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

@@ -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