Nothing arrives unannounced: the horde gets its breather, the boss gets a name
THEY KEEP COMING is a 2.4s 'over' beat again (warnHorde in beats.js) instead of a flash raised on the same frame the wave lands, and the chapter boss walks on behind an overlay — his name in red over ENTERED THE COURT — held for 3s by the new self-dismissing modal clock (m.hold) rather than announced on a routine-set card. startHorde returns a bool: if the court has been taken when the warning expires the pendingHorde latch is re-armed rather than the set losing the horde it paid for. The warning ticks on its own clock, not on the 'over' beat, so a beat that moves the phase underneath it can't strand it (the mgT lock, again). Three tests, 15 total. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -278,6 +278,9 @@ export const TUNE = {
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// 22 logical px is ~30 CSS px on a phone — under half Apple's 44px target, which
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// is why switching tins felt fiddly. rackHit also pads the touch band (render.js).
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bombRadius: 4.2, // m blast radius of a bomb ball — 2.5 barely cleared the bodies stood on the crater
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hordeWarnT: 2.4, // s of THEY KEEP COMING breather between the set card and the wave landing.
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// The horde used to start on the same frame as its own announcement, which reads
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// as no announcement at all — Oliver stopped noticing hordes were being called.
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hordeLen: 12, // s a horde wave lasts
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hordeRate: 3.5, // zombies spawned per second during a horde. Raised WITH the gun buff below: the
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// wave is meant to leave a standing crowd on your half when it ends, not to be a
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@@ -377,6 +380,9 @@ export const TUNE = {
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bossWinT: 4.4, // ...and s the EPIC! card holds after a chapter boss. Its OWN number: a boss is
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// the longest fight in the game and the win was over before it registered, but
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// stretching setCardT would have made every routine set announcement drag too.
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bossIntroT: 3.0, // s the boss walk-on overlay holds the frozen court before it lets go BY ITSELF.
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// A boss used to arrive on a band card nobody read ("bosses are just there now") —
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// this is the one announcement the player has to be prepared by, not informed of.
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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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