One file owns the court: beats.js, PROJECT.md (né HANDOFF), and tests gate the build
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -46,7 +46,7 @@ export const TUNE = {
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// ---- THE DIFFICULTY DIRECTOR. Every dial below used to bottom out by about game 12, which is why
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// a 50-game run stopped changing (games 12..50 were arithmetically identical). They are all keyed
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// on G.runGames now and all keep moving; the ceilings that remain exist for perf or fairness, not
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// because the curve ran out. See HANDOFF "The difficulty director".
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// because the curve ran out. See PROJECT.md "The difficulty director".
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// Calibrated to TRACK the old curve through roughly game 12 and then keep going, rather than to
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// replace it: the first pass at this made games 1-30 easier, which is the opposite of the ask.
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zSpawnEvery: 3.0, // s between spawns in game 1
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@@ -70,7 +70,7 @@ export const TUNE = {
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// for ~120 spawns where the old fixed 12 s x 2.5/s could only ever ask for 30,
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// and a 40-body court on a 270px-wide portrait screen is mush, not menace.
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// ---- PLAYER HEALTH. A SECOND, SEPARATE damage channel: only ranged attacks touch it. A shambler
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// reaching you is still instant permadeath (G.mode='eaten') — that decision is settled, see HANDOFF.
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// reaching you is still instant permadeath (G.mode='eaten') — that decision is settled, see PROJECT.md.
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// There is no HP bar and there never will be: the state shows as blood on the man.
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playerHp: 4, // hits from ranged attacks you can absorb before you go down
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hurtGrace: 1.1, // s of invulnerability after a hit — a burst must not delete you in one volley
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