For combos, play a sound for each match ascending (Candy-Crush cascade run): as a chain resolves, EACH successive round plays the next higher cue (combo1, combo2, … clamped at combo5) instead of a single combo cue keyed to the final cascade depth at commit. - board_anim.sx: add `BoardAnim.cascade_fired` (edge-trigger high-water mark, reset on init/begin) and the pure `cascade_rounds_started(elapsed, n)` helper — how many rounds have begun clearing on the swap→(clear,fall)* timeline. - main.sx: in the frame loop, diff `cascade_rounds_started` against `cascade_fired` and play one ascending cue per newly-cleared round, once each, gated on a real multi-round chain (rounds >= 2). Additive; never touches board/score/move state. - board_view.sx: drop the single `sfx_cascade(final depth)` at commit; keep `sfx_swap` / `sfx_match` (and win/lose) exactly as before. - tests/cascade_rounds.sx: headless snapshot of the per-round timing + the ascending combo1..combo5 run with the combo5 clamp. Sim (M3TE_FX=11, depth-5): log show shows combo1→combo2→combo3→combo4→combo5 at successive timestamps ~0.36s apart (= CLEAR+FALL per-round spacing).
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