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).
- assets/board/background.png: full-screen 863x1822 RGB gradient (opaque,
exact 9:19), re-encoded from the provided source.
- assets/board/cell.png: 128x128 RGBA rounded glass tile. The painted
gray/white transparency checkerboard is keyed to real alpha via an
8-connected flood fill from the border, using a low-saturation predicate
(checker spread<=12, panel is bluish spread>=20) so the rounded panel is
preserved; the clean RGBA is then downscaled 1254->128 with LANCZOS.
- assets/fonts/default.ttf: Lato Regular, SIL Open Font License 1.1
(tyPoland Lukasz Dziedzic, Reserved Font Name "Lato"); OFL.txt shipped
alongside per the license.
All three bundle into the ios-sim M3te.app build and decode cleanly.
Key the painted checkerboard out of the provided gem art via an
edge-connected flood fill (8-conn, light+desaturated predicate) so the
gems' interior specular highlights are preserved, then slice the 6 gems
by alpha bbox, premultiply-resize each to fit 108x108, and center one
per 128x128 transparent cell in index order (red, orange, yellow,
green, blue, purple).
Stand up build.sx (macos + ios/ios-sim targets, bundle id
co.swipelab.m3te, output sx-out/ios/M3te.app, assets dir) and a minimal
main.sx that brings up the platform (UIKit+Metal on iOS, SDL3+GL on
macOS) and renders a solid-clear frame. Add assets/ and goldens/
directories and a .gitignore for build artifacts.
Modeled on game/build.sx and game/main.sx; modules resolve from the
compiler binary with no -L flag.