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).
127 lines
5.3 KiB
Plaintext
127 lines
5.3 KiB
Plaintext
// Per-gem animation set (P6.3) — a PURELY VISUAL pose each gem sprite is drawn
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// with: a calm always-on idle breath, a pop on selection, and a squash-bounce on
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// landing. Everything here is a pure function of an animation clock and the cell;
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// it never reads or writes the model, so a gem's idle bob/scale cannot change its
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// logical cell or break hit-testing (which stays on the grid in board_layout.sx).
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//
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// Determinism: the idle is always-on, so a live screenshot would be time-
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// dependent. `GemMotion.clock` is the single animation time; capture mode
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// (M3TE_ANIM_TIME, read in main) freezes it at a chosen phase so the board can be
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// screenshotted reproducibly. Every effect is built so that at clock t==0 the pose
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// is exactly the resting sprite — so the pre-P6.3 goldens reproduce at t==0.
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#import "modules/std.sx";
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#import "modules/math";
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#import "board.sx";
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// A gem's draw transform about its cell centre. scale_x/scale_y scale the sprite
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// (1.0 == the normal cell-fill size) and dx/dy nudge it in CELL units. The resting
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// pose is all-ones / all-zeros, which draws identically to the static sprite.
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GemPose :: struct {
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scale_x: f32;
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scale_y: f32;
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dx: f32;
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dy: f32;
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}
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gem_pose_rest :: () -> GemPose {
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GemPose.{ scale_x = 1.0, scale_y = 1.0, dx = 0.0, dy = 0.0 }
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}
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// --- Idle breath -------------------------------------------------------------
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// A gentle ~1s pulse + vertical bob, ramped in from rest so a freshly-shown board
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// (and the t==0 capture) starts on the resting pose. A per-gem phase offset keeps
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// the board from pulsing in lockstep without ever desyncing the t==0 rest.
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IDLE_PERIOD :f32: 1.05; // seconds per breath
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IDLE_SCALE_A :f32: 0.035; // +/- uniform scale amplitude
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IDLE_BOB_A :f32: 0.024; // vertical bob amplitude (cell units)
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IDLE_RAMP :f32: 0.45; // seconds to ease the idle up from full rest
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// Smooth per-cell phase: a diagonal gradient wrapped into one breath period.
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gem_idle_phase :: (col: s64, row: s64) -> f32 {
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cast(f32) ((col * 2 + row * 3) % 8) / 8.0 * TAU
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}
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idle_pose :: (t: f32, col: s64, row: s64) -> GemPose {
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ramp := clamp(t / IDLE_RAMP, 0.0, 1.0);
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w := t / IDLE_PERIOD * TAU + gem_idle_phase(col, row);
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s := IDLE_SCALE_A * sin(w) * ramp;
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bob := IDLE_BOB_A * cos(w) * ramp;
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GemPose.{ scale_x = 1.0 + s, scale_y = 1.0 + s, dx = 0.0, dy = bob }
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}
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// --- Selection pop -----------------------------------------------------------
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// A quick scale-up that settles back: a single hump over the window so the tapped
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// gem "pops" then relaxes (the highlight overlay still draws on top of this).
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SELECT_DUR :f32: 0.34;
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SELECT_POP_A :f32: 0.15;
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select_pop_scale :: (ts: f32) -> f32 {
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if ts <= 0.0 or ts >= SELECT_DUR { return 1.0; }
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1.0 + SELECT_POP_A * sin(PI * ts / SELECT_DUR)
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}
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// --- Landing squash-bounce ---------------------------------------------------
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// A damped wobble on settle: the gem flattens wide-and-short on impact, then a
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// couple of decaying overshoots. 0 at tl==0 and again past the window (rest).
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LAND_DUR :f32: 0.42;
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LAND_SQUASH_A :f32: 0.13;
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LAND_OSC :f32: 1.5; // oscillations across the window
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land_squash :: (tl: f32) -> f32 {
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if tl <= 0.0 or tl >= LAND_DUR { return 0.0; }
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decay := 1.0 - tl / LAND_DUR;
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LAND_SQUASH_A * sin(TAU * LAND_OSC * tl / LAND_DUR) * decay * decay
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}
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// --- Clear pop ---------------------------------------------------------------
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// The matched-gem clear: a snappy outward pop then a collapse to nothing over its
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// local 0..1, so the clear reads as a satisfying candy pop rather than a plain
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// shrink. A fast rise to a bigger overshoot makes the snap read; the soft
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// particle burst / score popup (board_fx.sx) compose on top.
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CLEAR_POP_A :f32: 0.34; // overshoot height above resting scale
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CLEAR_POP_RISE :f32: 0.18; // fraction of the window spent rising to the peak
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clear_pop_scale :: (t: f32) -> f32 {
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if t <= 0.0 { return 1.0; }
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if t >= 1.0 { return 0.0; }
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if t < CLEAR_POP_RISE {
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return 1.0 + CLEAR_POP_A * (t / CLEAR_POP_RISE);
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}
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peak := 1.0 + CLEAR_POP_A;
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u := (t - CLEAR_POP_RISE) / (1.0 - CLEAR_POP_RISE);
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peak * (1.0 - u * u)
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}
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// Live per-gem animation state, heap-allocated (like BoardAnim/BoardFx) so it
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// survives BoardView's per-frame rebuild. `clock` is the single animation time:
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// the frame loop advances it by delta_time, or capture mode pins it. `land_at`
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// records, per cell, the clock value when that cell last received a gem so only
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// the cells that actually moved bounce.
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GemMotion :: struct {
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clock: f32;
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pinned: bool;
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land_at: [BOARD_CELLS]f32;
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init :: (self: *GemMotion) {
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self.clock = 0.0;
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self.pinned = false;
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self.reset_landings();
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}
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// Drop every landing stamp back to the never-landed sentinel so no cell
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// carries a squash-bounce. `restart` calls this so a reseeded board starts at
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// its resting pose instead of replaying the prior move's landing wobble; the
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// idle clock keeps running, so the always-on idle simply resumes from rest.
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reset_landings :: (self: *GemMotion) {
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for 0..BOARD_CELLS: (i) { self.land_at[i] = -1000.0; }
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}
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stamp_land :: (self: *GemMotion, i: s64) {
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self.land_at[i] = self.clock;
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}
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land_local :: (self: *GemMotion, i: s64) -> f32 {
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self.clock - self.land_at[i]
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}
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}
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