feat(highway_3d): remove the strike line; sparks-only hit feedback, subtler

Second tester-charrette pass. The strike line (even hit-only/centred from the
last pass) was still too distracting/confusing on a hit, so it's removed
entirely — strings + fret markers already orient the player, and the hit is
fully carried at the gem (bright outline + scale-punch + spark burst) with the
timing-coloured ✓/✗ verdict as the knowledge-of-results channel.

- Deleted the strike-line mesh, its per-frame update, the `strikeLine` setting
  (BG_DEFAULTS / _BG_BOOL_KEYS / setter / settings-load), the settings.html
  toggle, and the now-dead `_strikeLine`/`_ndHitFlash`/`_ndMissFlash` state +
  their verdict-block feeds.
- Made the spark burst subtler now that it's the sole celebration: point size
  1.7→1.0·K, opacity 0.95→0.8, burst count (7+13·hitFx)→(4+7·hitFx), radial
  speed (7+r·20)→(5+r·12)·K, life (0.40+r·0.28)→(0.30+r·0.16)s.
- Toggles for Hit sparks and the ✓/✗ verdict marks already exist in settings
  (kept).

Minimal hit-feedback set now: gem bright + subtle spark (celebration) +
timing-coloured ✓/✗ (the KR) + ambient streak heat. plugin.json -> 3.30.0.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
ChrisBeWithYou 2026-06-28 01:51:01 -05:00
parent 0596f7970c
commit fbc7ca2d9a
3 changed files with 7 additions and 54 deletions

View File

@ -1,7 +1,7 @@
{
"id": "highway_3d",
"name": "3D Highway",
"version": "3.29.0",
"version": "3.30.0",
"type": "visualization",
"bundled": true,
"script": "screen.js",

View File

@ -1768,7 +1768,7 @@
return _bgBandsCache;
}
const BG_DEFAULTS = { style: 'particles', intensity: 0.5, reactive: true, palette: 'default', bgTheme: 'default', hwTheme: 'default', showFretOnNote: true, fretNumberGhostScope: 'chords', cameraSmoothing: 0.5, zoomSmoothing: 0.5, tiltSmoothing: 0.5, cameraLockLow: false, cameraLockZoom: 0.5, cameraMode: 'lookahead', nutHeadstockVisible: true, tuningLabelsVisible: true, nutColor: '#f5f3f0', headstockColor: '#d4b48a', textSize: 0.5, vibrancy: 0.85, glow: 0.25, customImageDataUrl: '', customImageName: '', customVideoName: '', chordDiagramVisible: true, chordDiagramSize: 0.5, chordDiagramPosition: 'tl', fretColumnMarkerCadence: 1, projectionVisible: true, inlayLabelsVisible: false, sectionLabelsOnHighway: false, sectionHudVisible: false, sectionHudPosition: 'tr', sectionHudSize: 0.5, toneHudVisible: false, toneHudPosition: 'tl', toneHudSize: 0.5, fpsVisible: false, fretDividersVisible: true, slideArrowApproachVisible: true, slideArrowNeckVisible: true, slideArrowChainPreviewVisible: true, hitFx: 0.7, sparks: true, strikeLine: true, cinematic: true, verdictMarks: true, timingFx: true, streakFx: true, bloom: true };
const BG_DEFAULTS = { style: 'particles', intensity: 0.5, reactive: true, palette: 'default', bgTheme: 'default', hwTheme: 'default', showFretOnNote: true, fretNumberGhostScope: 'chords', cameraSmoothing: 0.5, zoomSmoothing: 0.5, tiltSmoothing: 0.5, cameraLockLow: false, cameraLockZoom: 0.5, cameraMode: 'lookahead', nutHeadstockVisible: true, tuningLabelsVisible: true, nutColor: '#f5f3f0', headstockColor: '#d4b48a', textSize: 0.5, vibrancy: 0.85, glow: 0.25, customImageDataUrl: '', customImageName: '', customVideoName: '', chordDiagramVisible: true, chordDiagramSize: 0.5, chordDiagramPosition: 'tl', fretColumnMarkerCadence: 1, projectionVisible: true, inlayLabelsVisible: false, sectionLabelsOnHighway: false, sectionHudVisible: false, sectionHudPosition: 'tr', sectionHudSize: 0.5, toneHudVisible: false, toneHudPosition: 'tl', toneHudSize: 0.5, fpsVisible: false, fretDividersVisible: true, slideArrowApproachVisible: true, slideArrowNeckVisible: true, slideArrowChainPreviewVisible: true, hitFx: 0.7, sparks: true, cinematic: true, verdictMarks: true, timingFx: true, streakFx: true, bloom: true };
// User-selectable, persistable bg styles — must mirror settings.html's
// VALID_STYLES. 'venue' is deliberately NOT here: it is an internal effective
// style reached only via _venueSceneOverride (the viz-picker Venue flow), so
@ -2115,7 +2115,7 @@
// means (fall back to default rather than silently flipping to
// false). Add new boolean keys to BG_DEFAULTS and they pick this
// up via the dispatch below.
const _BG_BOOL_KEYS = new Set(['reactive', 'showFretOnNote', 'cameraLockLow', 'inlayLabelsVisible', 'sectionLabelsOnHighway', 'sectionHudVisible', 'nutHeadstockVisible', 'tuningLabelsVisible', 'projectionVisible', 'chordDiagramVisible', 'fpsVisible', 'toneHudVisible', 'fretDividersVisible', 'slideArrowApproachVisible', 'slideArrowNeckVisible', 'slideArrowChainPreviewVisible', 'sparks', 'strikeLine', 'cinematic', 'verdictMarks', 'timingFx', 'streakFx', 'bloom']);
const _BG_BOOL_KEYS = new Set(['reactive', 'showFretOnNote', 'cameraLockLow', 'inlayLabelsVisible', 'sectionLabelsOnHighway', 'sectionHudVisible', 'nutHeadstockVisible', 'tuningLabelsVisible', 'projectionVisible', 'chordDiagramVisible', 'fpsVisible', 'toneHudVisible', 'fretDividersVisible', 'slideArrowApproachVisible', 'slideArrowNeckVisible', 'slideArrowChainPreviewVisible', 'sparks', 'cinematic', 'verdictMarks', 'timingFx', 'streakFx', 'bloom']);
function _bgCoerceBool(val, fallback) {
if (val === 'true' || val === '1') return true;
if (val === 'false' || val === '0') return false;
@ -2261,7 +2261,6 @@
window.h3dBgSetGlow = (v) => _bgWriteGlobal('glow', v);
window.h3dBgSetHitFx = (v) => _bgWriteGlobal('hitFx', v);
window.h3dBgSetSparks = (v) => _bgWriteGlobal('sparks', !!v);
window.h3dBgSetStrikeLine = (v) => _bgWriteGlobal('strikeLine', !!v);
window.h3dBgSetCinematic = (v) => _bgWriteGlobal('cinematic', !!v);
window.h3dBgSetVerdictMarks = (v) => _bgWriteGlobal('verdictMarks', !!v);
window.h3dBgSetTimingFx = (v) => _bgWriteGlobal('timingFx', !!v);
@ -3562,16 +3561,12 @@
let glowMul = BG_DEFAULTS.glow;
let _hitFx = BG_DEFAULTS.hitFx;
let _sparks = BG_DEFAULTS.sparks;
let _strikeFx = BG_DEFAULTS.strikeLine;
let _cinematic = BG_DEFAULTS.cinematic;
let _verdictMarks = BG_DEFAULTS.verdictMarks;
let _timingFx = BG_DEFAULTS.timingFx;
let _streakFx = BG_DEFAULTS.streakFx;
let _bloom = BG_DEFAULTS.bloom;
let _composer = null, _bloomPass = null, _bloomLoad = null, _bloomW = 0, _bloomH = 0;
let _strikeLine = null; // #1 glowing bar at the hit line
let _ndHitFlash = 0; // eased hit pulse for the strike line
let _ndMissFlash = 0; // eased miss pulse for the strike line
let _sparkPts = null, _sparkPos = null, _sparkCol = null, _sparkVel = null, _sparkLife = null;
const _SPARK_N = 256;
const _sparkSeen = new Map(); // note-key -> expiry; one burst per hit
@ -5950,7 +5945,7 @@
const sg = new T.BufferGeometry();
sg.setAttribute('position', new T.BufferAttribute(_sparkPos, 3).setUsage(T.DynamicDrawUsage));
sg.setAttribute('color', new T.BufferAttribute(_sparkCol, 3).setUsage(T.DynamicDrawUsage));
const sm = new T.PointsMaterial({ size: 1.7 * K, vertexColors: true, transparent: true, opacity: 0.95, depthWrite: false, blending: T.AdditiveBlending, sizeAttenuation: true });
const sm = new T.PointsMaterial({ size: 1.0 * K, vertexColors: true, transparent: true, opacity: 0.8, depthWrite: false, blending: T.AdditiveBlending, sizeAttenuation: true });
_sparkPts = new T.Points(sg, sm); _sparkPts.frustumCulled = false; _sparkPts.renderOrder = 8;
scene.add(_sparkPts);
}
@ -7394,7 +7389,6 @@
glowMul = _bgReadSetting(panelKey, 'glow');
_hitFx = _bgReadSetting(panelKey, 'hitFx');
_sparks = _bgReadSetting(panelKey, 'sparks');
_strikeFx = _bgReadSetting(panelKey, 'strikeLine');
_cinematic = _bgReadSetting(panelKey, 'cinematic');
_verdictMarks = _bgReadSetting(panelKey, 'verdictMarks');
_timingFx = _bgReadSetting(panelKey, 'timingFx');
@ -7861,11 +7855,11 @@
let made = 0;
for (let i = 0; i < _SPARK_N && made < count; i++) {
if (_sparkLife[i] > 0) continue;
const j = i * 3, ang = Math.random() * Math.PI * 2, sp = (7 + Math.random() * 20) * K;
const j = i * 3, ang = Math.random() * Math.PI * 2, sp = (5 + Math.random() * 12) * K;
_sparkPos[j] = x; _sparkPos[j + 1] = y; _sparkPos[j + 2] = z;
_sparkVel[j] = Math.cos(ang) * sp; _sparkVel[j + 1] = (12 + Math.random() * 24) * K; _sparkVel[j + 2] = Math.sin(ang) * sp * 0.55;
_sparkCol[j] = r; _sparkCol[j + 1] = g; _sparkCol[j + 2] = b;
_sparkLife[i] = 0.40 + Math.random() * 0.28; made++;
_sparkLife[i] = 0.30 + Math.random() * 0.16; made++;
}
}
function _sparkUpdate(dt) {
@ -7964,21 +7958,6 @@
p.position.set(board.center, S_BASE - NH / 2 - 2 * K, -blAhead / 2);
fretG.add(p);
// Strike line (#1): a thin glowing "now" bar at the hit line (Z=0). Idle
// faint; flashes green on a HIT only (driven each frame in the render loop).
// Misses are shown at the gem (red wash + ✗), NOT here — a single missed
// string never reds-out the whole bar (charrette panel rec 1a).
// Placed at the vertical CENTRE of the string field (not the bottom edge,
// which read as the fretboard's lower border and fused with open-string gems).
{
const slGeo = new T.BoxGeometry(bw, NH * 0.42, 0.7 * K);
const slMat = new T.MeshBasicMaterial({ color: 0x2a3a52, transparent: true, opacity: 0.0, depthWrite: false, blending: T.AdditiveBlending });
_strikeLine = new T.Mesh(slGeo, slMat);
_strikeLine.position.set(board.center, (sY(0) + sY(nStr - 1)) / 2, 0);
_strikeLine.renderOrder = 6;
fretG.add(_strikeLine);
}
// Thin Line strings (glow layer). Retained in stringLineGlows[]
// so vibrancy slider changes can mutate opacity in place
// without rebuilding the board geometry.
@ -12913,13 +12892,11 @@
if (_ndState === 'miss') {
_ndOutline = mMissOutline;
_ndFaceMat = mMissEdgeArrays;
if (_vAlpha > _ndMissFlash) _ndMissFlash = _vAlpha;
_streakHits = 0; // #7 break the streak (heat eases down)
if (_verdictMarks) _ndLabels.push({ x, y: y + NH * 1.7, z: noteZ + 0.02, labels: [{ text: '✗', color: '#ff5a7a' }] }); // #6
} else if (_ndGood) {
_ndOutline = mHitBright[s] ?? mGlow[s];
_ndFaceMat = mHitBrightArrays[s] ?? null;
if (_vAlpha > _ndHitFlash) _ndHitFlash = _vAlpha;
_hitPunch = 1 + 0.22 * _hitFx * _vAlpha; // #3 scale-punch (biggest at strike, eases)
if (_verdictMarks) { const _tc = _timingHex(_ndMatchedMark && _ndMatchedMark.timingState); _ndLabels.push({ x, y: y + NH * 1.7, z: noteZ + 0.02, labels: [{ text: '✓', color: '#' + _tc.toString(16).padStart(6, '0') }] }); } // #6 + #5
if (_sparks && _hitFx > 0 && _vAlpha > 0.5) {
@ -12929,7 +12906,7 @@
if (_sparkSeen.size > 600) _sparkSeen.clear();
_streakHits++;
const _heatMul = _streakFx ? (1 + 0.85 * _streakHeat) : 1; // #7 escalate
_sparkBurst(x, y, noteZ, _timingHex(_ndMatchedMark && _ndMatchedMark.timingState), Math.round((7 + 13 * _hitFx) * _heatMul));
_sparkBurst(x, y, noteZ, _timingHex(_ndMatchedMark && _ndMatchedMark.timingState), Math.round((4 + 7 * _hitFx) * _heatMul));
}
}
}
@ -14512,20 +14489,6 @@
_juiceLastT = _jNow;
_sparkUpdate(_jdt);
_streakHeat += (Math.min(1, _streakHits / 16) - _streakHeat) * 0.08; // #7 ease heat
if (_strikeLine) {
if (_strikeFx) {
_strikeLine.visible = true;
// Hit-only celebration: faint idle, flashes green on a confirmed
// hit. No red/miss branch — misses live at the gem (charrette 1a).
const hf = _ndHitFlash * _hitFx;
const m = _strikeLine.material;
m.opacity = 0.06 + (_streakFx ? 0.10 * _streakHeat : 0) + 0.85 * Math.min(1, hf);
m.color.setHex(hf > 0.002 ? 0x22ff88 : 0x2a3a52);
} else {
_strikeLine.visible = false;
}
_ndHitFlash *= 0.82; _ndMissFlash *= 0.82;
}
}
{
const comp = (_bloom && !_ssActive()) ? _bloomEnsure() : null;

View File

@ -602,16 +602,6 @@
class="accent-accent mt-0.5">
</div>
<div class="mt-3 flex items-start justify-between gap-3">
<label for="h3d-strikeline" class="text-xs font-medium text-gray-400">
Strike line
<span class="block text-[10px] text-gray-500 font-normal">A faint line across the hit point that flashes green when you nail a note. Hit-only — misses show on the note itself.</span>
</label>
<input type="checkbox" id="h3d-strikeline" checked
onchange="window.h3dBgSetStrikeLine && window.h3dBgSetStrikeLine(this.checked)"
class="accent-accent mt-0.5">
</div>
<div class="mt-3 flex items-start justify-between gap-3">
<label for="h3d-cinematic" class="text-xs font-medium text-gray-400">
Cinematic lighting