Extend the HUD to show the per-level goal (SCORE x / target) alongside
moves. When the model's level_status (P7.1) is won/lost, draw a centered
overlay banner ("YOU WIN!" / "OUT OF MOVES") with a "PLAY AGAIN" restart
button over the dimmed board; the banner appears once any winning/losing
cascade animation settles. Status is read from the model, never recomputed
in the view.
A finished level freezes board-cell input; only the restart button is live.
Its rect is derived from the shared BoardLayout grid (new BannerLayout), so
the hit-test lands exactly on the drawn button. A tap reseeds the same
starting level through board.restart and clears the transient view layers,
returning to a clean in_progress board.
Banner is text + rects only (honours colour/alpha; no draw-time image tint,
issue 0002). New env capture hooks (M3TE_TARGET / M3TE_MOVE_LIMIT /
M3TE_RESTART) force a terminal status / restart for deterministic goldens.
Tests: tests/banner_layout.sx locks the restart button rect <-> hit-test
round-trip headlessly. Goldens p7_win / p7_lose / p7_restart captured on the
iOS simulator.
5.1 KiB
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 tools/run_tests.sh
- A test is any
tests/<name>.sxthat has atests/expected/<name>.exitmarker;tests/test.sx(theexpectassert 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 (blue background + a centered orange quad).
# 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/p0_quad.png (a centered orange quad over a
blue clear), modulo the status-bar clock — pixel-exact equality is not required.
A tap on the quad flips its color (orange ↔ green); see
goldens/p0_input_before.png / goldens/p0_input_after.png.
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=<seconds>freezes the animation clock at that phase.t=0is the resting board — every gem sits at its static pose, so the pre-P6.3 goldens reproduce unchanged. A largert(e.g.1.0) shows the mid-breath idle deformation. The select/land reactions read this same pinned phase.M3TE_SELECT=<cellIndex 0..63>(=row*8 + col) force-selects a cell at startup, so the selection highlight + pop can be captured without a tap.
# Resting board (idle at rest): goldens/p6_idle_t0.png
SIMCTL_CHILD_M3TE_ANIM_TIME=0 xcrun simctl launch booted co.swipelab.m3te
# Mid-breath idle: goldens/p6_idle_mid.png
SIMCTL_CHILD_M3TE_ANIM_TIME=1.0 xcrun simctl launch 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 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=<n>overrides the per-level score goal.0makes the fresh board read won immediately (score 0 ≥ goal 0).M3TE_MOVE_LIMIT=<n>overrides the move budget.0makes it read lost (budget spent below the goal).M3TE_RESTART=<non-zero>runsboard.restartafter the overrides, capturing the freshin_progressboard the restart button produces.
# 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 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 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 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.