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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@@ -178,21 +178,36 @@ class ProbabilitySim {
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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(now => {
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const dt = (now - (this._lastTickTs || now)) / 1000;
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this._lastTickTs = now;
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if (window.LabFX) LabFX.particles.update(dt);
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let added = 0;
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for (let i = 0; i < this.speed; i++) {
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if (!this._addTrial()) break;
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added++;
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}
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this._animT += 0.15;
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if (added > 0) this._shakeT = 1;
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else this._shakeT *= 0.9;
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if (added > 0) {
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this._shakeT = 1;
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if (window.LabFX && now - (this._lastBounceSoundTs || 0) > 120) {
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this._lastBounceSoundTs = now;
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LabFX.sound.play('bounce', { pitch: 1.0 + Math.random() * 0.3 });
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}
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} else this._shakeT *= 0.9;
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this.draw();
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this._emit();
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if (this.results.length >= this.trials) {
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this.pause();
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if (window.LabFX) {
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LabFX.sound.play('chime');
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const ctx = this.ctx;
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const W = this.W, H = this.H;
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LabFX.particles.emit({ ctx, x: W / 2, y: H * 0.4, count: 40, color: '#9B5DE5', shape: 'spark', spread: Math.PI * 2, life: 1400, speed: 120, gravity: 200, glow: true });
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}
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return;
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}
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this._tick();
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@@ -216,6 +231,7 @@ class ProbabilitySim {
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this._drawHistogram(ctx, 0, vizH, W, histH);
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this._drawConvergence(ctx, 0, vizH + histH, W, convH);
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this._drawStats(ctx, W, H);
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if (window.LabFX) LabFX.particles.draw(ctx);
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}
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/* ── top visual: coin or dice ──────────────── */
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@@ -591,6 +607,7 @@ if (typeof module !== 'undefined') module.exports = ProbabilitySim;
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document.querySelectorAll('.prob-mode-btn').forEach(b => b.classList.remove('active'));
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if (btn) btn.classList.add('active');
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if (probSim) { probSim.setParams({ mode }); probSim.reset(); probSim.play(); }
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if (window.LabFX) LabFX.sound.play('whoosh', { pitch: 1.2, volume: 0.3 });
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}
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function probPreset(mode, trials) {
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