Fly the modals in with a swoosh instead of cutting to them
m.in (0..1 over TUNE.modalIn, 0.34 s) is the entrance clock, ticked inside update()'s modal early-return — the one thing that animates while the world is frozen. Icon and title fly in from the right trailing two ghost copies as a speed streak, the body lines cascade in from the left one after another, everything on easeOutBack so it overshoots and settles rather than decelerating politely into place. The dim washes in over the first third. A descending noise sweep on arrival (swish is parameterised now — same six lines of Web Audio, opposite reading) and a low pock as it lands. Every x is rounded: a fractional x on a nearest-neighbour scaled image re-snaps its pixel columns, which is the boiling that once read as HUD flicker. Dismissal is gated on the entrance: while m.in < 1 dismissModal swallows the gesture but doesn't clear the modal, so a tap already in the air when a popup appears can't skip it — and swallowing rather than returning false is what keeps that tap from falling through into a serve. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -105,6 +105,9 @@ export const TUNE = {
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// full pierce simply killed the whole lane outright and nothing was left to catch fire.
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burnPanic: 1.0, // walk-speed multiplier while burning (1 = off; crank it for panicked sprinting)
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setCardT: 2.0, // s the centered SET card holds (the 'kurze unterbrechung' before the horde)
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modalIn: 0.34, // s the modal swooshes in — icon+title from the right, body cascading from the
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// left, each on easeOutBack. The gesture that dismisses is swallowed until it
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// lands, so a panic tap can't skip a popup before it has been read.
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bruteStride: 0.5, // m the brute covers per lurch frame — it is the slowest thing on court, so
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// its cycle is driven by ground covered rather than by the clock
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bruteHp: 5, // splat-quality hits (or pellets) a brute ('g') soaks before it dies — one wound skin per stage
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