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Fix : bg color of dollar level, puck width and coins centering
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3 changed files with 26 additions and 19 deletions
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@ -125,10 +125,8 @@ If the app stutters, turn on "fast mode" in the settings to render a simplified
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There's also an easy mode for kids (slower ball) and a color-blind mode (no color related game mechanics).
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# Roadmap
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The "engine" could be better
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- apk version soft locks at start.
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- replace "menu" by "L2/7" once you pass level 1
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- shinier coins by applying glow to them ?
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- ask for permanent storage
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- It's a bit confusing at first to grasp that one upgrade is applied randomly at the start of the game
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@ -1999,10 +1999,19 @@ function render() {
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ctx.globalCompositeOperation = "source-over";
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const comboText = "x " + combo
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const comboTextWidth = comboText.length * puckHeight / 2.6
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drawCoin(ctx, 'gold', coinSize, puck - coinSize * 1.5 - comboTextWidth / 2, gameZoneHeight - puckHeight / 2, !level.black_puck ? '#FFF' : '#000', 0)
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const comboTextWidth = comboText.length * puckHeight / 1.80
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const totalWidth = comboTextWidth + coinSize * 2
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const left = puck - totalWidth / 2
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if (totalWidth < puckWidth) {
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drawCoin(ctx, 'gold', coinSize, left + coinSize / 2, gameZoneHeight - puckHeight / 2, !level.black_puck ? '#FFF' : '#000', 0)
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drawText(ctx, comboText, !level.black_puck ? '#000' : '#FFF', puckHeight,
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puck - comboTextWidth / 2, gameZoneHeight - puckHeight / 2, true);
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left + coinSize * 1.5, gameZoneHeight - puckHeight / 2, true);
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} else {
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drawText(ctx, comboText, !level.black_puck ? '#000' : '#FFF', puckHeight,
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puck, gameZoneHeight - puckHeight / 2, false);
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}
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}
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// Borders
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const redSides = perks.sides_are_lava && combo > baseCombo()
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@ -2400,7 +2409,7 @@ function createRevivalSound(baseFreq = 440) {
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// Set up the gain envelope to simulate a smooth attack and decay
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gainNode.gain.setValueAtTime(0, context.currentTime); // Start at zero
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gainNode.gain.linearRampToValueAtTime(0.8, context.currentTime + 0.5); // Ramp up to full volume
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gainNode.gain.linearRampToValueAtTime(0.5, context.currentTime + 0.5); // Ramp up to full volume
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gainNode.gain.exponentialRampToValueAtTime(0.001, context.currentTime + 2); // Slow decay
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// Start all oscillators
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@ -3530,7 +3530,7 @@ let allLevels=[
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"color": ""
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},
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{
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"name": "Dollar",
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"name": "Greed",
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"size": 17,
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"bricks": [
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null,
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@ -3841,7 +3841,7 @@ let allLevels=[
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""
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],
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"svg": "",
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"color": "#f6d32d"
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"color": ""
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},
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{
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"name": "Waves",
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