2 Commits

Author SHA1 Message Date
swipelab
3a2a9f1980 P19.2: integration — refresh goldens for the merged organic motion + finalize docs
Final golden sweep + doc finalization for the organic-animation pass. No .sx
logic/render change; goldens + README only (CLAUDE.md is local-only/gitignored).

Refreshed 8 stale goldens to the SHIPPED render (each verified deterministic):
- p6_anim_swap/clear/fall, p6_fx, p6_inputlock_board (M3TE_FX=3 at swap/clear/fall
  segment phases): last captured at P13.1, so they still showed the PRE-organic
  flat tweens; now show the merged overshoot / pop-ripple / gravity-accel motion.
- p17_fall, p17_stagger, p17_land (M3TE_FX=11 deep cascade): captured incrementally
  at P17.1/.2/.3 and never updated as later steps changed the shared cascade frame
  (P17.2 stagger, P17.3 squash, P18.2 burst ripple), so the committed PNGs no longer
  matched the shipped code (12-20% board-region diff). Re-captured to the final,
  fully-merged fall motion at their documented phases.

README:
- Added the previously-undocumented move-timeline frame recipes (swap/clear/fall/
  after segment phases + the resting-board goldens), filling the doc gap.
- Fixed the now-false P17 prose: p17_fall was described as a "pre-stagger lockstep
  reference" and p17_stagger as carrying "no squash" — both untrue once the full
  fall motion shipped. Now describes all three as the final combined motion, each
  pinned to foreground a different tell (accel / staircase / squash wave).

Verified all 28 goldens: 8 refreshed, 20 unchanged (board+HUD region byte-identical
over a status-bar/home-indicator crop), 0 removed. t=0 rest, win/lose, HUD, select,
idle, FPS, p16/p18 and p11_combo_deep all reproduce. Gate green (ios-sim build +
22/22 logic tests; tests/gem_pose.sx + tests/easing.sx pin the t=0 rest invariant).
2026-06-06 14:13:05 +03:00
swipelab
f68ed9a2b3 P17.1: organic fall — accelerate under gravity (ease_in_cubic)
render_fall now drives the per-round drop with ease_in_cubic (P15.1 accel-from-
rest) instead of ease_out_cubic, so falling gems start slow and accelerate into
place like gravity rather than decelerating. f(1)=1 is pinned, so every gem still
lands exactly on its destination cell and move.final is untouched. FALL_ANIM_DUR
(0.22s) is unchanged, so the cascade-cue timing snapshots don't churn.

Golden goldens/p17_fall.png: M3TE_FX=11 (depth-5 cascade, seed 1337) pinned at
M3TE_ANIM_TIME=1.51 (round 3 fall window [1.38,1.60)) — gems caught bunched-high
mid-fall, ~20% down at ~59% of the segment, vs the old curve's ~93%.
2026-06-06 11:15:10 +03:00