3 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
2f5d60b9e1 P13.1: final vibe integration — playthrough validation, full golden sweep, finalized docs
Integration-only (no logic changes). Validated the full candy vibe in the booted
iPhone sim and brought every artifact in line with the shipped candy palette +
Triple Treat SFX bank.

Goldens — swept all 23:
- Refreshed 15 that predated the candy palette (P12): p6_idle_t0, p6_idle_mid,
  p6_select, p7_restart, p5_swap_before/after, p6_anim_swap/clear/fall/after,
  p6_fx, p6_fx_after, p6_fx_match, p6_inputlock_board, p11_combo_deep — re-captured
  via the documented M3TE_* hooks.
- Left 5 unchanged (board+HUD region byte-identical to the current build, verified
  by cropped-region hash): p4_board, p4_hud, p9_polish, p7_win, p7_lose.
- Removed 3 obsolete pre-board orange-quad goldens (app no longer renders them):
  p0_quad, p0_input_before, p0_input_after.

Docs — README.md:
- Section 2 now describes the candy board (not the old orange quad) and points at
  goldens/p6_idle_t0.png; dropped the removed p0_* references.
- Added the final audio model: Triple Treat SFX provenance + per-cue mapping, the
  per-round ascending cascade (one combo cue per round, clamped at combo5), the
  WAVE/mono/44100/Int16 @ -15 dBFS format spec, and the cue-log capture commands.
- Added image-art asset regeneration (codex imagegen via codex exec + sips
  normalize to exact per-asset dims/format).

Gate: ios-sim build links (exit 0); 21/21 pure-sx logic tests pass. Playthrough
evidence (cue NSLog ascending combo1..combo5 + win/lose stingers, screenshots)
captured in the worker report.
2026-06-06 08:57:26 +03:00
swipelab
0b858f7724 P6.1: swap/clear/fall move tweens (sx, iOS sim)
Add a purely-visual animation timeline so the board no longer snaps on a
move. board_anim.sx records, on a value-copy of the pre-move board, the
swap and each cascade round's matched cells + per-column fall provenance,
then BoardView plays it over delta_time: the two swapped gems SLIDE between
cells (and ping out-and-back on an illegal swap), matched gems SCALE OUT,
and survivors FALL into place while refills drop in from above the grid.

The model stays authoritative: plan_and_commit still calls commit_swap on
the real board exactly as before, and the recording replays the identical
primitives from the identical cells + RNG state, so the timeline ends ON
the model's settled board. tests/anim_plan.sx is the determinism guard —
it asserts the committed board, score, moves, and the timeline's final
state all equal an independent commit_swap of the same move, that the
rounds are contiguous, and that an illegal swap records nothing and leaves
the board untouched. All pre-existing logic/cascade goldens stay green.

Evidence (sx-test-metal, iOS 26.0, time-sampled with temporarily-lengthened
durations; committed durations are the short production values):
goldens/p6_anim_swap.png  gems sliding between (5,4)/(6,4)
goldens/p6_anim_clear.png matched reds scaling out in row 4
goldens/p6_anim_fall.png  gems mid-fall with gaps + refill dropping in
goldens/p6_anim_after.png settled board == model (SCORE 30, MOVES 29/30)
2026-06-05 01:06:02 +03:00