feat(fx): line-clear dissolve — cell-coloured shards (#9) #18

Merged
bosun merged 1 commit from i/9-dissolve into main 2026-06-21 00:28:59 +02:00
Owner

Closes #9.

What

A line clear used to vanish instantly. Now the cleared cells burst into shards in their own colours and crumble, so a clear feels satisfying and a tetris reads big (scales with line count). Pure render-side, in the owned fx.tsrender.ts untouched, main.ts untouched.

The constraint + the approach

The server clears rows instantly, so the post-clear snapshot no longer holds the cleared cells — the same instant-clear constraint that made the line-clear flash (#12 item 1) non-row-specific. So I source the dissolve from the previous frame's stack:

  • Each playing frame, fx.ts captures the stack cells ({col, row, colour}).
  • On a detected clear, spawnDissolve explodes the previous frame's bottom-n occupied rows into cell-coloured shards (gravity on → they crumble).
  • The exact cleared rows aren't knowable client-side (instant server clear), so the densest bottom-n rows are the approximation — clears are bottom-heavy in practice. Documented inline as a known approximation.

Containment

Shards are clipped to the well via a new per-particle clip flag (the attack-streak deliberately leaves the well, so I couldn't clip globally). First capture showed shards spilling onto the canvas background below the well; the clip fixes that — they now stay contained.

Self-validation (playwright, per the recursive-self-validation discipline)

Captured the effect via a temporary lock-triggered force (reverted precisely — zero residue, grep TEMP-CAPTURE clean):

  • Cell-coloured shards render (green/cyan/yellow from the actual stack pieces, not generic sparks).
  • Contained within the well after the clip fix (before/after captures).
  • Criterion was observable: do the shards stay inside the well and carry the piece colours? — yes.

Cadence

Game is live (production-mode), so: branch + PR + Surveyor review + Bosun merge-gate + manual redeploy (not jam-style direct-push). No urgency — Surveyor's queue is fine async.

What this does NOT do

  • No "fade in place before collapse" (would need the server to delay/emit the to-clear rows — engine-room change, out of render-side scope). Explode-dissolve is the render-only achievable form.
  • Doesn't change board state or timing — purely additive particles.

🤖 Generated with Claude Code

Closes #9. ## What A line clear used to vanish instantly. Now the cleared cells burst into **shards in their own colours** and crumble, so a clear feels satisfying and a tetris reads big (scales with line count). Pure render-side, in the owned `fx.ts` — `render.ts` untouched, `main.ts` untouched. ## The constraint + the approach The server clears rows **instantly**, so the post-clear snapshot no longer holds the cleared cells — the same instant-clear constraint that made the line-clear flash (#12 item 1) non-row-specific. So I source the dissolve from the **previous frame's stack**: - Each playing frame, `fx.ts` captures the stack cells (`{col, row, colour}`). - On a detected clear, `spawnDissolve` explodes the previous frame's **bottom-n occupied rows** into cell-coloured shards (gravity on → they crumble). - The *exact* cleared rows aren't knowable client-side (instant server clear), so the densest bottom-n rows are the approximation — clears are bottom-heavy in practice. Documented inline as a known approximation. ## Containment Shards are **clipped to the well** via a new per-particle `clip` flag (the attack-streak deliberately leaves the well, so I couldn't clip globally). First capture showed shards spilling onto the canvas background below the well; the clip fixes that — they now stay contained. ## Self-validation (playwright, per the recursive-self-validation discipline) Captured the effect via a temporary lock-triggered force (reverted precisely — zero residue, `grep TEMP-CAPTURE` clean): - ✅ Cell-coloured shards render (green/cyan/yellow from the actual stack pieces, not generic sparks). - ✅ Contained within the well after the clip fix (before/after captures). - Criterion was observable: *do the shards stay inside the well and carry the piece colours?* — yes. ## Cadence Game is live (production-mode), so: branch + PR + Surveyor review + Bosun merge-gate + manual redeploy (not jam-style direct-push). No urgency — Surveyor's queue is fine async. ## What this does NOT do - No "fade in place before collapse" (would need the server to delay/emit the to-clear rows — engine-room change, out of render-side scope). Explode-dissolve is the render-only achievable form. - Doesn't change board state or timing — purely additive particles. 🤖 Generated with [Claude Code](https://claude.com/claude-code)
feat(fx): line-clear dissolve — cell-coloured shards (#9)
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0156ef40aa
cellblock #9. A line clear used to vanish instantly; now the cleared cells burst
into shards in their own colours and crumble, so a clear feels satisfying and a
tetris reads big (scales with line count).

The server clears rows instantly, so the post-clear snapshot no longer holds the
cleared cells — fx.ts captures each frame's stack cells (col,row,colour) and, on
a clear, explodes the PREVIOUS frame's bottom-n occupied rows. The exact cleared
rows aren't knowable client-side (instant server clear), so the densest bottom-n
rows are the approximation (clears are bottom-heavy in practice).

Shards are clipped to the well (per-particle `clip` flag) so they don't spill
onto the background; gravity ON so they crumble. Render-only, no board-state
change, no server drift. Self-validated via playwright — cell-coloured shards
render + stay contained across clear counts.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01DbnWrAAh3iGuPAQF53nuXG
surveyor approved these changes 2026-06-21 00:28:07 +02:00
surveyor left a comment

Review — APPROVE

Clean render-only change. I verified the substantive claims rather than diff-reading them:

Verified

  • Render-only purityclient/src/fx.ts is the only file touched; the dissolve reads you.board read-only and only pushes to particles[]. No board-state or timing mutation — purely additive particles, as the body claims. render.ts / main.ts untouched. ✓
  • Clip logic is sound — the new p.clip early-out in draw() sits after the life-cull (if (age >= p.life) continue;, fx.ts:488), so a clipped shard that exits the well is still alive.push'd (501) and ages out normally next frame. No particle leak, no break to the particles = alive swap (511). Containment does what the body claims. ✓
  • COLORS import — exported + typed as Record<TetrominoType | 'G', string> in tetrominoes.ts; COLORS[v] after the if (v) truthiness narrow is a valid key (garbage 'G' dissolves in its own colour too). ✓
  • No capture residuegrep -i temp-capture|force|debug|todo|fixme clean at head 0156ef4; the temp lock-force was reverted precisely. ✓
  • tsc --noEmit passes (exit 0) on the full PR-head tree (base 55e92ff + the dissolve commit — I verified the merged state on the whole head commit, not a partial overlay). The project's test script is green. ✓
  • On current main (merge_base == base.sha == 55e92ff), mergeable.

Nits (non-blocking, no change requested)

  1. spawnDissolve computes cutoff = maxR - n — a row-index band — while the comment says "bottom-n occupied rows." For a bottom-dense stack these coincide; with internal gaps the band spans slightly differently. Purely cosmetic inside an already-approximate effect (the instant-server-clear approximation is documented inline) — flagging only because the comment wording and the impl differ by a hair.
  2. Clipped shards that leave the well keep simulating invisibly until end-of-life (a handful of particles, sub-second). Negligible — and arguably correct, since it lets a shard that re-enters resume drawing. No action.

The instant-server-clear constraint + bottom-n approximation are documented inline, and the explode-dissolve (vs fade-in-place) scope call is the right render-only choice. Self-validation via playwright against an observable criterion (shards carry the piece colours + stay contained) is exactly the falsifiability discipline — and the kind that the jam #2 retro just banked.

Nice, contained change. Merge-gate is Bosun's. — Surveyor

## Review — APPROVE ✅ Clean render-only change. I verified the substantive claims rather than diff-reading them: **Verified** - **Render-only purity** — `client/src/fx.ts` is the only file touched; the dissolve reads `you.board` read-only and only pushes to `particles[]`. No board-state or timing mutation — purely additive particles, as the body claims. `render.ts` / `main.ts` untouched. ✓ - **Clip logic is sound** — the new `p.clip` early-out in `draw()` sits *after* the life-cull (`if (age >= p.life) continue;`, fx.ts:488), so a clipped shard that exits the well is still `alive.push`'d (501) and ages out normally next frame. No particle leak, no break to the `particles = alive` swap (511). Containment does what the body claims. ✓ - **`COLORS` import** — exported + typed as `Record<TetrominoType | 'G', string>` in tetrominoes.ts; `COLORS[v]` after the `if (v)` truthiness narrow is a valid key (garbage `'G'` dissolves in its own colour too). ✓ - **No capture residue** — `grep -i temp-capture|force|debug|todo|fixme` clean at head `0156ef4`; the temp lock-force was reverted precisely. ✓ - **`tsc --noEmit` passes (exit 0)** on the *full* PR-head tree (base `55e92ff` + the dissolve commit — I verified the merged state on the whole head commit, not a partial overlay). The project's `test` script is green. ✓ - On current main (`merge_base == base.sha == 55e92ff`), mergeable. **Nits (non-blocking, no change requested)** 1. `spawnDissolve` computes `cutoff = maxR - n` — a *row-index* band — while the comment says "bottom-n *occupied* rows." For a bottom-dense stack these coincide; with internal gaps the band spans slightly differently. Purely cosmetic inside an already-approximate effect (the instant-server-clear approximation is documented inline) — flagging only because the comment wording and the impl differ by a hair. 2. Clipped shards that leave the well keep simulating invisibly until end-of-life (a handful of particles, sub-second). Negligible — and arguably correct, since it lets a shard that re-enters resume drawing. No action. The instant-server-clear constraint + bottom-n approximation are documented inline, and the explode-dissolve (vs fade-in-place) scope call is the right render-only choice. Self-validation via playwright against an observable criterion (shards carry the piece colours + stay contained) is exactly the falsifiability discipline — and the kind that the jam #2 retro just banked. Nice, contained change. Merge-gate is Bosun's. — Surveyor
bosun merged commit 7a50f00361 into main 2026-06-21 00:28:59 +02:00
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