When snake doesn't grow, the last segment (new tail) should interpolate from the old tail's position (previous[segmentIndex]), not from the second-to-last segment (previous[segmentIndex-1]) which didn't move.
108 lines
3.7 KiB
C#
108 lines
3.7 KiB
C#
using Snake.Core;
|
|
|
|
namespace Snake.Avalonia.Views;
|
|
|
|
/// <summary>
|
|
/// Interpolation helpers for smooth snake animation.
|
|
/// </summary>
|
|
public static class AnimationHelper
|
|
{
|
|
/// <summary>
|
|
/// Ease-out cubic for smooth deceleration (head overshoot feel).
|
|
/// </summary>
|
|
public static double EaseOutCubic(double t)
|
|
{
|
|
t = Math.Clamp(t, 0.0, 1.0);
|
|
return 1.0 - Math.Pow(1.0 - t, 3);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Ease-in-out quad for general smooth interpolation.
|
|
/// </summary>
|
|
public static double EaseInOutQuad(double t)
|
|
{
|
|
t = Math.Clamp(t, 0.0, 1.0);
|
|
return t < 0.5 ? 2.0 * t * t : 1.0 - Math.Pow(-2.0 * t + 2.0, 2) / 2.0;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Interpolates between two positions with given t value.
|
|
/// Returns the visual position for rendering.
|
|
/// </summary>
|
|
public static (double X, double Y) InterpolatePosition(
|
|
Position from,
|
|
Position to,
|
|
double t,
|
|
double cellSize,
|
|
bool useEasing = false)
|
|
{
|
|
var eased = useEasing ? EaseOutCubic(t) : t;
|
|
var x = from.X + (to.X - from.X) * eased;
|
|
var y = from.Y + (to.Y - from.Y) * eased;
|
|
return (x * cellSize + cellSize * 0.5, y * cellSize + cellSize * 0.5);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Maps a current segment index to its previous position for interpolation.
|
|
/// PreviousSegments is the full snapshot before Move().
|
|
/// Segments count may differ from PreviousSegments if the snake grew.
|
|
/// </summary>
|
|
public static Position GetPreviousPosition(
|
|
int segmentIndex,
|
|
IReadOnlyList<Position> currentSegments,
|
|
IReadOnlyList<Position> previousSegments,
|
|
Direction direction)
|
|
{
|
|
if (previousSegments.Count == 0)
|
|
return currentSegments[segmentIndex];
|
|
|
|
// Head (index 0) always interpolates from the old head
|
|
if (segmentIndex == 0)
|
|
return previousSegments[0];
|
|
|
|
// For body segments, the mapping depends on whether snake grew
|
|
var grew = currentSegments.Count > previousSegments.Count;
|
|
|
|
if (grew)
|
|
{
|
|
// When growing: all old segments kept their positions,
|
|
// new head was added at front. Body segments shifted by 1.
|
|
// current[i] (i>=1) = old[i-1]
|
|
var prevIdx = segmentIndex - 1;
|
|
if (prevIdx < previousSegments.Count)
|
|
return previousSegments[prevIdx];
|
|
}
|
|
else
|
|
{
|
|
// When not growing: tail removed, new head added.
|
|
// current[0] = new head, current[1] = old head, … current[N-2] = old[N-3]
|
|
// BUT the last segment (tail): it was old[N-1] (the removed tail's position)
|
|
// because visually it slides from where the old tail was.
|
|
var isLast = segmentIndex == currentSegments.Count - 1;
|
|
var prevIdx = isLast ? segmentIndex : segmentIndex - 1;
|
|
if (prevIdx < previousSegments.Count)
|
|
return previousSegments[prevIdx];
|
|
}
|
|
|
|
// Fallback: return current position (no interpolation)
|
|
return currentSegments[segmentIndex];
|
|
}
|
|
|
|
/// <summary>
|
|
/// Computes a pulsating radius for food glow effect.
|
|
/// </summary>
|
|
public static double PulsateRadius(double baseRadius, double elapsedSeconds, double amplitude = 0.15, double frequency = 2.5)
|
|
{
|
|
return baseRadius * (1.0 + amplitude * Math.Sin(elapsedSeconds * Math.PI * 2.0 * frequency));
|
|
}
|
|
|
|
/// <summary>
|
|
/// Computes opacity for score popup fade-out animation.
|
|
/// </summary>
|
|
public static double FadeOutOpacity(double elapsedSeconds, double durationSeconds = 1.0)
|
|
{
|
|
var t = Math.Clamp(elapsedSeconds / durationSeconds, 0.0, 1.0);
|
|
return 1.0 - t;
|
|
}
|
|
}
|