// LIGHTCYCLE ARENA — the tron mood: a dark fine-grid floor, edge-lit black // towers, and ten light-cycle trail walls sweeping the street lattice IN // TEMPO. Each trail's front is a pure function of the beat (one lap per // `trail_beats`, per-trail phase offsets so the arena never syncs into one // pulse), the head burns white and the wall ages behind it. Pattern // taught: `trails` is the tron ingredient — walls collapse ahead of their // front in the vertex shader, so the sweep costs nothing on the CPU. { name: "Lightcycle Arena" engine: "city" seed: 7 style: "tron" blocks: 9 block: 6.0 street: 0.30 towers: 180 max_h: 7.5 win: 0.5 density: 0.10 flicker: 0.06 trails: 10 trail_beats: 8 wall_h: 1.5 alt: 8.0 fly: 1.5 bank: 1.8 beat_pulse: 0.7 p1: "0.4 + 1.0*pulse" // trail heads flare on the kick p2: 0.8 // tower edge glow // PERFORMANCE DIALS — the city engine's own p-levers: DENS lights // tower windows, HEAD holds the trail-head flare when touched, EDGE // gains the tower edge glow. dials: [ {name: "DENS", bind: "p0", default: 0.0}, {name: "HEAD", bind: "p1", default: 0.5}, {name: "EDGE", bind: "p2", default: 0.8} ] color_bg: #x02060a color_a: #x22d8ff color_b: #xff9a1e color_c: #xeaffff fog: 0.020 glow: 1.25 stages: [ {kind: "bloom", threshold: 0.38, strength: 1.8, levels: 3} ] // THE LOOK LIVES HERE. This block is not a reference to the // engine's shader — it IS the pixel math this effect runs. // Rewrite it and the effect looks different; everything else // (geometry, motion, the content coupling, the beat) keeps // working, because the block SUBCLASSES the engine shader. // Inputs: t = height 0..1, attr = (class, id, hash, height/phase). // Signals: self.time_beat (time, beat, phase, pulse), // self.sig (bar, bpm, energy, dt), self.user (p0..p3), // self.col_a/b/c/bg, self.fog (density, glow, content, -). shader: draw.DrawVjFxCity { fx_color: fn(t: float, attr: vec4, normal: vec3, wpos: vec3) -> vec4 { let v = 0.8 + 0.4 * attr.z return self.col_a.mix(self.col_b, clamp(t * 0.8 + attr.z * 0.3, 0.0, 1.0)) * v } } }