feat(engine): upgrade animations — curves, scoped settle, deal jitter, cascade rotation

Slide animations now interpolate through MotionCurve::SmoothSnap via
sample_curve() at the call site (no struct field added). Slide and
cascade durations route through ui_theme::scaled_duration with
MOTION_SLIDE_SECS / MOTION_CASCADE_STAGGER_SECS / MOTION_CASCADE_SLIDE_SECS.

Settle bounce in feedback_anim_plugin scoped to MoveRequestEvent and
DrawRequestEvent receivers — only the top `count` cards of the
destination pile (or top of waste) bounce; undo and other state
changes no longer trigger a global all-tops settle.

Deal stagger gains a deterministic ±10% jitter via DefaultHasher on
card_id (no rand dep). Per-card stagger = base * (1.0 + jitter).

Win cascade switched from CardAnim to CardAnimation with
MotionCurve::Expressive and a deterministic ±15° per-card Z-rotation
via Fibonacci hash. Win screen shake routes through
MOTION_WIN_SHAKE_SECS / MOTION_WIN_SHAKE_AMPLITUDE; ScreenShakeResource
gained a `total` field so decay computes correctly under Fast / Instant.

cargo build / clippy --workspace -- -D warnings / test --workspace
all green (819 passed, 0 failed, 8 ignored).
This commit is contained in:
funman300
2026-04-30 04:38:59 +00:00
parent 79d391724e
commit 3a01318fbd
3 changed files with 318 additions and 90 deletions
+153 -49
View File
@@ -17,6 +17,7 @@ use solitaire_data::AnimSpeed;
use crate::achievement_plugin::display_name_for;
use crate::auto_complete_plugin::AutoCompleteState;
use crate::card_animation::{sample_curve, CardAnimation, MotionCurve};
use crate::card_plugin::CardEntity;
use crate::challenge_plugin::ChallengeAdvancedEvent;
use crate::daily_challenge_plugin::{DailyChallengeCompletedEvent, DailyGoalAnnouncementEvent};
@@ -28,10 +29,17 @@ use crate::pause_plugin::PausedResource;
use crate::progress_plugin::LevelUpEvent;
use crate::settings_plugin::{SettingsChangedEvent, SettingsResource};
use crate::time_attack_plugin::TimeAttackEndedEvent;
use crate::ui_theme::{
scaled_duration, MOTION_CASCADE_SLIDE_SECS, MOTION_CASCADE_STAGGER_SECS, MOTION_SLIDE_SECS,
};
use crate::weekly_goals_plugin::WeeklyGoalCompletedEvent;
/// Duration of a card slide (move) animation in seconds at Normal speed.
pub const SLIDE_SECS: f32 = 0.15;
///
/// Re-exported from `ui_theme::MOTION_SLIDE_SECS` so the entire engine pulls
/// gameplay slide timing from one design-token. Kept as a `pub const` for
/// backwards compatibility with existing callers that read this directly.
pub const SLIDE_SECS: f32 = MOTION_SLIDE_SECS;
/// The effective slide duration, updated whenever `Settings::animation_speed` changes.
#[derive(Resource, Debug, Clone, Copy)]
@@ -46,11 +54,10 @@ impl Default for EffectiveSlideDuration {
}
fn anim_speed_to_secs(speed: &AnimSpeed) -> f32 {
match speed {
AnimSpeed::Normal => SLIDE_SECS,
AnimSpeed::Fast => 0.07,
AnimSpeed::Instant => 0.0,
}
// Route through `ui_theme::scaled_duration` so the slide timing follows
// the same `MOTION_*_SECS` token / `AnimSpeed` mapping as every other
// motion in the engine (toasts, deal stagger, shake, settle, cascade).
scaled_duration(MOTION_SLIDE_SECS, *speed)
}
const WIN_TOAST_SECS: f32 = 4.0;
@@ -63,38 +70,25 @@ const CHALLENGE_TOAST_SECS: f32 = 3.0;
const VOLUME_TOAST_SECS: f32 = 1.4;
/// Per-card stagger interval for the win cascade at Normal speed (seconds).
const CASCADE_STAGGER_NORMAL: f32 = 0.05;
/// Duration of each card's cascade slide at Normal speed (seconds).
const CASCADE_DURATION_NORMAL: f32 = 0.5;
/// Returns the per-card stagger delay for the win cascade at the given `AnimSpeed`.
///
/// | `AnimSpeed` | Returned value |
/// |-------------|----------------|
/// | `Normal` | 0.05 s |
/// | `Fast` | 0.025 s |
/// | `Instant` | 0.0 s |
/// Sourced from `ui_theme::MOTION_CASCADE_STAGGER_SECS` so all motion timing
/// lives in one design-token module.
const CASCADE_STAGGER_NORMAL: f32 = MOTION_CASCADE_STAGGER_SECS;
/// Duration of each card's cascade slide at Normal speed (seconds).
///
/// Sourced from `ui_theme::MOTION_CASCADE_SLIDE_SECS`.
const CASCADE_DURATION_NORMAL: f32 = MOTION_CASCADE_SLIDE_SECS;
/// Returns the per-card stagger delay for the win cascade at the given
/// `AnimSpeed`, scaled via `ui_theme::scaled_duration`.
pub fn cascade_step_secs(speed: AnimSpeed) -> f32 {
match speed {
AnimSpeed::Normal => CASCADE_STAGGER_NORMAL,
AnimSpeed::Fast => CASCADE_STAGGER_NORMAL / 2.0,
AnimSpeed::Instant => 0.0,
}
scaled_duration(MOTION_CASCADE_STAGGER_SECS, speed)
}
/// Returns the slide duration for each card in the win cascade at the given `AnimSpeed`.
///
/// | `AnimSpeed` | Returned value |
/// |-------------|----------------|
/// | `Normal` | 0.5 s |
/// | `Fast` | 0.25 s |
/// | `Instant` | 0.0 s |
/// Returns the slide duration for each card in the win cascade at the given
/// `AnimSpeed`, scaled via `ui_theme::scaled_duration`.
pub fn cascade_duration_secs(speed: AnimSpeed) -> f32 {
match speed {
AnimSpeed::Normal => CASCADE_DURATION_NORMAL,
AnimSpeed::Fast => CASCADE_DURATION_NORMAL / 2.0,
AnimSpeed::Instant => 0.0,
}
scaled_duration(MOTION_CASCADE_SLIDE_SECS, speed)
}
/// Linear-lerp slide animation.
@@ -237,13 +231,35 @@ fn advance_card_anims(
}
anim.elapsed += dt;
let t = (anim.elapsed / anim.duration).min(1.0);
transform.translation = anim.start.lerp(anim.target, t);
// Curved interpolation using `MotionCurve::SmoothSnap` (cubic ease-out
// with a small terminal overshoot). Hardcoded at the call site so the
// shared `CardAnim` struct stays a simple linear-tween container — the
// upgrade is one extra `sample_curve` call per advancing animation.
let s = sample_curve(MotionCurve::SmoothSnap, t);
transform.translation = anim.start.lerp(anim.target, s);
if t >= 1.0 {
transform.translation = anim.target;
commands.entity(entity).remove::<CardAnim>();
}
}
}
/// Maximum per-card Z-rotation drift applied during the win cascade, in
/// radians. 15° gives a lively but legible scatter — anything larger starts
/// to look chaotic.
const WIN_CASCADE_MAX_ROTATION_RAD: f32 = std::f32::consts::PI / 12.0;
/// Returns a deterministic per-card Z-rotation in `±WIN_CASCADE_MAX_ROTATION_RAD`
/// for the win cascade. Indexing by the card's position in the iterator keeps
/// the result reproducible for a given deal without needing a random crate.
fn cascade_rotation(index: usize) -> f32 {
// Pseudo-random hash from a Fibonacci multiplier; same approach used by
// `card_animation::timing::micro_vary`. Returns 0..=1.
let hash = (index as u32).wrapping_mul(2_654_435_761);
let noise = (hash >> 16) as f32 / 65_536.0;
(noise - 0.5) * 2.0 * WIN_CASCADE_MAX_ROTATION_RAD
}
fn handle_win_cascade(
mut commands: Commands,
mut events: MessageReader<GameWonEvent>,
@@ -274,17 +290,44 @@ fn handle_win_cascade(
let win_msg = format!("You Win! Score: {} Time: {m}:{s:02}", ev.score);
spawn_toast(&mut commands, win_msg, WIN_TOAST_SECS);
let step = settings.as_ref().map_or(CASCADE_STAGGER_NORMAL, |s| cascade_step_secs(s.0.animation_speed.clone()));
let duration = settings.as_ref().map_or(CASCADE_DURATION_NORMAL, |s| cascade_duration_secs(s.0.animation_speed.clone()));
let step = settings
.as_ref()
.map_or(CASCADE_STAGGER_NORMAL, |s| cascade_step_secs(s.0.animation_speed));
let duration = settings
.as_ref()
.map_or(CASCADE_DURATION_NORMAL, |s| cascade_duration_secs(s.0.animation_speed));
for (i, (entity, transform)) in cards.iter().enumerate() {
commands.entity(entity).insert(CardAnim {
start: transform.translation,
target: targets[i % 8],
// Use the curve-aware `CardAnimation` here (not `CardAnim`) so we can
// pick `MotionCurve::Expressive` for the cascade — the spring-style
// overshoot is what gives the win moment its theatrical feel. The
// `CardAnim`/`CardAnimation` coexistence rule (one per entity) is
// satisfied because cards have neither at the moment the cascade
// starts.
let start = transform.translation;
let target = targets[i % 8];
commands.entity(entity).insert(CardAnimation {
start: start.truncate(),
end: target.truncate(),
elapsed: 0.0,
duration,
curve: crate::card_animation::MotionCurve::Expressive,
delay: i as f32 * step,
start_z: start.z,
end_z: target.z,
z_lift: 0.0,
scale_start: 1.0,
scale_end: 1.0,
});
// Per-card Z-rotation drift (±15°), deterministic per cascade
// ordering — gives the scatter a more lively feel without needing
// rotation interpolation in the tween system. Since cards fly off
// screen, the static rotation reads as motion.
let rot = cascade_rotation(i);
let mut new_transform = *transform;
new_transform.rotation = Quat::from_rotation_z(rot);
commands.entity(entity).insert(new_transform);
}
}
@@ -584,13 +627,16 @@ mod tests {
}
#[test]
fn card_anim_at_half_elapsed_reaches_midpoint() {
fn card_anim_at_half_elapsed_passes_geometric_midpoint() {
let mut app = App::new();
app.add_plugins(MinimalPlugins).add_plugins(AnimationPlugin);
let start = Vec3::ZERO;
let target = Vec3::new(100.0, 0.0, 0.0);
// elapsed = 0.5, duration = 1.0 → t = 0.5 even when dt=0
// elapsed = 0.5, duration = 1.0 → t = 0.5 even when dt=0.
// With `MotionCurve::SmoothSnap` (cubic ease-out) the position at
// t=0.5 is well past the geometric midpoint — assert we're past 50
// but still short of the target so the animation is mid-flight.
let entity = app
.world_mut()
.spawn((
@@ -602,7 +648,11 @@ mod tests {
app.update();
let pos = app.world().entity(entity).get::<Transform>().unwrap().translation;
assert!((pos.x - 50.0).abs() < 1e-3, "expected midpoint x=50, got {}", pos.x);
assert!(
pos.x > 50.0 && pos.x < 100.0,
"with SmoothSnap, t=0.5 should be past geometric midpoint but short of target; got {}",
pos.x
);
assert!(
app.world().entity(entity).get::<CardAnim>().is_some(),
"animation not yet complete"
@@ -788,7 +838,7 @@ mod tests {
let before = app
.world_mut()
.query::<&CardAnim>()
.query::<&CardAnimation>()
.iter(app.world())
.count();
assert_eq!(before, 0, "no animations before win");
@@ -799,10 +849,60 @@ mod tests {
let after = app
.world_mut()
.query::<&CardAnim>()
.query::<&CardAnimation>()
.iter(app.world())
.count();
assert_eq!(after, 52, "all 52 cards should have cascade animations");
assert_eq!(
after, 52,
"all 52 cards should have curve-based cascade animations"
);
}
#[test]
fn win_cascade_uses_expressive_curve() {
let mut app = app_with_anim();
app.world_mut()
.write_message(GameWonEvent { score: 0, time_seconds: 0 });
app.update();
let mut q = app.world_mut().query::<&CardAnimation>();
for anim in q.iter(app.world()) {
assert_eq!(
anim.curve,
MotionCurve::Expressive,
"win cascade must use the Expressive curve"
);
}
}
#[test]
fn win_cascade_applies_per_card_rotation() {
let mut app = app_with_anim();
app.world_mut()
.write_message(GameWonEvent { score: 0, time_seconds: 0 });
app.update();
// At least one card's rotation must differ from identity — the
// deterministic hash will produce non-zero rotations for nearly all
// 52 indices.
let mut q = app.world_mut().query::<(&CardEntity, &Transform)>();
let any_rotated = q
.iter(app.world())
.any(|(_, t)| t.rotation.z.abs() > 1e-4 || t.rotation.w < 0.999);
assert!(any_rotated, "expected at least one card to receive a Z rotation drift");
}
#[test]
fn cascade_rotation_stays_within_bounds() {
// Per-card rotation is capped at ±15° (≈ 0.2618 rad). Sampling a
// wider index range than a real deal exercises the hash distribution.
for i in 0..256 {
let r = cascade_rotation(i);
assert!(
r.abs() <= WIN_CASCADE_MAX_ROTATION_RAD + 1e-6,
"cascade_rotation({i}) = {r} exceeds the ±15° cap"
);
}
}
// -----------------------------------------------------------------------
@@ -810,8 +910,9 @@ mod tests {
// -----------------------------------------------------------------------
#[test]
fn cascade_step_normal_is_expected_value() {
assert!((cascade_step_secs(AnimSpeed::Normal) - 0.05).abs() < 1e-6);
fn cascade_step_normal_matches_design_token() {
// Sourced from `ui_theme::MOTION_CASCADE_STAGGER_SECS`.
assert!((cascade_step_secs(AnimSpeed::Normal) - MOTION_CASCADE_STAGGER_SECS).abs() < 1e-6);
}
#[test]
@@ -830,8 +931,11 @@ mod tests {
}
#[test]
fn cascade_duration_normal_is_expected_value() {
assert!((cascade_duration_secs(AnimSpeed::Normal) - 0.5).abs() < 1e-6);
fn cascade_duration_normal_matches_design_token() {
// Sourced from `ui_theme::MOTION_CASCADE_SLIDE_SECS`.
assert!(
(cascade_duration_secs(AnimSpeed::Normal) - MOTION_CASCADE_SLIDE_SECS).abs() < 1e-6
);
}
#[test]