feat(engine): drag-cancel return tween — smooth ease-out instead of shake
Illegal drops previously snapped each dragged card to its origin slot and ran a horizontal ShakeAnim wiggle for negative feedback — which read as punitive on every misclick. The rejection now plays a 150 ms quintic ease-out glide from the drop location back to the resting slot. The audio cue (card_invalid.wav) still fires so the player gets clear "no" feedback; the visual is just gentler. Both rejection paths in input_plugin (mouse end_drag and touch end_drag) construct a CardAnimation::slide(drag_pos → target_pos) with MotionCurve::Responsive — the curve module's own docs recommend Responsive specifically for invalid snap-back because its zero overshoot reads forgiving rather than jittery. card_plugin's update_card_entity gates its snap path on CardAnimation absence so the StateChangedEvent that follows a rejection no longer fights the in-flight tween. Mirrors how resize_cards_in_place already drops in-flight tweens during a window resize. ShakeAnim itself stays in feedback_anim_plugin — the right-click invalid-target and double-click in-place rejection paths still use it because there's no movement to interpolate, just a "no" wiggle. Only the drag-rejection path swaps to the smooth tween. Six new rejection-tween tests pin the contract: CardAnimation is inserted on every dragged card, start/end positions and z values match the drag-to-resting transition, duration matches the new MOTION_DRAG_REJECT_SECS token, and the curve is Responsive. The two legacy ShakeAnim drag-rejection tests are removed since their contract is intentionally inverted by this commit. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@@ -22,6 +22,7 @@ use solitaire_core::pile::PileType;
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use solitaire_core::rules::{can_place_on_foundation, can_place_on_tableau};
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use crate::animation_plugin::{CardAnim, EffectiveSlideDuration};
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use crate::card_animation::CardAnimation;
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use crate::events::{CardFaceRevealedEvent, CardFlippedEvent, StateChangedEvent};
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use crate::game_plugin::GameMutation;
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use crate::layout::{Layout, LayoutResource, LayoutSystem};
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@@ -50,8 +51,11 @@ pub const TABLEAU_FAN_FRAC: f32 = 0.25;
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pub const TABLEAU_FACEDOWN_FAN_FRAC: f32 = 0.12;
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/// Fraction of card height used as a tiny offset between stacked cards in
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/// non-tableau piles, so stacking is visible.
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const STACK_FAN_FRAC: f32 = 0.003;
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/// non-tableau piles, so stacking is visible. Public so other plugins
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/// (e.g. input_plugin's drag-rejection tween) can compute the resting
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/// `Transform.translation.z` for a card at a given stack index without
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/// drifting from the value used by [`card_positions`].
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pub const STACK_FAN_FRAC: f32 = 0.003;
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/// Font size as a fraction of card width.
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const FONT_SIZE_FRAC: f32 = 0.28;
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@@ -447,7 +451,7 @@ fn sync_cards_startup(
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layout: Option<Res<LayoutResource>>,
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slide_dur: Option<Res<EffectiveSlideDuration>>,
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settings: Option<Res<SettingsResource>>,
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entities: Query<(Entity, &CardEntity, &Transform)>,
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entities: Query<(Entity, &CardEntity, &Transform, Option<&CardAnimation>)>,
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card_images: Option<Res<CardImageSet>>,
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) {
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if let Some(layout) = layout {
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@@ -467,7 +471,7 @@ fn sync_cards_on_change(
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layout: Option<Res<LayoutResource>>,
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slide_dur: Option<Res<EffectiveSlideDuration>>,
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settings: Option<Res<SettingsResource>>,
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entities: Query<(Entity, &CardEntity, &Transform)>,
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entities: Query<(Entity, &CardEntity, &Transform, Option<&CardAnimation>)>,
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card_images: Option<Res<CardImageSet>>,
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) {
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if events.read().next().is_none() {
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@@ -490,22 +494,27 @@ fn sync_cards(
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slide_secs: f32,
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back_colour: Color,
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color_blind: bool,
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entities: &Query<(Entity, &CardEntity, &Transform)>,
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entities: &Query<(Entity, &CardEntity, &Transform, Option<&CardAnimation>)>,
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card_images: Option<&CardImageSet>,
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selected_back: usize,
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) {
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let positions = card_positions(game, layout);
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// Map card_id -> (Entity, current_translation) for in-place updates.
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let mut existing: HashMap<u32, (Entity, Vec3)> = HashMap::new();
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for (entity, marker, transform) in entities.iter() {
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existing.insert(marker.card_id, (entity, transform.translation));
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// Map card_id -> (Entity, current_translation, has_card_animation) for
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// in-place updates. The `has_card_animation` flag lets `update_card_entity`
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// skip the snap/slide path on cards that are already being driven by a
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// curve-based `CardAnimation` tween (e.g. the drag-rejection return tween
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// — see `input_plugin::end_drag`). Otherwise the StateChangedEvent that
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// accompanies a rejection would race the tween and the card would jump.
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let mut existing: HashMap<u32, (Entity, Vec3, bool)> = HashMap::new();
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for (entity, marker, transform, anim) in entities.iter() {
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existing.insert(marker.card_id, (entity, transform.translation, anim.is_some()));
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}
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let live_ids: HashSet<u32> = positions.iter().map(|(c, _, _)| c.id).collect();
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// Despawn any entity whose card is no longer tracked.
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for (card_id, (entity, _)) in &existing {
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for (card_id, (entity, _, _)) in &existing {
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if !live_ids.contains(card_id) {
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commands.entity(*entity).despawn();
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}
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@@ -514,10 +523,10 @@ fn sync_cards(
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// For each card in the current state: spawn or update its entity.
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for (card, position, z) in positions {
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match existing.get(&card.id) {
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Some(&(entity, cur)) => {
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Some(&(entity, cur, has_anim)) => {
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update_card_entity(
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&mut commands, entity, card, position, z, layout,
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slide_secs, back_colour, color_blind, cur, card_images, selected_back,
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slide_secs, back_colour, color_blind, cur, has_anim, card_images, selected_back,
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)
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}
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None => spawn_card_entity(&mut commands, card, position, z, layout, back_colour, color_blind, card_images, selected_back),
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@@ -667,6 +676,7 @@ fn update_card_entity(
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back_colour: Color,
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color_blind: bool,
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cur: Vec3,
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has_card_animation: bool,
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card_images: Option<&CardImageSet>,
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selected_back: usize,
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) {
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@@ -675,24 +685,31 @@ fn update_card_entity(
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// Always refresh the visual appearance.
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commands.entity(entity).insert(card_sprite(card, layout.card_size, back_colour, color_blind, card_images, selected_back));
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// Slide to the new position when it differs meaningfully; snap otherwise.
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if (cur.truncate() - target.truncate()).length() > 1.0 && slide_secs > 0.0 {
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let start = Vec3::new(cur.x, cur.y, z); // update Z immediately
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commands
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.entity(entity)
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.insert(Transform::from_translation(start))
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.insert(CardAnim {
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start,
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target,
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elapsed: 0.0,
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duration: slide_secs,
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delay: 0.0,
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});
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} else {
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commands
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.entity(entity)
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.remove::<CardAnim>()
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.insert(Transform::from_xyz(pos.x, pos.y, z));
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// Skip the snap/slide path entirely when a curve-based `CardAnimation`
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// is driving this card (e.g. the drag-rejection return tween). Writing
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// `Transform` here would race that animation each frame and cause a
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// visible jump. The animation system snaps the final position itself
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// when it completes.
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if !has_card_animation {
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// Slide to the new position when it differs meaningfully; snap otherwise.
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if (cur.truncate() - target.truncate()).length() > 1.0 && slide_secs > 0.0 {
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let start = Vec3::new(cur.x, cur.y, z); // update Z immediately
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commands
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.entity(entity)
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.insert(Transform::from_translation(start))
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.insert(CardAnim {
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start,
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target,
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elapsed: 0.0,
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duration: slide_secs,
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delay: 0.0,
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});
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} else {
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commands
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.entity(entity)
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.remove::<CardAnim>()
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.insert(Transform::from_xyz(pos.x, pos.y, z));
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}
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}
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// Despawn any stale children and re-add the per-card drop shadow plus,
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