transition

This commit is contained in:
2026-06-13 18:43:29 -05:00
parent 6818f0545a
commit 299570bec8
6 changed files with 254 additions and 20 deletions
+9
View File
@@ -128,6 +128,15 @@ impl GameState {
&self.current_board_name
}
/// Returns a clone of the `Rc` for the active board.
///
/// Lets a front-end hold a reference to the current board across a board
/// transition — the old board stays alive in `world.boards`, so the clone
/// keeps it reachable even after `current_board_name` changes.
pub fn board_rc(&self) -> std::rc::Rc<std::cell::RefCell<Board>> {
self.world.boards[&self.current_board_name].clone()
}
/// Appends a styled message to the log.
pub fn log(&mut self, line: LogLine) {
self.log.push(line);
+31 -6
View File
@@ -4,20 +4,45 @@ use kiln_core::game::{GameState, ScrollLine};
use crate::scroll_overlay::ScrollAnimState;
use crate::ui::Ui;
/// Moves the player and, if the move crosses a portal, captures both board Rcs
/// and stores them in [`Ui::pending_transition`] for the next draw call.
fn try_move_with_transition(game: &mut GameState, ui: &mut Ui, dir: Direction) {
let old_rc = game.board_rc();
let old_name = game.current_board_name().to_string();
game.try_move(dir);
if game.current_board_name() != old_name {
// Portal crossed: queue transition; consume the engine-side signal.
ui.pending_transition = Some((old_rc, game.board_rc()));
game.board_transition = None;
}
}
/// Which input mode the front-end is currently in.
pub enum InputMode {
/// Normal gameplay: arrow keys move the player, `l` toggles the log.
/// The `bool` is whether the log panel is open (affects PageUp/Down and mouse).
Board(bool),
Board,
/// A scroll overlay is active; all input is captured for scroll navigation.
Scroll,
/// A board-wipe animation is running; all events are silently discarded.
Transition,
/// The wipe just finished; game is frozen until the player presses any key.
Frozen,
}
/// Determines the current input mode from game and UI state.
pub(crate) fn current_input_mode(game: &GameState, ui: &Ui) -> InputMode {
// Transition takes highest priority (pending or animating).
if ui.transition.is_some() || ui.pending_transition.is_some() {
return InputMode::Transition;
}
// Post-wipe freeze: show the new board but don't tick or move until a key is pressed.
if ui.post_transition_wait {
return InputMode::Frozen;
}
let scroll_active = game.active_scroll.is_some()
&& !matches!(ui.overlay.anim, Some(ScrollAnimState::Closing(_) | ScrollAnimState::Done));
if scroll_active { InputMode::Scroll } else { InputMode::Board(ui.log.open) }
if scroll_active { InputMode::Scroll } else { InputMode::Board }
}
/// Handles an input event in [`InputMode::Board`]. Returns `true` if the player quit.
@@ -25,10 +50,10 @@ pub(crate) fn handle_board_input(event: Event, log_open: bool, terminal_h: u16,
match event {
Event::Key(key) => match key.code {
KeyCode::Char('q') | KeyCode::Esc => return true,
KeyCode::Up => game.try_move(Direction::North),
KeyCode::Down => game.try_move(Direction::South),
KeyCode::Left => game.try_move(Direction::West),
KeyCode::Right => game.try_move(Direction::East),
KeyCode::Up => try_move_with_transition(game, ui, Direction::North),
KeyCode::Down => try_move_with_transition(game, ui, Direction::South),
KeyCode::Left => try_move_with_transition(game, ui, Direction::West),
KeyCode::Right => try_move_with_transition(game, ui, Direction::East),
KeyCode::Char('l') => ui.log.toggle(),
KeyCode::PageUp if log_open => ui.log.scroll_by(-5, game.log.len()),
KeyCode::PageDown if log_open => ui.log.scroll_by(5, game.log.len()),
+36 -8
View File
@@ -12,6 +12,7 @@ mod log;
mod render;
mod scroll_overlay;
mod term;
mod transition;
mod utils;
mod speech;
mod ui;
@@ -25,7 +26,7 @@ use ratatui::crossterm::event::{
self, DisableMouseCapture, EnableMouseCapture, Event, KeyEventKind,
};
use ratatui::crossterm::execute;
use ratatui::layout::{Constraint, Layout, Spacing};
use ratatui::layout::{Constraint, Layout, Rect, Spacing};
use ratatui::symbols::merge::MergeStrategy;
use ratatui::widgets::Block;
use render::BoardWidget;
@@ -37,6 +38,7 @@ use crate::input::{current_input_mode, handle_board_input, handle_scroll_input,
use crate::log::{log_preview_line, LogWidget};
use crate::scroll_overlay::ScrollOverlayWidget;
use crate::speech::SpeechBubblesWidget;
use crate::transition::TransitionAnimation;
use crate::ui::Ui;
/// Entry point: parse the map path, load the board, then run the play loop with
@@ -130,12 +132,15 @@ fn run(
}
let terminal_h = terminal.size()?.height;
match current_input_mode(game, ui) {
InputMode::Board(log_open) => {
if handle_board_input(event, log_open, terminal_h, game, ui) {
InputMode::Board | InputMode::Frozen => {
if handle_board_input(event, ui.log.open, terminal_h, game, ui) {
return Ok(());
}
ui.post_transition_wait = false;
}
InputMode::Scroll => handle_scroll_input(event, game, ui),
// Wipe is running — discard all events.
InputMode::Transition => {}
}
}
@@ -170,8 +175,7 @@ fn draw(frame: &mut Frame, game: &GameState, ui: &mut Ui) {
.merge_borders(MergeStrategy::Exact);
let inner = block.inner(board_area);
frame.render_widget(block, board_area);
frame.render_widget(BoardWidget::new(board), inner);
frame.render_widget(SpeechBubblesWidget::new(board, &game.speech_bubbles), inner);
draw_board_area(frame, inner, game, ui);
frame.render_stateful_widget(LogWidget::new(&game.log), log_area, &mut ui.log);
} else {
// Panel closed: board fills the screen, latest message in the border.
@@ -179,14 +183,38 @@ fn draw(frame: &mut Frame, game: &GameState, ui: &mut Ui) {
block = block.title_bottom(log_preview_line(&game.log).left_aligned());
let inner = block.inner(frame.area());
frame.render_widget(block, frame.area());
frame.render_widget(BoardWidget::new(board), inner);
frame.render_widget(SpeechBubblesWidget::new(board, &game.speech_bubbles), inner);
draw_board_area(frame, inner, game, ui);
}
// Scroll overlay: drawn last so it sits above all other content.
if let Some(scroll) = &game.active_scroll {
// Suppressed during a wipe — enter_board() already cleared active_scroll.
if ui.transition.is_none() && let Some(scroll) = &game.active_scroll {
// Capture area before the mutable buffer borrow to satisfy the borrow checker.
let area = frame.area();
frame.render_stateful_widget(ScrollOverlayWidget::new(scroll), area, &mut ui.overlay);
}
}
/// Renders the inner board area: either the active wipe animation or the live board.
///
/// If `ui.pending_transition` is set, pre-renders both boards into a new
/// [`TransitionAnimation`] (now that we know the exact `inner` area) and activates it.
fn draw_board_area(frame: &mut Frame, inner: Rect, game: &GameState, ui: &mut Ui) {
// Initialize any pending transition now that we know the exact area.
if let Some((old_rc, new_rc)) = ui.pending_transition.take() {
ui.transition = Some(TransitionAnimation::new(
&old_rc.borrow(),
&new_rc.borrow(),
inner,
));
}
if let Some(ref tr) = ui.transition {
// Wipe in progress: blend old and new board buffers; suppress speech bubbles.
frame.render_widget(tr, inner);
} else {
let board = &game.board();
frame.render_widget(BoardWidget::new(board), inner);
frame.render_widget(SpeechBubblesWidget::new(board, &game.speech_bubbles), inner);
}
}
+134
View File
@@ -0,0 +1,134 @@
//! Board-change wipe animation.
//!
//! When the player steps through a portal both the old and new boards are rendered
//! into off-screen ratatui [`Buffer`]s at init time. Each frame [`TransitionAnimation::update`]
//! advances the LFSR-driven reveal bitmap, and the [`Widget`] impl blends the two
//! buffers — old cells for unrevealed positions, new cells for revealed ones.
use kiln_core::Board;
use ratatui::{
buffer::Buffer,
layout::Rect,
widgets::Widget,
};
use crate::render::BoardWidget;
/// How long the wipe lasts in seconds.
pub const TRANSITION_DURATION: f32 = 0.25;
/// Advance a 16-bit Galois LFSR one step.
///
/// Polynomial 0xB400 gives a maximal period of 65 535, covering every realistic
/// terminal viewport (e.g. 256 × 200 = 51 200 cells).
fn lfsr_step(state: u16) -> u16 {
let lsb = state & 1;
let s = state >> 1;
if lsb != 0 { s ^ 0xB400 } else { s }
}
/// Build a permutation of `[0, total)` using the 16-bit LFSR.
///
/// The LFSR visits every value in `1..=65535` exactly once per cycle.
/// Mapping `state → state - 1` gives `0..=65534`; values in `[0, total)` are
/// kept in encounter order. `total` must not exceed 65 535.
fn lfsr_sequence(total: usize) -> Vec<u32> {
let mut seq = Vec::with_capacity(total);
let mut state: u16 = 1; // non-zero start; LFSR never visits 0
loop {
let idx = state as u32 - 1;
if (idx as usize) < total {
seq.push(idx);
if seq.len() == total { break; }
}
state = lfsr_step(state);
if state == 1 { break; } // full cycle — shouldn't happen for total <= 65535
}
seq
}
/// A board-to-board wipe animation driven by an LFSR.
///
/// Both boards are rendered into off-screen [`Buffer`]s once at construction.
/// Each call to [`update`](TransitionAnimation::update) marks more screen cells
/// as "revealed" (using the pre-computed LFSR order); the [`Widget`] impl blends
/// old and new buffers cell by cell.
pub struct TransitionAnimation {
/// Pre-rendered old board.
old_buf: Buffer,
/// Pre-rendered new board.
new_buf: Buffer,
/// LFSR-ordered permutation of screen-cell indices `[0, width×height)`.
reveal_order: Vec<u32>,
/// Which cells have been revealed (show `new_buf`).
revealed: Vec<bool>,
/// How many entries of `reveal_order` are currently revealed.
revealed_count: usize,
/// Elapsed seconds since the animation started.
pub elapsed: f32,
}
impl TransitionAnimation {
/// Render both boards into off-screen buffers and build the LFSR sequence.
///
/// `area` must match the area that will be passed to the widget's `render` call.
pub fn new(old: &Board, new: &Board, area: Rect) -> Self {
let total = area.width as usize * area.height as usize;
let mut old_buf = Buffer::empty(area);
BoardWidget::new(old).render(area, &mut old_buf);
let mut new_buf = Buffer::empty(area);
BoardWidget::new(new).render(area, &mut new_buf);
let reveal_order = lfsr_sequence(total);
Self {
old_buf,
new_buf,
reveal_order,
revealed: vec![false; total],
revealed_count: 0,
elapsed: 0.0,
}
}
/// Advance the animation by `dt` seconds, marking newly-due cells as revealed.
///
/// Returns `true` when the animation is complete (all cells revealed).
pub fn update(&mut self, dt: f32) -> bool {
self.elapsed += dt;
let total = self.revealed.len();
let target =
((self.elapsed / TRANSITION_DURATION) * total as f32) as usize;
let target = target.min(total);
// Mark each newly revealed cell in the bitmap.
for &idx in &self.reveal_order[self.revealed_count..target] {
self.revealed[idx as usize] = true;
}
self.revealed_count = target;
self.elapsed >= TRANSITION_DURATION
}
}
impl Widget for &TransitionAnimation {
fn render(self, area: Rect, buf: &mut Buffer) {
let w = area.width as usize;
for row in 0..area.height {
for col in 0..area.width {
let idx = row as usize * w + col as usize;
// Out-of-range cells (e.g. after a terminal resize) default to new board.
let src = if self.revealed.get(idx).copied().unwrap_or(true) {
&self.new_buf
} else {
&self.old_buf
};
let pos = (area.x + col, area.y + row);
if let (Some(s), Some(d)) = (src.cell(pos), buf.cell_mut(pos)) {
*d = s.clone();
}
}
}
}
}
+39 -5
View File
@@ -1,15 +1,30 @@
use std::cell::RefCell;
use std::rc::Rc;
use std::time::Duration;
use kiln_core::Board;
use kiln_core::game::GameState;
use crate::log::LogState;
use crate::scroll_overlay::{ScrollAnimState, ScrollOverlayState};
use crate::transition::TransitionAnimation;
/// View-only UI state for the log panel and scroll overlay. This is presentation
/// state, so it lives in the front-end rather than on the engine's [`GameState`].
/// A pair of board `Rc`s (old board, new board) queued for transition pre-rendering.
type PendingTransition = Option<(Rc<RefCell<Board>>, Rc<RefCell<Board>>)>;
/// View-only UI state for the log panel, scroll overlay, and board transitions.
/// Presentation-only state; lives in the front-end, not on [`GameState`].
pub(crate) struct Ui {
/// State for the log panel (open/closed, height, scroll position).
pub(crate) log: LogState,
/// Scroll position, bounds, and animation state for an active scroll overlay.
pub(crate) overlay: ScrollOverlayState,
/// Old and new board Rcs waiting to be pre-rendered on the next `draw()` call.
/// Populated when a portal transition is detected; consumed in `draw()`.
pub(crate) pending_transition: PendingTransition,
/// Active board-wipe animation. While `Some`, ticks and input are suppressed.
pub(crate) transition: Option<TransitionAnimation>,
/// Set when the wipe completes; puts the game in [`InputMode::Frozen`] until the
/// player presses any key.
pub(crate) post_transition_wait: bool,
}
impl Default for Ui {
@@ -17,6 +32,9 @@ impl Default for Ui {
Self {
log: LogState::new(),
overlay: ScrollOverlayState::default(),
pending_transition: None,
transition: None,
post_transition_wait: false,
}
}
}
@@ -30,10 +48,26 @@ impl Ui {
/// Advances all time-driven UI state by `dt` and drives the game tick.
///
/// Advances the scroll overlay animation, dispatches any finished close
/// animation, ticks the game when no overlay is blocking, and starts the
/// open animation when a new scroll appears.
/// Board-wipe transition and post-transition freeze take priority: while either
/// is active the game does not tick and no scroll overlay is processed. Once the
/// wipe completes, `post_transition_wait` is set so input stays frozen until the
/// player presses any key. Normal scroll-overlay handling resumes after that.
pub(crate) fn tick(&mut self, dt: Duration, game: &mut GameState) {
// Advance the wipe animation; transition to frozen state when done.
if let Some(ref mut tr) = self.transition {
if tr.update(dt.as_secs_f32()) {
self.transition = None;
self.post_transition_wait = true;
}
return; // no game tick during the wipe
}
// Game stays frozen until the player presses any key.
if self.post_transition_wait {
return;
}
// Normal path: advance the scroll overlay and tick the game.
self.overlay.advance_anim(dt.as_secs_f32());
if self.overlay.close_finished() {
game.close_scroll(self.overlay.take_choice().as_deref());
+5 -1
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@@ -24,7 +24,11 @@ fn tick(dt) {
mover = """
fn init() {
if Registry.get("dancer_x") != () {
teleport(Registry.get("dancer_x"), Registry.get("dancer_y"));
let new_x = Registry.get("dancer_x");
let new_y = Registry.get("dancer_y");
if Me.x != new_x || Me.y != new_y {
teleport(new_x, new_y);
}
} else {
Registry.set("dancer_x", Me.x);
Registry.set("dancer_y", Me.y);