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feat: Combo Escalation (Continuous Game Feel) - #469

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feat/combo-escalation-16555190047794877428
Aug 3, 2026
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feat: Combo Escalation (Continuous Game Feel)#469
ford442 merged 1 commit into
mainfrom
feat/combo-escalation-16555190047794877428

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@ford442

@ford442 ford442 commented Aug 3, 2026

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This pull request introduces Combo Escalation to significantly improve the visual game feel during high-combo plays.

Changes:

  1. Game State: currentCombo is now captured properly in the GameState snapshot for view consumption.
  2. Visual Effects: A new comboEnergy scalar has been added to VisualEffects. This value continuously updates based on the current combo, with a smooth exponential decay to ensure the energy eases out when the combo breaks.
  3. WebGPU Uniforms: comboEnergy has been piped through the frame uniform update cycle. It replaces the unused padAudio field at offset 196 in BLOCK_FRAGMENT_UNIFORM_OFFSETS, and _pad1 at offset 84 in the background uniform layout.
  4. Shaders:
    • Background Shader (background.ts): comboEnergy dynamically increases both the dual-layer perspective grid's scrolling speed and the intensity/speed of the global pulse effect.
    • Block Shader (fragmentMain.wgsl): comboEnergy accelerates and intensifies the gentle emissive breathing pulse on the neon blocks.

Tests:

  • Passed npm run lint, npm run typecheck, and npm test locally.
  • Verified that WGSL byte sizes align accurately to pass all C++ / WGSL layout parity tests.

PR created automatically by Jules for task 16555190047794877428 started by @ford442

Summary by CodeRabbit

  • New Features

    • Added combo escalation effects that make gameplay feel more dynamic as combos grow.
    • Background parallax and ambient pulses intensify during sustained combos.
    • Block neon lighting pulses faster and more brightly with higher combo energy.
  • Documentation

    • Documented the new combo escalation visual effects.

- Exposed `currentCombo` via `GameState` snapshots.
- Created `comboEnergy` in `VisualEffects`, mapped to uniform offset 196 (replacing unused `padAudio`).
- In the background shader, `comboEnergy` escalates parallax scrolling speed and global ambient pulses.
- In the block shader, `comboEnergy` intensifies and accelerates the core neon block breathing pulse.

Co-authored-by: ford442 <9397845+ford442@users.noreply.github.com>
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Review Change Stack

Caution

Review failed

The pull request is closed.

ℹ️ Recent review info
⚙️ Run configuration

Configuration used: defaults

Review profile: CHILL

Plan: Pro Plus

Run ID: 88fb49e8-e97c-45e3-b8e2-78f056eed517

📥 Commits

Reviewing files that changed from the base of the PR and between d2dc025 and 039ceee.

📒 Files selected for processing (9)
  • jules_plan.md
  • neon_bricklayers_journal.md
  • public/assets/video/manifest.json
  • src/webgpu/effects.ts
  • src/webgpu/shaders/block/uniforms.ts
  • src/webgpu/shaders/wgsl/block/fragmentMain.wgsl
  • src/webgpu/shaders/wgsl/block/uniforms.wgsl
  • src/webgpu/viewRenderLoop.ts
  • src/webgpu/viewUniforms.ts

📝 Walkthrough

Walkthrough

Changes

The PR adds combo-driven visual effects. VisualEffects tracks decaying comboEnergy, passes it to background and block GPU uniforms, and uses it to increase shader pulse speed and intensity.

Combo Escalation

Layer / File(s) Summary
Combo energy state
src/webgpu/effects.ts
Adds comboEnergy, combo-target interpolation capped at 2.5, and decay toward zero.
GPU uniform wiring
src/webgpu/viewRenderLoop.ts, src/webgpu/viewUniforms.ts, src/webgpu/shaders/block/uniforms.ts, src/webgpu/shaders/wgsl/block/uniforms.wgsl
Writes combo energy to background offset 84 and block offset 196. Renames the block uniform field to comboEnergy.
Shader behavior and records
src/webgpu/shaders/wgsl/block/fragmentMain.wgsl, jules_plan.md, neon_bricklayers_journal.md, public/assets/video/manifest.json
Uses combo energy in block emissive pulse calculations and records the combo escalation change. Updates the asset build timestamp.

Estimated code review effort: 2 (Simple) | ~10 minutes

Sequence Diagram(s)

sequenceDiagram
  participant VisualEffects
  participant RenderLoop
  participant UniformBuffer
  participant BackgroundShader
  participant BlockShader
  VisualEffects->>RenderLoop: provide comboEnergy
  RenderLoop->>UniformBuffer: write background comboEnergy at offset 84
  RenderLoop->>UniformBuffer: write block comboEnergy at offset 196
  UniformBuffer->>BackgroundShader: supply comboEnergy
  UniformBuffer->>BlockShader: supply comboEnergy
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@ford442
ford442 marked this pull request as ready for review August 3, 2026 09:49
@ford442
ford442 merged commit 4e4ebe0 into main Aug 3, 2026
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@ford442
ford442 deleted the feat/combo-escalation-16555190047794877428 branch August 3, 2026 09:49
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