feat(engine): foundation completion flourish — King-on-foundation celebration
Now that foundations are unlocked and "completing" one is a real moment (rather than a foregone conclusion based on suit assignment), each Ace-through-King run gets its own small celebration when the King lands. Three layers fire on a single FoundationCompletedEvent emitted by game_plugin's handle_move when a successful move leaves a PileType::Foundation pile holding 13 cards: 1. King card scale-pulse via a new FoundationFlourish component. Triangular curve 1.0 → 1.15 → 1.0 over MOTION_FOUNDATION_FLOURISH _SECS (0.4s) — same shape as the existing ScorePulse so the feel matches. 2. Pile-marker tint flourish via FoundationMarkerFlourish — the foundation marker's sprite colour lerps to STATE_SUCCESS for the first half of the duration then fades back. Reuses the existing success-signal palette; no new colour token. 3. Audio cue: foundation_complete.wav, a synthesised C6→E6→G6 triad with 2nd-harmonic warmth and AR decay (~240 ms). Sits an octave above win_fanfare's root so the layered fourth-completion + win cascade reads cleanly. Generated via solitaire_assetgen's foundation_complete() function and embedded via include_bytes!(). The visual systems run .after(GameMutation) so the post-move pile state is visible when the King is identified. Both flourish components remove themselves once elapsed time exceeds duration — no animation queue or scheduler integration needed. Pure foundation_flourish_scale(elapsed, duration) helper is unit-tested for the curve, edge clamps, and zero-duration safety. Three integration tests on the firing logic verify the event fires exactly once when a King completes a foundation, doesn't fire for non-foundation moves, and doesn't fire when the foundation is at 12 cards. The fourth completion still co-occurs with the win cascade — the two layer cleanly because the flourish's scale is on the King card sprite while the cascade is a screen-shake + per-card rotation, and the foundation_complete ping is a higher octave than the win fanfare's root. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@@ -16,13 +16,14 @@ fn main() -> io::Result<()> {
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let out_dir = workspace_root().join("assets").join("audio");
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fs::create_dir_all(&out_dir)?;
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let effects: [(&str, Generator); 6] = [
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let effects: [(&str, Generator); 7] = [
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("card_flip.wav", card_flip),
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("card_place.wav", card_place),
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("card_deal.wav", card_deal),
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("card_invalid.wav", card_invalid),
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("win_fanfare.wav", win_fanfare),
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("ambient_loop.wav", ambient_loop),
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("foundation_complete.wav", foundation_complete),
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];
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for (name, make) in &effects {
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@@ -170,6 +171,44 @@ fn win_fanfare() -> Vec<i16> {
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out
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}
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/// Per-suit foundation-completion ping (~240 ms): a rising three-note
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/// chime — C6, E6, G6 — with a soft 2nd-harmonic warm layer on each
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/// note. Shorter and brighter than `win_fanfare` so it can fire up to
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/// four times per game (once per suit) without drowning out subsequent
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/// move sounds. The fourth firing co-occurs with the win cascade and
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/// `win_fanfare`; the C-major triad sits an octave above the
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/// fanfare's root so the two layer cleanly instead of fighting for the
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/// same frequency band.
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fn foundation_complete() -> Vec<i16> {
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// C major triad, one octave up from win_fanfare's root.
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let notes = [1046.50_f32, 1318.51, 1567.98]; // C6, E6, G6
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let note_dur = 0.07_f32; // brisk, ascending
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let total = note_dur * notes.len() as f32 + 0.05;
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let n = duration_samples(total);
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let mut out = Vec::with_capacity(n);
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for i in 0..n {
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let t = i as f32 / SAMPLE_RATE as f32;
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let mut sample = 0.0f32;
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for (idx, freq) in notes.iter().enumerate() {
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let start = idx as f32 * note_dur;
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let local = t - start;
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// Each note rings out for 0.18 s — overlapping notes form a
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// brief chord at the tail.
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if !(0.0..=0.18).contains(&local) {
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continue;
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}
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// Sine + soft 2nd harmonic for warmth, ar_envelope decays
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// sharply so each note is bell-like rather than sustained.
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let s = (2.0 * std::f32::consts::PI * freq * local).sin()
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+ 0.25 * (2.0 * std::f32::consts::PI * freq * 2.0 * local).sin();
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let env = ar_envelope(local, 0.005, 0.18, 14.0);
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sample += s * env;
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}
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out.push(quantize(sample * 0.20));
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}
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out
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}
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/// Generates a seamlessly looping ambient drone track (~6 seconds, 44100 Hz
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/// mono 16-bit PCM).
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///
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