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.
65 lines
3.3 KiB
Plaintext
65 lines
3.3 KiB
Plaintext
// P10.10 — Per-round cascade-cue timing snapshot: prove the frame loop plays ONE
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// ascending combo cue PER cascade round, edge-triggered as each round's clear
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// begins — combo1, combo2, … clamped at combo5, an audible ascending run — NOT a
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// single combo cue keyed to the final cascade depth. The pure timing helper
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// `cascade_rounds_started` (board_anim.sx) reports how many rounds have begun
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// clearing by a given `elapsed` on the SAME swap→(clear,fall)* timeline the view
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// animates; the round→cue mapping reuses `cascade_cue_index`/`cascade_cue_name`
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// (audio.sx), the exact functions `sfx_cascade` plays. Simulating the frame loop
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// over a 5-round chain yields the locked combo1..combo5 run. Links headless like
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// tests/anim_plan.sx (board_anim pulls no GL) + tests/cascade_cue.sx (audio alone
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// links). Failure is a non-zero exit code.
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#import "modules/std.sx";
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#import "board_anim.sx";
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#import "audio.sx";
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main :: () -> i32 {
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print("== per-round cascade cue timing ==\n");
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// `cascade_rounds_started` = how many cascade rounds have BEGUN clearing by
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// `elapsed`, on the swap(0.16s)→[clear(0.14s),fall(0.22s)] per-round timeline.
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// Round k (0-based) starts clearing at 0.16 + k*0.36; sampled safely INSIDE
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// each round window so the integer step is unambiguous. Locked for 5 rounds.
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print("-- started-count across a 5-round chain --\n");
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rounds : i64 = 5;
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print("e=0.00 -> {}\n", cascade_rounds_started(0.00, rounds));
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print("e=0.10 -> {}\n", cascade_rounds_started(0.10, rounds));
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print("e=0.20 -> {}\n", cascade_rounds_started(0.20, rounds));
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print("e=0.50 -> {}\n", cascade_rounds_started(0.50, rounds));
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print("e=0.55 -> {}\n", cascade_rounds_started(0.55, rounds));
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print("e=0.90 -> {}\n", cascade_rounds_started(0.90, rounds));
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print("e=1.30 -> {}\n", cascade_rounds_started(1.30, rounds));
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print("e=1.70 -> {}\n", cascade_rounds_started(1.70, rounds));
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print("e=5.00 -> {}\n", cascade_rounds_started(5.00, rounds));
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// Edge-triggered playback: stepping the clock, each rising edge of the
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// started-count plays the NEXT round's cue — combo1..combo5, once each,
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// ascending. This IS the loop main's frame loop runs; the emitted run is the
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// locked acceptance ordering.
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print("-- ascending per-round run --\n");
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fired : i64 = 0;
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elapsed : f32 = 0.0;
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while fired < rounds {
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started := cascade_rounds_started(elapsed, rounds);
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while fired < started {
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fired += 1;
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print("round {} -> {}\n", fired, cascade_cue_name(cascade_cue_index(fired)));
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}
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elapsed += 0.02;
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}
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// Non-cascade guards: a 1-round (single match) and 0-round (illegal) move. The
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// frame loop gates the run on rounds>=2, so neither plays a combo run; the
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// helper still reports the lone/zero round so the gate lives in the caller.
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print("-- non-cascade --\n");
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print("1-round@end {}\n", cascade_rounds_started(5.0, 1));
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print("0-round@end {}\n", cascade_rounds_started(5.0, 0));
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// Deep chain: the cue tail clamps at combo5 for round >= 5 (cascade_cue_index).
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print("-- deep-chain cue clamp --\n");
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for 1..8 (r) { print("round {} -> {}\n", r, cascade_cue_name(cascade_cue_index(r))); }
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print("ok: one ascending combo cue per cascade round, clamped at combo5\n");
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return 0;
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}
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