diff --git a/HANDOFF.md b/HANDOFF.md index 004cb17..5a3ce0f 100644 --- a/HANDOFF.md +++ b/HANDOFF.md @@ -186,6 +186,13 @@ zombie (now an occasional opponent, `TUNE.racketEvery`, not the every-game fixtu because the wave grows with `hordeGrow` while the panic button was a flat 1 s; he chose scaling the melee over shrinking the horde. **Measure the crowd BEFORE calling `meleeSwipe`** — it kills everything in reach, so counting after counts the survivors and the cooldown barely moves. +- **`render()` clears the whole frame to `pal.out` first.** There was NO clear for a long time: the + stands cover the top and the out-area quad covers the middle, so it looked complete — but the quad + only reached z=30 and BELOW where that projects the canvas was simply transparent. On a phone that + read as a duller band across the bottom of the screen. The quad now runs to z=60 as well, so the + perspective floor reaches the bottom on any aspect ratio. If you ever add a new orientation or + stretch the canvas further, check the bottom rows are opaque — sample `getImageData` alpha, the + colour alone will not tell you, because the page behind is deliberately the same green. - **The page background behind the canvas tracks the live court apron** (`pageBackground` in render.js). It is visible in exactly two places: the strip above the canvas under the status bar, and the slivers a phone's ROUNDED DISPLAY CORNERS clip out of the canvas — a flat dark body drew a diff --git a/index.html b/index.html index 9b47ef1..c2ea8e5 100644 --- a/index.html +++ b/index.html @@ -80,6 +80,6 @@
TAP TO START
- +