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Rendering things mostly
- "Miss warning" option is now on by default (ball's particles are red if catching it would be a "miss") - "Show +X in gold" option is now on by default (show a +X when combo increases) - "High contrast" option added, off by default (applies lights layer again as "soft light" at the end of the render) - "Colorful coins" option now applied at render time instead of coin spawn time, to make preview easier - when settings are opened on pc, they show up on the side and the overlay is transparent to let you preview the changes
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7d518f14e5
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25 changed files with 255 additions and 132 deletions
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@ -430,9 +430,8 @@ export function explodeBrick(
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cy,
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ball.previousVX * (0.5 + Math.random()),
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ball.previousVY * (0.5 + Math.random()),
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gameState.perks.metamorphosis || isOptionOn("colorful_coins")
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? color
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: "gold",
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color,
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points,
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);
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}
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@ -584,7 +583,8 @@ export function addToScore(gameState: GameState, coin: Coin) {
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coin.previousY,
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(gameState.canvasWidth - coin.x) / 100,
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-coin.y / 100,
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coin.color,
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gameState.perks.metamorphosis || isOptionOn("colorful_coins") ? coin.color : 'gold',
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true,
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gameState.coinSize / 2,
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100 + Math.random() * 50,
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@ -1116,8 +1116,7 @@ export function gameStateTick(
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coin.x,
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coin.y,
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0,
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gameState.baseSpeed,
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coin.color,
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gameState.baseSpeed, gameState.perks.metamorphosis || isOptionOn("colorful_coins") ? coin.color : 'gold',
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true,
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5,
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250,
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@ -1173,7 +1172,6 @@ export function gameStateTick(
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// Not using setbrick because we don't want to reset HP
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gameState.bricks[hitBrick] = coin.color;
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coin.metamorphosisPoints--;
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schedulGameSound(gameState, "colorChange", coin.x, 0.3);
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}
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}
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