Restore missing required asset/flow packages from the pinned nigig revision; retain upstream script isolation, X11 hover, and widget-core fixes. Validated makepad-widgets data feature with Rust 1.97.1.
69 lines
2.3 KiB
Text
69 lines
2.3 KiB
Text
// LIGHTCYCLE ARENA — the tron mood: a dark fine-grid floor, edge-lit black
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// towers, and ten light-cycle trail walls sweeping the street lattice IN
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// TEMPO. Each trail's front is a pure function of the beat (one lap per
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// `trail_beats`, per-trail phase offsets so the arena never syncs into one
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// pulse), the head burns white and the wall ages behind it. Pattern
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// taught: `trails` is the tron ingredient — walls collapse ahead of their
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// front in the vertex shader, so the sweep costs nothing on the CPU.
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{
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name: "Lightcycle Arena"
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engine: "city"
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seed: 7
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style: "tron"
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blocks: 9
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block: 6.0
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street: 0.30
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towers: 180
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max_h: 7.5
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win: 0.5
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density: 0.10
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flicker: 0.06
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trails: 10
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trail_beats: 8
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wall_h: 1.5
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alt: 8.0
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fly: 1.5
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bank: 1.8
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beat_pulse: 0.7
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p1: "0.4 + 1.0*pulse" // trail heads flare on the kick
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p2: 0.8 // tower edge glow
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// PERFORMANCE DIALS — the city engine's own p-levers: DENS lights
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// tower windows, HEAD holds the trail-head flare when touched, EDGE
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// gains the tower edge glow.
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dials: [
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{name: "DENS", bind: "p0", default: 0.0},
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{name: "HEAD", bind: "p1", default: 0.5},
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{name: "EDGE", bind: "p2", default: 0.8}
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]
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color_bg: #x02060a
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color_a: #x22d8ff
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color_b: #xff9a1e
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color_c: #xeaffff
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fog: 0.020
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glow: 1.25
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stages: [
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{kind: "bloom", threshold: 0.38, strength: 1.8, levels: 3}
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]
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// THE LOOK LIVES HERE. This block is not a reference to the
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// engine's shader — it IS the pixel math this effect runs.
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// Rewrite it and the effect looks different; everything else
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// (geometry, motion, the content coupling, the beat) keeps
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// working, because the block SUBCLASSES the engine shader.
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// Inputs: t = height 0..1, attr = (class, id, hash, height/phase).
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// Signals: self.time_beat (time, beat, phase, pulse),
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// self.sig (bar, bpm, energy, dt), self.user (p0..p3),
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// self.col_a/b/c/bg, self.fog (density, glow, content, -).
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shader: draw.DrawVjFxCity {
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fx_color: fn(t: float, attr: vec4, normal: vec3, wpos: vec3) -> vec4 {
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let v = 0.8 + 0.4 * attr.z
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return self.col_a.mix(self.col_b, clamp(t * 0.8 + attr.z * 0.3, 0.0, 1.0)) * v
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}
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}
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}
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