Commit Graph

2 Commits

Author SHA1 Message Date
swipelab
5695974283 P12.1: brighter candy background & cell tile (sx / iOS)
Regenerate the board art in a Candy-Crush palette via real image
generation (codex imagegen tool), keeping each PNG's exact dims and
source format so no code/layout changes are needed:

- background.png: 863x1822 opaque RGB — bright bubblegum-pink ->
  lavender -> sky-blue candy gradient with soft bokeh sparkles
  (was the dark purple/indigo/teal gradient).
- cell.png: 128x128 RGBA — light glossy frosted candy tile with a
  warm pink/lavender tint, keeping it light so the 6 gems stay legible.

Generated at imagegen-native sizes, then center-cropped (background, to
preserve aspect) and resized with sips to the exact target dims/format.
Refresh the resting-board goldens (p9_polish, p4_board) captured at
M3TE_ANIM_TIME=0 to show the new palette with all 6 gems legible.
2026-06-05 21:34:45 +03:00
swipelab
e13b3d3c61 P4.2: integrate board background, cell tile, and HUD font
- 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.
2026-06-04 22:47:36 +03:00