feat: Implement fizzle fade transition effects for menus and intros, enhancing visual transitions

Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
This commit is contained in:
2026-03-23 11:00:48 +01:00
parent a84c677845
commit d63b316f1b
7 changed files with 815 additions and 33 deletions
@@ -0,0 +1,227 @@
import 'dart:typed_data';
import 'package:test/test.dart';
import 'package:wolf_3d_dart/src/menu/menu_manager.dart';
import 'package:wolf_3d_dart/src/rendering/fizzle_fade.dart';
import 'package:wolf_3d_dart/wolf_3d_data_types.dart';
import 'package:wolf_3d_dart/wolf_3d_engine.dart';
import 'package:wolf_3d_dart/wolf_3d_input.dart';
import 'package:wolf_3d_dart/wolf_3d_renderer.dart';
void main() {
group('Fizzle fade sequence', () {
test('covers every canonical menu pixel exactly once', () {
final sequence = FizzleFade.canonicalSequence;
expect(sequence.length, FizzleFade.canonicalPixelCount);
expect(sequence.toSet().length, FizzleFade.canonicalPixelCount);
expect(sequence.first, 0);
expect(FizzleFade.nextState(FizzleFade.seed), 0x12000);
});
});
group('Software renderer transitions', () {
test(
'default intro fade-in starts fully black and reveals by hold phase',
() {
final engine = _buildEngine(frameBuffer: FrameBuffer(320, 200));
final renderer = SoftwareRenderer();
final int black = _rgbToFrameColor(0x000000);
engine.init();
final FrameBuffer startFrame = renderer.render(engine);
expect(startFrame.pixels.every((pixel) => pixel == black), isTrue);
engine.menuManager.tickTransition(MenuManager.introFadeDurationMs);
final FrameBuffer revealedFrame = renderer.render(engine);
expect(revealedFrame.pixels.any((pixel) => pixel != black), isTrue);
},
);
test(
'fizzle menu transition covers at midpoint and reveals target menu on completion',
() {
final engine = _buildEngine(frameBuffer: FrameBuffer(320, 200));
final baselineEngine = _buildEngine(frameBuffer: FrameBuffer(320, 200));
final difficultyEngine = _buildEngine(
frameBuffer: FrameBuffer(320, 200),
);
final renderer = SoftwareRenderer();
final int bgColor = _rgbToFrameColor(
engine.menuManager.menuBackgroundRgb,
);
engine.init();
baselineEngine.init();
difficultyEngine.init();
engine.menuManager.showMainMenu(hasResumableGame: false);
baselineEngine.menuManager.showMainMenu(hasResumableGame: false);
difficultyEngine.menuManager.beginDifficultySelection();
final List<int> mainMenuFrame = List<int>.from(
renderer.render(baselineEngine).pixels,
);
engine.menuManager.startTransition(
WolfMenuScreen.difficultySelect,
effect: WolfTransitionEffect.fizzleFade,
);
engine.menuManager.tickTransition(
MenuManager.transitionDurationMs ~/ 4,
);
final List<int> partialFrame = List<int>.from(
renderer.render(engine).pixels,
);
expect(
_countDifferentPixels(partialFrame, mainMenuFrame),
greaterThan(0),
);
engine.menuManager.tickTransition(
MenuManager.transitionDurationMs ~/ 4,
);
final List<int> midpointFrame = List<int>.from(
renderer.render(engine).pixels,
);
expect(midpointFrame.every((pixel) => pixel == bgColor), isTrue);
engine.menuManager.tickTransition(
MenuManager.transitionDurationMs ~/ 2,
);
final List<int> completedFrame = List<int>.from(
renderer.render(engine).pixels,
);
final List<int> expectedDifficultyFrame = List<int>.from(
renderer.render(difficultyEngine).pixels,
);
expect(completedFrame, orderedEquals(expectedDifficultyFrame));
},
);
});
}
WolfEngine _buildEngine({required FrameBuffer frameBuffer}) {
return WolfEngine(
data: _buildTestData(),
difficulty: null,
startingEpisode: 0,
frameBuffer: frameBuffer,
input: _TestInput(),
engineAudio: _SilentAudio(),
onGameWon: () {},
);
}
WolfensteinData _buildTestData() {
final wallGrid = _buildGrid();
final objectGrid = _buildGrid();
_fillBoundaries(wallGrid, 2);
objectGrid[2][2] = MapObject.playerEast;
return WolfensteinData(
version: GameVersion.retail,
dataVersion: DataVersion.unknown,
registry: RetailAssetRegistry(),
walls: [
_solidSprite(1),
_solidSprite(1),
_solidSprite(2),
_solidSprite(2),
],
sprites: List.generate(436, (_) => _solidSprite(255)),
sounds: List.generate(200, (_) => PcmSound(Uint8List(1))),
adLibSounds: const [],
music: const [],
vgaImages: const [],
episodes: [
Episode(
name: 'Episode 1',
levels: [
WolfLevel(
name: 'Level 1',
wallGrid: wallGrid,
areaGrid: List.generate(64, (_) => List.filled(64, -1)),
objectGrid: objectGrid,
music: Music.level01,
),
],
),
],
);
}
class _TestInput extends Wolf3dInput {
@override
void update() {}
}
class _SilentAudio implements EngineAudio {
@override
WolfensteinData? activeGame;
@override
Future<void> debugSoundTest() async {}
@override
Future<void> init() async {}
@override
void playLevelMusic(Music music) {}
@override
void playMenuMusic() {}
@override
void playSoundEffect(SoundEffect effect) {}
@override
void playSoundEffectId(int sfxId) {}
@override
void stopMusic() {}
@override
Future<void> stopAllAudio() async {}
@override
void dispose() {}
}
int _countDifferentPixels(List<int> a, List<int> b) {
int count = 0;
for (int i = 0; i < a.length; i++) {
if (a[i] != b[i]) {
count++;
}
}
return count;
}
int _rgbToFrameColor(int rgb) {
final int r = (rgb >> 16) & 0xFF;
final int g = (rgb >> 8) & 0xFF;
final int b = rgb & 0xFF;
return 0xFF000000 | (b << 16) | (g << 8) | r;
}
SpriteMap _buildGrid() => List.generate(64, (_) => List.filled(64, 0));
void _fillBoundaries(SpriteMap grid, int wallId) {
for (int i = 0; i < 64; i++) {
grid[0][i] = wallId;
grid[63][i] = wallId;
grid[i][0] = wallId;
grid[i][63] = wallId;
}
}
Sprite _solidSprite(int colorIndex) {
return Sprite(Uint8List.fromList(List.filled(64 * 64, colorIndex)));
}