mirror of
https://gitlab.com/lecarore/breakout71.git
synced 2025-04-20 12:15:06 -04:00
Ball no longer continues through bricks with piercing + sturdy bricks
This commit is contained in:
parent
021f25cf7c
commit
7d8f5f59b0
5 changed files with 91 additions and 229 deletions
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@ -22,12 +22,7 @@ There's also an easy mode for kids (slower ball).
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# bugs
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- having Hot Start and Single puck hit streak perks in a run resets combo from start [29014379]
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- The ball goes through Sturdy bricks sometimes, but it does not break
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nor bounce back after hitting them (and indeed this does not cause a
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miss). In the video you can clearly witness it several time, and it
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becomes especially apparent towards the end. I guess this is somehow
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related to Color Piercing or Piercing (or both).
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- Easy Cleanup activates twice if the latest Respawn happens before all
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the coins have been caught or fallen off screen. As you can see, I had
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Lv 1 on both the perks: the ball hit the second to last brick, the last
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@ -28,8 +28,6 @@ echo "\"$versionCode\"" > src/version.json
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# remove all exif metadata from pictures, because i think fdroid doesn't like that. odd
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find -name '*.jp*g' -o -name '*.png' | xargs exiftool -all=
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# expose the git log to the app itself
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git log --pretty=format:' %s' > src/git-log.txt
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npx prettier --write src/
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78
dist/index.html
vendored
78
dist/index.html
vendored
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@ -1421,30 +1421,6 @@ function shouldPierceByColor(vhit, hhit, chit) {
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if (typeof chit !== "undefined" && bricks[chit] !== ballsColor) return false;
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return true;
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}
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function ballBrickHitCheck(ball) {
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const radius = ballSize / 2;
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// Make ball/coin bonce, and return bricks that were hit
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const { x, y, previousX, previousY } = ball;
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const vhit = hitsSomething(previousX, y, radius);
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const hhit = hitsSomething(x, previousY, radius);
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const chit = typeof vhit == "undefined" && typeof hhit == "undefined" && hitsSomething(x, y, radius) || undefined;
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let pierce = ball.piercedSinceBounce < perks.pierce * 3;
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if (pierce && (typeof vhit !== "undefined" || typeof hhit !== "undefined" || typeof chit !== "undefined")) ball.piercedSinceBounce++;
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if (shouldPierceByColor(vhit, hhit, chit)) pierce = true;
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if (typeof vhit !== "undefined" || typeof chit !== "undefined") {
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if (!pierce) {
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ball.y = ball.previousY;
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ball.vy *= -1;
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}
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}
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if (typeof hhit !== "undefined" || typeof chit !== "undefined") {
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if (!pierce) {
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ball.x = ball.previousX;
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ball.vx *= -1;
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}
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}
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return vhit ?? hhit ?? chit;
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}
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function coinBrickHitCheck(coin) {
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// Make ball/coin bonce, and return bricks that were hit
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const radius = coinSize / 2;
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@ -1796,7 +1772,37 @@ function ballTick(ball, delta) {
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runStatistics.balls_lost++;
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if (!balls.find((b)=>!b.destroyed)) gameOver("Game Over", "You dropped the ball after catching " + score + " coins. ");
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}
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const hitBrick = ballBrickHitCheck(ball);
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const radius = ballSize / 2;
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// Make ball/coin bonce, and return bricks that were hit
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const { x, y, previousX, previousY } = ball;
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const vhit = hitsSomething(previousX, y, radius);
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const hhit = hitsSomething(x, previousY, radius);
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const chit = typeof vhit == "undefined" && typeof hhit == "undefined" && hitsSomething(x, y, radius) || undefined;
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const hitBrick = vhit ?? hhit ?? chit;
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let sturdyBounce = hitBrick && bricks[hitBrick] !== 'black' && perks.sturdy_bricks && perks.sturdy_bricks > Math.random() * 5;
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let pierce = false;
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if (sturdyBounce || typeof hitBrick === "undefined") ;
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else if (shouldPierceByColor(vhit, hhit, chit)) pierce = true;
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else if (ball.piercedSinceBounce < perks.pierce * 3) {
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pierce = true;
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ball.piercedSinceBounce++;
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}
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if (typeof vhit !== "undefined" || typeof chit !== "undefined") {
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if (!pierce) {
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ball.y = ball.previousY;
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ball.vy *= -1;
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}
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}
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if (typeof hhit !== "undefined" || typeof chit !== "undefined") {
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if (!pierce) {
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ball.x = ball.previousX;
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ball.vx *= -1;
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}
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}
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if (sturdyBounce) {
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(0, _sounds.sounds).wallBeep(x);
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return;
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}
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if (typeof hitBrick !== "undefined") {
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const initialBrickColor = bricks[hitBrick];
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explodeBrick(hitBrick, ball, false);
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@ -2014,7 +2020,11 @@ function explodeBrick(index, ball, isExplosion) {
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// Break bricks around
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for(let dx = -size; dx <= size; dx++)for(let dy = -size; dy <= size; dy++){
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const i = getRowColIndex(row + dy, col + dx);
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if (bricks[i] && i !== -1) explodeBrick(i, ball, true);
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if (bricks[i] && i !== -1) {
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// Study bricks resist explisions too
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if (bricks[i] !== 'black' && perks.sturdy_bricks > Math.random() * 5) continue;
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explodeBrick(i, ball, true);
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}
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}
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// Blow nearby coins
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coins.forEach((c)=>{
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@ -2040,11 +2050,6 @@ function explodeBrick(index, ball, isExplosion) {
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} else if (color) {
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// Even if it bounces we don't want to count that as a miss
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ball.hitSinceBounce++;
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if (perks.sturdy_bricks && perks.sturdy_bricks > Math.random() * 5) {
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// Resist
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(0, _sounds.sounds).coinBounce(ball.x, 1);
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return;
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}
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// Flashing is take care of by the tick loop
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const x = brickCenterX(index), y = brickCenterY(index);
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bricks[index] = "";
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@ -2124,7 +2129,7 @@ function render() {
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if (!isSettingOn("basic") && !level.color && level.svg) {
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// Without this the light trails everything
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ctx.globalCompositeOperation = "source-over";
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ctx.globalAlpha = 0.4;
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ctx.globalAlpha = 1;
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ctx.fillStyle = "#000";
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ctx.fillRect(0, 0, width, height);
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ctx.globalCompositeOperation = "screen";
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@ -2278,7 +2283,10 @@ function render() {
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if (hasCombo && perks.left_is_lava) ctx.fillRect(0, 0, 1, height);
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if (hasCombo && perks.right_is_lava) ctx.fillRect(width - 1, 0, 1, height);
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}
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if (perks.top_is_lava && combo > baseCombo()) drawRedSquare(ctx, offsetXRoundedDown, 0, gameZoneWidthRoundedUp, 1);
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if (perks.top_is_lava && combo > baseCombo()) {
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ctx.fillStyle = "red";
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ctx.fillRect(offsetXRoundedDown, 0, gameZoneWidthRoundedUp, 1);
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}
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const redBottom = perks.compound_interest && combo > baseCombo();
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ctx.fillStyle = redBottom ? "red" : puckColor;
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if (isSettingOn("mobile-mode")) {
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@ -2445,10 +2453,6 @@ function roundRect(ctx, x, y, width, height, radius) {
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ctx.quadraticCurveTo(x, y, x + radius, y);
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ctx.closePath();
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}
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function drawRedSquare(ctx, x, y, width, height) {
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ctx.fillStyle = "red";
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ctx.fillRect(x, y, width, height);
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}
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function drawIMG(ctx, img, size, x, y) {
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const key = "svg" + img + "_" + size + "_" + img.complete;
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if (!cachedGraphics[key]) {
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109
src/game.ts
109
src/game.ts
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@ -700,47 +700,6 @@ function shouldPierceByColor(
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return true;
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}
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function ballBrickHitCheck(ball: Ball) {
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const radius = ballSize / 2;
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// Make ball/coin bonce, and return bricks that were hit
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const {x, y, previousX, previousY} = ball;
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const vhit = hitsSomething(previousX, y, radius);
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const hhit = hitsSomething(x, previousY, radius);
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const chit =
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(typeof vhit == "undefined" &&
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typeof hhit == "undefined" &&
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hitsSomething(x, y, radius)) ||
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undefined;
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let pierce = ball.piercedSinceBounce < perks.pierce * 3;
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if (
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pierce &&
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(typeof vhit !== "undefined" ||
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typeof hhit !== "undefined" ||
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typeof chit !== "undefined")
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) {
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ball.piercedSinceBounce++;
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}
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if (shouldPierceByColor(vhit, hhit, chit)) {
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pierce = true;
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}
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if (typeof vhit !== "undefined" || typeof chit !== "undefined") {
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if (!pierce) {
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ball.y = ball.previousY;
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ball.vy *= -1;
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}
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}
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if (typeof hhit !== "undefined" || typeof chit !== "undefined") {
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if (!pierce) {
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ball.x = ball.previousX;
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ball.vx *= -1;
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}
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}
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return vhit ?? hhit ?? chit;
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}
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function coinBrickHitCheck(coin: Coin) {
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// Make ball/coin bonce, and return bricks that were hit
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);
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}
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}
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const hitBrick = ballBrickHitCheck(ball);
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const radius = ballSize / 2;
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// Make ball/coin bonce, and return bricks that were hit
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const {x, y, previousX, previousY} = ball;
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const vhit = hitsSomething(previousX, y, radius);
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const hhit = hitsSomething(x, previousY, radius);
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const chit =
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(typeof vhit == "undefined" &&
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typeof hhit == "undefined" &&
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hitsSomething(x, y, radius)) ||
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undefined;
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const hitBrick = vhit ?? hhit ?? chit;
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let sturdyBounce=hitBrick && bricks[hitBrick]!=='black' && perks.sturdy_bricks && perks.sturdy_bricks > Math.random() * 5
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let pierce = false;
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if(sturdyBounce || typeof hitBrick === "undefined") {
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// cannot pierce
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}else if(shouldPierceByColor(vhit, hhit, chit)){
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pierce = true;
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}else if (ball.piercedSinceBounce < perks.pierce * 3 ){
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pierce=true
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ball.piercedSinceBounce++;
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}
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if (typeof vhit !== "undefined" || typeof chit !== "undefined") {
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if (!pierce) {
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ball.y = ball.previousY;
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ball.vy *= -1;
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}
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}
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if (typeof hhit !== "undefined" || typeof chit !== "undefined") {
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if (!pierce) {
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ball.x = ball.previousX;
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ball.vx *= -1;
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}
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}
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if(sturdyBounce){
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sounds.wallBeep(x)
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return
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}
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if (typeof hitBrick !== "undefined") {
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const initialBrickColor = bricks[hitBrick];
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for (let dy = -size; dy <= size; dy++) {
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const i = getRowColIndex(row + dy, col + dx);
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if (bricks[i] && i !== -1) {
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// Study bricks resist explisions too
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if(bricks[i]!=='black' && perks.sturdy_bricks > Math.random() * 5) continue
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explodeBrick(i, ball, true);
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}
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}
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// Even if it bounces we don't want to count that as a miss
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ball.hitSinceBounce++;
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if (perks.sturdy_bricks && perks.sturdy_bricks > Math.random() * 5) {
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// Resist
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sounds.coinBounce(ball.x, 1);
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return;
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}
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// Flashing is take care of by the tick loop
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const x = brickCenterX(index),
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y = brickCenterY(index);
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if (!isSettingOn("basic") && !level.color && level.svg) {
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// Without this the light trails everything
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ctx.globalCompositeOperation = "source-over";
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ctx.globalAlpha = 0.4;
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ctx.globalAlpha = 1;
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ctx.fillStyle = "#000";
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ctx.fillRect(0, 0, width, height);
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if (hasCombo && perks.right_is_lava) ctx.fillRect(width - 1, 0, 1, height);
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}
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if (perks.top_is_lava && combo > baseCombo())
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drawRedSquare(ctx, offsetXRoundedDown, 0, gameZoneWidthRoundedUp, 1);
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if (perks.top_is_lava && combo > baseCombo()){
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ctx.fillStyle = "red";
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ctx.fillRect(offsetXRoundedDown, 0, gameZoneWidthRoundedUp, 1);
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}
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const redBottom = perks.compound_interest && combo > baseCombo();
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ctx.fillStyle = redBottom ? "red" : puckColor;
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if (isSettingOn("mobile-mode")) {
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ctx.closePath();
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}
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function drawRedSquare(
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ctx: CanvasRenderingContext2D,
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x: number,
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y: number,
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width: number,
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height: number,
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) {
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ctx.fillStyle = "red";
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ctx.fillRect(x, y, width, height);
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}
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function drawIMG(
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ctx: CanvasRenderingContext2D,
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124
src/git-log.txt
124
src/git-log.txt
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@ -1,124 +0,0 @@
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Lives just save the ball once and show as a line.
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Deduplicated backgrounds to make the game smaller
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wip
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Ignore build files
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Build and deploy of version 29028296
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Updated to use typescript strict typing
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wip
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Build and deploy of version 29022953
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Adjustments to creative mode
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Creative mode, cleanup loop fix
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Farming points with respawn should be fixed, the sapper-generated bombs no longer count as a broken brick
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Typed existing game.ts
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Tried to use ts to catch bugs, it's pretty useless for now.
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wip
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Build and deploy of version 29020191
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Build and deploy of version 29020186
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Build and deploy of version 29020162
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Build and deploy of version 29020161
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Build and deploy of version 29020161
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Build and deploy of version 29020156
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Move to parcel
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Ingnore parcel files
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When trying a perk or level, actually play the run
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Automatic deploy 29019801
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Try to get the horizontally bouncing balls unstuck, and allow ball to go fast when tethered
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Avoid caching angles of coins that look the same, more coin angles
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wip
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Automatic deploy 29019704
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Better handling of large combo
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Automatic deploy 29018692
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Automatic deploy 29017278
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Avoid fullscreen on ctrl+f
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Automatic deploy 29017275
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Added a palette for bricks color
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wip
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wip
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Automatic deploy 29017191
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Automatic deploy 29015398
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Added random patterns as background of levels instead of repeating their name
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Automatic deploy 29015054
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Fix : bg color of dollar level, puck width and coins centering
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Automatic deploy 29014379
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Automatic deploy 29014360
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Removed gif recording, increased webm recording resolution
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Feedback
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Automatic deploy 29014300
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Removed console.log that were triggering GC, and made all balls the same color to avoid another memory leak and simplify code
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Automatic deploy 29014045
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Typos
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Automatic deploy 29013936
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Explanation for perks in help, coins speed limit to avoid clipping, adapted coin spawn rate
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Automatic deploy 29011564
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Track total play time and added meta description
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Automatic deploy 29011519
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Automatic deploy 29011397
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Typo
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Automatic deploy 29011331
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Pause abuse delay, f for fullscreen toggle, keyboard support
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Automatic deploy 29010156
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Automatic deploy 29010123
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Automatic deploy 29010003
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Automatic deploy 29009984
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Automatic deploy 29009918
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Automatic deploy 29008583
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Automatic deploy 29008176
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Automatic deploy 29007858
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wip
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Automatic deploy 29007301
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Automatic deploy 29007124
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Automatic deploy 29005750
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Automatic deploy 29005697
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Added statistics (the last ones weren't actually recording anything)
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Automatic deploy 29002316
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Automatic deploy 29002312
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Automatic deploy 29002304
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Automatic deploy 29002302
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Automatic deploy 29002301
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Automatic deploy 29002295
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wip
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Automatic deploy 29000827
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Automatic deploy 29000798
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Automatic deploy 29000794
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Automatic deploy 28999986
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Wind perk
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wip
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Automatic deploy 28999931
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wip
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Automatic deploy 28999417
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wip
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wip
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Automatic deploy 28998184
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Adjusted neon effect, more screenshake after bigger_explosion perk is chosen
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Automatic deploy 28996852
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Automatic deploy 28996655
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Automatic deploy 28996651
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wip
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Automatic deploy 28996415
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Fixed small issues
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wip
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wip
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wip
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wip
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wip
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Automatic deploy 28994348
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wip
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wip
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wip
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Added some fastlane screenshots in repo for fdroid
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Automatic deploy 28994244
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Automatic deploy 28994243
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wip
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Automatic deploy 28994240
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wip
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Automatic deploy 28994204
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wip
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wip
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Automatic deploy 28994174
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wip
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Automatic deploy 28994149
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Automatic deploy 28994147
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wip
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wip
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Added GPL3 license
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Initial commit
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