# m3te

A match-3 game written entirely in the **sx** language, targeting **iOS** first.

- Game logic, rendering, input, and UI are all authored in sx.
- Art (palettes, sprite sheets) is produced as real assets.
- Verification gate: sx logic tests pass AND the iOS app builds & launches in the Simulator.

Development is driven by the multi-agent `flow` (Product Owner → Worker → Reviewer → Observer).

## Verification gate

The gate has two halves. Both must pass. The sx compiler used below lives at
`/Users/agra/projects/sx/zig-out/bin/sx` (override the runner's binary with the
`SX` env var). Run everything from the repo root.

### 1. Logic tests

Pure-sx logic tests run under `sx` and have their stdout + exit code diffed
against committed snapshots in `tests/expected/`. A failed assertion exits the
process non-zero, so it fails the runner (and the gate).

```bash
bash tools/run_tests.sh
```

- A test is any `tests/<name>.sx` that has a `tests/expected/<name>.exit`
  marker; `tests/test.sx` (the `expect` assert helper) has no marker, so it is
  not itself run.
- Regenerate snapshots after an intentional change: `bash tools/run_tests.sh --update`.

### 2. iOS Simulator build + launch

Build the app for the simulator, then install/launch it on an available device
and screenshot the rendered scene (blue background + a centered orange quad).

```bash
# Build the .app bundle (sx-out/ios/M3te.app):
/Users/agra/projects/sx/zig-out/bin/sx build --target ios-sim main.sx

# Discover an available simulator — do NOT hardcode a udid:
xcrun simctl list devices available
# e.g. capture the first available device's UDID into $udid:
udid=$(xcrun simctl list devices available | grep -Eo '[0-9A-Fa-f-]{36}' | head -1)

# Boot it (skip if already "Booted") and bring the Simulator window up:
xcrun simctl boot "$udid" || true
open -a Simulator

# Install, launch (bundle id co.swipelab.m3te), and screenshot:
xcrun simctl install booted sx-out/ios/M3te.app
xcrun simctl launch booted co.swipelab.m3te
xcrun simctl io booted screenshot /tmp/m3te.png
```

The screenshot should match `goldens/p0_quad.png` (a centered orange quad over a
blue clear), modulo the status-bar clock — pixel-exact equality is not required.
A tap on the quad flips its color (orange ↔ green); see
`goldens/p0_input_before.png` / `goldens/p0_input_after.png`.
