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).