# m3te A match-3 game written entirely in the **sx** language, targeting **iOS** first. - Game logic, rendering, input, and UI are all authored in sx. - Art (palettes, sprite sheets) is produced as real assets. - Verification gate: sx logic tests pass AND the iOS app builds & launches in the Simulator. Development is driven by the multi-agent `flow` (Product Owner → Worker → Reviewer → Observer). ## Verification gate The gate has two halves. Both must pass. The sx compiler used below lives at `/Users/agra/projects/sx/zig-out/bin/sx` (override the runner's binary with the `SX` env var). Run everything from the repo root. ### 1. Logic tests Pure-sx logic tests run under `sx` and have their stdout + exit code diffed against committed snapshots in `tests/expected/`. A failed assertion exits the process non-zero, so it fails the runner (and the gate). ```bash bash tools/run_tests.sh ``` - A test is any `tests/.sx` that has a `tests/expected/.exit` marker; `tests/test.sx` (the `expect` assert helper) has no marker, so it is not itself run. - Regenerate snapshots after an intentional change: `bash tools/run_tests.sh --update`. ### 2. iOS Simulator build + launch Build the app for the simulator, then install/launch it on an available device and screenshot the rendered scene — the brighter **candy** match-3 board: a soft pink→lavender→blue gradient background, an 8×8 grid of glossy candy gems on cream cell tiles, and a grape candy HUD card (score / moves) above the grid. ```bash # Build the .app bundle (sx-out/ios/M3te.app): /Users/agra/projects/sx/zig-out/bin/sx build --target ios-sim main.sx # Discover an available simulator — do NOT hardcode a udid: xcrun simctl list devices available # e.g. capture the first available device's UDID into $udid: udid=$(xcrun simctl list devices available | grep -Eo '[0-9A-Fa-f-]{36}' | head -1) # Boot it (skip if already "Booted") and bring the Simulator window up: xcrun simctl boot "$udid" || true open -a Simulator # Install, launch (bundle id co.swipelab.m3te), and screenshot: xcrun simctl install booted sx-out/ios/M3te.app xcrun simctl launch booted co.swipelab.m3te xcrun simctl io booted screenshot /tmp/m3te.png ``` The screenshot should match `goldens/p6_idle_t0.png` (the resting candy board), modulo the status-bar clock — pixel-exact equality is not required; compare the board + HUD region, not the top status strip. A tap selects a cell; a swipe between two adjacent gems commits a swap (legal swaps cascade + score, illegal ones ping back). The deterministic capture hooks below pin a chosen scene so each golden reproduces from a clean checkout. > The earlier `p0_*` goldens (a pre-board orange quad over a blue clear, from the > P0 foundation slice) were removed in P13.1: the app no longer renders that > scene, so they could only ever mislead. ### Deterministic animation capture (P6.3) The per-gem idle loop (`gem_anim.sx`) is always-on, so a plain screenshot is time-dependent. Two environment variables pin the visual state so the board can be captured reproducibly. The simulator forwards any `SIMCTL_CHILD_*` variable to the launched app, so prefix them on the `simctl launch`: - `M3TE_ANIM_TIME=` freezes the animation clock at that phase. **`t=0` is the resting board** — every gem sits at its static pose, so the pre-P6.3 goldens reproduce unchanged. A larger `t` (e.g. `1.0`) shows the mid-breath idle deformation. The select/land reactions read this same pinned phase. - `M3TE_SELECT=` (= `row*8 + col`) force-selects a cell at startup, so the selection highlight + pop can be captured without a tap. > **Every `M3TE_*` pin is read once, at app startup.** A `simctl launch` against > an already-running copy just foregrounds the existing process (the launch prints > the *same* PID) and the new `SIMCTL_CHILD_*` value is ignored. So every > multi-launch recipe below passes `--terminate-running-process` on each pinned > launch — it kills the running copy first, so the fresh process re-reads the new > pin. (`xcrun simctl terminate booted co.swipelab.m3te` before each relaunch does > the same.) A *changed* PID between launches confirms the new pin took. ```bash # Resting board (idle at rest): goldens/p6_idle_t0.png SIMCTL_CHILD_M3TE_ANIM_TIME=0 xcrun simctl launch --terminate-running-process booted co.swipelab.m3te # Mid-breath idle: goldens/p6_idle_mid.png SIMCTL_CHILD_M3TE_ANIM_TIME=1.0 xcrun simctl launch --terminate-running-process booted co.swipelab.m3te # Selection pop on cell (3,3): goldens/p6_select.png env SIMCTL_CHILD_M3TE_ANIM_TIME=0.17 SIMCTL_CHILD_M3TE_SELECT=27 \ xcrun simctl launch --terminate-running-process booted co.swipelab.m3te ``` With no variable set the game runs fully live (the clock advances by `delta_time`). `tests/gem_pose.sx` locks the `t==0`-rest invariant headlessly. ### Level-state capture (P7.2) The win/lose banner and restart button are driven by the model's `level_status` (score vs. goal vs. move budget). Three more env hooks force a terminal status (or a restart) so the banner / restart states can be screenshot deterministically without scripting a winning swipe — combine them with `M3TE_ANIM_TIME` to pin the idle clock: - `M3TE_TARGET=` overrides the per-level score goal. `0` makes the fresh board read **won** immediately (`score 0 ≥ goal 0`). - `M3TE_MOVE_LIMIT=` overrides the move budget. `0` makes it read **lost** (budget spent below the goal). - `M3TE_RESTART=` runs `board.restart` after the overrides, capturing the fresh `in_progress` board the restart button produces. ```bash # Win banner + restart over the board: goldens/p7_win.png env SIMCTL_CHILD_M3TE_TARGET=0 SIMCTL_CHILD_M3TE_ANIM_TIME=0 \ xcrun simctl launch --terminate-running-process booted co.swipelab.m3te # Lose banner ("OUT OF MOVES") + restart: goldens/p7_lose.png env SIMCTL_CHILD_M3TE_MOVE_LIMIT=0 SIMCTL_CHILD_M3TE_ANIM_TIME=0 \ xcrun simctl launch --terminate-running-process booted co.swipelab.m3te # Fresh in_progress board after restart: goldens/p7_restart.png env SIMCTL_CHILD_M3TE_TARGET=0 SIMCTL_CHILD_M3TE_RESTART=1 SIMCTL_CHILD_M3TE_ANIM_TIME=0 \ xcrun simctl launch --terminate-running-process booted co.swipelab.m3te ``` While a banner is up the board freezes (only the restart button is live, per P7.1's finished-level rule); `tests/banner_layout.sx` locks the restart button's rect ↔ hit-test round-trip headlessly. ### Match-FX capture (P11.1) The match bursts + score popup (`board_fx.sx`) only spawn off a *committed* move, which the simulator can't script (there is no public touch injection). One more env hook forces a representative match at startup so the FX can be screenshot deterministically — combine it with `M3TE_ANIM_TIME` to freeze the phase: - `M3TE_FX=` commits the **n-th currently-legal swap** (1-based, clamped; `=1` is the first) through the normal `plan_and_commit` path, then begins the move timeline + its burst/popup FX. While `M3TE_ANIM_TIME` is set the move/FX timelines are pinned at that phase (the frame loop holds them frozen), so the burst and floating `+points` render identically every run. A larger `M3TE_ANIM_TIME` lands past the timeline, capturing the settled board with the FX fully pruned. Startup-only and guarded by the var, so normal play is untouched. The legal-swap order is the fixed enumeration in `tests/expected/swap_legality.stdout` (row-major, right-before-down). For seed 1337, `M3TE_FX=3` is the vertical red 3-match used by the golden, and `M3TE_FX=11` is a **depth-5 cascade** (the deepest on this seed) used to capture the escalated combo emphasis (next section). ```bash # Punchy match burst + "+30" popup, pinned mid-clear: goldens/p6_fx_match.png env SIMCTL_CHILD_M3TE_FX=3 SIMCTL_CHILD_M3TE_ANIM_TIME=0.22 \ xcrun simctl launch --terminate-running-process booted co.swipelab.m3te # Same match, later phase — FX fully gone over the settled board (no golden): env SIMCTL_CHILD_M3TE_FX=3 SIMCTL_CHILD_M3TE_ANIM_TIME=2.0 \ xcrun simctl launch --terminate-running-process booted co.swipelab.m3te ``` ### Escalating combo emphasis (P11.2) The combo FX escalates with cascade depth (`mv.rounds.len`), the SAME depth the cascade SFX (`play_cascade`) steps up on: a deeper cascade gets a bigger, hotter- gold `+points` popup topped by a `COMBO xN` label, and bursts that grow from the first round. The depth→emphasis clamp (`fx_combo_level`) mirrors the cascade cue's `cascade_cue_index` exactly (depth ≤ 1 → floor, depth ≥ 5 → ceiling); the equivalence is locked headlessly by `tests/fx_combo.sx`. Capture it with the same `M3TE_FX` hook — `M3TE_FX=11` is a depth-5 cascade on seed 1337, contrasted against the depth-1 single clear `M3TE_FX=3`: ```bash # Escalated COMBO x5 + gold "+1050" + bigger burst: goldens/p11_combo_deep.png env SIMCTL_CHILD_M3TE_FX=11 SIMCTL_CHILD_M3TE_ANIM_TIME=0.22 \ xcrun simctl launch --terminate-running-process booted co.swipelab.m3te # Single clear for contrast — plain white "+30", no COMBO label (goldens/p6_fx_match.png): env SIMCTL_CHILD_M3TE_FX=3 SIMCTL_CHILD_M3TE_ANIM_TIME=0.22 \ xcrun simctl launch --terminate-running-process booted co.swipelab.m3te # Deep cascade at a later phase — all combo FX gone over the settled board (no golden): env SIMCTL_CHILD_M3TE_FX=11 SIMCTL_CHILD_M3TE_ANIM_TIME=3.0 \ xcrun simctl launch --terminate-running-process booted co.swipelab.m3te ``` The combo emphasis is purely visual and self-pruning: it never gates input (`BoardAnim.active` owns gating) and never touches board / score / move state. ### Glossier gem & selection feel (P11.3) The selection highlight (`board_view.sx` `render_selection`) is a candy-glossier overlay: two concentric stroked rings fake a soft outward glow, a warm wash tints the cell, a bright rim is doubled by a thin inner highlight for a glassy edge, and a wet sheen rides the selected gem's live pose. The engine can't tint a texture at draw time (issue 0002), so every layer is a rect/overlay — never a gem-texture tint. The selection-pop motion still comes from `gem_anim`, so the **t==0 idle pose is byte-identical to the static sprite** (locked by `tests/gem_pose.sx`); the gloss is selection-only, so the resting board (no selection) is unchanged. Capture it with the same P6.3 hooks — no new env var: ```bash # Glossy candy selection on cell (3,3), pinned mid-pop: goldens/p6_select.png env SIMCTL_CHILD_M3TE_ANIM_TIME=0.17 SIMCTL_CHILD_M3TE_SELECT=27 \ xcrun simctl launch --terminate-running-process booted co.swipelab.m3te # Same selection at exact rest (no pop) — isolates the overlay: env SIMCTL_CHILD_M3TE_ANIM_TIME=0 SIMCTL_CHILD_M3TE_SELECT=27 \ xcrun simctl launch --terminate-running-process booted co.swipelab.m3te ``` The selection gloss is purely visual: it never gates input (`BoardAnim.active` owns gating) and never touches board / score / move state. ## Audio bank (P10) — final model The SFX bank (`audio.sx`) is a purely additive layer over iOS **System Sound Services** (AudioToolbox, reached by `#foreign` FFI exactly as the platform reaches UIKit/Metal). Each cue is loaded once at startup into its own `SystemSoundID`; playback is a single C call. The bank only plays when *every* cue loaded (`loaded` gate), so a partial/failed bank mutes rather than playing a stale id. It never reads or mutates score / board / move state — `board_view` and the frame loop just tell it an event happened. ### Provenance — the user-provided "Triple Treat SFX" pack The nine shipped cues are best-fit selections from the user-supplied **Triple Treat SFX** pack (`Triple_Treat_SFX.zip`, ~30 MB, 280 Unity-style files). The pack itself is **not committed** — only the selected, converted cues live in `assets/audio/`; the source archive is kept outside the repo (in `~/Downloads`). Full per-cue notes are in `assets/audio/LICENSE.txt`. The shipped game never re-synthesizes anything; it only loads the finished WAVs. | cue | game event | pack source (under `Triple Treat SFX/`) | |--------------|------------------------------------|------------------------------------------| | `swap.wav` | every committed swipe (subtle) | `Transition SFX/Swipe FX 1-RCM.wav` | | `match.wav` | first clear of a legal move (pop) | `Pop:Bubble SFX/Pop FX 5-RCM.wav` | | `combo1.wav` | cascade round 1 (dullest) | `Match SFX/Match FX 2-RCM.wav` (~1.7 kHz)| | `combo2.wav` | cascade round 2 | `Match SFX/Match FX 4-RCM.wav` (~2.1 kHz)| | `combo3.wav` | cascade round 3 | `Match SFX/Match FX 6-RCM.wav` (~3.2 kHz)| | `combo4.wav` | cascade round 4 | `Match SFX/Match FX 7-RCM.wav` (~4.7 kHz)| | `combo5.wav` | cascade round ≥5 (brightest) | `Match SFX/Match FX 3-RCM.wav` (~6.8 kHz)| | `win.wav` | level won (stinger) | `Success:Power-Up SFX/Power Up FX 1-RCM.wav` | | `lose.wav` | level lost (stinger) | `Fail SFX/Fail FX 2-RCM.wav` | The Match-FX set does not cleanly pitch-ascend, so `combo1..5` are ordered by ascending **spectral brightness** (centroid 1.68 < 2.09 < 3.18 < 4.70 < 6.77 kHz) so a deeper cascade reads as more exciting. ### Per-round ascending cascade The cascade plays **one ascending cue per cascade round** — round 1 → `combo1`, round 2 → `combo2`, … clamped at `combo5` — *not* a single end-of-move sound. Each cue fires on the move's animation timeline, edge-triggered as that round's clear begins: the frame loop (`main.sx`) diffs `cascade_rounds_started(elapsed, rounds)` against `BoardAnim.cascade_fired` and plays the next combo cue per newly-cleared round (`sfx_cascade`). The depth→index clamp (`cascade_cue_index`: depth ≤ 1 → 0, depth ≥ 5 → 4) is pure + headless, snapshot-tested by `tests/cascade_cue.sx` and `tests/cascade_rounds.sx`. A single match (one round) plays only the `match` pop — no combo cue. The `swap` cue plays for any committed gesture (legal or the reverted ping-back); a legal move adds the `match` pop on its first clearing round; the `win`/`lose` stinger fires once, edge-triggered, as the banner comes up. ### Format / level spec Every cue is delivered in exactly the form System Sound Services loads directly: **WAVE / mono / 44100 Hz / signed-16-bit PCM**. The pack sources are 24-bit / 48 kHz / stereo; each was down-mixed to mono, trimmed to its punchy window, eased in with a short fade, rounded out with a cosine fade-out tail, and **peak-normalized to a gentle −15 dBFS** (the user rejected aggressive SFX twice). The candy character of the pack is preserved — the cues are not re-synthesized. ### Capturing the cue ordering Every play is `NSLog`'d, so a playthrough's cue order is readable from the device log. The deep cascade (`M3TE_FX=11`, depth-5 on seed 1337) must be launched **live** (no `M3TE_ANIM_TIME` pin) so the timeline advances and the per-round cues fire in sequence: ```bash # Deep cascade, live — fires combo1..combo5 one per round on the timeline: SIMCTL_CHILD_M3TE_FX=11 xcrun simctl launch --terminate-running-process booted co.swipelab.m3te xcrun simctl spawn booted log show --last 20s \ --predicate 'eventMessage CONTAINS "[sx] audio"' --style compact # Win / lose stingers (also live so the banner edge-triggers the cue). Each pinned # launch passes --terminate-running-process: the M3TE_* pins are read only at # startup, so relaunching a still-running copy reuses its PID and the new pin is # ignored — without it the lose launch reuses the win process and only `cue win` # ever prints. A changed PID between the two launches confirms each pin took: SIMCTL_CHILD_M3TE_TARGET=0 xcrun simctl launch --terminate-running-process booted co.swipelab.m3te # cue win SIMCTL_CHILD_M3TE_MOVE_LIMIT=0 xcrun simctl launch --terminate-running-process booted co.swipelab.m3te # cue lose ``` ## Asset regeneration The shipped game only loads finished assets; the steps below rebuild them and are never run at play time. Refresh any affected `goldens/` after an art change. ### Audio (the SFX bank) The shipped cues are **not synthesized** — each is a real **Triple Treat SFX** pack clip selected per game event (per-cue source in `assets/audio/LICENSE.txt`). To re-derive a cue from the pack, take its source file and apply the same DSP the shipped bank used: down-mix to mono, trim to the punchy onset window (≤ ~600 ms), ease in with a short fade, round out with a cosine fade-out tail, peak-normalize to a gentle **−15 dBFS**, then re-wrap to the canonical container with `afconvert` (`afconvert -f WAVE -d LEI16@44100 -c 1 in.wav out.wav` → WAVE / `LEI16` / 44100 / mono). The combo ladder is five real **Match FX** cues ordered by ascending spectral brightness (P10.9, `combo1`→`combo5`); the cascade plays one cue per round on the animation timeline (P10.10). Verify the result read-only with `tools/measure_pitch.py` (it never writes a WAV) — it prints each clip's dominant frequency, and `clear.wav`'s ~784 Hz CC0 reference is the documented baseline. The 30 MB pack and its `.meta` / `__MACOSX` cruft are not committed. > There is intentionally **no procedural-synthesis regeneration script**: the cues > are the curated pack clips, so the original P10.1 note-frequency synthesizer > (`tools/synth_audio.py`) was removed — running it would have clobbered the curated > WAVs with synthetic audio. ### Image art Real art is produced with codex's built-in **`imagegen`** tool through `codex exec`, then `sips`-normalized to each asset's exact dimensions and source format: | asset | dims (px) | format | role | |-----------------------------|-----------|--------|-----------------------------------| | `assets/board/background.png` | 863×1822 | PNG | full-view candy gradient backdrop | | `assets/board/cell.png` | 128×128 | PNG | one grid cell tile | | `assets/gems/gems.png` | 768×128 | PNG | 6 gem columns (a gem's UV column = its index) | | `assets/fx/particle.png` | 256×256 | PNG | soft match-burst sprite (tinted per gem) | ```bash # 1. Generate (codex's imagegen tool, driven non-interactively): codex exec "use the imagegen tool to render " # 2. Normalize to the exact per-asset dims + format, e.g. the gem sheet: sips -z 128 768 --setProperty format png .png --out assets/gems/gems.png ``` After any art change, re-capture the affected goldens with the deterministic hooks above (`M3TE_ANIM_TIME` / `M3TE_SELECT` / `M3TE_FX` / `M3TE_TARGET` / `M3TE_MOVE_LIMIT` / `M3TE_RESTART`) and state per golden whether it was refreshed, left unchanged, or removed.