The HUD lifts off the crowd, and the frame is dark at both ends
A drop shadow under the scoreboard, the game/sets panel, the BLOOD panel and every rack tile — and the same numbers in CSS on the quit chip, because half the overlay lifting off the backdrop while the other half sits flat on it is worse than neither. Canvas shadow offsets are device pixels and are not scaled by the transform, so hudShadow multiplies by RES; without that a 3px shadow is three quarters of a logical pixel on a 4x phone. And the top of the frame now fades out of black the way the bottom already fades into it (TUNE.standTop) — Oliver: "the bottom of the screen falls off into a black tone.. please make the top come out of a black tone". The stand comes up out of the dark instead of being cut off at the top edge, which also gives the scoreboard something to sit on. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
1 parent
d0c9ea4f0d
commit
b34a9159a7
4 files changed
+57
-4
No files matched your search
@@ -305,6 +305,10 @@ export const TUNE = {
|
||||
// the night court) replaces it rather than adding to it — stacking the two is what made those two
|
||||
// unreadable: "it is too dim to see anything on the centre court and the dark court".
|
||||
standBack: 0.22,
|
||||
// ...and how dark the TOP of the frame is before the stand fades up out of it — the mirror of the
|
||||
// run-off apron that already takes the bottom of the screen down to black. Oliver: "the bottom of
|
||||
// the screen falls off into a black tone.. please make the top come out of a black tone."
|
||||
standTop: 0.78,
|
||||
// ---- damage. Bodies with hp (racket boss 'r', brute 'g') take damage in these units, so a big
|
||||
// boss is just a bigger hp number and every weapon stays proportional. Fractions are legal: they
|
||||
// bank on zb.chip and only whole points come off hp (the wound SKINS switch on hp thresholds).
|
||||
|
||||
Reference in new issue
Block a user