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# Spacetris — COOPERATE Mode
## Middle SYNC Line Effect (SDL3)
### VS Code Copilot AI Agent Integration Guide
> Goal: Implement a **visual SYNC divider line** in COOPERATE mode that communicates cooperation state between two players.
> This effect must be lightweight, performant, and decoupled from gameplay logic.
---
## 1. Concept Overview
The **SYNC Line** is the vertical divider between the two halves of the COOPERATE grid.
It must:
- Always be visible
- React when one side is ready
- Pulse when both sides are ready
- Flash on line clear
- Provide instant, text-free feedback
No shaders. No textures. SDL3 only.
---
## 2. Visual States
Define these states:
```cpp
enum class SyncState {
Idle, // no side ready
LeftReady, // left half complete
RightReady, // right half complete
Synced, // both halves complete
ClearFlash // row cleared
};
````
---
## 3. Color Language
| State | Color | Meaning |
| ------------------ | --------------- | ------------------- |
| Idle | Blue | Neutral |
| Left / Right Ready | Yellow | Waiting for partner |
| Synced | Green (pulsing) | Perfect cooperation |
| ClearFlash | White | Successful clear |
---
## 4. Geometry
The SYNC line is a simple rectangle:
```cpp
SDL_FRect syncLine;
syncLine.x = gridCenterX - 2;
syncLine.y = gridTopY;
syncLine.w = 4;
syncLine.h = gridHeight;
```
---
## 5. Rendering Rules
* Always render every frame
* Use alpha blending
* Pulse alpha when synced
* Flash briefly on clear
---
## 6. SyncLineRenderer Class (Required)
### Header
```cpp
#pragma once
#include <SDL3/SDL.h>
enum class SyncState {
Idle,
LeftReady,
RightReady,
Synced,
ClearFlash
};
class SyncLineRenderer {
public:
SyncLineRenderer();
void SetRect(const SDL_FRect& rect);
void SetState(SyncState state);
void TriggerClearFlash();
void Update(float deltaTime);
void Render(SDL_Renderer* renderer);
private:
SDL_FRect m_rect;
SyncState m_state;
float m_flashTimer;
float m_time;
static constexpr float FLASH_DURATION = 0.15f;
SDL_Color GetBaseColor() const;
};
```
---
### Implementation
```cpp
#include "SyncLineRenderer.h"
#include <cmath>
SyncLineRenderer::SyncLineRenderer()
: m_state(SyncState::Idle),
m_flashTimer(0.0f),
m_time(0.0f) {}
void SyncLineRenderer::SetRect(const SDL_FRect& rect) {
m_rect = rect;
}
void SyncLineRenderer::SetState(SyncState state) {
if (state != SyncState::ClearFlash)
m_state = state;
}
void SyncLineRenderer::TriggerClearFlash() {
m_state = SyncState::ClearFlash;
m_flashTimer = FLASH_DURATION;
}
void SyncLineRenderer::Update(float deltaTime) {
m_time += deltaTime;
if (m_state == SyncState::ClearFlash) {
m_flashTimer -= deltaTime;
if (m_flashTimer <= 0.0f) {
m_state = SyncState::Idle;
m_flashTimer = 0.0f;
}
}
}
SDL_Color SyncLineRenderer::GetBaseColor() const {
switch (m_state) {
case SyncState::LeftReady:
case SyncState::RightReady:
return {255, 220, 100, 200}; // yellow
case SyncState::Synced:
return {100, 255, 120, 220}; // green
case SyncState::ClearFlash:
return {255, 255, 255, 255}; // white
default:
return {80, 180, 255, 180}; // idle blue
}
}
void SyncLineRenderer::Render(SDL_Renderer* renderer) {
SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
SDL_Color color = GetBaseColor();
if (m_state == SyncState::Synced) {
float pulse = 0.5f + 0.5f * std::sinf(m_time * 6.0f);
color.a = static_cast<Uint8>(160 + pulse * 80);
}
SDL_SetRenderDrawColor(renderer, color.r, color.g, color.b, color.a);
SDL_RenderFillRect(renderer, &m_rect);
if (m_state == SyncState::ClearFlash) {
SDL_FRect glow = m_rect;
glow.x -= 3;
glow.w += 6;
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 180);
SDL_RenderFillRect(renderer, &glow);
}
}
```
---
## 7. Integration Flow
### Initialization
```cpp
SyncLineRenderer syncLine;
syncLine.SetRect({
gridCenterX - 2.0f,
gridTopY,
4.0f,
gridHeight
});
```
---
### Update Loop
```cpp
syncLine.Update(deltaTime);
```
---
### Game Logic → Sync State Mapping
```cpp
if (leftRowReady && rightRowReady)
syncLine.SetState(SyncState::Synced);
else if (leftRowReady)
syncLine.SetState(SyncState::LeftReady);
else if (rightRowReady)
syncLine.SetState(SyncState::RightReady);
else
syncLine.SetState(SyncState::Idle);
```
---
### On Line Clear Event
```cpp
syncLine.TriggerClearFlash();
```
---
### Render Loop
```cpp
syncLine.Render(renderer);
```
---
## 8. Performance Requirements
* ≤ 2 draw calls per frame
* No textures
* No dynamic allocations
* No blocking logic
* Suitable for 60240 FPS
---
## 9. UX Rationale
* Color communicates state without text
* Pulse indicates readiness
* Flash provides satisfaction on success
* Reinforces cooperation visually
---
## 10. Acceptance Criteria
* Divider is always visible
* State changes are instantly readable
* Flash triggers exactly on cooperative line clear
* No performance impact
* Clean separation from gameplay logic
---
## 11. Optional Future Enhancements (Not Required)
* Vertical energy particles
* Sound hooks on SYNC / CLEAR
* Combo-based intensity
* Color-blind palette
* Gradient or glow variants
---
## Summary for Copilot
Implement a `SyncLineRenderer` class in SDL3 to render the cooperative divider line. The line reflects cooperation state through color, pulse, and flash effects. The renderer must be lightweight, stateless with gameplay, and fully driven by external state updates.

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# Spacetris — Supabase Highscore Integration
## VS Code Copilot AI Agent Prompt
You are integrating Supabase highscores into a native C++ SDL3 game called **Spacetris**.
This is a REST-only integration using Supabase PostgREST.
Do NOT use any Supabase JS SDKs.
---
## 1. Goal
Implement a highscore backend using Supabase for these game modes:
- classic
- challenge
- cooperate
- versus
Highscores must be:
- Submitted asynchronously on game over
- Fetched asynchronously for leaderboard screens
- Non-blocking (never stall render loop)
- Offline-safe (fail silently)
---
## 2. Supabase Configuration
The following constants are provided at build time:
```cpp
const std::string SUPABASE_URL = "https://xzxpmvyamjvtxpwnjpad.supabase.co";
const std::string SUPABASE_ANON_KEY = "sb_publishable_GqQx844xYDizO9-ytlBXfA_MVT6N7yA";
````
All requests go to:
```
{SUPABASE_URL}/rest/v1/highscores
```
---
## 3. Database Schema (Already Exists)
The Supabase table `highscores` has the following fields:
* score (integer)
* lines (integer)
* level (integer)
* time_sec (integer)
* name (string)
* game_type ("classic", "versus", "cooperate", "challenge")
* timestamp (integer, UNIX epoch seconds)
---
## 4. Data Model in C++
Create a struct matching the database schema:
```cpp
struct HighscoreEntry {
int score;
int lines;
int level;
int timeSec;
std::string name;
std::string gameType;
int timestamp;
};
```
---
## 5. HTTP Layer Requirements
* Use **libcurl**
* Use **JSON** (nlohmann::json or equivalent)
* All network calls must run in a worker thread
* Never block the SDL main loop
Required HTTP headers:
```
apikey: SUPABASE_ANON_KEY
Authorization: Bearer SUPABASE_ANON_KEY
Content-Type: application/json
```
---
## 6. Submit Highscore (POST)
Implement:
```cpp
void SubmitHighscoreAsync(const HighscoreEntry& entry);
```
Behavior:
* Convert entry to JSON
* POST to `/rest/v1/highscores`
* On failure:
* Log error
* Do NOT crash
* Optionally store JSON locally for retry
Example JSON payload:
```json
{
"score": 123456,
"lines": 240,
"level": 37,
"time_sec": 1820,
"name": "P1 & P2",
"game_type": "cooperate",
"timestamp": 1710000000
}
```
---
## 7. Fetch Leaderboard (GET)
Implement:
```cpp
std::vector<HighscoreEntry> FetchHighscores(
const std::string& gameType,
int limit
);
```
REST query examples:
Classic:
```
?game_type=eq.classic&order=score.desc&limit=20
```
Challenge:
```
?game_type=eq.challenge&order=level.desc,time_sec.asc&limit=20
```
Cooperate:
```
?game_type=eq.cooperate&order=score.desc&limit=20
```
---
## 8. Threading Model
* Use `std::thread` or a simple job queue
* Network calls must not run on the render thread
* Use mutex or lock-free queue to pass results back to UI
---
## 9. Error Handling Rules
* If Supabase is unreachable:
* Game continues normally
* Leaderboard screen shows "Offline"
* Never block gameplay
* Never show raw network errors to player
---
## 10. Security Constraints
* API key is public (acceptable for highscores)
* Obfuscate key in binary if possible
* Do NOT trust client-side data (future server validation planned)
---
## 11. File Structure Suggestion
```
/network
supabase_client.h
supabase_client.cpp
/highscores
highscore_submit.cpp
highscore_fetch.cpp
```
---
## 12. Acceptance Criteria
* Highscores are submitted after game over
* Leaderboards load without blocking gameplay
* Works for all four game types
* Offline mode does not crash or freeze
* Code is clean, modular, and SDL3-safe
---
## 13. Summary for the Agent
Integrate Supabase highscores into Spacetris using REST calls from C++ with libcurl. Use async submission and fetching. Support classic, challenge, cooperate, and versus modes. Ensure non-blocking behavior and graceful offline handling.