This commit is contained in:
Renan LE CARO 2025-03-23 22:19:28 +01:00
parent f3790b3334
commit 41b3e6f00b
11 changed files with 121 additions and 102 deletions

12
dist/index.html vendored
View file

@ -1368,7 +1368,7 @@ const upgrades = (0, _upgrades.rawUpgrades).map((u)=>({
}));
},{"./data/palette.json":"ktRBU","./data/levels.json":"8JSUc","./data/version.json":"iyP6E","./upgrades":"1u3Dx","./getLevelBackground":"7OIPf","./levelIcon":"6rQoT","@parcel/transformer-js/src/esmodule-helpers.js":"gkKU3"}],"iyP6E":[function(require,module,exports,__globalThis) {
module.exports = JSON.parse("\"29045721\"");
module.exports = JSON.parse("\"29046079\"");
},{}],"1u3Dx":[function(require,module,exports,__globalThis) {
var parcelHelpers = require("@parcel/transformer-js/src/esmodule-helpers.js");
@ -2426,10 +2426,10 @@ function pickedUpgradesHTMl(gameState) {
return list;
}
function levelsListHTMl(gameState) {
if (!gameState.perks.clairvoyant) return '';
if (!gameState.perks.clairvoyant) return "";
let list = "";
for(let i = 0; i < max_levels(gameState); i++)list += `<span style="opacity: ${i >= gameState.currentLevel ? 1 : 0.2}">${(0, _loadGameData.icons)[gameState.runLevels[i].name]}</span>`;
return `<p>${(0, _i18N.t)('score_panel.upcoming_levels')}</p><p>${list}</p>`;
return `<p>${(0, _i18N.t)("score_panel.upcoming_levels")}</p><p>${list}</p>`;
}
function currentLevelInfo(gameState) {
return gameState.runLevels[gameState.currentLevel % gameState.runLevels.length];
@ -2711,7 +2711,7 @@ function explodeBrick(gameState, index, ball, isExplosion) {
if (!color) return;
if (color === "black") {
const x = (0, _gameUtils.brickCenterX)(gameState, index), y = (0, _gameUtils.brickCenterY)(gameState, index);
setBrick(gameState, index, '');
setBrick(gameState, index, "");
explosionAt(gameState, index, x, y, ball);
} else if (color) {
// Even if it bounces we don't want to count that as a miss
@ -2855,8 +2855,8 @@ async function setLevel(gameState, l) {
(0, _render.background).src = "data:image/svg+xml;UTF8," + lvl.svg;
}
function setBrick(gameState, index, color) {
gameState.bricks[index] = color || '';
gameState.brickHP[index] = color === 'black' && 1 || color && 1 + gameState.perks.sturdy_bricks || 0;
gameState.bricks[index] = color || "";
gameState.brickHP[index] = color === "black" && 1 || color && 1 + gameState.perks.sturdy_bricks || 0;
}
function rainbowColor() {
return `hsl(${Math.round((0, _game.gameState).levelTime / 4) * 2 % 360},100%,70%)`;