The embers actually show: off the shield's top edge, not across it
They were running the whole time (0.85 opacity, measured) — they were just flying ACROSS the artwork, where a 3px gold speck disappears into a pixel shield. They lift off the top edge into the dark above it now, seven per badge on a shorter delay window: spread over 2.6s the shield stood empty half the time, which is what "ich sehe kein glimmen" was looking at. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
1 parent
80eb60d181
commit
87833db095
2 files changed
+14
-10
No files matched your search
+6
-4
@@ -602,10 +602,12 @@ const countUp = (write, target, dur = 700) => {
|
||||
// leichtes feuer"). CSS keyframes, not a loop: the menu deliberately parks the game loop, and six
|
||||
// two-pixel sparks per badge have no business waking it. The randomness is baked into each spark's
|
||||
// own delay, duration and lane at build time, so no two shields burn in step.
|
||||
const embers = won => !won ? '' : Array.from({ length: 5 }, () =>
|
||||
`<em style="left:${(14 + Math.random() * 62).toFixed(0)}%;` +
|
||||
`animation-delay:${(Math.random() * 2.6).toFixed(2)}s;` +
|
||||
`animation-duration:${(1.9 + Math.random() * 1.5).toFixed(2)}s"></em>`).join('');
|
||||
const embers = won => !won ? '' : Array.from({ length: 7 }, () =>
|
||||
`<em style="left:${(16 + Math.random() * 58).toFixed(0)}%;` +
|
||||
// a SHORT delay window: spread over 2.6s the shield was empty half the time, which is why the
|
||||
// first cut read as nothing happening at all
|
||||
`animation-delay:${(Math.random() * 1.7).toFixed(2)}s;` +
|
||||
`animation-duration:${(1.7 + Math.random() * 1.1).toFixed(2)}s"></em>`).join('');
|
||||
|
||||
function buildCard() {
|
||||
for (const t of cardTimers) clearTimeout(t);
|
||||
|
||||
Reference in new issue
Block a user