [:0]u8, gpu: ?GPU) -> u32 {
w : s32 = 0;
h : s32 = 0;
ch : s32 = 0;
pixels := stbi_load(path, @w, @h, @ch, 4);
if pixels == null {
out("WARNING: could not load texture: ");
out(path);
out("\n");
return 0;
}
tex : u32 = 0;
if gpu != null {
tex = gpu.create_texture(w, h, .rgba8, xx pixels);
} else {
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);
}
stbi_image_free(pixels);
return tex;
}
// Which board cell the player has currently selected, if any. Lives behind a
// pointer (heap-allocated in main) because BoardView is a value rebuilt every
// frame from `build_ui`, so the view itself cannot carry state across frames.
// A tap toggles this highlight; a swipe commits a swap (see DragInput) and
// clears it.
BoardSelection :: struct {
active: bool;
cell: Cell;
init :: (self: *BoardSelection) {
self.active = false;
self.cell = Cell.{ col = 0, row = 0 };
}
clear :: (self: *BoardSelection) {
self.active = false;
}
// Tapping a cell selects it; tapping the cell already selected clears the
// selection, so a tap toggles its own cell and moves it to any other.
toggle :: (self: *BoardSelection, c: Cell) {
if self.active and self.cell.col == c.col and self.cell.row == c.row {
self.active = false;
} else {
self.active = true;
self.cell = c;
}
}
}
// Tracks an in-progress touch drag between its press and release so a swipe can
// be resolved on lift: the press records the start point, and release maps
// start→end through `swipe_intent` to an adjacent-swap intent. Heap-allocated
// (like BoardSelection) so it survives BoardView's per-frame rebuild between the
// down (touchesBegan → mouse_down) and up (touchesEnded → mouse_up) events.
DragInput :: struct {
active: bool;
start: Point;
init :: (self: *DragInput) {
self.active = false;
self.start = Point.{ x = 0.0, y = 0.0 };
}
begin :: (self: *DragInput, p: Point) {
self.active = true;
self.start = p;
}
clear :: (self: *DragInput) {
self.active = false;
}
}
BoardView :: struct {
board: *Board;
assets: *BoardAssets;
sel: *BoardSelection;
drag: *DragInput;
anim: *BoardAnim;
fx: *BoardFx;
fxassets: *BoardFxAssets;
safe: EdgeInsets;
// Where the grid sits + the touch↔cell mapping. Recomputed each render /
// event from the current frame so the hit-test matches what was drawn.
layout: BoardLayout;
compute_layout :: (self: *BoardView, frame: Frame) {
self.layout.compute(frame, self.safe);
}
// Draw gem `gem_index`'s sprite-sheet column into `gf`.
draw_gem :: (self: *BoardView, ctx: *RenderContext, gf: Frame, gem_index: s64) {
uv := self.assets.gem_uv(gem_index);
ctx.add_image_uv(gf, self.assets.gems_tex, uv.uv_min, uv.uv_max);
}
// Frame for a gem at a (possibly fractional) board position, inset inside its
// cell. Fractional col/row is how the swap-slide and fall animations place a
// gem partway between cells.
gem_frame :: (self: *BoardView, fcol: f32, frow: f32, inset: f32, dim: f32) -> Frame {
Frame.make(
self.layout.origin.x + fcol * self.layout.cell_size + inset,
self.layout.origin.y + frow * self.layout.cell_size + inset,
dim,
dim
)
}
// Frame for a gem shrunk by `scale` about its cell centre — the clear
// scale-out. At scale 0 the gem is a zero-size frame (gone).
gem_frame_scaled :: (self: *BoardView, col: s64, row: s64, dim: f32, scale: f32) -> Frame {
cs := self.layout.cell_size;
cx := self.layout.origin.x + cast(f32) col * cs + cs * 0.5;
cy := self.layout.origin.y + cast(f32) row * cs + cs * 0.5;
d := dim * scale;
Frame.make(cx - d * 0.5, cy - d * 0.5, d, d)
}
// Settled-board gems: one sprite per non-empty cell at its cell frame. Used
// whenever no move is animating.
render_gems :: (self: *BoardView, ctx: *RenderContext, inset: f32, dim: f32) {
for 0..BOARD_ROWS: (row) {
for 0..BOARD_COLS: (col) {
g := self.board.at(col, row);
if g != .empty {
gf := self.gem_frame(cast(f32) col, cast(f32) row, inset, dim);
self.draw_gem(ctx, gf, cast(s64) g);
}
}
}
}
// Play the active slice of the move timeline. Gem motion is clipped to the
// grid so refilled gems slide in from behind the top edge rather than
// overlapping the HUD band above the board.
render_anim :: (self: *BoardView, ctx: *RenderContext, inset: f32, dim: f32) {
ph := self.anim.phase();
cs := self.layout.cell_size;
grid := Frame.make(
self.layout.origin.x, self.layout.origin.y,
cs * cast(f32) BOARD_COLS, cs * cast(f32) BOARD_ROWS
);
ctx.push_clip(grid);
mv := @self.anim.move;
if ph.kind == .swap {
self.render_swap(ctx, mv, inset, dim, ph.t);
} else if ph.kind == .clear {
rd := @mv.rounds.items[ph.round];
self.render_clear(ctx, rd, inset, dim, ph.t);
} else if ph.kind == .fall {
rd := @mv.rounds.items[ph.round];
self.render_fall(ctx, rd, inset, dim, ph.t);
} else {
// Settled tail of the timeline — draw the final (model) board. tick()
// normally clears `active` before this is reached, so it is the seam
// safety net rather than a frame the player typically sees.
for 0..BOARD_CELLS: (i) {
g := mv.final[i];
if g != .empty {
gf := self.gem_frame(cast(f32) (i % BOARD_COLS), cast(f32) (i / BOARD_COLS), inset, dim);
self.draw_gem(ctx, gf, cast(s64) g);
}
}
}
ctx.pop_clip();
}
// Swap segment: the board sits still (pre-swap) except the two swapped gems,
// which slide between their cells. A legal swap slides fully (a→b, b→a); an
// illegal one pings out to the neighbour and back, ending where it started.
render_swap :: (self: *BoardView, ctx: *RenderContext, mv: *AnimMove, inset: f32, dim: f32, t: f32) {
ai := Board.idx(mv.a.col, mv.a.row);
bi := Board.idx(mv.b.col, mv.b.row);
for 0..BOARD_CELLS: (i) {
if i == ai or i == bi { continue; }
g := mv.pre[i];
if g != .empty {
gf := self.gem_frame(cast(f32) (i % BOARD_COLS), cast(f32) (i / BOARD_COLS), inset, dim);
self.draw_gem(ctx, gf, cast(s64) g);
}
}
p : f32 = ---;
if mv.legal {
p = ease_out_cubic(t);
} else if t < 0.5 {
p = ease_out_cubic(t * 2.0);
} else {
p = ease_out_cubic((1.0 - t) * 2.0);
}
afc := cast(f32) mv.a.col; afr := cast(f32) mv.a.row;
bfc := cast(f32) mv.b.col; bfr := cast(f32) mv.b.row;
ga := mv.pre[ai];
if ga != .empty {
gf := self.gem_frame(afc + (bfc - afc) * p, afr + (bfr - afr) * p, inset, dim);
self.draw_gem(ctx, gf, cast(s64) ga);
}
gb := mv.pre[bi];
if gb != .empty {
gf := self.gem_frame(bfc + (afc - bfc) * p, bfr + (afr - bfr) * p, inset, dim);
self.draw_gem(ctx, gf, cast(s64) gb);
}
}
// Clear segment: matched gems shrink toward nothing; the rest hold position.
render_clear :: (self: *BoardView, ctx: *RenderContext, rd: *AnimRound, inset: f32, dim: f32, t: f32) {
shrink := 1.0 - ease_in_quad(t);
if shrink < 0.0 { shrink = 0.0; }
for 0..BOARD_CELLS: (i) {
g := rd.before[i];
if g == .empty { continue; }
col := i % BOARD_COLS;
row := i / BOARD_COLS;
if rd.matched.cells[i] {
gf := self.gem_frame_scaled(col, row, dim, shrink);
self.draw_gem(ctx, gf, cast(s64) g);
} else {
gf := self.gem_frame(cast(f32) col, cast(f32) row, inset, dim);
self.draw_gem(ctx, gf, cast(s64) g);
}
}
}
// Transient match FX (P6.2): coloured glow bursts at the cleared cells,
// clipped to the grid so a burst's glow never bleeds over the HUD. Each
// burst grows then shrinks to nothing; the soft texture carries the fade.
render_fx_particles :: (self: *BoardView, ctx: *RenderContext) {
if self.fx == null or self.fxassets == null or !self.fxassets.loaded { return; }
if self.fx.particles.len == 0 { return; }
cs := self.layout.cell_size;
grid := Frame.make(
self.layout.origin.x, self.layout.origin.y,
cs * cast(f32) BOARD_COLS, cs * cast(f32) BOARD_ROWS
);
ctx.push_clip(grid);
for 0..self.fx.particles.len: (i) {
p := self.fx.particles.items[i];
lt := (p.age - p.delay) / p.life;
env := fx_pop_env(lt);
if env > 0.0 {
size := env * p.peak * cs;
cx := self.layout.origin.x + p.col * cs;
cy := self.layout.origin.y + p.row * cs;
gf := Frame.make(cx - size * 0.5, cy - size * 0.5, size, size);
ctx.add_image(gf, self.fxassets.tex[p.tint]);
}
}
ctx.pop_clip();
}
// Floating "+points" popups: rise and fade above the initial clear. Drawn
// unclipped (over everything) so the number stays legible as it lifts off
// the grid. The text path honours the colour's alpha, so these truly fade.
render_fx_popups :: (self: *BoardView, ctx: *RenderContext) {
if self.fx == null or self.fx.popups.len == 0 { return; }
cs := self.layout.cell_size;
for 0..self.fx.popups.len: (i) {
q := self.fx.popups.items[i];
lt := (q.age - q.delay) / q.life;
if lt >= 0.0 {
fade := fx_popup_fade(lt);
font := if q.combo then FX_POPUP_COMBO_FONT else FX_POPUP_FONT;
base := if q.combo then FX_POPUP_COMBO_COLOR else FX_POPUP_COLOR;
col := Color.{ r = base.r, g = base.g, b = base.b, a = cast(u8) (fade * 255.0) };
txt := format("+{}", q.points);
sz := measure_text(txt, font);
cx := self.layout.origin.x + q.col * cs;
cy := self.layout.origin.y + (q.row - lt * FX_POPUP_RISE) * cs;
ctx.add_text(
Frame.make(cx - sz.width * 0.5, cy - sz.height * 0.5, sz.width, sz.height),
txt, font, col
);
}
}
}
// Fall segment: every gem of the round's settled board slides from its source
// row (above the board for refills) down to its destination cell.
render_fall :: (self: *BoardView, ctx: *RenderContext, rd: *AnimRound, inset: f32, dim: f32, t: f32) {
te := ease_out_cubic(t);
for 0..BOARD_CELLS: (i) {
g := rd.after[i];
if g == .empty { continue; }
col := i % BOARD_COLS;
drow := i / BOARD_COLS;
src := rd.src[i];
cur_row := cast(f32) src + (cast(f32) drow - cast(f32) src) * te;
gf := self.gem_frame(cast(f32) col, cur_row, inset, dim);
self.draw_gem(ctx, gf, cast(s64) g);
}
}
}
impl View for BoardView {
size_that_fits :: (self: *BoardView, proposal: ProposedSize) -> Size {
Size.{ width = proposal.width ?? 0.0, height = proposal.height ?? 0.0 }
}
layout :: (self: *BoardView, bounds: Frame) {
self.compute_layout(bounds);
}
render :: (self: *BoardView, ctx: *RenderContext, frame: Frame) {
self.compute_layout(frame);
// 1. Background image fills the whole view, behind the grid.
if self.assets.bg_tex != 0 {
ctx.add_image(frame, self.assets.bg_tex);
}
// 2. One cell tile per board cell — the static grid, never animated.
gem_inset := self.layout.cell_size * (1.0 - GEM_FILL_FRAC) * 0.5;
gem_dim := self.layout.cell_size * GEM_FILL_FRAC;
if self.assets.cell_tex != 0 {
for 0..BOARD_ROWS: (row) {
for 0..BOARD_COLS: (col) {
ctx.add_image(self.layout.cell_frame(col, row), self.assets.cell_tex);
}
}
}
// 2b. Gems: while a move is animating, play its swap/clear/fall timeline;
// otherwise draw the settled model board. The timeline ends exactly on
// the model state, so the seam back to the static path is invisible.
if self.assets.gems_tex != 0 {
if self.anim != null and self.anim.active {
self.render_anim(ctx, gem_inset, gem_dim);
} else {
self.render_gems(ctx, gem_inset, gem_dim);
}
}
// 3. Selection overlay on the chosen cell: a translucent fill under a
// bright rim, drawn over the whole grid so it reads as a highlight.
if self.sel != null and self.sel.active {
cf := self.layout.cell_frame(self.sel.cell.col, self.sel.cell.row);
ctx.add_rect(cf, SELECT_FILL);
rim_w := max(2.0, self.layout.cell_size * 0.06);
ctx.add_stroked_rect(cf, SELECT_RIM, SELECT_RIM, rim_w, self.layout.cell_size * 0.14);
}
// 4. HUD card with score + remaining moves, in the band above the grid.
avail := frame.inset(self.safe);
render_hud(ctx, self.board, avail);
// 5. Transient match FX over the board: coloured bursts at the cleared
// cells, then the floating "+points" popup on top. Purely visual and
// self-pruning, so they vanish once the move settles.
self.render_fx_particles(ctx);
self.render_fx_popups(ctx);
}
// Touch input. A press records the drag start; the release resolves the
// gesture against the SAME layout it was drawn with. A swipe (start→end maps
// to an adjacent-swap intent) is fed straight into `commit_swap`: a legal
// swap applies, cascades, scores and spends a move, an illegal one reverts —
// either way the next frame re-renders the board + HUD from the model. A
// sub-threshold / off-board drag carries no intent and falls back to the tap
// behaviour: toggle the selection on the pressed cell, or clear it off-board.
handle_event :: (self: *BoardView, event: *Event, frame: Frame) -> bool {
self.compute_layout(frame);
if event.* == {
case .mouse_down: (d) {
// Gate input at gesture START: while a move animation is in
// flight the board ignores new gestures for the WHOLE in-flight
// window, so a press begun mid-animation never latches a drag and
// so can't commit when the animation later ends. The press is
// still consumed; input resumes once the timeline settles.
if !accepts_input(self.anim) { return true; }
self.drag.begin(d.position);
return true;
}
case .mouse_up: (d) {
if !self.drag.active { return false; }
start := self.drag.start;
self.drag.clear();
if intent := swipe_intent(@self.layout, start, d.position) {
mv := plan_and_commit(self.board, intent.a, intent.b);
if self.anim != null { self.anim.begin(mv); }
if self.fx != null { self.fx.begin(@mv); }
self.sel.clear();
} else {
if hit := self.layout.point_to_cell(start) {
self.sel.toggle(hit);
} else {
self.sel.clear();
}
}
return true;
}
}
false
}
}
// Draw the HUD card — current score and remaining moves (out of the move limit)
// — centered horizontally in the top of `avail`, the safe-area-inset region the
// grid is centered in. Reads live model state, so it tracks score/moves as the
// game progresses. A translucent panel sits behind the text for legibility over
// the board art.
render_hud :: (ctx: *RenderContext, board: *Board, avail: Frame) {
score_str := format("SCORE {}", board.score);
moves_str := format("MOVES {}/{}", board.moves_remaining(), board.move_limit);
score_sz := measure_text(score_str, HUD_FONT);
moves_sz := measure_text(moves_str, HUD_FONT);
text_w := max(score_sz.width, moves_sz.width);
panel_w := text_w + HUD_PAD * 2.0;
panel_h := score_sz.height + HUD_LINE_GAP + moves_sz.height + HUD_PAD * 2.0;
panel_x := avail.origin.x + (avail.size.width - panel_w) * 0.5;
panel_y := avail.origin.y + HUD_PAD;
ctx.add_rounded_rect(Frame.make(panel_x, panel_y, panel_w, panel_h), HUD_PANEL, 12.0);
tx := panel_x + HUD_PAD;
ty := panel_y + HUD_PAD;
ctx.add_text(Frame.make(tx, ty, score_sz.width, score_sz.height), score_str, HUD_FONT, HUD_TEXT);
ty += score_sz.height + HUD_LINE_GAP;
ctx.add_text(Frame.make(tx, ty, moves_sz.width, moves_sz.height), moves_str, HUD_FONT, HUD_TEXT);
}