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).
Sharpen clear_pop_scale from a plain pop-then-shrink into a candy pop in
three beats over its local 0..1: a tiny anticipation squash dip (~8% below
rest), a snappy overshoot to ~1.40x via P15.1's ease_out_back, then an
accelerating collapse to nothing (ease_in_quad). Endpoints stay locked
(t=0 -> 1.0 rest, t=1 -> 0.0 gone), so the seam to the model board is clean
and M3TE_ANIM_TIME=0 still reproduces the rest board; the particle burst /
score popup compose on top unchanged. render_clear and CLEAR_ANIM_DUR are
untouched, so cascade-cue timing snapshots don't churn and the model is
unchanged.
tests/gem_pose.sx now pins the new envelope (locked rest endpoints, the
anticipation dip, the overshoot, the monotonic post-peak collapse) with its
expected snapshot updated.
goldens/p18_pop.png: new mid-clear pop golden at the overshoot peak
(M3TE_FX=3 M3TE_ANIM_TIME=0.21). goldens/p6_fx_match.png refreshed for the
new pop shape (same scene at its documented 0.22). README documents P18.1.
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.
Visual-juice vibe-pass, FX-only — no logic/state changes, input gating
still owned by BoardAnim.active.
- board_fx.sx: bigger, punchier match bursts — peak size 1.95->2.50 cells,
combo bonus 0.55->0.72, and the per-gem fx tints saturated a touch (low
channel trimmed, dominant/mid lifted) so every burst pops as a brighter,
more vivid candy colour. The hot per-pixel tint loop's hoisted locals are
preserved (issue 0001).
- gem_anim.sx: snappier clear pop — faster rise (0.30->0.18 of the window)
to a bigger overshoot (CLEAR_POP_A 0.22->0.34) so the matched-gem clear
reads as a candy snap. gem_pose's clear-pop invariants still hold.
- main.sx: M3TE_FX=<n> deterministic match-FX capture hook, mirroring the
M3TE_SELECT pattern. Commits the n-th currently-legal swap at startup via
the normal plan_and_commit path and begins the move timeline + burst/popup
FX; M3TE_ANIM_TIME pins the phase and the frame loop holds the move/FX
frozen while pinned, so the burst + "+points" screenshot identically every
run. A larger M3TE_ANIM_TIME captures the settled, FX-gone board. Startup-
only and guarded, so normal play is untouched.
- README.md: document the new M3TE_FX pin alongside the other capture hooks.
- goldens/p6_fx_match.png: updated deterministic golden (iOS 26 sim,
SIMCTL_CHILD_M3TE_FX=3 SIMCTL_CHILD_M3TE_ANIM_TIME=0.22) — the vertical
red 3-match, burst region +1.4% mean luminance / 3.2:1 brighter:dimmer vs
the same scene on the pre-juice constants.
Gate: ios-sim build links, 19/19 logic tests green (incl. gem_pose t=0 rest).
Add a purely-visual, transient juice layer over a committed move — score
popups + a tinted particle/flash burst at the clears — with no change to the
model, score, moves, or settled board.
- assets/fx/particle.png: key the painted transparency checkerboard out of the
provided particle art to real alpha (8-connected border flood fill +
smooth luminance falloff that preserves the soft glow), downscaled to a
256x256 RGBA white sparkle. tools/key_particle.sx is the reproducible tool.
- board_fx.sx: BoardFx (live particle bursts + one "+points" popup) and
BoardFxAssets. The engine image path samples texture*white (no draw-time
tint), so the white sprite is tinted per gem colour at LOAD time into one
texture per colour; a burst animates by scale (grow -> shrink) and the soft
texture edges carry the fade. Combos (cascade depth > 1) burst bigger and the
popup is larger + gold. All driven by delta_time and self-pruning.
- board_anim.sx: AnimMove carries the model's cascade.awarded so the popup
shows the real payout without re-deriving any scoring in the view.
- board_view.sx / main.sx: wire BoardFx + the tinted assets, tick each frame,
spawn on a legal commit, and render bursts (clipped to the grid) under the
popups (drawn on top). Input-lock (BoardAnim.active) is untouched; FX never
gate input and may outlast the move slightly before vanishing.
Goldens (iPhone-17-class sim, iOS 26): p6_fx.png (combo: gold "+480" + bursts
mid-cascade), p6_fx_match.png (single match: "+30" + red burst), p6_fx_after.png
(settled board, FX fully gone). Gate: ios-sim build links, 15/15 logic tests
green (scoring/cascade goldens unchanged).