P10.3: wire the SFX bank to game events (sx / iOS)

Drive event-appropriate cues from the existing System Sound Services bank,
purely additively — no board/score/move state is read or written and every
call stays inline-if-OS==.ios guarded.

board_view.sx (move-commit path): a committed gesture now plays the swap
slide cue for any swipe intent (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 the recorded AnimMove depth
(mv.rounds.len), kept distinct from the match pop so a single clear is never
doubled. An illegal swap plays only the swap cue.

main.sx (frame loop): the win/lose stinger fires EXACTLY ONCE, edge-triggered
on the frame the banner comes up — the level has settled won/lost and any
in-flight cascade has finished animating. Status is read-only from the model;
a restart re-arms the edge for a fresh win/lose.

audio.sx: each play_* method logs a per-cue NSLog line at play time so the
ordering is observable via `log show`; cascade_cue_name maps the clamped
combo index to a stable literal (literals only — the string→NSString bridge
needs NUL-terminated bytes).
This commit is contained in:
swipelab
2026-06-05 19:59:45 +03:00
parent ee6073f8dd
commit 51fdb75d35
3 changed files with 51 additions and 8 deletions

17
main.sx
View File

@@ -80,6 +80,12 @@ g_motion : *GemMotion = null;
// fire the landing squash-bounce on the exact frame a move settles.
g_anim_prev_active : bool = false;
// Tracks whether the win/lose banner was up last frame, so the frame loop fires
// the win/lose stinger (P10.3) EXACTLY ONCE — on the frame the level settles
// terminal and any final cascade has played out — instead of replaying it every
// frame the banner is up. Re-armed when a restart reopens the level.
g_banner_prev_up : bool = false;
// Rebuilt each frame inside the pipeline's arena; carries the current safe-area
// insets so the grid stays inside the notch / home-indicator region.
build_ui :: () -> View {
@@ -196,6 +202,17 @@ frame :: () {
}
}
// Win/lose stinger (P10.3): edge-trigger on the banner coming up — the level
// has settled won/lost AND any in-flight cascade has finished animating — so
// the stinger plays once as the banner appears, never every frame it is up.
// Status is read-only from the model (mirrors BoardView.banner_up); a restart
// reopens the level, dropping the edge so a fresh win/lose re-fires.
banner_now := level_status(g_board) != .in_progress and (g_anim == null or !g_anim.active);
if banner_now and !g_banner_prev_up {
if level_status(g_board) == .won { sfx_win(); } else { sfx_lose(); }
}
g_banner_prev_up = banner_now;
inline if OS == .ios {
// Lazy-attach Metal once -[SxAppDelegate didFinishLaunching:] has
// installed the SxMetalView and its bounds have been measured; both can