Visual-juice vibe-pass, FX-only — no logic/state changes, input gating still owned by BoardAnim.active. - board_fx.sx: bigger, punchier match bursts — peak size 1.95->2.50 cells, combo bonus 0.55->0.72, and the per-gem fx tints saturated a touch (low channel trimmed, dominant/mid lifted) so every burst pops as a brighter, more vivid candy colour. The hot per-pixel tint loop's hoisted locals are preserved (issue 0001). - gem_anim.sx: snappier clear pop — faster rise (0.30->0.18 of the window) to a bigger overshoot (CLEAR_POP_A 0.22->0.34) so the matched-gem clear reads as a candy snap. gem_pose's clear-pop invariants still hold. - main.sx: M3TE_FX=<n> deterministic match-FX capture hook, mirroring the M3TE_SELECT pattern. Commits the n-th currently-legal swap at startup via the normal plan_and_commit path and begins the move timeline + burst/popup FX; M3TE_ANIM_TIME pins the phase and the frame loop holds the move/FX frozen while pinned, so the burst + "+points" screenshot identically every run. A larger M3TE_ANIM_TIME captures the settled, FX-gone board. Startup- only and guarded, so normal play is untouched. - README.md: document the new M3TE_FX pin alongside the other capture hooks. - goldens/p6_fx_match.png: updated deterministic golden (iOS 26 sim, SIMCTL_CHILD_M3TE_FX=3 SIMCTL_CHILD_M3TE_ANIM_TIME=0.22) — the vertical red 3-match, burst region +1.4% mean luminance / 3.2:1 brighter:dimmer vs the same scene on the pre-juice constants. Gate: ios-sim build links, 19/19 logic tests green (incl. gem_pose t=0 rest).
6.6 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.
Match-FX capture (P11.1)
The match bursts + score popup (board_fx.sx) only spawn off a committed move,
which the simulator can't script (there is no public touch injection). One more
env hook forces a representative match at startup so the FX can be screenshot
deterministically — combine it with M3TE_ANIM_TIME to freeze the phase:
M3TE_FX=<n>commits the n-th currently-legal swap (1-based, clamped;=1is the first) through the normalplan_and_commitpath, then begins the move timeline + its burst/popup FX. WhileM3TE_ANIM_TIMEis set the move/FX timelines are pinned at that phase (the frame loop holds them frozen), so the burst and floating+pointsrender identically every run. A largerM3TE_ANIM_TIMElands past the timeline, capturing the settled board with the FX fully pruned. Startup-only and guarded by the var, so normal play is untouched.
The legal-swap order is the fixed enumeration in tests/expected/swap_legality.stdout
(row-major, right-before-down). For seed 1337, M3TE_FX=3 is the vertical red
3-match used by the golden.
# Punchy match burst + "+30" popup, pinned mid-clear: goldens/p6_fx_match.png
env SIMCTL_CHILD_M3TE_FX=3 SIMCTL_CHILD_M3TE_ANIM_TIME=0.22 \
xcrun simctl launch booted co.swipelab.m3te
# Same match, later phase — FX fully gone over the settled board (no golden):
env SIMCTL_CHILD_M3TE_FX=3 SIMCTL_CHILD_M3TE_ANIM_TIME=2.0 \
xcrun simctl launch booted co.swipelab.m3te