Make the selection highlight read as glossy candy without new art and without disturbing the idle-rest invariant. board_view's render_selection layers a soft outward glow (two concentric stroked rings — the renderer has no blur), a warm wash, a bright rim doubled by a thin inner highlight for a glassy edge, and a wet sheen that rides the selected gem's live pose. Every layer is a rect/overlay (issue 0002 forbids a draw-time gem-texture tint). The gloss is selection-only: render_selection runs solely when a cell is selected, so the resting board (no selection) is byte-identical to before and the t==0 idle pose stays exactly the static sprite (locked by tests/gem_pose). The selection-pop motion still comes from gem_anim; no board / score / move state changes and input stays gated by BoardAnim.active. Updated goldens/p6_select.png; README documents the P11.3 selection gloss and its reproduce commands (reusing the P6.3 M3TE_SELECT + M3TE_ANIM_TIME hooks).
3.7 MiB
1206x2622px
3.7 MiB
1206x2622px