P10.10: play one ascending combo cue per cascade round

For combos, play a sound for each match ascending (Candy-Crush cascade run):
as a chain resolves, EACH successive round plays the next higher cue
(combo1, combo2, … clamped at combo5) instead of a single combo cue keyed
to the final cascade depth at commit.

- board_anim.sx: add `BoardAnim.cascade_fired` (edge-trigger high-water mark,
  reset on init/begin) and the pure `cascade_rounds_started(elapsed, n)` helper
  — how many rounds have begun clearing on the swap→(clear,fall)* timeline.
- main.sx: in the frame loop, diff `cascade_rounds_started` against
  `cascade_fired` and play one ascending cue per newly-cleared round, once each,
  gated on a real multi-round chain (rounds >= 2). Additive; never touches
  board/score/move state.
- board_view.sx: drop the single `sfx_cascade(final depth)` at commit; keep
  `sfx_swap` / `sfx_match` (and win/lose) exactly as before.
- tests/cascade_rounds.sx: headless snapshot of the per-round timing + the
  ascending combo1..combo5 run with the combo5 clamp.

Sim (M3TE_FX=11, depth-5): log show shows combo1→combo2→combo3→combo4→combo5
at successive timestamps ~0.36s apart (= CLEAR+FALL per-round spacing).
This commit is contained in:
swipelab
2026-06-06 08:37:46 +03:00
parent 704ae08011
commit 51b3397ade
6 changed files with 139 additions and 8 deletions

View File

@@ -730,17 +730,17 @@ impl View for BoardView {
mv := plan_and_commit(self.board, intent.a, intent.b);
if self.anim != null { self.anim.begin(mv); }
if self.fx != null { self.fx.begin(@mv); }
// SFX (P10.3): additive cues for the committed gesture —
// never reads or writes board/score/move state. The swap
// slide cue plays for any committed gesture (legal or the
// reverted ping-back); a legal move adds the match pop on its
// first clearing round; a multi-round chain adds the escalating
// cascade cue keyed to recorded depth (mv.rounds.len), distinct
// from the match pop so a single clear is never doubled.
// SFX: additive cues for the committed gesture — never reads
// or writes board/score/move state. The swap slide cue plays
// for any committed gesture (legal or the reverted ping-back);
// a legal move adds the match pop on its first clearing round.
// A multi-round chain's ascending combo cues are NOT fired here:
// the frame loop plays one per round, edge-triggered as each
// round visually clears (combo1, combo2, …), so the cascade
// reads as an audible ascending run instead of one cue at commit.
sfx_swap();
if mv.legal {
sfx_match();
if mv.rounds.len >= 2 { sfx_cascade(mv.rounds.len); }
}
self.sel.clear();
} else {