makepad/apps/vj/resources/effects/95_lightcycle_arena.splash
Arena Agent d8d5ea8b6a Repair integration manifests and port nigig exports onto upstream widget families
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.
2026-10-26 11:23:26 +00:00

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// 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
}
}
}