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| author | Somhairle H. Marisol <[email protected]> | 2026-09-28 20:08:02 +0800 |
|---|---|---|
| committer | Somhairle H. Marisol <[email protected]> | 2026-09-28 20:08:02 +0800 |
| commit | e55edb080153943f396f8b324b9412c540707b24 (patch) | |
| tree | 5181ccba94d773ab697539bc479cee220ea3a0fd /src/LivingVillage.Desktop/Game.fs | |
| parent | 8d339b4fb8e4f5d7710b99afb1e4b54341a8a72b (diff) | |
| download | living-village-e55edb080153943f396f8b324b9412c540707b24.tar.gz | |
p46: 菜单/启动环境动效 — 逐格涟漪(复用waterFrameTickAt)+灯笼呼吸+屋脊上双视差云影, 全纯函数可复现
Diffstat (limited to 'src/LivingVillage.Desktop/Game.fs')
| -rw-r--r-- | src/LivingVillage.Desktop/Game.fs | 89 |
1 files changed, 81 insertions, 8 deletions
diff --git a/src/LivingVillage.Desktop/Game.fs b/src/LivingVillage.Desktop/Game.fs index 3e39b09..578be72 100644 --- a/src/LivingVillage.Desktop/Game.fs +++ b/src/LivingVillage.Desktop/Game.fs @@ -321,6 +321,16 @@ type LivingVillageGame() as this = let mutable p45Step = 0 let mutable p45PendingName = "" let mutable p45Pending = false + // P46 证据钩子:LV_P46_SHOT=1 时拍 splash 涟漪中帧 + 云影两帧 + 菜单灯笼呼吸两相位, + // 全程走正常启动/菜单流程,仅按帧表落盘。 + let p46ShotMode = Environment.GetEnvironmentVariable("LV_P46_SHOT") = "1" + let mutable p46PendingName = "" + let mutable p46Pending = false + let mutable p46SplashRippleDone = false + let mutable p46CloudEarlyDone = false + let mutable p46CloudLateDone = false + let mutable p46MenuADone = false + let mutable p46MenuBDone = false let mutable autoplayFrames = 0 let mutable flowStep = 0 let mutable flowHold = 0 @@ -954,6 +964,45 @@ type LivingVillageGame() as this = (sprintf "%A" spec.Frame) p45Step <- p45Step + 1 + /// P46 证据:Draw 末尾落盘。splash 阶段按帧阈值拍涟漪/云影,菜单阶段拍灯笼两相位。 + member private this.CaptureP46Shot () = + let save (name: string) = + System.IO.Directory.CreateDirectory recordDirectory |> ignore + this.SaveBackBuffer(sprintf "%s/%s.png" recordDirectory name) + printfn "p46-shot=%s splashFrame=%d menuEntranceFrame=%d" name splashFrame menuEntranceFrame + if splashActive then + if not p46SplashRippleDone && splashFrame >= P46ShotScript.splashRippleFrame then + p46SplashRippleDone <- true + save P46ShotScript.splashRippleName + elif not p46CloudEarlyDone && splashFrame >= P46ShotScript.cloudEarlyFrame then + p46CloudEarlyDone <- true + save P46ShotScript.cloudEarlyName + elif not p46CloudLateDone && splashFrame >= P46ShotScript.cloudLateFrame then + p46CloudLateDone <- true + save P46ShotScript.cloudLateName + elif p46Pending then + p46Pending <- false + if p46PendingName = P46ShotScript.menuPeakName then p46MenuADone <- true + else p46MenuBDone <- true + save p46PendingName + + /// P46 证据:菜单阶段按帧表把 menuEntranceFrame 钉到灯笼呼吸的波峰/波谷,拍两相位。 + member private this.PrepareP46Shot () = + if p46MenuADone && p46MenuBDone then + printfn "p46-shot=done" + this.Exit() + elif not p46MenuADone then + // 每帧钉住目标帧,抵消 Update 末尾的自增,保证 Draw 看到精确相位。 + menuEntranceFrame <- P46ShotScript.menuPeakFrame + if not p46Pending then + p46PendingName <- P46ShotScript.menuPeakName + p46Pending <- true + elif not p46MenuBDone then + menuEntranceFrame <- P46ShotScript.menuTroughFrame + if not p46Pending then + p46PendingName <- P46ShotScript.menuTroughName + p46Pending <- true + /// P20 第三步取证:真走位巡游(Sim.step 驱动)沿桥/路/民居门移动,用于桥面行走帧与昼夜录制。 member private this.RunRiverscapeTour () = if not riverscapeTourWatchStarted then @@ -1268,6 +1317,17 @@ type LivingVillageGame() as this = let pressedAny (keys: Keys list) = keys |> List.exists pressed if splashActive then splashFrame <- splashFrame + 1L + if p46ShotMode && splashFrame >= 10L then + // P46 取证:等画面绘制稳定后,把 splashFrame 钉到下一个未取证的目标帧, + // 令 Draw 看到精确帧号(前若干帧 backbuffer 未铺满,故需 warm-up 门槛)。 + let target = + if not p46SplashRippleDone then Some P46ShotScript.splashRippleFrame + elif not p46CloudEarlyDone then Some P46ShotScript.cloudEarlyFrame + elif not p46CloudLateDone then Some P46ShotScript.cloudLateFrame + else None + match target with + | Some t -> splashFrame <- t + | None -> () let skip = LaunchScreen.skipRequested (pressed Keys.Escape) (pressed Keys.Space) if skip || LaunchScreen.isComplete splashFrame then splashActive <- false @@ -1322,6 +1382,9 @@ type LivingVillageGame() as this = else this.DispatchMenuInput Confirm elif menu.Page = Playing then this.PrepareP45Shot() + elif p46ShotMode then + if menu.Page = MainMenu then + this.PrepareP46Shot() elif menu.Page = Playing then this.UpdatePlaying gameTime kb pressed pressedAny elif menuShotMode then @@ -1731,6 +1794,8 @@ type LivingVillageGame() as this = this.CaptureP44Shot() if p45ShotMode && menu.Page = Playing then this.CaptureP45Shot() + if p46ShotMode then + this.CaptureP46Shot() /// 启动画面:分层天色 + 屋脊/水面剪影 + 标题淡入上浮 + 跳过提示,全部为帧计数纯函数。 member private this.DrawSplash() = @@ -1751,6 +1816,14 @@ type LivingVillageGame() as this = let y1 = if index = bandCount - 1 then height else y0 + bandHeight spriteBatch.Draw(pixel, Rectangle(0, y0, width, y1 - y0), Color(band.R, band.G, band.B))) layout.SkyBands + // ③ 屋脊上方的双层视差云影:纯水平位移(随帧缓慢漂移),低 alpha 预乘柔光, + // 只用椭圆行落成,绝不留大黑块/实心色块。 + for layer in 0 .. MenuAmbience.cloudLayerCount - 1 do + let cloudColor = VillageArt.premultiply 214 228 236 (MenuAmbience.cloudLayerAlpha layer) + for (cx, cy, rx, ry) in MenuAmbience.cloudPuffs layer splashFrame width do + for (runX, runY, runW) in VillageArt.ellipseRuns cx cy rx ry do + spriteBatch.Draw(pixel, Rectangle(runX, runY, runW, 1), cloudColor) + // 屋脊剪影随暗幕退场而上浮就位。 let drop = int (28.0f * veil) for x in 0 .. Sim.tilePixels .. width - 1 do @@ -1765,22 +1838,22 @@ type LivingVillageGame() as this = spriteBatch.Draw(artTextures.TileAtlas, Rectangle(x, row, Sim.tilePixels, Sim.tilePixels), VillageArt.atlasTileRectangle TitleScreen.waterSlot, waterColor) for x in 0 .. Sim.tilePixels .. width - 1 do let column = x / Sim.tilePixels - let brightness = TitleScreen.waterRippleBrightness splashFrame column rowIndex + let brightness = MenuAmbience.waterColumnBrightness splashFrame column rowIndex let crestColor = Color( min 255 (int (150.0f * brightness)), min 255 (int (170.0f * brightness)), min 255 (int (178.0f * brightness)), waterAlpha) - let lift = TitleScreen.waterRippleLift splashFrame column rowIndex + let lift = MenuAmbience.waterColumnLift splashFrame column rowIndex spriteBatch.Draw(artTextures.TileAtlas, Rectangle(x, row + lift, Sim.tilePixels, Sim.tilePixels), VillageArt.atlasTileRectangle TitleScreen.waterSlot, crestColor) - if TitleScreen.waterRippleCrest splashFrame column rowIndex then + if MenuAmbience.waterColumnCrest splashFrame column rowIndex then spriteBatch.Draw(pixel, Rectangle(x, row + lift, Sim.tilePixels, 3), Color(225, 240, 245, waterAlpha)) // P42 屋檐灯笼呼吸光晕:复用 P14 预乘 alpha 径向路径,随帧与灯序号呼吸。 let lanternColor, _ = TitleScreen.lanternColors for (lanternIndex, (lx, ly)) in List.indexed layout.Lanterns do - let breath = TitleScreen.lanternBreathAlpha splashFrame lanternIndex + let breath = MenuAmbience.lanternBreathAlpha splashFrame lanternIndex for (rect, color) in VillageArt.lanternGlowLayers lx ly 28 6 252 216 148 breath do spriteBatch.Draw(pixel, rect, color) spriteBatch.Draw(pixel, Rectangle(lx - 3, ly - 5, 8, 10), Color(lanternColor.R, lanternColor.G, lanternColor.B)) @@ -1875,22 +1948,22 @@ type LivingVillageGame() as this = spriteBatch.Draw(artTextures.TileAtlas, Rectangle(x, row, Sim.tilePixels, Sim.tilePixels), VillageArt.atlasTileRectangle TitleScreen.waterSlot, waterColor) for x in 0 .. Sim.tilePixels .. width - 1 do let column = x / Sim.tilePixels - let brightness = TitleScreen.waterRippleBrightness menuEntranceFrame column rowIndex + let brightness = MenuAmbience.waterColumnBrightness menuEntranceFrame column rowIndex let crestColor = Color( min 255 (int (150.0f * brightness)), min 255 (int (170.0f * brightness)), min 255 (int (178.0f * brightness)), waterAlpha) - let lift = TitleScreen.waterRippleLift menuEntranceFrame column rowIndex + let lift = MenuAmbience.waterColumnLift menuEntranceFrame column rowIndex spriteBatch.Draw(artTextures.TileAtlas, Rectangle(x, row + lift, Sim.tilePixels, Sim.tilePixels), VillageArt.atlasTileRectangle TitleScreen.waterSlot, crestColor) - if TitleScreen.waterRippleCrest menuEntranceFrame column rowIndex then + if MenuAmbience.waterColumnCrest menuEntranceFrame column rowIndex then spriteBatch.Draw(pixel, Rectangle(x, row + lift, Sim.tilePixels, 3), Color(225, 240, 245, waterAlpha)) // P42 bank lanterns breathe through the shared P14 premultiplied-alpha radial path. let lanternColor, _ = TitleScreen.lanternColors for (lanternIndex, (lx, ly)) in List.indexed layout.Lanterns do - let breath = TitleScreen.lanternBreathAlpha menuEntranceFrame lanternIndex + let breath = MenuAmbience.lanternBreathAlpha menuEntranceFrame lanternIndex for (rect, color) in VillageArt.lanternGlowLayers lx ly 28 6 252 216 148 breath do spriteBatch.Draw(pixel, rect, color) spriteBatch.Draw(pixel, Rectangle(lx - 3, ly - 5, 8, 10), Color(lanternColor.R, lanternColor.G, lanternColor.B)) |
