Merge branch 'flow/m3te/P11.1' into m3te-plan

This commit is contained in:
swipelab
2026-06-05 20:40:50 +03:00
5 changed files with 83 additions and 21 deletions

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@@ -115,3 +115,32 @@ env SIMCTL_CHILD_M3TE_TARGET=0 SIMCTL_CHILD_M3TE_RESTART=1 SIMCTL_CHILD_M3TE_ANI
While a banner is up the board freezes (only the restart button is live, per
P7.1's finished-level rule); `tests/banner_layout.sx` locks the restart button's
rect ↔ hit-test round-trip headlessly.
### Match-FX capture (P11.1)
The match bursts + score popup (`board_fx.sx`) only spawn off a *committed* move,
which the simulator can't script (there is no public touch injection). One more
env hook forces a representative match at startup so the FX can be screenshot
deterministically — combine it with `M3TE_ANIM_TIME` to freeze the phase:
- `M3TE_FX=<n>` commits the **n-th currently-legal swap** (1-based, clamped; `=1`
is the first) through the normal `plan_and_commit` path, then begins the move
timeline + its burst/popup FX. While `M3TE_ANIM_TIME` is set the move/FX
timelines are pinned at that phase (the frame loop holds them frozen), so the
burst and floating `+points` render identically every run. A larger
`M3TE_ANIM_TIME` lands past the timeline, capturing the settled board with the
FX fully pruned. Startup-only and guarded by the var, so normal play is
untouched.
The legal-swap order is the fixed enumeration in `tests/expected/swap_legality.stdout`
(row-major, right-before-down). For seed 1337, `M3TE_FX=3` is the vertical red
3-match used by the golden.
```bash
# Punchy match burst + "+30" popup, pinned mid-clear: goldens/p6_fx_match.png
env SIMCTL_CHILD_M3TE_FX=3 SIMCTL_CHILD_M3TE_ANIM_TIME=0.22 \
xcrun simctl launch booted co.swipelab.m3te
# Same match, later phase — FX fully gone over the settled board (no golden):
env SIMCTL_CHILD_M3TE_FX=3 SIMCTL_CHILD_M3TE_ANIM_TIME=2.0 \
xcrun simctl launch booted co.swipelab.m3te
```

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@@ -25,8 +25,8 @@
// lingers a touch into the fall; combos (cascade rounds past the first) burst
// bigger. Sizes are in CELL units (1.0 == one grid cell).
FX_BURST_LIFE :f32: 0.70;
FX_BURST_BASE :f32: 1.95;
FX_BURST_COMBO :f32: 0.55; // extra peak size per cascade depth (capped)
FX_BURST_BASE :f32: 2.50;
FX_BURST_COMBO :f32: 0.72; // extra peak size per cascade depth (capped)
// Popup timing/motion. Rises ~1.2 cells over its life and fades out; a combo
// (depth > 1) popup is larger and gold.
@@ -35,15 +35,17 @@ FX_POPUP_RISE :f32: 1.2;
FX_POPUP_FONT :f32: 34.0;
FX_POPUP_COMBO_FONT :f32: 48.0;
// Bright, slightly pastel tints so a soft glow reads over the dark board, in gem
// order (red, orange, yellow, green, blue, purple).
// Vivid candy tints so a soft glow reads brightly over the dark board, in gem
// order (red, orange, yellow, green, blue, purple). Saturated a touch past the
// pastel — the low channel is trimmed while the dominant/mid channel is lifted —
// so every burst pops as a punchier colour without losing luminance.
fx_tint :: (i: s64) -> Color {
if i == 0 { return Color.{ r = 255, g = 86, b = 86, a = 255 }; }
if i == 1 { return Color.{ r = 255, g = 158, b = 64, a = 255 }; }
if i == 2 { return Color.{ r = 255, g = 234, b = 96, a = 255 }; }
if i == 3 { return Color.{ r = 120, g = 240, b = 120, a = 255 }; }
if i == 4 { return Color.{ r = 110, g = 184, b = 255, a = 255 }; }
Color.{ r = 206, g = 132, b = 255, a = 255 }
if i == 0 { return Color.{ r = 255, g = 92, b = 62, a = 255 }; }
if i == 1 { return Color.{ r = 255, g = 164, b = 44, a = 255 }; }
if i == 2 { return Color.{ r = 255, g = 240, b = 72, a = 255 }; }
if i == 3 { return Color.{ r = 112, g = 250, b = 112, a = 255 }; }
if i == 4 { return Color.{ r = 96, g = 192, b = 255, a = 255 }; }
Color.{ r = 224, g = 124, b = 255, a = 255 }
}
FX_POPUP_COLOR :: Color.{ r = 255, g = 255, b = 255, a = 255 };

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@@ -74,19 +74,21 @@ land_squash :: (tl: f32) -> f32 {
}
// --- Clear pop ---------------------------------------------------------------
// The matched-gem clear: a brief outward pop then a collapse to nothing over its
// local 0..1, so the clear reads as a satisfying pop rather than a plain shrink.
// Composes with the existing particle burst / score popup (board_fx.sx).
CLEAR_POP_A :f32: 0.22;
// The matched-gem clear: a snappy outward pop then a collapse to nothing over its
// local 0..1, so the clear reads as a satisfying candy pop rather than a plain
// shrink. A fast rise to a bigger overshoot makes the snap read; the soft
// particle burst / score popup (board_fx.sx) compose on top.
CLEAR_POP_A :f32: 0.34; // overshoot height above resting scale
CLEAR_POP_RISE :f32: 0.18; // fraction of the window spent rising to the peak
clear_pop_scale :: (t: f32) -> f32 {
if t <= 0.0 { return 1.0; }
if t >= 1.0 { return 0.0; }
if t < 0.30 {
return 1.0 + CLEAR_POP_A * (t / 0.30);
if t < CLEAR_POP_RISE {
return 1.0 + CLEAR_POP_A * (t / CLEAR_POP_RISE);
}
peak := 1.0 + CLEAR_POP_A;
u := (t - 0.30) / 0.70;
u := (t - CLEAR_POP_RISE) / (1.0 - CLEAR_POP_RISE);
peak * (1.0 - u * u)
}

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37
main.sx
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@@ -180,10 +180,15 @@ frame :: () {
g_pipeline.dispatch_event(ev);
}
// Advance the in-flight move animation by this frame's delta before rendering,
// so the board view draws the timeline slice for the current wall-clock time.
if g_anim != null { g_anim.tick(g_delta_time); }
if g_fx != null { g_fx.tick(g_delta_time); }
// Advance the in-flight move animation + its match FX by this frame's delta
// before rendering, so the board view draws the timeline slice for the current
// wall-clock time. Capture mode pins the animation clock (M3TE_ANIM_TIME);
// while pinned the move/FX timelines stay frozen at the phase the startup
// hooks set, so the FX-match scene (M3TE_FX) screenshots identically each run.
if g_motion == null or !g_motion.pinned {
if g_anim != null { g_anim.tick(g_delta_time); }
if g_fx != null { g_fx.tick(g_delta_time); }
}
// Advance the always-on per-gem animation clock (idle/select/land). Capture
// mode pins the clock, so it only moves when not pinned. On the exact frame a
@@ -326,6 +331,30 @@ main :: () -> void {
}
}
// Match-FX capture hook (P11.1). The bursts/popups spawn off a committed move,
// which the sim can't script (no public touch injection), so M3TE_FX forces a
// representative match at startup the same way a swipe would: it commits the
// n-th currently-legal swap (1-based, clamped; =1 is the first) via the normal
// plan_and_commit path, then begins the move timeline + its FX. M3TE_ANIM_TIME
// pins the phase — advancing both to that time, after which the frozen frame
// loop holds them there — so the burst + "+points" popup screenshot identically
// every run. A larger M3TE_ANIM_TIME lands past the timeline, capturing the
// settled board with the FX fully pruned. Startup-only and unset → fully live.
if fx := read_env("M3TE_FX") {
swaps := legal_swaps(g_board);
if swaps.len > 0 {
n := parse_s64(fx);
if n < 1 { n = 1; }
if n > swaps.len { n = swaps.len; }
sw := swaps.items[n - 1];
mv := plan_and_commit(g_board, sw.a, sw.b);
g_anim.begin(mv);
g_fx.begin(@mv);
g_anim.tick(g_motion.clock);
g_fx.tick(g_motion.clock);
}
}
// Level-state capture hooks (P7.2): override the goal / move budget so a
// terminal status can be screenshot without scripting a swipe. M3TE_TARGET=0
// makes the fresh board read WON immediately (score 0 ≥ goal 0);