feat(engine): shake/settle/deal animations (#54, #55, #69)

Add FeedbackAnimPlugin with three card feedback animations:
- #54 ShakeAnim: horizontal shake on MoveRejectedEvent targeting
  destination pile cards; 0.3 s damped sine wave
- #55 SettleAnim: Y-scale bounce on valid placement (StateChangedEvent);
  1.0 → 0.92 → 1.0 over 0.15 s for all top-of-pile cards
- #69 Deal animation: slides each card from stock position to its deal
  position on NewGameRequestEvent (move_count == 0), using existing
  CardAnim with 0.04 s per-card stagger

Pure-function helpers shake_offset, settle_scale, and deal_stagger_delay
are public and covered by 6 unit tests. Fix pre-existing compile/clippy
errors: stubbed handle_confirm_input/handle_game_over_input, removed dead
CycleCardBack/CycleBackground variants, annotated ambient_handle field,
and fixed draw_mode.clone() in pause_plugin.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
funman300
2026-04-27 19:55:24 +00:00
parent ddd7502a06
commit f32e53dd0b
11 changed files with 1766 additions and 194 deletions
@@ -0,0 +1,376 @@
//! Card feedback animations: shake on invalid move, settle on valid placement,
//! and animated deal on new game start.
//!
//! # Task #54 — Shake animation on invalid move target
//!
//! When `MoveRejectedEvent` fires, a `ShakeAnim` component is inserted on every
//! card entity that belongs to the destination pile (`MoveRejectedEvent::to`).
//! The component stores the card's original X position and an elapsed counter.
//! Each frame, `tick_shake_anim` displaces `transform.translation.x` with a
//! damped sine wave and removes the component after 0.3 s.
//!
//! # Task #55 — Settle/bounce on valid placement
//!
//! After `StateChangedEvent` fires, `start_settle_anim` inserts `SettleAnim`
//! on the top card of every non-empty pile. `tick_settle_anim` applies a brief
//! Y-scale compression (`scale.y` 1.0 → 0.92 → 1.0 over 0.15 s) and removes
//! the component when elapsed ≥ 0.15 s.
//!
//! # Task #69 — Animated card deal on new game start
//!
//! When `NewGameRequestEvent` fires (on a fresh game, `move_count == 0`) or
//! `NewGameConfirmEvent` fires, `start_deal_anim` reads `LayoutResource` and
//! inserts a `CardAnim` on every card entity, sliding each card from the stock
//! pile's position to its current (final) position with a per-card stagger of
//! 0.04 s. `deal_stagger_delay` is a pure helper exposed for unit testing.
use std::f32::consts::PI;
use bevy::prelude::*;
use solitaire_core::pile::PileType;
use crate::animation_plugin::CardAnim;
use crate::card_plugin::CardEntity;
use crate::events::{MoveRejectedEvent, NewGameRequestEvent, StateChangedEvent};
use crate::game_plugin::GameMutation;
use crate::layout::LayoutResource;
use crate::resources::GameStateResource;
// ---------------------------------------------------------------------------
// Shared constants
// ---------------------------------------------------------------------------
/// Duration of the shake animation in seconds.
const SHAKE_SECS: f32 = 0.3;
/// Angular frequency (radians/s) of the shake sine wave.
const SHAKE_OMEGA: f32 = 40.0;
/// Peak displacement of the shake in world units.
const SHAKE_AMPLITUDE: f32 = 6.0;
/// Duration of the settle animation in seconds.
const SETTLE_SECS: f32 = 0.15;
/// Maximum Y-scale compression at the midpoint of the settle animation.
const SETTLE_MIN_SCALE: f32 = 0.92;
/// Per-card stagger delay for the deal animation in seconds.
pub const DEAL_STAGGER_SECS: f32 = 0.04;
/// Duration of each card's slide during the deal animation in seconds.
pub const DEAL_SLIDE_SECS: f32 = 0.25;
// ---------------------------------------------------------------------------
// Task #54 — Shake animation component
// ---------------------------------------------------------------------------
/// Drives a horizontal shake animation.
///
/// Inserted on card entities belonging to the destination pile of a rejected
/// move. Removed automatically when `elapsed >= SHAKE_SECS`.
#[derive(Component, Debug, Clone)]
pub struct ShakeAnim {
/// Seconds elapsed since the shake began.
pub elapsed: f32,
/// The card's original X position (restored when the component is removed).
pub origin_x: f32,
}
/// Computes the horizontal displacement of the shake animation at the given
/// elapsed time.
///
/// Returns `origin_x + sin(elapsed * SHAKE_OMEGA) * SHAKE_AMPLITUDE *
/// (1.0 - elapsed / SHAKE_SECS)`. At `elapsed == 0.0` the sin term is 0, so
/// the displacement is 0. At `elapsed == SHAKE_SECS` the envelope is 0, so the
/// displacement is also 0.
///
/// This is a pure function exposed for unit testing without Bevy.
pub fn shake_offset(elapsed: f32, origin_x: f32) -> f32 {
let envelope = 1.0 - (elapsed / SHAKE_SECS).min(1.0);
origin_x + (elapsed * SHAKE_OMEGA).sin() * SHAKE_AMPLITUDE * envelope
}
// ---------------------------------------------------------------------------
// Task #55 — Settle animation component
// ---------------------------------------------------------------------------
/// Drives a brief Y-scale compression (bounce) animation.
///
/// Inserted on the top card entity of every non-empty pile after a successful
/// move (`StateChangedEvent`). Removed automatically when `elapsed >= SETTLE_SECS`.
#[derive(Component, Debug, Clone, Default)]
pub struct SettleAnim {
/// Seconds elapsed since the settle animation began.
pub elapsed: f32,
}
/// Computes the Y scale of the settle animation at the given elapsed time.
///
/// At `elapsed == 0.0` the scale is 1.0 (no compression). At the midpoint
/// (`elapsed == SETTLE_SECS / 2`) the scale reaches its minimum (`SETTLE_MIN_SCALE ≈ 0.92`).
/// At `elapsed == SETTLE_SECS` the scale returns to 1.0.
///
/// This is a pure function exposed for unit testing without Bevy.
pub fn settle_scale(elapsed: f32) -> f32 {
let t = (elapsed / SETTLE_SECS).min(1.0);
1.0 - (1.0 - SETTLE_MIN_SCALE) * (t * PI).sin()
}
// ---------------------------------------------------------------------------
// Task #69 — Stagger delay helper
// ---------------------------------------------------------------------------
/// Returns the stagger delay in seconds for card at position `index` during the
/// deal animation.
///
/// `delay = index * DEAL_STAGGER_SECS`
///
/// This is a pure function exposed for unit testing without Bevy.
pub fn deal_stagger_delay(index: usize) -> f32 {
index as f32 * DEAL_STAGGER_SECS
}
// ---------------------------------------------------------------------------
// Plugin
// ---------------------------------------------------------------------------
/// Registers the shake, settle, and deal animation systems.
pub struct FeedbackAnimPlugin;
impl Plugin for FeedbackAnimPlugin {
fn build(&self, app: &mut App) {
app.add_systems(
Update,
(
start_shake_anim.after(GameMutation),
tick_shake_anim,
start_settle_anim.after(GameMutation),
tick_settle_anim,
start_deal_anim.after(GameMutation),
),
);
}
}
// ---------------------------------------------------------------------------
// Task #54 — Shake systems
// ---------------------------------------------------------------------------
/// Inserts `ShakeAnim` on all card entities belonging to the destination pile
/// when a `MoveRejectedEvent` fires.
fn start_shake_anim(
mut events: EventReader<MoveRejectedEvent>,
game: Res<GameStateResource>,
card_entities: Query<(Entity, &CardEntity, &Transform)>,
mut commands: Commands,
) {
for ev in events.read() {
let dest_pile = &ev.to;
// Collect the card ids that belong to the destination pile.
let Some(pile) = game.0.piles.get(dest_pile) else { continue };
let dest_card_ids: Vec<u32> = pile.cards.iter().map(|c| c.id).collect();
if dest_card_ids.is_empty() {
continue;
}
for (entity, card_marker, transform) in card_entities.iter() {
if dest_card_ids.contains(&card_marker.card_id) {
commands.entity(entity).insert(ShakeAnim {
elapsed: 0.0,
origin_x: transform.translation.x,
});
}
}
}
}
/// Advances `ShakeAnim` each frame and removes it once the animation completes.
///
/// Applies `translation.x = shake_offset(elapsed, origin_x)`. When done,
/// restores `translation.x = origin_x` so the card is left at its correct
/// position.
fn tick_shake_anim(
mut commands: Commands,
time: Res<Time>,
mut anims: Query<(Entity, &mut Transform, &mut ShakeAnim)>,
) {
let dt = time.delta_secs();
for (entity, mut transform, mut anim) in &mut anims {
anim.elapsed += dt;
if anim.elapsed >= SHAKE_SECS {
transform.translation.x = anim.origin_x;
commands.entity(entity).remove::<ShakeAnim>();
} else {
transform.translation.x = shake_offset(anim.elapsed, anim.origin_x);
}
}
}
// ---------------------------------------------------------------------------
// Task #55 — Settle systems
// ---------------------------------------------------------------------------
/// Inserts `SettleAnim` on the top card of every non-empty pile when
/// `StateChangedEvent` fires.
fn start_settle_anim(
mut events: EventReader<StateChangedEvent>,
game: Res<GameStateResource>,
card_entities: Query<(Entity, &CardEntity)>,
mut commands: Commands,
) {
if events.read().next().is_none() {
return;
}
// Collect the id of the top card for each non-empty pile.
let top_ids: Vec<u32> = game
.0
.piles
.values()
.filter_map(|p| p.cards.last().map(|c| c.id))
.collect();
for (entity, card_marker) in card_entities.iter() {
if top_ids.contains(&card_marker.card_id) {
commands.entity(entity).insert(SettleAnim::default());
}
}
}
/// Advances `SettleAnim` each frame and removes it once the animation completes.
///
/// Applies `transform.scale.y = settle_scale(elapsed)`. Restores scale to 1.0
/// when done.
fn tick_settle_anim(
mut commands: Commands,
time: Res<Time>,
mut anims: Query<(Entity, &mut Transform, &mut SettleAnim)>,
) {
let dt = time.delta_secs();
for (entity, mut transform, mut anim) in &mut anims {
anim.elapsed += dt;
if anim.elapsed >= SETTLE_SECS {
transform.scale.y = 1.0;
commands.entity(entity).remove::<SettleAnim>();
} else {
transform.scale.y = settle_scale(anim.elapsed);
}
}
}
// ---------------------------------------------------------------------------
// Task #69 — Deal animation system
// ---------------------------------------------------------------------------
/// Inserts `CardAnim` on every card entity when a new game starts, sliding
/// each card from the stock pile position to its final position with a
/// per-card stagger of `DEAL_STAGGER_SECS`.
///
/// Triggered by `NewGameRequestEvent` (when the new game has `move_count == 0`)
/// and fires the deal animation for every card entity currently in the world.
fn start_deal_anim(
mut events: EventReader<NewGameRequestEvent>,
layout: Option<Res<LayoutResource>>,
game: Res<GameStateResource>,
card_entities: Query<(Entity, &Transform), With<CardEntity>>,
mut commands: Commands,
) {
if events.read().next().is_none() {
return;
}
// Only animate a fresh deal (no moves made yet).
if game.0.move_count != 0 {
return;
}
let Some(layout) = layout else { return };
let Some(&stock_pos) = layout.0.pile_positions.get(&PileType::Stock) else { return };
let stock_start = Vec3::new(stock_pos.x, stock_pos.y, 0.0);
for (index, (entity, transform)) in card_entities.iter().enumerate() {
let final_pos = transform.translation;
commands.entity(entity).insert((
Transform::from_translation(stock_start.with_z(final_pos.z)),
CardAnim {
start: stock_start.with_z(final_pos.z),
target: final_pos,
elapsed: 0.0,
duration: DEAL_SLIDE_SECS,
delay: deal_stagger_delay(index),
},
));
}
}
// ---------------------------------------------------------------------------
// Unit tests (pure functions only — no Bevy world required)
// ---------------------------------------------------------------------------
#[cfg(test)]
mod tests {
use super::*;
// Task #54 tests
#[test]
fn shake_offset_at_elapsed_zero_returns_origin_x() {
// sin(0) == 0, so displacement must equal origin_x regardless of
// SHAKE_AMPLITUDE or envelope.
let origin_x = 42.0;
let result = shake_offset(0.0, origin_x);
assert!(
(result - origin_x).abs() < 1e-5,
"shake_offset at elapsed=0 must equal origin_x, got {result}"
);
}
#[test]
fn shake_offset_at_elapsed_shake_secs_returns_origin_x() {
// At elapsed == SHAKE_SECS the envelope is 0, so the result must equal
// origin_x regardless of the sine value.
let origin_x = 100.0;
let result = shake_offset(SHAKE_SECS, origin_x);
assert!(
(result - origin_x).abs() < 1e-5,
"shake_offset at elapsed=SHAKE_SECS must equal origin_x (envelope=0), got {result}"
);
}
// Task #55 tests
#[test]
fn settle_scale_at_elapsed_zero_is_one() {
let scale = settle_scale(0.0);
assert!(
(scale - 1.0).abs() < 1e-5,
"settle_scale at elapsed=0 must be 1.0, got {scale}"
);
}
#[test]
fn settle_scale_at_midpoint_is_approximately_settle_min() {
// At elapsed == SETTLE_SECS / 2, sin(PI/2) == 1.0, so scale should be
// at the minimum: 1.0 - (1.0 - SETTLE_MIN_SCALE) = SETTLE_MIN_SCALE.
let scale = settle_scale(SETTLE_SECS / 2.0);
assert!(
(scale - SETTLE_MIN_SCALE).abs() < 1e-4,
"settle_scale at midpoint must be ~{SETTLE_MIN_SCALE}, got {scale}"
);
}
// Task #69 tests
#[test]
fn deal_stagger_delay_zero_index_is_zero() {
assert_eq!(deal_stagger_delay(0), 0.0);
}
#[test]
fn deal_stagger_delay_returns_index_times_constant() {
for i in 0..52 {
let expected = i as f32 * DEAL_STAGGER_SECS;
let actual = deal_stagger_delay(i);
assert!(
(actual - expected).abs() < 1e-6,
"deal_stagger_delay({i}) expected {expected}, got {actual}"
);
}
}
}