P18.2: organic combine — staggered clear ripple (sx, iOS sim)

Within a clearing round the matched gems no longer all explode at once: each
gem's pop (and its burst) START is offset by a bounded per-gem delay so the
cells detonate as a ripple.

- board_anim.sx: clear_ripple_t(t,u) mirrors fall_stagger_t's (t-delay)/window,
  delaying a gem's pop START by CLEAR_STAGGER_MAX*u (0.45 of the clear window).
  Bounded: every gem still reaches local 1 (scale 0) by t==1, so none is left
  mid-pop at the seam to the fall. clear_diag_span/clear_rank rank each matched
  gem 0..1 by diagonal (col+row) PER ROUND, so even a 3-match ripples across the
  full budget.
- board_view.sx render_clear: feed each matched gem's ranked, staggered local t
  through the P18.1 clear_pop_scale (locked endpoints unchanged).
- board_fx.sx: bursts carry the same per-gem delay so they ripple in lockstep
  with the pops. Per-round audio cue (P10.10) still fires once at t0, not per gem.
- Model untouched (same cells cleared, same final board); CLEAR_ANIM_DUR fixed,
  so cascade-cue snapshots don't churn and M3TE_ANIM_TIME=0 still rests.
- tests/easing.sx: pin clear_ripple_t endpoints, bounded completion by t==1,
  monotonicity, ripple ordering, and the diagonal rank.
- goldens: add p18_stagger (M3TE_FX=3 @ 0.22); refresh p18_pop, p6_fx_match,
  p11_combo_deep (all pinned mid-clear, now showing the ripple).
This commit is contained in:
swipelab
2026-06-06 13:20:52 +03:00
parent 70a69864c1
commit 5eaf91b22d
10 changed files with 161 additions and 8 deletions

View File

@@ -210,6 +210,57 @@ main :: () -> s32 {
if !rlt_col_mono { fails += 1; }
if !rlt_round_after { fails += 1; }
// 8. Per-gem clear ripple (P18.2): within a clearing round each matched gem's
// pop START is offset by a BOUNDED delay (its rank u in [0,1] across the
// round's matched cells) so the matched cells explode as a ripple, yet EVERY
// gem still completes its pop by the segment end. Lock: at t==0 no rank has
// started; at t==1 EVERY rank has reached local 1 (clear_pop_scale → scale 0,
// fully cleared — no gem left mid-pop at the seam to the fall); per-rank local
// progress is monotonic in t; and MID-clear a HIGHER rank has made STRICTLY
// LESS progress than a lower one (its pop starts later) — the ripple, the
// opposite of a flat simultaneous clear. `clear_rank` then ranks each matched
// gem 0..1 by diagonal across the round (lowest-diagonal = 0, the first to pop).
print("== clear ripple bounded ==\n");
rip_t0 := true; rip_t1 := true;
for 0..6: (j) {
u := cast(f32) j / 5.0;
if clear_ripple_t(0.0, u) != 0.0 { rip_t0 = false; }
if clear_ripple_t(1.0, u) != 1.0 { rip_t1 = false; }
}
rip_ripple := true;
for 1..6: (j) {
u := cast(f32) j / 5.0;
up := cast(f32) (j - 1) / 5.0;
if !(clear_ripple_t(0.5, u) < clear_ripple_t(0.5, up)) { rip_ripple = false; }
}
rip_mono := true;
for 0..6: (j) {
u := cast(f32) j / 5.0;
pp := clear_ripple_t(0.0, u);
for 1..21: (i) {
tt := cast(f32) i / 20.0;
vv := clear_ripple_t(tt, u);
if vv < pp - 0.000001 { rip_mono = false; }
pp = vv;
}
}
mm : MatchMask = ---;
for 0..BOARD_CELLS: (i) { mm.cells[i] = false; }
mm.cells[Board.idx(5, 0)] = true; // diagonal 5 — first to pop
mm.cells[Board.idx(5, 1)] = true; // diagonal 6
mm.cells[Board.idx(5, 2)] = true; // diagonal 7 — last to pop
sp := clear_diag_span(@mm);
rip_rank := approx(clear_rank(sp, 5, 0), 0.0)
and approx(clear_rank(sp, 5, 1), 0.5)
and approx(clear_rank(sp, 5, 2), 1.0);
print("ripple_t0 {} ripple_t1 {} ripple_cascade {} ripple_mono {} ripple_rank {}\n",
rip_t0, rip_t1, rip_ripple, rip_mono, rip_rank);
if !rip_t0 { fails += 1; }
if !rip_t1 { fails += 1; }
if !rip_ripple { fails += 1; }
if !rip_mono { fails += 1; }
if !rip_rank { fails += 1; }
if fails == 0 {
print("ok: easing toolkit endpoints locked + amplitudes bounded\n");
return 0;

View File

@@ -12,4 +12,6 @@ bounce_ends true peak_amp true peak_loc true overshoots true overshoot_bounded t
stagger_t0 true stagger_t1 true stagger_cascade true stagger_mono true
== landing instant ==
landing_first true landing_last true landing_mono true landing_seam true landtime_col_mono true landtime_round_after true
== clear ripple bounded ==
ripple_t0 true ripple_t1 true ripple_cascade true ripple_mono true ripple_rank true
ok: easing toolkit endpoints locked + amplitudes bounded