Scale the combo FX with cascade depth (mv.rounds.len) — the same depth the cascade SFX (play_cascade) steps up on — so deeper cascades read as more exciting and land in lockstep with the audio escalation. Purely visual and self-pruning: no board / score / move state changes, and input stays gated by BoardAnim.active alone. - board_fx.sx: add fx_combo_level (mirrors audio's cascade_cue_index clamp: depth<=1 -> floor, depth>=5 -> ceiling). The +points popup now carries the cascade depth and grows one font step + lerps gold -> hot-gold per level (fx_popup_font / fx_popup_color). Every burst of a deep cascade gets a whole-move depth boost (FX_BURST_DEPTH) on top of the existing per-round bump. - board_view.sx: render_fx_popups derives styling from depth and tops a combo with a "COMBO xN" label naming the true cascade depth. - tests/fx_combo.sx: headless snapshot locking the depth->level/font table and asserting fx_combo_level matches the cascade-cue index column entry-for-entry. - goldens/p11_combo_deep.png + README: deterministic depth-5 capture (M3TE_FX=11) vs the depth-1 single clear (M3TE_FX=3); FX gone after settle at a later phase.
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