Files
HexTrails/src/renderer.js
T
cabinwandClaude Opus 5 073b682234 feat(motion): raise the cruising speed, and make the show gates follow it
Pieces still read as slow. Cruising speed goes from 120ms per unit to 85: the
median departure across the shipped fifty drops 970ms → 763ms and a level's
whole animation budget 15.6s → 12.7s, about 18% off. The longest departures do
not move — the cap holds them at 3.46s — so if those still drag, the dial is the
cap, which was settled separately and is left alone.

The gates that guarantee a level opens with something worth watching are stated
in milliseconds, and they were picked while a piece crossed a unit in 120ms.
Held fixed while the speed changes, they stop meaning what they meant: this
change alone made 20 of the 50 shipped levels "fail" an opening gate every one
of them had passed, purely from the unscaled number. Scaled to the dial, none
fail — the set is unchanged, and the alarm was an artifact of the constant. So
the cruise threshold and the opening floor now derive from the speed, naming
the speed they were calibrated at.

exitTiming takes msPerUnit the way it already took knee and maxMs, and the
comparison lab gets a speed slider, reads the levels actually shipping rather
than the prototype sweep they were selected from, and totals every route in the
campaign instead of the four on screen — those four skew long, where the cap
flattens any speed change to 6%.

The test that pins constant cruising speed now reads the dial from the token
instead of hard-coding 120, so tuning motion no longer looks like a broken
guarantee.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 18:46:32 +08:00

275 lines
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import { drawStyledToken, tint } from './token-art.js';
import { appearanceTile } from './art-directions.js';
import { exitTiming, smoothMotion, travelProgress } from './exit-animation.js';
import { THEME, PIGMENTS, pigmentIndex } from './design-tokens.js';
import { DIRS, key } from './core.js';
import { tileSample, roundedHex } from './tile-shape.js';
import { collisionPhase, contactPath } from './collision-animation.js';
import { center, hexPoints, trackPoints, routePoints, pointAlong } from './geometry.js';
import { TILE_FRAMES, TILE_RADIUS, TILE_ASPECT } from './sprites.js';
export const COLORS=PIGMENTS.map(p=>p.color);
// Macaron's exit ends in a bubble dissolve that needs more time than the shared 180 ms effect window.
const MACARON_DISSOLVE_MS=640;
export function exitDuration(route,artStyle){const timing=exitTiming(route);return artStyle==='macaron'?timing.travelMs+MACARON_DISSOLVE_MS:timing.duration;}
// Four-point sparkle star used by the macaron win celebration.
const sparkle=(x,y,r)=>Array.from({length:8},(_,j)=>{const b=j*Math.PI/4-Math.PI/2,rr=j%2?r*.38:r;return {x:x+Math.cos(b)*rr,y:y+Math.sin(b)*rr};});
// Scene commands remain engine-independent. sprite() is an optional atlas adapter.
export function drawTile(p,x,y,size,tile,angle=-Math.PI/2+tile.dir*Math.PI/3,scale=1) {
const r=size*(tile.artStyle==='paper'?.88:tile.artStyle==='signpost'?.90:tile.artStyle==='macaron'?.90:TILE_RADIUS)*scale;
if(drawStyledToken(p,x,y,r,tile,angle))return;
const textured=p.sprite?.(tile.color,x,y,r)===true;
if(!textured){
p.polygon(roundedHex(x,y,r),COLORS[tile.color]);
}
const a=r*.58;
const shape=[[-.72,-.23],[.06,-.23],[.06,-.59],[.83,0],[.06,.59],[.06,.23],[-.72,.23]];
const arrow=shape.map(([u,v])=>({x:x+a*(u*Math.cos(angle)-v*Math.sin(angle)),y:y-1+a*(u*Math.sin(angle)+v*Math.cos(angle))}));
p.polygon(arrow,PIGMENTS[tile.color]?.arrow||THEME.arrowDark);
}
export function drawScene(p,level,tiles,view,state={}) {
const {size}=view;
const visualTile=tile=>appearanceTile({...tile,color:pigmentIndex(state.theme?Math.max(0,level.tiles.findIndex(t=>t.id===tile.id)):tile.color,state.theme)},state.theme);
const materials={...THEME,...state.theme?.materials};
const paper=state.theme?.artStyle==='paper',signpost=state.theme?.artStyle==='signpost',macaron=state.theme?.artStyle==='macaron';
const roadbedWidth=Math.min(18,Math.max(5,size*.30)),railWidth=Math.min(7,Math.max(2.5,size*.105)),gummyWidth=Math.min(6.5,Math.max(2.2,size*.11));
const angle=state.boardAngle||0,cos=Math.cos(angle),sin=Math.sin(angle);
const rotate=points=>points.map(pt=>{const x=pt.x-view.ox,y=pt.y-view.oy;return {x:view.ox+x*cos-y*sin,y:view.oy+x*sin+y*cos};});
const base={polygon:(pts,c)=>p.polygon(rotate(pts),c),line:(pts,c,w)=>p.line(rotate(pts),c,w)};
// Each accepted tap keeps its own path and clock. Legacy adapters may still
// supply one animation; the browser supplies all simultaneous departures.
const motions=(state.animations??(state.animation?[state.animation]:[])).map(animation=>{
const blocked=animation.route.status==='blocked';
const blocker=blocked?tiles.find(t=>t.id===animation.route.blocker):null;
const target=blocker?center(blocker,view):null;
const phase=blocked?collisionPhase(animation.progress,state.reduced):null;
const movingPath=contactPath(routePoints(animation.route,view,true),target,size*TILE_RADIUS);
const contact=movingPath[movingPath.length-1];
const impactAngle=target&&contact?Math.atan2(target.y-contact.y,target.x-contact.x):0;
return {...animation,blocker,target,phase,movingPath,contact,impactAngle};
});
const movingIds=new Set(motions.map(a=>a.route.tile.id));
const cellKeys=new Set(level.cells.map(c=>key(c.q,c.r)));
const sorted=[...level.cells].sort((a,b)=>center(a,view).y-center(b,view).y);
// Macaron: cells pop in as a wave from the top-left corner (state.intro 0–1); without an intro every cell is at scale 1.
const cellScale=(()=>{
if(!macaron||!(state.intro<1))return ()=>1;
const cs=level.cells.map(c=>({c,p:center(c,view)})),xs=cs.map(o=>o.p.x),ys=cs.map(o=>o.p.y),x0=Math.min(...xs),x1=Math.max(...xs),y0=Math.min(...ys),y1=Math.max(...ys);
const order=new Map(cs.map(({c,p})=>[key(c.q,c.r),((x1>x0?(p.x-x0)/(x1-x0):0)+(y1>y0?(p.y-y0)/(y1-y0):0))/2]));
return cell=>{const t=Math.max(0,Math.min(1,(state.intro-order.get(key(cell.q,cell.r))*.55)/.45)),u=t-1;return t<=0?0:1+2.2*u*u*u+1.2*u*u;};
})();
// Macaron: cell tints follow concentric rings from the board centre, so they stay put through every rotation.
const ringTint=(()=>{
if(!macaron)return ()=>materials.board;
const rings=materials.rings||[materials.board],cq=level.cells.reduce((a,c)=>a+c.q,0)/level.cells.length,cr=level.cells.reduce((a,c)=>a+c.r,0)/level.cells.length;
let origin=level.cells[0],best=Infinity;for(const c of level.cells){const d=Math.hypot(c.q-cq,c.r-cr);if(d<best){best=d;origin=c;}}
return cell=>{const dq=cell.q-origin.q,dr=cell.r-origin.r;return rings[Math.max(Math.abs(dq),Math.abs(dr),Math.abs(dq+dr))%rings.length];};
})();
// Macaron: cells along a previewed or travelling route blush in the token's own tint; a blocked cell blushes orange-cream.
// A tapped route carries its tile; a traced preview does not, so the tile is looked up at the route's first step.
const routeFill=route=>{const start=route.steps?.[0],tile=route.tile||(start&&tiles.find(t=>t.q===start.q&&t.r===start.r));return (tile&&visualTile(tile).fill)||materials.track;};
const blushCells=new Map();
if(macaron){
const blush=(steps,color)=>{for(const s of steps||[])blushCells.set(key(s.q,s.r),color);};
for(const m of motions)if(m.route.status==='exit')blush(m.route.steps,tint(routeFill(m.route),.84));
if(state.path)blush(state.path.steps,state.path.status==='exit'?tint(routeFill(state.path),.80):materials.blush);
for(const m of motions)if(m.blocker&&m.phase.impact>0)blushCells.set(key(m.blocker.q,m.blocker.r),materials.blush);
}
// Macaron: one white tray under everything, the rounded convex hull of the cells plus a margin, lifted by two opaque
// shadow steps. The tray turns with the board; the shadow offset stays vertical on screen.
if(macaron){
const pad=size*.34,cross=(o,a,b)=>(a.x-o.x)*(b.y-o.y)-(a.y-o.y)*(b.x-o.x);
const hull=pts=>{const s=[...pts].sort((a,b)=>a.x-b.x||a.y-b.y),lower=[],upper=[];for(const q of s){while(lower.length>=2&&cross(lower[lower.length-2],lower[lower.length-1],q)<=0)lower.pop();lower.push(q);}for(const q of s.reverse()){while(upper.length>=2&&cross(upper[upper.length-2],upper[upper.length-1],q)<=0)upper.pop();upper.push(q);}return [...lower.slice(0,-1),...upper.slice(0,-1)];};
const rounded=(poly,radius)=>poly.flatMap((v,i)=>{const prev=poly[(i+poly.length-1)%poly.length],next=poly[(i+1)%poly.length],ka=Math.min(.5,radius/Math.hypot(prev.x-v.x,prev.y-v.y)),kb=Math.min(.5,radius/Math.hypot(next.x-v.x,next.y-v.y)),a={x:v.x+(prev.x-v.x)*ka,y:v.y+(prev.y-v.y)*ka},b={x:v.x+(next.x-v.x)*kb,y:v.y+(next.y-v.y)*kb};return Array.from({length:6},(_,j)=>{const t=j/5,u=1-t;return {x:u*u*a.x+2*u*t*v.x+t*t*b.x,y:u*u*a.y+2*u*t*v.y+t*t*b.y};});});
const tray=grow=>rounded(hull(level.cells.flatMap(c=>{const {x,y}=center(c,view);return hexPoints(x,y,size+pad+grow);})),size*.9);
for(const [grow,dy,color] of [[size*.06,size*.20,materials.shadowSoft],[0,size*.10,materials.shadow]])p.polygon(rotate(tray(grow)).map(q=>({x:q.x,y:q.y+dy})),color);
base.polygon(tray(0),materials.tray);
}
// Signpost: a flat offset base and a rim under the cells lift the card off the world colour.
// The base offset stays vertical on screen, so it is applied after board rotation.
if(signpost){
const rimW=Math.max(1.5,size*.06),baseDy=size*.12;
for(const cell of sorted){const {x,y}=center(cell,view);p.polygon(rotate(hexPoints(x,y,size+.2+rimW)).map(q=>({x:q.x,y:q.y+baseDy})),materials.base);}
for(const cell of sorted){const {x,y}=center(cell,view);base.polygon(hexPoints(x,y,size+.2+rimW),materials.rim);}
}
// Paint cells before rails. Paper keeps the reference's narrow gaps; other
// styles overlap slightly to avoid antialiasing seams.
for(const cell of sorted){
const {x,y}=center(cell,view);
if(macaron){const sc=cellScale(cell);if(sc>.02)base.polygon(roundedHex(x,y,size*.90*sc,.16),blushCells.get(key(cell.q,cell.r))||ringTint(cell));continue;}
base.polygon(hexPoints(x,y,paper?size*.97:size+.2),materials.board);
}
// Cell boundaries stay beneath the connected track endpoints. Macaron separates cells with white gutters instead.
if(!macaron)for(const cell of sorted){
const {x,y}=center(cell,view),edge=hexPoints(x,y,paper?size*.97:size);
base.line([...edge,edge[0]],materials.boardGrid,paper?Math.max(.4,size*.025):signpost?Math.max(.6,size*.02):Math.max(1,size*.024));
}
const rails=[];
for(const cell of sorted) {
const {x,y}=center(cell,view),sc=cellScale(cell);
if(sc<=.15)continue;
for(let a=0;a<6;a++) if(a<cell.tracks[a]) {
// Inset the centerline by half the widest stroke at each hex side.
// Rounded line caps must also remain inside the visible cell.
const trackWidth=signpost?roadbedWidth:macaron?gummyWidth:Math.max(4,size*.16);
// Rails run continuously across macaron's white gutters; only board-edge ends are pulled inside the brick face.
const visualRadius=Math.max(0,(macaron?size*.90:size*.965)-trackWidth/Math.sqrt(3)-.5);
const b=cell.tracks[a],points=trackPoints(x,y,size,a,b);
const exterior=d=>!cellKeys.has(key(cell.q+DIRS[d][0],cell.r+DIRS[d][1]));
const first=points[0],last=points[points.length-1],shrink=1-visualRadius/size;
const dx0=exterior(a)?(first.x-x)*shrink:0,dy0=exterior(a)?(first.y-y)*shrink:0;
const dx1=exterior(b)?(last.x-x)*shrink:0,dy1=exterior(b)?(last.y-y)*shrink:0;
if(!paper)points.forEach((p,i)=>{const t=i/(points.length-1),u=1-t;p.x-=u*u*u*dx0+t*t*t*dx1;p.y-=u*u*u*dy0+t*t*t*dy1;});
if(sc<1)points.forEach(pt=>{pt.x=x+(pt.x-x)*sc;pt.y=y+(pt.y-y)*sc;});
rails.push({points,primary:!state.trackEmphasis||state.trackEmphasis(cell,a,b)});
}
}
// Pattern studies can emphasize real routes while retaining the other paired
// connections as secondary lines. Ordinary levels keep the same drawing passes.
for(const {points,primary} of rails)if(!primary)base.line(points,state.secondaryTrackColor||materials.boardGrid,Math.max(1,size*.025));
if(!paper&&!macaron)for(const {points,primary} of rails)if(primary)base.line(points,materials.trackHalo,signpost?roadbedWidth:Math.max(4,size*.16));
for(const {points,primary} of rails)if(primary)base.line(points,materials.track,paper?Math.max(.7,size*.055):signpost?railWidth:macaron?gummyWidth:Math.max(2.5,size*.10));
// Route preview: classic styles draw it under the tokens; signpost draws it over them, in two layers, ending at the rim.
// Macaron draws the line under the tokens but its blocked cross above them, so a short stub still shows its cross.
let afterTokens=null;
const drawPath=()=>{
if(!state.path)return;
if(macaron){
// One chunky line in the token's own colour over the rails; a blocked route stops at the contact point with an orange cross.
const exit=state.path.status==='exit',fill=routeFill(state.path);
let points=routePoints(state.path,view);if(exit&&!state.path.travelPoints&&points.length>2)points=points.slice(0,-1);
p.line(points,exit?fill:materials.blocked,gummyWidth*1.15);
if(!exit)afterTokens=()=>{const q=points[points.length-1],k=gummyWidth*1.2;p.line([{x:q.x-k,y:q.y-k},{x:q.x+k,y:q.y+k}],materials.blocked,gummyWidth);p.line([{x:q.x-k,y:q.y+k},{x:q.x+k,y:q.y-k}],materials.blocked,gummyWidth);};
return;
}
if(!signpost){p.line(routePoints(state.path,view),state.path.status==='exit'?THEME.primary:THEME.warning,Math.max(4,size*.12));return;}
const exit=state.path.status==='exit',route=state.theme.route||{};
let points=routePoints(state.path,view);if(exit&&!state.path.travelPoints&&points.length>2)points=points.slice(0,-1);
p.line(points,exit?route.exitGlow:route.blockedGlow,roadbedWidth*1.05);p.line(points,exit?route.exit:route.blocked,railWidth*1.5);
if(!exit){const q=points[points.length-1],k=railWidth*1.4;p.line([{x:q.x-k,y:q.y-k},{x:q.x+k,y:q.y+k}],route.blocked,railWidth);p.line([{x:q.x-k,y:q.y+k},{x:q.x+k,y:q.y-k}],route.blocked,railWidth);}
};
if(!signpost)drawPath();
if(state.selected) {
const cell=level.cells.find(c=>c.q===state.selected.q&&c.r===state.selected.r);
if(cell){const c=center(cell,view),pts=hexPoints(c.x,c.y,size*.98);p.line([...pts,pts[0]],THEME.reward,3);}
}
for(const tile of [...tiles].filter(t=>!movingIds.has(t.id)).sort((a,b)=>center(a,view).y-center(b,view).y)) {
const c=center(tile,view),sc=cellScale(tile);
// Macaron: a tray-white seat under every resting token covers the rail crossings in the gutters around its brick,
// so no rail end shows at the token's edge; when the token leaves, the continuous rail reappears.
if(macaron&&sc>=.3)p.polygon(roundedHex(c.x,c.y,size*1.12*sc,.16),materials.tray);
if(tile.id===state.hint) {
if(macaron){p.polygon(roundedHex(c.x,c.y,size*1.02,.16),materials.hintGlow);p.polygon(roundedHex(c.x,c.y,size*.94,.16),materials.hint);}
else if(signpost){const ring=Array.from({length:48},(_,i)=>({x:c.x+Math.cos(i/48*Math.PI*2)*size*1.1,y:c.y+Math.sin(i/48*Math.PI*2)*size*1.1}));p.line([...ring,ring[0]],state.theme.route?.hint||THEME.reward,Math.max(2.5,size*.08));}
else{p.circle(c.x,c.y,size*1.13,THEME.reward);p.circle(c.x,c.y,size*1.03,THEME.warningSurface);}
}
if(state.queued?.includes(tile.id)){
const ring=hexPoints(c.x,c.y,size*1.03);
p.line([...ring,ring[0]],macaron?materials.track:THEME.primary,3);
}
let dx=0;
if(tile.id===state.shake) dx=Math.sin(state.shakeTime*38)*5*(1-state.shakeTime);
let dy=0;
for(const {blocker,impactAngle,phase} of motions)if(tile.id===blocker?.id){
dx+=Math.cos(impactAngle)*phase.kick*size*.32;dy+=Math.sin(impactAngle)*phase.kick*size*.32;
}
if(sc>=.3)drawTile(p,c.x+dx,c.y+dy,size,visualTile(tile),undefined,sc);
}
if(signpost)drawPath();
afterTokens?.();
// Macaron: when the last token has left, twelve candy stars and a honey ring burst out of the tray before the result opens.
if(macaron&&state.celebrate!==undefined&&state.celebrate<1){
const t=state.celebrate,ease=1-Math.pow(1-t,3),cs=level.cells.map(c=>center(c,view)),cx=cs.reduce((a,c)=>a+c.x,0)/cs.length,cy=cs.reduce((a,c)=>a+c.y,0)/cs.length;
const reach=Math.max(...cs.map(c=>Math.hypot(c.x-cx,c.y-cy)))+size*1.3,colors=(state.theme.palette||[]).map(i=>state.theme.pigments[i].color);
const ringR=reach*(.45+.6*ease),ring=Array.from({length:48},(_,i)=>({x:cx+Math.cos(i/48*Math.PI*2)*ringR,y:cy+Math.sin(i/48*Math.PI*2)*ringR}));
p.line([...ring,ring[0]],materials.hint+Math.round((1-t)*200).toString(16).padStart(2,'0'),Math.max(1,size*.14*(1-t)));
for(let i=0;i<12;i++){const a=i/12*Math.PI*2-Math.PI/2+ease*.4,d=reach*(.3+.8*ease),r=size*.34*(1-smoothMotion(t)),sx=cx+Math.cos(a)*d,sy=cy+Math.sin(a)*d;if(r>0)p.polygon(sparkle(sx,sy,r),colors.length?colors[i%colors.length]:materials.hint);}
}
for(const {route,progress,target,phase,movingPath,contact,impactAngle} of motions) {
const blocked=route.status!=='exit';
if(!blocked){
drawExit(p,route,view,progress,visualTile(route.tile),state.reduced);
}else{
const loc=pointAlong(movingPath,phase?phase.distance:Math.sin(progress*Math.PI));
drawTile(p,loc.x,loc.y,size,visualTile(route.tile),loc.angle,phase&&!state.reduced?1-phase.impact*.12:1);
}
if(target&&phase.impact>0){
const x=(contact.x+target.x)/2,y=(contact.y+target.y)/2;
if(macaron){const k=size*.30*phase.impact;p.line([{x:x-k,y:y-k},{x:x+k,y:y+k}],materials.blocked,gummyWidth);p.line([{x:x-k,y:y+k},{x:x+k,y:y-k}],materials.blocked,gummyWidth);continue;}
for(const offset of [-1.95,-1.2,1.2,1.95]){const a=impactAngle+offset,d=size*(.12+phase.impact*.16),length=size*.26*phase.impact;p.line([{x:x+Math.cos(a)*d,y:y+Math.sin(a)*d},{x:x+Math.cos(a)*(d+length),y:y+Math.sin(a)*(d+length)}],materials.track,Math.max(1.5,size*.055));}
}
}
}
export class CanvasPainter {
constructor(context) { this.ctx=context; this.atlas=null; }
sprite(index,x,y,r) {
if(!TILE_FRAMES[index]||!this.atlas?.complete||!this.atlas.naturalWidth)return false;
const f=tileSample(TILE_FRAMES[index]),w=r*2,h=w*TILE_ASPECT;
const c=this.ctx,shape=roundedHex(x,y,r);c.save();c.beginPath();shape.forEach((p,i)=>i?c.lineTo(p.x,p.y):c.moveTo(p.x,p.y));c.closePath();c.clip();
this.ctx.drawImage(this.atlas,f.x,f.y,f.w,f.h,x-w/2,y-h/2,w,h);
c.restore();
return true;
}
polygon(points,fill) {const c=this.ctx;c.beginPath();points.forEach((p,i)=>i?c.lineTo(p.x,p.y):c.moveTo(p.x,p.y));c.closePath();c.fillStyle=fill;c.fill();}
line(points,color,width) {if(!points.length)return;const c=this.ctx;c.beginPath();points.forEach((p,i)=>i?c.lineTo(p.x,p.y):c.moveTo(p.x,p.y));c.strokeStyle=color;c.lineWidth=width;c.lineCap='round';c.lineJoin='round';c.stroke();}
circle(x,y,r,fill) {const c=this.ctx;c.beginPath();c.arc(x,y,r,0,Math.PI*2);c.fillStyle=fill;c.fill();}
}
export function exitGeometry(route,view){
const points=routePoints({...route,end:null},view);
const edge=points[points.length-1],before=points[points.length-2];
const angle=Math.atan2(edge.y-before.y,edge.x-before.x);
return {points,edge,angle};
}
export function drawExit(p,route,view,progress,tile,reduced=false){
const {points,edge,angle}=exitGeometry(route,view),size=view.size;
if(reduced){if(progress<.8){const at=pointAlong(points,progress/.8);drawTile(p,at.x,at.y,size,tile,at.angle);}return;}
const timing=exitTiming(route),travel=timing.travelMs/exitDuration(route,tile.artStyle);
if(progress<travel){
const at=pointAlong(points,travelProgress(progress/travel,timing.travelMs));
drawTile(p,at.x,at.y,size,tile,at.angle);return;
}
const t=Math.min(1,(progress-travel)/(1-travel)),ease=smoothMotion(t);
const color=tile.fill||COLORS[tile.color],dx=Math.cos(angle),dy=Math.sin(angle);
if(tile.artStyle==='macaron'){bubbleDissolve(p,edge,angle,size,tile,color,t);return;}
// Local exit plume: short enough to remain visible in the canvas gutter.
const at={x:edge.x+dx*size*.48*ease,y:edge.y+dy*size*.48*ease};
for(let i=3;i>=1;i--){
const d=size*(.10+i*.13)*ease,scale=(1-smoothMotion(t))*(.14-i*.025);
if(scale>0)p.circle(at.x-dx*d,at.y-dy*d,size*scale,color);
}
if(t<.82)drawTile(p,at.x,at.y,size,tile,angle,1-smoothMotion(t/.82));
const burst=Math.max(0,(t-.18)/.82);
if(burst>0&&burst<1){
for(let i=0;i<6;i++){
const a=angle+(i-2.5)*.58,d=size*(.12+.40*(1-Math.pow(1-burst,3))),r=size*.075*(1-smoothMotion(burst));
p.polygon(hexPoints(edge.x+dx*size*.18+Math.cos(a)*d,edge.y+dy*size*.18+Math.sin(a)*d,r),color);
}
}
}
// Macaron exit: the token glides out through its port, slowing down as it crosses the tray edge (0.55s beyond the port
// over the first 45%), and dissolves mostly outside the board like a sugar cube: the solid face, rim and arrow fade
// while a lattice of dots in the token colour takes over; the dots erode from the rim inward, each shrinking, thinning
// towards white and drifting a little. Circles, polygons and alpha only; the noise is a fixed hash of the lattice position.
function bubbleDissolve(p,edge,angle,size,tile,color,t){
const dx=Math.cos(angle),dy=Math.sin(angle),alphaHex=v=>Math.round(Math.max(0,Math.min(1,v))*255).toString(16).padStart(2,'0'),base=color.slice(0,7);
const out=1-Math.pow(1-Math.min(1,t/.45),3),x=edge.x+dx*size*.55*out,y=edge.y+dy*size*.55*out,r=size*.90;
const solid=1-smoothMotion((t-.15)/.2);
if(solid>0){const face=roundedHex(x,y,r,.16);p.polygon(face,base+alphaHex(solid));p.line([...face,face[0]],'#FFFFFF'+alphaHex(solid),Math.max(1,r*.10));}
const step=size*.17,inset=r*.82,rows=Math.ceil(inset/(step*.866))+1,cols=Math.ceil(inset/step)+1;
for(let j=-rows;j<=rows;j++)for(let i=-cols;i<=cols;i++){
const ox=(i+(j&1?.5:0))*step,oy=j*step*.866,ax=Math.abs(ox),ay=Math.abs(oy);
if(ay>inset*.866||ax*.866+ay*.5>inset*.866)continue;
let h=(i*374761393+j*668265263)|0;h=Math.imul(h^(h>>>13),1274126177);h^=h>>>16;
const n1=((h>>>0)%1000)/1000,n2=(((h>>>10)>>>0)%1000)/1000;
const rim=Math.max(ay,ax*.866+ay*.5)/(inset*.866);
const u=(t-(.16+.38*(1-rim)+.16*n1))/.28;
if(u>=1)continue;
if(u<=0){if(solid<1)p.circle(x+ox,y+oy,size*.115,base);continue;}
const k=1-smoothMotion(u),drift=size*.14*u,a=n2*Math.PI*2;
p.circle(x+ox+Math.cos(a)*drift,y+oy+Math.sin(a)*drift-size*.10*u,size*.115*k,tint(base,.45*u)+alphaHex(.95*(1-u*.6)));
}
const arrow=1-smoothMotion((t-.15)/.25);
if(arrow>0){const rot=pts=>pts.map(([u,v])=>({x:x+r*(u*Math.cos(angle)-v*Math.sin(angle)),y:y+r*(u*Math.sin(angle)+v*Math.cos(angle))})),w=Math.max(1.5,r*.20),white='#FFFFFF'+alphaHex(arrow);p.line(rot([[-.34,0],[.30,0]]),white,w);p.line(rot([[.02,-.30],[.30,0],[.02,.30]]),white,w);}
}