Files
m3te/gem_anim.sx
swipelab d35fa8a5a6 P6.3: per-gem idle/select/land/clear animations (sx, iOS sim)
New gem_anim.sx adds a purely-visual per-gem pose set driven by a single
animation clock: a calm always-on idle breath (scale-pulse + bob, per-gem
phase, ramped in from rest), a selection pop, a landing squash-bounce, and
a clear pop. BoardView draws every settled gem through gem_pose_at /
gem_pose_frame; the move timeline (P6.1) and FX (P6.2) are untouched and the
input-lock semantics are unchanged (idle never locks input).

Determinism: the idle is always-on, so main reads M3TE_ANIM_TIME=<seconds>
to freeze the clock at a chosen phase (t==0 == the resting board, so the
pre-P6.3 goldens reproduce) and M3TE_SELECT=<cellIndex> to force a selection
for capture. tests/gem_pose.sx locks the t==0-rest invariant and the reaction
envelopes headlessly (fails if the idle ramp is dropped).

Goldens (deterministic capture): p6_idle_t0 (resting), p6_idle_mid (pinned
mid-breath), p6_select (selection pop on cell 3,3). Purely visual: no change
to model/score/moves/hit-testing.
2026-06-05 07:59:16 +03:00

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// 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";
// 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: s64, row: s64) -> f32 {
cast(f32) ((col * 2 + row * 3) % 8) / 8.0 * TAU
}
idle_pose :: (t: f32, col: s64, row: s64) -> 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).
LAND_DUR :f32: 0.42;
LAND_SQUASH_A :f32: 0.13;
LAND_OSC :f32: 1.5; // oscillations across the window
land_squash :: (tl: f32) -> f32 {
if tl <= 0.0 or tl >= LAND_DUR { return 0.0; }
decay := 1.0 - tl / LAND_DUR;
LAND_SQUASH_A * sin(TAU * LAND_OSC * tl / LAND_DUR) * decay * decay
}
// --- Clear pop ---------------------------------------------------------------
// The matched-gem clear: a brief outward pop then a collapse to nothing over its
// local 0..1, so the clear reads as a satisfying pop rather than a plain shrink.
// Composes with the existing particle burst / score popup (board_fx.sx).
CLEAR_POP_A :f32: 0.22;
clear_pop_scale :: (t: f32) -> f32 {
if t <= 0.0 { return 1.0; }
if t >= 1.0 { return 0.0; }
if t < 0.30 {
return 1.0 + CLEAR_POP_A * (t / 0.30);
}
peak := 1.0 + CLEAR_POP_A;
u := (t - 0.30) / 0.70;
peak * (1.0 - u * 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;
for 0..BOARD_CELLS: (i) { self.land_at[i] = -1000.0; }
}
stamp_land :: (self: *GemMotion, i: s64) {
self.land_at[i] = self.clock;
}
land_local :: (self: *GemMotion, i: s64) -> f32 {
self.clock - self.land_at[i]
}
}