Give each landing gem a wide-and-short squash-&-settle bounce as it touches its destination, applied WITHIN the fall so EVERY cascade round bounces (staggered per column), not only the final whole-move settle. One envelope, one bounce: land_squash is now LAND_SQUASH_A * squash_envelope (P15.1) over its normalized window, so the per-round fall bounce and the settle bounce are the exact same shape. render_fall/render_clear age a per-column bounce from each column's touch-down instant (fall_landing_frac * FALL_ANIM_DUR) via the shared rest_squash + delivering_round helpers, so a gem still in the air draws unsquashed and only a landed gem flattens; the squash carries across the fall->clear seam. Double-bounce reconciliation (approach a): drive the bounce from the per-round fall and DROP the old whole-move "stamp at age 0" settle. The settle stamp is now BACK-DATED per column (clock - (total - round_land_time)) so render_gems resumes land_squash exactly where render_fall left off at the render_anim -> render_gems seam — one continuous bounce, no double-pop. Amplitude tuned 0.13 -> 0.18 (~13% peak) so the bounce reads while staying tasteful; durations unchanged, so the cascade-cue snapshots don't churn. M3TE_ANIM_TIME=0 still reproduces goldens/p6_idle_t0.png (a resting board carries no landing stamp). New goldens/p17_land.png pins a staggered landing mid-pour (M3TE_FX=11 ANIM_TIME=1.94). tests/easing.sx gains a landing-instant section pinning fall_landing_frac / round_land_time; tests/gem_pose.sx stays green (land_squash values are identical).
220 lines
11 KiB
Plaintext
220 lines
11 KiB
Plaintext
// Easing-toolkit math foundation (P15.1): pin the pure, headless easing curves in
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// board_anim.sx that the organic-animation pass (P16/P17/P18) builds on. NO render
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// code calls these yet, so this test is the only consumer — it locks, for each
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// curve: the endpoints f(0)/f(1) (and f(0.5) where it's a fixed point), the
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// overshoot/undershoot range (bounded + tasteful), and monotonicity where the
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// curve must not reverse. Mirrors how tests/gem_pose.sx pins the gem poses; prints
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// only booleans (no raw floats) so the snapshot is platform-stable.
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//
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// P16.2 will APPEND illegal-swap bounce-back assertions here: add a new numbered
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// section above the final fails check, in the same `print(...); if !x { fails += 1; }`
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// shape. No rendering — pure math over board_anim.sx. Failure is a non-zero exit.
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#import "modules/std.sx";
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#import "board.sx";
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#import "board_anim.sx";
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// Local f32 abs (the stdlib generic `abs` mis-types its untyped `0` literal under
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// f32; the shipped game never calls abs, so the tests roll their own — matches
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// tests/gem_pose.sx).
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fabs :: (x: f32) -> f32 { if x < 0.0 then 0.0 - x else x }
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approx :: (a: f32, b: f32) -> bool { fabs(a - b) < 0.0001 }
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main :: () -> s32 {
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fails : s64 = 0;
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// 1. Endpoints are locked: every curve starts/ends exactly on its rest value
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// (the in/out curves at 1, the spring at 1, the squash envelope at 0).
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print("== endpoints locked ==\n");
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e_in := ease_in_cubic(0.0) == 0.0 and ease_in_cubic(1.0) == 1.0;
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e_io := ease_in_out_cubic(0.0) == 0.0 and ease_in_out_cubic(1.0) == 1.0
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and ease_in_out_cubic(0.5) == 0.5;
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e_back := ease_out_back(0.0) == 0.0 and ease_out_back(1.0) == 1.0;
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e_spring := spring(0.0) == 0.0 and spring(1.0) == 1.0;
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e_squash := squash_envelope(0.0) == 0.0 and squash_envelope(1.0) == 0.0;
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e_exist := ease_out_cubic(0.0) == 0.0 and ease_out_cubic(1.0) == 1.0
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and ease_in_quad(0.0) == 0.0 and ease_in_quad(1.0) == 1.0;
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print("ease_in {} ease_in_out {} back {} spring {} squash {} existing {}\n",
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e_in, e_io, e_back, e_spring, e_squash, e_exist);
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if !e_in { fails += 1; }
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if !e_io { fails += 1; }
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if !e_back { fails += 1; }
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if !e_spring { fails += 1; }
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if !e_squash { fails += 1; }
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if !e_exist { fails += 1; }
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// 2. Monotonicity where required: the four plain eases never reverse over a
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// fine sweep of [0,1] (the overshoot/spring/squash curves are exempt — they
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// are meant to reverse).
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print("== monotonic where required ==\n");
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mono_in := true; mono_io := true; mono_oc := true; mono_iq := true;
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p_in := ease_in_cubic(0.0);
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p_io := ease_in_out_cubic(0.0);
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p_oc := ease_out_cubic(0.0);
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p_iq := ease_in_quad(0.0);
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for 1..21: (i) {
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t := cast(f32) i / 20.0;
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v_in := ease_in_cubic(t); if v_in < p_in - 0.000001 { mono_in = false; } p_in = v_in;
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v_io := ease_in_out_cubic(t); if v_io < p_io - 0.000001 { mono_io = false; } p_io = v_io;
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v_oc := ease_out_cubic(t); if v_oc < p_oc - 0.000001 { mono_oc = false; } p_oc = v_oc;
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v_iq := ease_in_quad(t); if v_iq < p_iq - 0.000001 { mono_iq = false; } p_iq = v_iq;
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}
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print("ease_in {} ease_in_out {} ease_out_cubic {} ease_in_quad {}\n",
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mono_in, mono_io, mono_oc, mono_iq);
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if !mono_in { fails += 1; }
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if !mono_io { fails += 1; }
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if !mono_oc { fails += 1; }
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if !mono_iq { fails += 1; }
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// 3. Back/overshoot + spring: each shoots above 1 then settles to exactly 1,
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// with a BOUNDED peak (tasteful) and no dip below 0. The spring additionally
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// wobbles back below 1 after its overshoot (the damped decay).
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print("== overshoot bounded + settles ==\n");
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back_mx := ease_out_back(0.0); back_mn := ease_out_back(0.0);
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spr_mx := spring(0.0); spr_mn := spring(0.0);
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spr_wobble := false;
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for 1..21: (i) {
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t := cast(f32) i / 20.0;
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b := ease_out_back(t);
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if b > back_mx { back_mx = b; }
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if b < back_mn { back_mn = b; }
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s := spring(t);
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if s > spr_mx { spr_mx = s; }
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if s < spr_mn { spr_mn = s; }
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if t > 0.6 and s < 1.0 { spr_wobble = true; }
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}
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back_overshoots := back_mx > 1.0;
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back_bounded := back_mx < 1.15 and back_mn >= -0.0001;
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spr_overshoots := spr_mx > 1.0;
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spr_bounded := spr_mx < 1.25 and spr_mn >= -0.0001;
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print("back_overshoots {} back_bounded {} spring_overshoots {} spring_bounded {} spring_wobbles {}\n",
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back_overshoots, back_bounded, spr_overshoots, spr_bounded, spr_wobble);
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if !back_overshoots { fails += 1; }
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if !back_bounded { fails += 1; }
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if !spr_overshoots { fails += 1; }
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if !spr_bounded { fails += 1; }
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if !spr_wobble { fails += 1; }
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// 4. Squash envelope: rests at both ends, actually moves in between, has both a
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// squash (positive) and a stretch (negative) lobe, and stays bounded.
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print("== squash envelope bounded ==\n");
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sq_mx : f32 = 0.0; sq_mn : f32 = 0.0; sq_moves := false;
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for 0..21: (i) {
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t := cast(f32) i / 20.0;
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s := squash_envelope(t);
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if s > sq_mx { sq_mx = s; }
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if s < sq_mn { sq_mn = s; }
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if fabs(s) > 0.01 { sq_moves = true; }
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}
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sq_two_sided := sq_mx > 0.0 and sq_mn < 0.0;
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sq_bounded := sq_mx < 0.75 and sq_mn > -0.75;
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print("squash_moves {} squash_two_sided {} squash_bounded {}\n",
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sq_moves, sq_two_sided, sq_bounded);
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if !sq_moves { fails += 1; }
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if !sq_two_sided { fails += 1; }
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if !sq_bounded { fails += 1; }
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// 5. Illegal-swap bounce-back (P16.2): the springy lunge-and-settle render_swap
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// plays for a REJECTED swap. Lock its envelope end to end — rests at BOTH
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// ends (f(0)=f(1)=0, so the move stays purely visual), a SINGLE lunge peak of
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// exactly BADSWAP_LUNGE_AMP at BADSWAP_LUNGE_T, then a damped settle that
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// overshoots past rest by a BOUNDED amount and leaves NO residual at t=1.
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print("== illegal-swap bounce ==\n");
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bb_ends := bad_swap_bounce(0.0) == 0.0 and bad_swap_bounce(1.0) == 0.0;
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bb_mx : f32 = 0.0; bb_mx_t : f32 = 0.0; bb_mn : f32 = 0.0;
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for 0..101: (i) {
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t := cast(f32) i / 100.0;
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v := bad_swap_bounce(t);
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if v > bb_mx { bb_mx = v; bb_mx_t = t; }
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if v < bb_mn { bb_mn = v; }
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}
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bb_peak_amp := approx(bb_mx, BADSWAP_LUNGE_AMP);
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bb_peak_loc := fabs(bb_mx_t - BADSWAP_LUNGE_T) < 0.011;
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bb_overshoots := bb_mn < -0.01; // springs PAST rest after the peak
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bb_overshoot_bounded := bb_mn > -0.12; // but the recoil stays tasteful
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bb_settles := approx(bad_swap_bounce(1.0), 0.0); // no residual displacement
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print("bounce_ends {} peak_amp {} peak_loc {} overshoots {} overshoot_bounded {} settles {}\n",
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bb_ends, bb_peak_amp, bb_peak_loc, bb_overshoots, bb_overshoot_bounded, bb_settles);
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if !bb_ends { fails += 1; }
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if !bb_peak_amp { fails += 1; }
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if !bb_peak_loc { fails += 1; }
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if !bb_overshoots { fails += 1; }
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if !bb_overshoot_bounded { fails += 1; }
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if !bb_settles { fails += 1; }
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// 6. Per-column fall stagger (P17.2): the fall window offsets each column's drop
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// START by a BOUNDED delay so a refilled row pours in as a cascade, yet EVERY
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// column still lands EXACTLY on its cell by the segment end. Lock: at t==0 no
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// column has moved; at t==1 EVERY column has reached local progress 1 (no gem
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// left mid-air — the seam to the next round stays invisible); per-column local
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// progress is monotonic in t; and MID-fall the columns form a cascade — each
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// later column has made STRICTLY LESS progress than the one before (its drop
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// starts later), the opposite of a flat lockstep row sharing one progress.
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print("== fall stagger bounded ==\n");
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stg_t0 := true; stg_t1 := true;
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for 0..BOARD_COLS: (c) {
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if fall_stagger_t(0.0, c) != 0.0 { stg_t0 = false; }
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if fall_stagger_t(1.0, c) != 1.0 { stg_t1 = false; }
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}
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stg_cascade := true;
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for 1..BOARD_COLS: (c) {
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if !(fall_stagger_t(0.5, c) < fall_stagger_t(0.5, c - 1)) { stg_cascade = false; }
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}
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stg_mono := true;
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for 0..BOARD_COLS: (c) {
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pp := fall_stagger_t(0.0, c);
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for 1..21: (i) {
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tt := cast(f32) i / 20.0;
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vv := fall_stagger_t(tt, c);
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if vv < pp - 0.000001 { stg_mono = false; }
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pp = vv;
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}
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}
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print("stagger_t0 {} stagger_t1 {} stagger_cascade {} stagger_mono {}\n",
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stg_t0, stg_t1, stg_cascade, stg_mono);
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if !stg_t0 { fails += 1; }
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if !stg_t1 { fails += 1; }
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if !stg_cascade { fails += 1; }
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if !stg_mono { fails += 1; }
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// 7. Per-column landing instant (P17.3): `fall_landing_frac` is the LOCAL fall
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// progress at which each column finishes its drop — exactly the seam where
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// `fall_stagger_t` reaches 1, the moment the landing squash-bounce begins.
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// Lock: column 0 lands first at `1 - FALL_STAGGER_MAX`, the last column at
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// 1.0; it rises monotonically across columns; at that instant the column's
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// stagger progress IS 1 (landed) while a hair earlier it is still < 1 (in
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// air). `round_land_time` then maps it onto the move timeline — later for
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// each later column, and round k+1's first landing strictly after round k's
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// last — so the per-round bounces never run before their gems touch down.
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print("== landing instant ==\n");
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lf_first := approx(fall_landing_frac(0), 1.0 - FALL_STAGGER_MAX);
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lf_last := approx(fall_landing_frac(BOARD_COLS - 1), 1.0);
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lf_mono := true;
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lf_seam := true;
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for 0..BOARD_COLS: (c) {
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if c >= 1 and !(fall_landing_frac(c) > fall_landing_frac(c - 1)) { lf_mono = false; }
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lf := fall_landing_frac(c);
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if !approx(fall_stagger_t(lf, c), 1.0) { lf_seam = false; } // landed at lf
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if fall_stagger_t(lf - 0.05, c) >= 1.0 { lf_seam = false; } // still in air just before
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}
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rlt_col_mono := true;
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for 1..BOARD_COLS: (c) {
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if !(round_land_time(0, c) > round_land_time(0, c - 1)) { rlt_col_mono = false; }
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}
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rlt_round_after := round_land_time(1, 0) > round_land_time(0, BOARD_COLS - 1);
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print("landing_first {} landing_last {} landing_mono {} landing_seam {} landtime_col_mono {} landtime_round_after {}\n",
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lf_first, lf_last, lf_mono, lf_seam, rlt_col_mono, rlt_round_after);
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if !lf_first { fails += 1; }
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if !lf_last { fails += 1; }
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if !lf_mono { fails += 1; }
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if !lf_seam { fails += 1; }
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if !rlt_col_mono { fails += 1; }
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if !rlt_round_after { fails += 1; }
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if fails == 0 {
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print("ok: easing toolkit endpoints locked + amplitudes bounded\n");
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return 0;
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}
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print("FAIL: {} easing checks failed\n", fails);
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return 1;
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}
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