P17.3: organic fall — per-round landing squash-&-settle (sx, iOS sim)
Give each landing gem a wide-and-short squash-&-settle bounce as it touches its destination, applied WITHIN the fall so EVERY cascade round bounces (staggered per column), not only the final whole-move settle. One envelope, one bounce: land_squash is now LAND_SQUASH_A * squash_envelope (P15.1) over its normalized window, so the per-round fall bounce and the settle bounce are the exact same shape. render_fall/render_clear age a per-column bounce from each column's touch-down instant (fall_landing_frac * FALL_ANIM_DUR) via the shared rest_squash + delivering_round helpers, so a gem still in the air draws unsquashed and only a landed gem flattens; the squash carries across the fall->clear seam. Double-bounce reconciliation (approach a): drive the bounce from the per-round fall and DROP the old whole-move "stamp at age 0" settle. The settle stamp is now BACK-DATED per column (clock - (total - round_land_time)) so render_gems resumes land_squash exactly where render_fall left off at the render_anim -> render_gems seam — one continuous bounce, no double-pop. Amplitude tuned 0.13 -> 0.18 (~13% peak) so the bounce reads while staying tasteful; durations unchanged, so the cascade-cue snapshots don't churn. M3TE_ANIM_TIME=0 still reproduces goldens/p6_idle_t0.png (a resting board carries no landing stamp). New goldens/p17_land.png pins a staggered landing mid-pour (M3TE_FX=11 ANIM_TIME=1.94). tests/easing.sx gains a landing-instant section pinning fall_landing_frac / round_land_time; tests/gem_pose.sx stays green (land_squash values are identical).
This commit is contained in:
17
main.sx
17
main.sx
@@ -265,9 +265,24 @@ frame :: () {
|
||||
if !g_motion.pinned { g_motion.clock += g_delta_time; }
|
||||
if g_anim != null {
|
||||
if g_anim_prev_active and !g_anim.active {
|
||||
// On the frame the timeline settles, hand the final round's
|
||||
// per-column landing bounce to land_squash so render_gems resumes it
|
||||
// seamlessly. Each gem the LAST round delivered to cell i is
|
||||
// back-dated to when its column actually touched down — (1 -
|
||||
// fall_landing_frac)·FALL_ANIM_DUR ago — so the bounce picks up
|
||||
// exactly where render_fall left it: one bounce, no double-pop at the
|
||||
// render_anim → render_gems seam. A gem that settled in an earlier
|
||||
// round already bounced then (its back-dated age exceeds LAND_DUR, so
|
||||
// land_squash reads rest); a gem that never moved is skipped.
|
||||
mv := @g_anim.move;
|
||||
total := g_anim.total();
|
||||
last := mv.rounds.len - 1;
|
||||
for 0..BOARD_CELLS: (i) {
|
||||
if mv.pre[i] != mv.final[i] { g_motion.stamp_land(i); }
|
||||
m := delivering_round(mv, i, last);
|
||||
if m >= 0 {
|
||||
col := i % BOARD_COLS;
|
||||
g_motion.stamp_land_at(i, g_motion.clock - (total - round_land_time(m, col)));
|
||||
}
|
||||
}
|
||||
}
|
||||
g_anim_prev_active = g_anim.active;
|
||||
|
||||
Reference in New Issue
Block a user