The restart button (BoardView.do_restart) reseeded the model and dropped selection/drag/anim/FX, but left GemMotion.land_at carrying the prior move's landing stamps. A restart fired right after a terminal cascade therefore replayed that move's squash-bounce on the freshly seeded board instead of showing a clean resting pose. Factor the landing reset into GemMotion.reset_landings (init now delegates to it) and call it from do_restart, so a restart returns every cell to its resting idle pose. The idle clock keeps running, so the always-on idle simply resumes from rest. Regression: tests/gem_pose.sx section 7 stamps a cell mid-squash, asserts it is squashing, then asserts reset_landings returns every cell to rest while leaving the clock untouched. Fails on the pre-fix (no-op reset) behaviour, passes after. Gate green: ios-sim build + 18/18 logic tests.
16 lines
662 B
Plaintext
16 lines
662 B
Plaintext
== idle t=0 is rest for all cells ==
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idle_t0_rest true
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== idle mid-phase deforms, bounded ==
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idle_mid_moves true idle_bounded true
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== select pop envelope ==
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select_start_rest true select_end_rest true select_mid_pops true
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== land squash envelope ==
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land_start_rest true land_end_rest true land_mid_wobbles true
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== clear pop envelope ==
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clear_start_full true clear_end_gone true clear_overshoots true
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== gem motion land bookkeeping ==
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motion_init true motion_no_land true motion_fresh_land true
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== gem motion restart resets landings ==
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restart_pre_squashing true restart_post_rest true restart_clock_kept true
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ok: per-gem animation rests at t=0 and stays bounded
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