Commit Graph

3 Commits

Author SHA1 Message Date
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
219dd127dd P9.1: visual polish — frame the board off the screen bezel (sx, iOS sim)
Polish pass before final acceptance. The 8x8 grid was rendering flush to the
left/right screen edges (gems ~4pt from the bezel on iPhone 17). Add a content
margin (BOARD_INSET_X = 16pt) layered on top of the platform safe-area insets so
the grid is framed by the background, while the HUD keeps using the bare safe
insets so it still hugs the top below the Dynamic Island. The grid is
width-constrained in portrait, so this inset is what sizes it; vertical
centering inside the safe area is unchanged, and the win/lose banner (derived
from the grid) stays centered over the framed board.

Safe-area verified on a current iPhone simulator (iPhone 17, iOS 26): HUD below
the Dynamic Island, board far above the home indicator, forced win/lose banners
centered and unclipped.

The headless geometry tests (hit_test, banner_layout) call compute() with a
zero inset directly, so they are unaffected; full logic gate stays green (18/18).

Goldens: add p9_polish.png (resting board, M3TE_ANIM_TIME=0) as the canonical
polished layout. Re-capture the README-documented deterministic goldens whose
board position shifts by the 16pt margin (p4_board, p4_hud, p6_idle_t0,
p6_idle_mid, p6_select, p7_win, p7_lose, p7_restart). The in-flight move-timeline
goldens (p5_swap_*, p6_anim_*, p6_fx_*, p6_inputlock_board) and the p0 quad
goldens are not reproducible via the documented env pins (which pin only the idle
clock + level state), so they are left as-is.
2026-06-05 19:01:09 +03:00
swipelab
d35fa8a5a6 P6.3: per-gem idle/select/land/clear animations (sx, iOS sim)
New gem_anim.sx adds a purely-visual per-gem pose set driven by a single
animation clock: a calm always-on idle breath (scale-pulse + bob, per-gem
phase, ramped in from rest), a selection pop, a landing squash-bounce, and
a clear pop. BoardView draws every settled gem through gem_pose_at /
gem_pose_frame; the move timeline (P6.1) and FX (P6.2) are untouched and the
input-lock semantics are unchanged (idle never locks input).

Determinism: the idle is always-on, so main reads M3TE_ANIM_TIME=<seconds>
to freeze the clock at a chosen phase (t==0 == the resting board, so the
pre-P6.3 goldens reproduce) and M3TE_SELECT=<cellIndex> to force a selection
for capture. tests/gem_pose.sx locks the t==0-rest invariant and the reaction
envelopes headlessly (fails if the idle ramp is dropped).

Goldens (deterministic capture): p6_idle_t0 (resting), p6_idle_mid (pinned
mid-breath), p6_select (selection pop on cell 3,3). Purely visual: no change
to model/score/moves/hit-testing.
2026-06-05 07:59:16 +03:00