Mechanical sweep of all .sx sources, plan docs, and tests/expected snapshots for the sx language rename (s8/s16/s32/s64 -> i8/i16/i32/i64). Verified: tools/run_tests.sh 23/23. Note: the ios-sim build has 2 pre-existing 'restart' dot-call errors from the sx opt-in UFCS change (sx a47ea14) — independent of this rename (present pre-sweep); migrated in the follow-up commit.
487 lines
21 KiB
Plaintext
487 lines
21 KiB
Plaintext
#import "modules/std.sx";
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#import "build.sx";
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#import "modules/build.sx";
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#import "modules/ffi/opengl.sx";
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#import "modules/ffi/sdl3.sx";
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#import "modules/math";
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#import "modules/ffi/stb.sx";
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#import "modules/ffi/stb_truetype.sx";
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#import "modules/gpu/api.sx";
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#import "modules/gpu/types.sx";
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#import "modules/gpu/metal.sx";
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#import "modules/ui";
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#import "modules/platform/api.sx";
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#import "modules/platform/sdl3.sx";
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#import "modules/platform/uikit.sx";
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#import "board.sx";
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#import "board_view.sx";
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#import "board_anim.sx";
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#import "board_fx.sx";
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#import "gem_anim.sx";
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#import "audio.sx";
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#run configure_build();
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// libc is the implicit foreign-library handle the std allocators bind against;
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// reused here to read the deterministic-capture environment variables at startup.
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getenv :: (name: [:0]u8) -> *u8 #foreign libc "getenv";
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strlen :: (s: *u8) -> usize #foreign libc "strlen";
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// Fixed seed for the rendered board — the same seed tests/board_init.sx locks
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// as a snapshot, so the on-screen layout matches that golden gem-for-gem.
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BOARD_SEED :: 1337;
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// Cleared-surface tone for both GPU paths (Metal on iOS, GL on desktop). Tuned to
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// the candy background's mid-gradient lavender so the clear never reads as a dark
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// seam past the background art; one source keeps the two paths from diverging.
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CLEAR_R :f32: 0.765;
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CLEAR_G :f32: 0.733;
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CLEAR_B :f32: 0.933;
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g_plat : Platform = ---;
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g_pipeline : *UIPipeline = ---;
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g_delta_time : f32 = 0.016;
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g_viewport_w : f32 = 800.0;
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g_viewport_h : f32 = 600.0;
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g_safe_insets : EdgeInsets = .{};
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// FPS dev overlay (P20.1). OFF unless the M3TE_FPS env pin is set, so default
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// play and every committed golden stay byte-identical. `g_fps_avg_dt` is an
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// exponential moving average of the per-frame delta, smoothed so the readout
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// doesn't jitter wildly; the displayed FPS is its reciprocal. Both are only
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// touched on the gated path, so the unset path is unchanged.
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FPS_DT_SMOOTH :f32: 0.9; // weight on the running average vs. this frame's delta
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g_fps_on : bool = false;
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g_fps_avg_dt : f32 = 0.016;
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// iOS-only concrete handles kept alongside the boxed `g_plat` so the frame loop
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// can reach the CAMetalLayer pointer / pixel dims without going through the
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// protocol box.
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g_uikit_plat : *UIKitPlatform = null;
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g_metal_gpu : *MetalGPU = null;
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// The pure-sx model (board.sx) and its sprites, seeded once in main() and
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// rendered every frame. Heap-allocated so the view holds stable pointers to
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// the mutable state across frames.
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g_board : *Board = null;
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g_assets : *BoardAssets = null;
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// Current cell selection (P4.4). Heap-allocated so it survives BoardView's
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// per-frame rebuild; a tap hit-tests a cell and toggles this.
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g_sel : *BoardSelection = null;
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// In-progress touch drag (P5.2). Heap-allocated for the same reason: the press
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// and release that bracket a swipe land on different per-frame BoardView values,
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// so the drag start must persist between them.
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g_drag : *DragInput = null;
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// In-flight move animation (P6.1). Heap-allocated for the same reason: a swipe
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// begins the swap/clear/fall timeline, which then plays out over many subsequent
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// frames, so the timeline state must persist across BoardView's per-frame rebuild.
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g_anim : *BoardAnim = null;
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// Transient match FX + score popups (P6.2). Heap-allocated like the animation:
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// a committed move spawns short-lived bursts/popups that play out (and prune
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// themselves) over many later frames. `g_fxassets` holds the per-colour tinted
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// particle textures, loaded once. Purely visual; neither gates input.
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g_fx : *BoardFx = null;
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g_fxassets : *BoardFxAssets = null;
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// Per-gem idle/select/land animation state (P6.3). Heap-allocated like the rest:
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// `clock` advances by delta_time each frame (or is pinned by capture mode) and
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// drives every per-gem pose. Purely visual; does not gate input.
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g_motion : *GemMotion = null;
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// Tracks whether the move timeline was active last frame, so the frame loop can
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// fire the landing squash-bounce on the exact frame a move settles.
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g_anim_prev_active : bool = false;
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// Tracks whether the win/lose banner was up last frame, so the frame loop fires
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// the win/lose stinger (P10.3) EXACTLY ONCE — on the frame the level settles
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// terminal and any final cascade has played out — instead of replaying it every
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// frame the banner is up. Re-armed when a restart reopens the level.
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g_banner_prev_up : bool = false;
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// Rebuilt each frame inside the pipeline's arena; carries the current safe-area
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// insets so the grid stays inside the notch / home-indicator region.
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build_ui :: () -> View {
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fps : f32 = if g_fps_avg_dt > 0.0 then 1.0 / g_fps_avg_dt else 0.0;
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BoardView.{ board = g_board, assets = g_assets, sel = g_sel, drag = g_drag, anim = g_anim, fx = g_fx, fxassets = g_fxassets, motion = g_motion, safe = g_safe_insets, seed = BOARD_SEED, fps_on = g_fps_on, fps = fps }
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}
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// Deterministic capture (P6.3). The idle loop is always-on, so a live screenshot
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// would be time-dependent; these env hooks pin the visual state so goldens are
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// reproducible. M3TE_ANIM_TIME=<seconds> freezes the animation clock at a chosen
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// phase (t==0 is the resting board, identical to the pre-P6.3 goldens). Optional
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// M3TE_SELECT=<cellIndex 0..63> forces a selection so the select-pop reaction can
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// be captured without injecting a tap. Absent → normal live behaviour.
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read_env :: (name: [:0]u8) -> ?string {
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p := getenv(name);
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addr : i64 = xx p;
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if addr == 0 { return null; }
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n := cast(i64) strlen(p);
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if n == 0 { return ""; }
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buf := cstring(n);
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memcpy(buf.ptr, xx p, n);
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buf
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}
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// Digit arithmetic runs entirely in i64; the result converts to f32 only once at
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// the end. Doing the digit math in f32 would unify the ASCII literals (45/46/48/
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// 57) to f32 across the comparisons, which mis-types the byte compares.
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parse_f32 :: (s: string) -> f32 {
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i : i64 = 0;
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neg : bool = false;
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if s.len > 0 {
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c0 : i64 = xx s[0];
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if c0 == 45 { neg = true; i = 1; } // '-'
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}
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intval : i64 = 0;
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while i < s.len {
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c : i64 = xx s[i];
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if c < 48 or c > 57 { break; }
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intval = intval * 10 + (c - 48);
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i += 1;
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}
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fracval : i64 = 0;
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fracdiv : i64 = 1;
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if i < s.len {
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d : i64 = xx s[i];
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if d == 46 { // '.'
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i += 1;
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while i < s.len {
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c : i64 = xx s[i];
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if c < 48 or c > 57 { break; }
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fracval = fracval * 10 + (c - 48);
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fracdiv = fracdiv * 10;
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i += 1;
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}
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}
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}
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v : f32 = cast(f32) intval + cast(f32) fracval / cast(f32) fracdiv;
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if neg { v = 0.0 - v; }
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v
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}
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parse_i64 :: (s: string) -> i64 {
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i : i64 = 0;
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v : i64 = 0;
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while i < s.len {
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c : i64 = xx s[i];
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if c < 48 or c > 57 { break; }
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v = v * 10 + (c - 48);
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i += 1;
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}
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v
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}
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// The orthogonally-adjacent pairs that are currently ILLEGAL — the exact
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// COMPLEMENT of `legal_swaps`, enumerated in the SAME stable row-major order (each
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// cell's right neighbour before its down neighbour, each adjacency visited once).
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// Drives the M3TE_BADSWAP capture hook, which needs a KNOWN rejected pair on the
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// fixed seed to screenshot the springy bounce-back. Headless and read-only — the
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// trial swaps inside `swap_legal` are reverted, so the board is left unchanged.
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illegal_swaps :: (board: *Board) -> List(Swap) {
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result := List(Swap).{};
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for 0..BOARD_ROWS (row) {
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for 0..BOARD_COLS (col) {
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here := Cell.{ col = col, row = row };
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if col + 1 < BOARD_COLS {
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right := Cell.{ col = col + 1, row = row };
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if !swap_legal(board, here, right) {
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result.append(Swap.{ a = here, b = right });
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}
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}
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if row + 1 < BOARD_ROWS {
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down := Cell.{ col = col, row = row + 1 };
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if !swap_legal(board, here, down) {
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result.append(Swap.{ a = here, b = down });
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}
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}
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}
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}
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result
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}
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frame :: () {
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fc := g_plat.begin_frame();
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g_delta_time = fc.delta_time;
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g_viewport_w = fc.viewport_w;
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g_viewport_h = fc.viewport_h;
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g_safe_insets = g_plat.safe_insets();
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// FPS dev overlay (P20.1): advance the smoothed frame-time average ONLY when
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// the env pin enabled it, so an unset run never touches this and renders
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// byte-identically. delta_time is real wall-clock even when M3TE_ANIM_TIME
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// pins the animation clock, so the readout is live while the scene is frozen.
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if g_fps_on and g_delta_time > 0.0 {
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g_fps_avg_dt = g_fps_avg_dt * FPS_DT_SMOOTH + g_delta_time * (1.0 - FPS_DT_SMOOTH);
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}
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if fc.viewport_w != g_pipeline.screen_width or fc.viewport_h != g_pipeline.screen_height {
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g_pipeline.resize(fc.viewport_w, fc.viewport_h);
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}
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for g_plat.poll_events() (*ev) {
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inline if OS != .ios {
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if ev == {
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case .key_up: (e) {
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if e.key == .escape { g_plat.stop(); }
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}
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}
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}
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g_pipeline.dispatch_event(ev);
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}
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// Advance the in-flight move animation + its match FX by this frame's delta
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// before rendering, so the board view draws the timeline slice for the current
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// wall-clock time. Capture mode pins the animation clock (M3TE_ANIM_TIME);
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// while pinned the move/FX timelines stay frozen at the phase the startup
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// hooks set, so the FX-match scene (M3TE_FX) screenshots identically each run.
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if g_motion == null or !g_motion.pinned {
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if g_anim != null { g_anim.tick(g_delta_time); }
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if g_fx != null { g_fx.tick(g_delta_time); }
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}
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// Per-round cascade SFX (P10.10): as each cascade round's clear begins on the
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// move timeline, play the NEXT ascending combo cue (round 1 → combo1, round 2
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// → combo2, … clamped at combo5). Edge-triggered off `cascade_fired` so each
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// round's cue fires exactly once; only a real multi-round chain (rounds >= 2)
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// gets the run, so a single match stays the lone match pop. Additive — reads
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// only the recorded timeline, never board/score/move state.
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if g_anim != null and g_anim.move.rounds.len >= 2 {
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started := cascade_rounds_started(g_anim.elapsed, g_anim.move.rounds.len);
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while g_anim.cascade_fired < started {
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g_anim.cascade_fired += 1;
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sfx_cascade(g_anim.cascade_fired);
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}
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}
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// Advance the always-on per-gem animation clock (idle/select/land). Capture
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// mode pins the clock, so it only moves when not pinned. On the exact frame a
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// move timeline settles, stamp the landing bounce on every cell the move
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// changed, so the gems that actually moved squash-bounce on settle.
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if g_motion != null {
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if !g_motion.pinned { g_motion.clock += g_delta_time; }
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if g_anim != null {
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if g_anim_prev_active and !g_anim.active {
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// On the frame the timeline settles, hand the final round's
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// per-column landing bounce to land_squash so render_gems resumes it
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// seamlessly. Each gem the LAST round delivered to cell i is
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// back-dated to when its column actually touched down — (1 -
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// fall_landing_frac)·FALL_ANIM_DUR ago — so the bounce picks up
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// exactly where render_fall left it: one bounce, no double-pop at the
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// render_anim → render_gems seam. A gem that settled in an earlier
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// round already bounced then (its back-dated age exceeds LAND_DUR, so
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// land_squash reads rest); a gem that never moved is skipped.
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mv := @g_anim.move;
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total := g_anim.total();
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last := mv.rounds.len - 1;
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for 0..BOARD_CELLS (i) {
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m := delivering_round(mv, i, last);
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if m >= 0 {
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col := i % BOARD_COLS;
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g_motion.stamp_land_at(i, g_motion.clock - (total - round_land_time(m, col)));
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}
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}
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}
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g_anim_prev_active = g_anim.active;
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}
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}
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// Win/lose stinger (P10.3): edge-trigger on the banner coming up — the level
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// has settled won/lost AND any in-flight cascade has finished animating — so
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// the stinger plays once as the banner appears, never every frame it is up.
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// Status is read-only from the model (mirrors BoardView.banner_up); a restart
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// reopens the level, dropping the edge so a fresh win/lose re-fires.
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banner_now := level_status(g_board) != .in_progress and (g_anim == null or !g_anim.active);
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if banner_now and !g_banner_prev_up {
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if level_status(g_board) == .won { sfx_win(); } else { sfx_lose(); }
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}
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g_banner_prev_up = banner_now;
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inline if OS == .ios {
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// Lazy-attach Metal once -[SxAppDelegate didFinishLaunching:] has
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// installed the SxMetalView and its bounds have been measured; both can
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// lag the first CADisplayLink tick, and a zero-sized drawable aborts
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// via XPC.
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if g_uikit_plat.gl_layer == null { return; }
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if g_uikit_plat.pixel_w <= 0 or g_uikit_plat.pixel_h <= 0 { return; }
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if g_metal_gpu.layer == null {
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g_metal_gpu.init(g_uikit_plat.gl_layer, g_uikit_plat.pixel_w, g_uikit_plat.pixel_h);
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} else if g_metal_gpu.pixel_w != g_uikit_plat.pixel_w or g_metal_gpu.pixel_h != g_uikit_plat.pixel_h {
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g_metal_gpu.resize(g_uikit_plat.pixel_w, g_uikit_plat.pixel_h);
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}
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clear : ClearColor = .{ r = CLEAR_R, g = CLEAR_G, b = CLEAR_B, a = 1.0 };
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if !g_metal_gpu.begin_frame(clear) { return; }
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g_pipeline.tick();
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g_metal_gpu.end_frame(fc.target_present_time);
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} else {
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glViewport(0, 0, fc.pixel_w, fc.pixel_h);
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glClearColor(CLEAR_R, CLEAR_G, CLEAR_B, 1.0);
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glClear(GL_COLOR_BUFFER_BIT);
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g_pipeline.tick();
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}
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g_plat.end_frame();
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}
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main :: () -> void {
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inline if OS == .ios {
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u : *UIKitPlatform = xx context.allocator.alloc_bytes(size_of(UIKitPlatform));
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u.gpu_mode = .metal;
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if !u.init("m3te", 800, 600) { return; }
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g_plat = xx u;
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g_uikit_plat = u;
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// The CAMetalLayer doesn't exist until didFinishLaunching: runs after we
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// return into UIApplicationMain, so attach lazily on the first frame.
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// init(null, 0, 0) only needs the MTLDevice, which is enough for the
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// texture uploads below.
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g_metal_gpu = xx context.allocator.alloc_bytes(size_of(MetalGPU));
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// alloc returns uninitialized memory; struct field defaults are NOT
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// applied, so List caps/lens would be garbage without this memset.
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memset(xx g_metal_gpu, 0, size_of(MetalGPU));
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if !g_metal_gpu.init(null, 0, 0) { return; }
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} else {
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s : *SdlPlatform = xx context.allocator.alloc_bytes(size_of(SdlPlatform));
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if !s.init("m3te", 800, 600) { return; }
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g_plat = xx s;
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}
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fc := g_plat.begin_frame();
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g_viewport_w = fc.viewport_w;
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g_viewport_h = fc.viewport_h;
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g_safe_insets = g_plat.safe_insets();
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g_pipeline = xx context.allocator.alloc_bytes(size_of(UIPipeline));
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// Same alloc caveat as above: zero so the optional `gpu` reads as null on
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// the desktop path (where set_gpu is not called) and the Lists start empty.
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memset(xx g_pipeline, 0, size_of(UIPipeline));
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inline if OS == .ios {
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g_pipeline.set_gpu(xx g_metal_gpu);
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}
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g_pipeline.init(fc.viewport_w, fc.viewport_h);
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g_pipeline.init_font("assets/fonts/default.ttf", 32.0, fc.dpi_scale);
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g_board = xx context.allocator.alloc_bytes(size_of(Board));
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g_board.init(BOARD_SEED);
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g_assets = xx context.allocator.alloc_bytes(size_of(BoardAssets));
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g_assets.init();
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g_assets.load(g_pipeline.gpu);
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g_sel = xx context.allocator.alloc_bytes(size_of(BoardSelection));
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g_sel.init();
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g_drag = xx context.allocator.alloc_bytes(size_of(DragInput));
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g_drag.init();
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g_anim = xx context.allocator.alloc_bytes(size_of(BoardAnim));
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g_anim.init();
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g_fx = xx context.allocator.alloc_bytes(size_of(BoardFx));
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g_fx.init();
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g_fxassets = xx context.allocator.alloc_bytes(size_of(BoardFxAssets));
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g_fxassets.init();
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g_fxassets.load(g_pipeline.gpu);
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g_motion = xx context.allocator.alloc_bytes(size_of(GemMotion));
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g_motion.init();
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// SFX (P10.2). Loads the System Sound Services cue bank once; board_view
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// plays a cue per event. Purely additive — never touches score/board/move
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// state. On iOS the platform has already chdir'd to the bundle, so each
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// cue's relative path resolves. No-op off iOS.
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g_audio = xx context.allocator.alloc_bytes(size_of(GameAudio));
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|
memset(xx g_audio, 0, size_of(GameAudio));
|
|
g_audio.init();
|
|
|
|
// Deterministic-capture hooks: pin the animation clock and/or preselect a
|
|
// cell so the always-on idle (and the select reaction) screenshot the same
|
|
// way every time. No env set → fully live.
|
|
if t := read_env("M3TE_ANIM_TIME") {
|
|
g_motion.pinned = true;
|
|
g_motion.clock = parse_f32(t);
|
|
}
|
|
if sc := read_env("M3TE_SELECT") {
|
|
idx := parse_i64(sc);
|
|
if idx >= 0 and idx < BOARD_CELLS {
|
|
g_sel.active = true;
|
|
g_sel.cell = Cell.{ col = idx % BOARD_COLS, row = idx / BOARD_COLS };
|
|
g_sel.since = g_motion.clock;
|
|
}
|
|
}
|
|
|
|
// FPS dev-overlay hook (P20.1): a non-zero M3TE_FPS turns on the corner FPS
|
|
// readout. Default (unset / =0) leaves it off, so normal play and every
|
|
// committed golden stay byte-identical. Purely a render overlay — no board /
|
|
// score / move / animation state changes and it never gates input.
|
|
if fp := read_env("M3TE_FPS") {
|
|
if parse_i64(fp) != 0 { g_fps_on = true; }
|
|
}
|
|
|
|
// Match-FX capture hook (P11.1). The bursts/popups spawn off a committed move,
|
|
// which the sim can't script (no public touch injection), so M3TE_FX forces a
|
|
// representative match at startup the same way a swipe would: it commits the
|
|
// n-th currently-legal swap (1-based, clamped; =1 is the first) via the normal
|
|
// plan_and_commit path, then begins the move timeline + its FX. M3TE_ANIM_TIME
|
|
// pins the phase — advancing both to that time, after which the frozen frame
|
|
// loop holds them there — so the burst + "+points" popup screenshot identically
|
|
// every run. A larger M3TE_ANIM_TIME lands past the timeline, capturing the
|
|
// settled board with the FX fully pruned. Startup-only and unset → fully live.
|
|
if fx := read_env("M3TE_FX") {
|
|
swaps := legal_swaps(g_board);
|
|
if swaps.len > 0 {
|
|
n := parse_i64(fx);
|
|
if n < 1 { n = 1; }
|
|
if n > swaps.len { n = swaps.len; }
|
|
sw := swaps.items[n - 1];
|
|
mv := plan_and_commit(g_board, sw.a, sw.b);
|
|
g_anim.begin(mv);
|
|
g_fx.begin(@mv);
|
|
g_anim.tick(g_motion.clock);
|
|
g_fx.tick(g_motion.clock);
|
|
}
|
|
}
|
|
|
|
// Illegal-swap bounce capture hook (P16.2). The springy bounce-back plays only
|
|
// for a REJECTED swap, which the sim can't script (no public touch injection),
|
|
// so M3TE_BADSWAP forces one at startup the way a swipe would. It commits the
|
|
// n-th currently-ILLEGAL orthogonally-adjacent pair — the complement of
|
|
// legal_swaps, enumerated in the SAME row-major order, 1-based + clamped — via
|
|
// the normal plan_and_commit (which reverts an illegal swap: zero rounds, board
|
|
// byte-identical, no score/move spent), then begins the move timeline and ticks
|
|
// it to M3TE_ANIM_TIME so the swap-segment bounce screenshots identically. No FX
|
|
// begins — a rejected swap clears nothing. Startup-only and unset → fully live.
|
|
if bs := read_env("M3TE_BADSWAP") {
|
|
bad := illegal_swaps(g_board);
|
|
if bad.len > 0 {
|
|
n := parse_i64(bs);
|
|
if n < 1 { n = 1; }
|
|
if n > bad.len { n = bad.len; }
|
|
sw := bad.items[n - 1];
|
|
mv := plan_and_commit(g_board, sw.a, sw.b);
|
|
g_anim.begin(mv);
|
|
g_anim.tick(g_motion.clock);
|
|
}
|
|
}
|
|
|
|
// Level-state capture hooks (P7.2): override the goal / move budget so a
|
|
// terminal status can be screenshot without scripting a swipe. M3TE_TARGET=0
|
|
// makes the fresh board read WON immediately (score 0 ≥ goal 0);
|
|
// M3TE_MOVE_LIMIT=0 makes it read LOST (budget spent below the goal). With
|
|
// M3TE_RESTART set non-zero the board is then restart()-ed, capturing the
|
|
// fresh in_progress board the restart button produces.
|
|
if tg := read_env("M3TE_TARGET") { g_board.target_score = parse_i64(tg); }
|
|
if ml := read_env("M3TE_MOVE_LIMIT") { g_board.move_limit = parse_i64(ml); }
|
|
if rs := read_env("M3TE_RESTART") {
|
|
if parse_i64(rs) != 0 { g_board.restart(BOARD_SEED); }
|
|
}
|
|
|
|
g_pipeline.set_body(closure(build_ui));
|
|
|
|
g_plat.run_frame_loop(closure(frame));
|
|
g_plat.shutdown();
|
|
}
|