Answer the playtest: a net for the lock, and a duel that pays

The hang: I could not reproduce it or pin it on one latch, so this is two
things. A root-cause fix — iOS does not guarantee a touchend when you switch
apps mid-drag, and the held G.aim it leaves behind blocks the uncaught-toss
retoss forever — and a watchdog for whatever else is out there. The watchdog
does not time how long you have been blocked, because a horde blocks you for
fifteen honest seconds; it watches whether the clock that should release you is
moving, and logs the frozen state before letting go.

The duel: past about game 20 all four tins sit at wCap and a won duel handed
over literally nothing. It falls through to the barrel weapons now.

The prize also stops borrowing the praise channel — arriving in the same slot
as PERFECT made it read as another compliment. It gets a card with its own icon.

The turn into zombie mode was unwatchable because the zoom started ON it, and
the curve render applies is zero at t=0, so the camera only arrived half a
second after he had changed. It peaks on the turn now, and the swap lands on a
hitstop, a flash and a burst so it reads as an event rather than a glitch.

Laser down from 0.55 to 0.22 — zap() sums four voices, so its vol was never one
voice's level.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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wuwiandClaude Opus 5 committed 2026-08-04 20:02:11 +02:00
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@@ -1050,11 +1050,19 @@ function drawRack() {
// the centered milestone 'block': a real pause, front and center. Shared by the sudden-death duel
// and the SET announcement so both read as the same interruption. Assumes textAlign is already set.
function drawCard(title, sub1, sub2, color) {
function drawCard(title, sub1, sub2, color, icon) {
// 80 tall, not 72: the second sub line ends at H/2+26 and the band used to stop at +30, so it sat
// all but touching the edge. The band now clears it by 10 px, the same air it has at the top.
ctx.fillStyle = 'rgba(10,6,8,0.66)'; ctx.fillRect(0, H / 2 - 44, W, 80);
// An ICON (the won-duel tin) needs its own room above the title, so the band grows for it rather
// than the art crowding the type.
const img = icon && SPR[icon], ih = img ? 34 : 0;
ctx.fillStyle = 'rgba(10,6,8,0.66)'; ctx.fillRect(0, H / 2 - 44 - ih, W, 80 + ih);
ctx.textAlign = 'center';
if (img) { // the tin itself, at its own aspect, sat on the title
const w = Math.round(img.width * (ih - 6) / img.height);
ctx.imageSmoothingEnabled = false;
ctx.drawImage(img, Math.round(W / 2 - w / 2), Math.round(H / 2 - 44 - ih + 3), w, ih - 6);
}
// the title SHOUTS (Bangers, twice the old size); the subs stay Silkscreen, because they are the
// detail you read second and a whole card in the loud face is just noise
ctx.font = B(30); shadowText(title, W / 2, H / 2 - 34, color);
@@ -1623,7 +1631,7 @@ export function render() {
}
// the SET milestone card (the duel's own announcement is a real modal now, not a timed card)
if (G.card && G.card.t > 0 && !(G.card.wait > 0)) // `wait` holds it OFF the screen (a boss dying under it)
drawCard(G.card.title, G.card.sub1, G.card.sub2, G.card.color);
drawCard(G.card.title, G.card.sub1, G.card.sub2, G.card.color, G.card.icon);
if (TUNE.missHud && G.lastMiss && G.idleT - G.lastMiss.at < 3.5) { // last miss reason, live
ctx.font = F(8); ctx.fillStyle = '#ff9060';
ctx.fillText(G.lastMiss.text.toUpperCase(), W / 2, H - 28);