P7.2 fix: reset per-gem landing state on restart
The restart button (BoardView.do_restart) reseeded the model and dropped selection/drag/anim/FX, but left GemMotion.land_at carrying the prior move's landing stamps. A restart fired right after a terminal cascade therefore replayed that move's squash-bounce on the freshly seeded board instead of showing a clean resting pose. Factor the landing reset into GemMotion.reset_landings (init now delegates to it) and call it from do_restart, so a restart returns every cell to its resting idle pose. The idle clock keeps running, so the always-on idle simply resumes from rest. Regression: tests/gem_pose.sx section 7 stamps a cell mid-squash, asserts it is squashing, then asserts reset_landings returns every cell to rest while leaving the clock untouched. Fails on the pre-fix (no-op reset) behaviour, passes after. Gate green: ios-sim build + 18/18 logic tests.
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@@ -487,14 +487,17 @@ BoardView :: struct {
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// Restart action behind the banner's button: reseed the SAME starting level
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// through the model (board.restart) and drop every transient view layer
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// (selection, in-flight drag, move animation, FX) so the board returns to a
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// clean in_progress state.
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// (selection, in-flight drag, move animation, FX, and the per-gem landing
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// bounce) so the board returns to a clean, resting in_progress state. Without
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// the motion reset a restart fired right after a terminal cascade would carry
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// that move's landing squash onto the freshly seeded board.
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do_restart :: (self: *BoardView) {
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self.board.restart(self.seed);
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self.sel.clear();
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self.drag.clear();
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if self.anim != null { self.anim.init(); }
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if self.fx != null { self.fx.clear(); }
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self.motion.reset_landings();
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}
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}
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@@ -103,6 +103,14 @@ GemMotion :: struct {
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init :: (self: *GemMotion) {
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self.clock = 0.0;
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self.pinned = false;
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self.reset_landings();
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}
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// Drop every landing stamp back to the never-landed sentinel so no cell
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// carries a squash-bounce. `restart` calls this so a reseeded board starts at
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// its resting pose instead of replaying the prior move's landing wobble; the
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// idle clock keeps running, so the always-on idle simply resumes from rest.
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reset_landings :: (self: *GemMotion) {
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for 0..BOARD_CELLS: (i) { self.land_at[i] = -1000.0; }
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}
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@@ -10,4 +10,6 @@ land_start_rest true land_end_rest true land_mid_wobbles true
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clear_start_full true clear_end_gone true clear_overshoots true
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== gem motion land bookkeeping ==
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motion_init true motion_no_land true motion_fresh_land true
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== gem motion restart resets landings ==
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restart_pre_squashing true restart_post_rest true restart_clock_kept true
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ok: per-gem animation rests at t=0 and stays bounded
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@@ -96,6 +96,33 @@ main :: () -> s32 {
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if !no_land { fails += 1; }
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if !fresh_land { fails += 1; }
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// 7. Restart resets the landing bounce. The restart button (BoardView.
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// do_restart) reseeds the model AND must clear the per-gem landing state,
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// or a restart fired right after a terminal cascade carries that move's
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// squash onto the freshly seeded board. reset_landings is the factored
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// reset do_restart calls: a cell stamped a moment ago is mid-squash, and
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// after reset_landings every cell is back at rest — while the idle clock
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// is deliberately left running (idle resumes from its normal phase).
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print("== gem motion restart resets landings ==\n");
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r : GemMotion = ---;
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r.init();
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r.clock = 5.0;
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r.stamp_land(3);
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r.stamp_land(42);
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r.clock = 5.08; // 0.08s past impact: well inside LAND_DUR, so mid-squash.
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pre_squashing := fabs(land_squash(r.land_local(3))) > 0.01
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and fabs(land_squash(r.land_local(42))) > 0.01;
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r.reset_landings();
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post_rest := land_squash(r.land_local(3)) == 0.0
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and land_squash(r.land_local(42)) == 0.0
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and land_squash(r.land_local(0)) == 0.0;
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clock_kept := r.clock == 5.08;
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print("restart_pre_squashing {} restart_post_rest {} restart_clock_kept {}\n",
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pre_squashing, post_rest, clock_kept);
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if !pre_squashing { fails += 1; }
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if !post_rest { fails += 1; }
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if !clock_kept { fails += 1; }
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if fails == 0 {
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print("ok: per-gem animation rests at t=0 and stays bounded\n");
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return 0;
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