feat(labs): visual polish wave — LabFX foundation + 33 sims juiced up
ФУНДАМЕНТ (4 новых файла): - _fx_core.js: LabFX namespace, glow.drawGlow, glow.pulse, haptic, shake - _fx_particles.js: пул 1500 объектов, 6 shapes (dot/spark/ring/smoke/splash/dust) - _fx_motion.js: tween + 12 easings + critically-damped spring - _fx_sound.js: 9 procedural synth-звуков (click/tick/whoosh/chime/fizz/spark/bounce/pour/drone), Web Audio API - Sound toggle в шапке lab.html с localStorage-persist UX МИКРО (CSS + JS): - Button states: hover scale+brightness, active scale-down, disabled grayscale - Slider polish: custom thumb с тенью, filled-track gradient, hover/active - Focus rings через :focus-visible - Tooltip system .tt-host data-tt= с 400ms hover, fade-in - Marching ants для selection - Loading skeleton с shimmer - Empty state .sim-empty-* паттерн - Toast: progress bar внизу, icons по типу - Cursor states utility classes - View Transitions API для smooth sim-switch, fallback на CSS fade PHASE 2 — визуальные эффекты для 33 симуляций: Physics motion: projectile (launch whoosh + landing splash/shake/haptic + target chime), pendulum (max-extension tick + bob glow), collision (bounce + sparks + shake), angrybirds (whoosh/bounce/fizz/chime + confetti), newton (rocket flame trail + scene transitions), forcesandbox (spring glow + impact sparks) Physics fields: emfield (field-lines glow + particle trail + lightning при high field + Gauss-drag haptic + rod motion sparks), circuit (energized-wire glow ∝ current + LED bloom + short-circuit shake/spark + heat shimmer smoke + place/erase/switch sounds), opticsbench (beam glow на всех режимах + caustics dust у фокуса + TIR/Brewster one-shot sounds) Thermo+waves: waves (mode-switch whoosh + Mach-cone particles + spectrum harmonic chime + waveform glow), hydrostatics (pour sound + splash при погружении + valve click), isoprocess (PV-trail dust), heatengine (drone цикла + hot/cold reservoir smoke/dust + phase-change ticks), radioactive (Geiger tick throttle + decay sparks + half-life chime + α/β/γ glow) Chemistry: chemsandbox (pour splash + fizz bubbles/dust/spark по типу реакции + shake при горении), equilibrium/electrolysis/reactions/titration/flask/ionexchange/redox (pour/fizz/spark/chime по событиям, частицы при ключевых моментах), stoichiometry (fizz bubbles + recipe-change click) Math+geom: geometry (tool-click + object-create tick + locus glow + challenge confetti via LabFX + haptic), triangle (vertex-drop tick + special-point glow), stereo (figure-change whoosh + cross-section chime, no particles — Three.js), trigcircle (drag-haptic + pitch∝angle tick + sin/cos glow), graph/graphtransform/quadratic (slider-tick throttled + curve glow + discriminant-cross chime), probability (bounce + finish-chime burst), normaldist (pulsing shade + bell glow) Bio+misc: celldivision (phase-change whoosh + prophase dust + anaphase poles spark + cytokinesis chime), photosynthesis (photon tick + ATP chime + glucose sparkle), bohratom (electron-jump chime ∝ levels + photon spark), orbitals/crystal (mode-change whoosh — Three.js, sound only), logic (gate-place + wire-connect + LED bloom + HIGH wire flowing dots + preset chime), gas/brownian/diffusion/states (preset whoosh, throttled tick по событиям) Все LabFX вызовы обёрнуты в if (window.LabFX) guard — graceful degradation если фундамент не загружен. 47 JS файлов прошли syntax check. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@@ -127,7 +127,9 @@ class EquilibriumSim {
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_tick() {
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if (!this.playing) return;
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this._raf = requestAnimationFrame(() => {
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this._raf = requestAnimationFrame((ts) => {
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const dt = 0.016; // ~60fps fixed step for LabFX
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if (window.LabFX) LabFX.particles.update(dt);
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for (let i = 0; i < 3; i++) this._step();
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this.draw();
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this._tick();
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@@ -256,7 +258,25 @@ class EquilibriumSim {
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}
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}
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if (toRemove.size) this.particles = this.particles.filter(p => !toRemove.has(p.id));
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if (toRemove.size) {
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// LabFX: throttled tick sound + spark on each collision
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if (window.LabFX && toRemove.size > 0) {
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const now = performance.now();
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if (!this._lastFxTick || now - this._lastFxTick > 200) {
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this._lastFxTick = now;
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LabFX.sound.play('tick', { volume: 0.1 });
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}
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for (const id of toRemove) {
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const hit = this.particles.find(p => p.id === id);
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if (hit) {
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LabFX.particles.emit({ ctx: this.ctx, x: hit.x, y: hit.y, count: 2,
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color: '#FFD166', speed: 30, spread: 3.14, angle: 0,
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gravity: 0, life: 250, shape: 'spark', glow: true });
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}
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}
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}
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this.particles = this.particles.filter(p => !toRemove.has(p.id));
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}
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for (const p of toAdd) this.particles.push(p);
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this.flashes = this.flashes.filter(f => ++f.t < f.maxT);
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@@ -328,6 +348,8 @@ class EquilibriumSim {
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ctx.font = "bold 11px 'Manrope', system-ui, sans-serif";
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ctx.textAlign = 'center';
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ctx.fillText('A + B \u21CC C + D', simW / 2, H - 12);
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if (window.LabFX) LabFX.particles.draw(ctx);
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}
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_drawParticle(ctx, p) {
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@@ -497,10 +519,12 @@ if (typeof module !== 'undefined') module.exports = EquilibriumSim;
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const ids = { T: 'eq-T-val', Ea_f: 'eq-Eaf-val', Ea_r: 'eq-Ear-val' };
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const el = document.getElementById(ids[name]);
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if (el) el.textContent = v;
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if (name === 'T' && window.LabFX) LabFX.sound.play('whoosh', { pitch: v / 300, volume: 0.3 });
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if (eqSim) eqSim.setParams({ [name]: v });
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}
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function eqPreset(name) {
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if (window.LabFX) LabFX.sound.play('pour', { volume: 0.3 });
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if (eqSim) { eqSim.preset(name); eqSim.play(); }
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const defs = { default: [300,50,55], exothermic: [280,35,65], endothermic: [350,65,35], excess_A: [300,50,55] };
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const d = defs[name] || defs.default;
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