The leagues, phase 3: the character card, the honours collection, the skill trail
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -491,6 +491,34 @@ zombie (now an occasional opponent, `TUNE.racketEvery`, not the every-game fixtu
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`RETURNED`, `DOUBLE KILL`) is a footnote to something you already watched happen. Sharing the loud
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FACE with the milestone cards is right; sharing their SIZE made every footnote read as a milestone.
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## Session log: THE LEAGUES, PHASE 3 — the character card, badges, the skill trail (2026-08-29, STAGING ONLY)
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Phase 3. STAGING ONLY, like 1 and 2.
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- **THE CHARACTER CARD** (`#card`, main.buildCard): the splash's LEVEL STRIP is the door (tap it —
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it wears `cursor: pointer` and nothing else changed on the splash). Name as the screen title,
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the live sprite (drawLook, third canvas on refreshLook), the current league's crest + name in
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the league colour, LEVEL in Bangers over the gradient bar with "N XP · M TO LEVEL X", an
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HONOURS row, and THE LEDGER (two .figs rows off stats.read per mode: kills / multi-kills /
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deaths, best run / most felled / runs). EDIT PLAYER borrows the identity screen and returns to
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the card (`playerReturn`). Deviation from the plan: no death-screen entry — the death screen
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already carries the XP moment inline, and its tap is the restart.
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- **The honours row is a COLLECTION**: all five league shields plus the champion's laurel always
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visible, earned bright, unearned dark (`filter: grayscale brightness`) — the empty slots are
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the incentive. A shield is earned by FINISHING its league (being past it); league five's lights
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with the champion crown, since there is no league six to be past it.
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- **Badges rolled via OpenRouter** (one sheet on #FF00FF, cut by connected components + chroma
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key, 4x NEAREST downscale): `badge_l1..l5.png` (terracotta / slate / grass / navy-ice /
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marble-gold shields, each with the crossed-rackets motif and a chip of decay) + `badge_champ.png`
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(gold laurel + cup). DOM `<img>` only — not in SPR, nothing draws them on canvas yet.
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- **THE SKILL TRAIL**: `LEAGUES` rows carry `color` (each riding its court's palette), and the
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player's OWN sprint dust wears it — `dustPuff` grew an optional colour, the mover's emit passes
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`skillDust()`. League 1 keeps the shipped court dust: the tint itself is a progression reward.
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Read off the profile (not `G.league`), so the gore mode shows your colour too. The aura stays
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made of MOTION, never paint — the full-body glow idea was dropped against the painted-layer veto.
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- Pane-verified: card at league 5 (four bright shields, dark L5 + laurel, ledger numbers, edit
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round trip). Suite unchanged at 121 — the card is DOM, the dust is a colour.
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## Session log: THE LEAGUES, PHASE 2 — bands, pace tiers, courts, the promotion (2026-08-29, STAGING ONLY)
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Phase 2 of the plan. STAGING ONLY, like phase 1.
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