Files
m3te/board_anim.sx
swipelab c2548aa854 P6.2: score popups & match FX (sx, iOS sim)
Add a purely-visual, transient juice layer over a committed move — score
popups + a tinted particle/flash burst at the clears — with no change to the
model, score, moves, or settled board.

- assets/fx/particle.png: key the painted transparency checkerboard out of the
  provided particle art to real alpha (8-connected border flood fill +
  smooth luminance falloff that preserves the soft glow), downscaled to a
  256x256 RGBA white sparkle. tools/key_particle.sx is the reproducible tool.
- board_fx.sx: BoardFx (live particle bursts + one "+points" popup) and
  BoardFxAssets. The engine image path samples texture*white (no draw-time
  tint), so the white sprite is tinted per gem colour at LOAD time into one
  texture per colour; a burst animates by scale (grow -> shrink) and the soft
  texture edges carry the fade. Combos (cascade depth > 1) burst bigger and the
  popup is larger + gold. All driven by delta_time and self-pruning.
- board_anim.sx: AnimMove carries the model's cascade.awarded so the popup
  shows the real payout without re-deriving any scoring in the view.
- board_view.sx / main.sx: wire BoardFx + the tinted assets, tick each frame,
  spawn on a legal commit, and render bursts (clipped to the grid) under the
  popups (drawn on top). Input-lock (BoardAnim.active) is untouched; FX never
  gate input and may outlast the move slightly before vanishing.

Goldens (iPhone-17-class sim, iOS 26): p6_fx.png (combo: gold "+480" + bursts
mid-cascade), p6_fx_match.png (single match: "+30" + red burst), p6_fx_after.png
(settled board, FX fully gone). Gate: ios-sim build links, 15/15 logic tests
green (scoring/cascade goldens unchanged).
2026-06-05 02:18:55 +03:00

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// Board motion animation (P6.1) — a PURELY VISUAL timeline the view plays over
// one player move. The logical model (commit_swap / resolve) stays authoritative:
// `plan_and_commit` commits the move on the real board exactly as before, then
// replays the SAME operations on a value-copy of the pre-move board to record the
// per-step geometry (the swap, each cascade round's matched cells, and each
// round's per-column fall provenance). Because the copy starts from the identical
// cells AND RNG state and runs the identical primitives, its recorded `final`
// board equals the model's settled board gem-for-gem — the animation only ever
// ends ON the already-decided result, never changes it.
//
// Per-gem idle/select/clear gem animations (P6.3) and score popups / particle FX
// (P6.2) are NOT here; this step animates board MOTION only: swap slide, matched
// scale-out, and collapse/refill fall.
#import "modules/std.sx";
#import "modules/math";
#import "modules/ui/types.sx";
#import "board.sx";
#import "board_layout.sx";
// Short, frame-timed durations (seconds) for each timeline segment. Driven by
// the frame loop's delta_time, so they are wall-clock, framerate-independent.
SWAP_ANIM_DUR :f32: 0.16;
CLEAR_ANIM_DUR :f32: 0.14;
FALL_ANIM_DUR :f32: 0.22;
// Easing helpers. Slide/fall decelerate into place (ease-out cubic); the clear
// scale-out accelerates as it shrinks (ease-in quad).
ease_out_cubic :: (t: f32) -> f32 { u := t - 1.0; u * u * u + 1.0 }
ease_in_quad :: (t: f32) -> f32 { t * t }
// One recorded cascade round. `before` is the board at the round's start (the
// swapped board for round 0, the previous round's `after` otherwise — never has
// holes). `matched` flags the cells cleared this round (they scale out). `src`
// maps each destination cell to the SOURCE ROW its gem falls from within the same
// column: a non-negative row for a surviving gem that slides down, or a NEGATIVE
// row (above the board) for a freshly-refilled gem dropping in from the top.
// `after` is the board once this round has cleared, collapsed, and refilled.
AnimRound :: struct {
before: [BOARD_CELLS]Gem;
matched: MatchMask;
src: [BOARD_CELLS]s64;
after: [BOARD_CELLS]Gem;
}
// The full recorded timeline of one move. `legal` mirrors the model's decision:
// a legal swap has >=1 round and `final` is the settled board; an illegal swap
// has zero rounds, `pre == final`, and the view plays a slide-and-return. `a`/`b`
// are the swapped cells; `pre` is the board before the swap (the slide's start).
// `awarded` carries the model's own payout for this move (cascade.awarded) so the
// score-popup FX (P6.2) shows the real number without re-deriving any scoring.
AnimMove :: struct {
legal: bool;
a: Cell;
b: Cell;
pre: [BOARD_CELLS]Gem;
rounds: List(AnimRound);
final: [BOARD_CELLS]Gem;
awarded: s64;
}
// Commit the player's swap authoritatively AND record its visual timeline. The
// real board is mutated by `commit_swap` exactly as the non-animated path did;
// the recording runs on a separate value-copy taken BEFORE the commit, so it
// replays the identical cells + RNG stream and its `final` equals `board.cells`.
plan_and_commit :: (board: *Board, a: Cell, b: Cell) -> AnimMove {
move : AnimMove = ---;
move.a = a;
move.b = b;
move.rounds = List(AnimRound).{};
move.pre = board.cells;
move.awarded = 0;
// Snapshot the entire model state (cells + RNG + score + moves) before the
// commit so the replay below is bit-identical to what commit_swap does.
scratch : Board = board.*;
mv := commit_swap(board, a, b);
move.legal = mv.legal;
move.awarded = mv.cascade.awarded;
if !mv.legal {
move.final = board.cells;
return move;
}
swap(@scratch, a, b);
while true {
m := find_matches(@scratch);
if m.count() == 0 { break; }
round : AnimRound = ---;
round.before = scratch.cells;
round.matched = m;
clear_cells(@scratch, @m);
// Fall provenance, read off the just-cleared (holed) board — mirrors
// `collapse`'s packing exactly: scanning a column bottom-to-top, each
// surviving gem lands at the descending write cursor `w`, so dest row `w`
// came from source row `r`. The rows left above the survivors (0..w) are
// refilled, so they drop in from above: a dest row `j` there starts at
// `j - n_refill`, i.e. stacked just off the top edge.
for 0..BOARD_COLS: (col) {
w := BOARD_ROWS - 1;
r := BOARD_ROWS - 1;
while r >= 0 {
if scratch.at(col, r) != .empty {
round.src[Board.idx(col, w)] = r;
w -= 1;
}
r -= 1;
}
n_refill := w + 1;
j := 0;
while j <= w {
round.src[Board.idx(col, j)] = j - n_refill;
j += 1;
}
}
collapse(@scratch);
refill(@scratch);
round.after = scratch.cells;
move.rounds.append(round);
}
move.final = scratch.cells;
move
}
// Which segment of the timeline is playing, and the local 0..1 progress within
// it. `round` indexes `AnimMove.rounds` for clear/fall.
AnimPhaseKind :: enum { swap; clear; fall; done; }
AnimPhase :: struct {
kind: AnimPhaseKind;
round: s64;
t: f32;
}
// Live timeline state for the in-flight move. Heap-allocated (like BoardSelection
// / DragInput) so it survives BoardView's per-frame rebuild; `tick` advances it
// by the frame's delta_time and the view reads `phase` to render the right slice.
BoardAnim :: struct {
active: bool;
elapsed: f32;
move: AnimMove;
init :: (self: *BoardAnim) {
self.active = false;
self.elapsed = 0.0;
self.move.legal = false;
self.move.rounds = List(AnimRound).{};
}
begin :: (self: *BoardAnim, m: AnimMove) {
self.move = m;
self.elapsed = 0.0;
self.active = true;
}
// Total wall-clock length: the swap segment plus a clear+fall pair per round.
total :: (self: *BoardAnim) -> f32 {
SWAP_ANIM_DUR + cast(f32) self.move.rounds.len * (CLEAR_ANIM_DUR + FALL_ANIM_DUR)
}
tick :: (self: *BoardAnim, dt: f32) {
if !self.active { return; }
self.elapsed += dt;
if self.elapsed >= self.total() { self.active = false; }
}
// Resolve `elapsed` to the active segment by walking swap → (clear, fall)*.
phase :: (self: *BoardAnim) -> AnimPhase {
e := self.elapsed;
if e < SWAP_ANIM_DUR {
return AnimPhase.{ kind = .swap, round = 0, t = e / SWAP_ANIM_DUR };
}
e -= SWAP_ANIM_DUR;
for 0..self.move.rounds.len: (k) {
if e < CLEAR_ANIM_DUR {
return AnimPhase.{ kind = .clear, round = k, t = e / CLEAR_ANIM_DUR };
}
e -= CLEAR_ANIM_DUR;
if e < FALL_ANIM_DUR {
return AnimPhase.{ kind = .fall, round = k, t = e / FALL_ANIM_DUR };
}
e -= FALL_ANIM_DUR;
}
AnimPhase.{ kind = .done, round = 0, t = 1.0 }
}
}
// Input gate: the board accepts a new swipe/tap gesture only when no move
// animation is in flight. The view checks this at gesture START (mouse_down),
// not at commit (mouse_up), so a gesture begun while a timeline is playing never
// latches a drag and so cannot commit when the animation later settles. Input
// resumes once `tick` clears `active` at the end of the timeline. A null anim
// (no animation layer wired) always accepts.
accepts_input :: (anim: *BoardAnim) -> bool {
anim == null or !anim.active
}