Sharpen league and Climb difficulty and give Gore a front door

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wuwi committed 2026-09-07 09:53:49 +02:00
1 parent e3faeb0a3a
commit ede1f48152
6 files changed
+151 -51

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@@ -600,13 +600,12 @@ const countUp = (write, target, dur = 700) => {
};
// A SHIELD CATCHES THE LIGHT (2026-08-31, Oliver: not burning — "manchmal random schimmern").
// The first cut was a chimney of embers, which read as a fire on a trophy. This is the opposite:
// three points ON the shield, each dark for most of a long cycle and flaring for a fraction of it,
// on delays and durations that share no common multiple — so a glint lands somewhere on the row
// every couple of seconds and never twice in the same rhythm. CSS keyframes, no game loop.
const glints = won => !won ? '' : Array.from({ length: 3 }, () =>
// Three points ON the shield: the first catches the light within a second of opening the card,
// then the long, varied cycles keep it occasional. CSS keyframes, no game loop.
const glints = won => !won ? '' : Array.from({ length: 3 }, (_, i) =>
`<em style="left:${(18 + Math.random() * 60).toFixed(0)}%;` +
`top:${(12 + Math.random() * 52).toFixed(0)}%;` +
`animation-delay:${(Math.random() * 9).toFixed(2)}s;` +
`animation-delay:${(0.15 + i * 0.6 + Math.random() * 0.3).toFixed(2)}s;` +
`animation-duration:${(6 + Math.random() * 5).toFixed(2)}s"></em>`).join('');
function buildCard() {
@@ -737,21 +736,11 @@ document.getElementById('prGo').addEventListener('click', () => {
const boardFor = m => m === 'zombie' || m === 'cup' || m === 'train' ? stats.MODE_MATCH
: m === 'classic' ? stats.MODE_CLASSIC : stats.MODE_GORE;
// what the setup footer says you are about to play, and what it is worth beating
// The splash carries ONE number, on the STATS button. A boxed BEST RUN / WORLD RANK bar across the
// top came out of the mockup and went again: it sat on the best part of the art and said twice what
// the two buttons underneath already say. Re-read whenever the splash comes back up, because a run
// has just ended and the count has moved.
// The splash keeps career progress on the plaque; detailed records live behind STATS and BOARD.
// Re-read on each arrival because the preceding run may have moved the level or league.
function refreshSplash() {
// THE TEXT REDUCTION (2026-08-31): the two secondary doors carry a NUMBER each instead of a
// description — what you have done, and your own best on the board they open. The board figure
// is read locally on purpose: the splash does not fetch the world board.
document.getElementById('mKills').textContent = stats.total().kills.toLocaleString('en-GB');
document.getElementById('mBest').textContent =
'BEST ' + stats.bestScore(boardFor(pickedMode)).toLocaleString('en-GB');
// THE PLAQUE — the meta identity, re-read whenever the splash comes back because a run has just
// moved it (same rule as the kill count above). One row now: crest, name and level, and the bar
// moved it. One row now: crest, name and level, and the bar
// under them wearing the level it fills toward. The goal LINE is gone — the fixture button below
// says what to do, and it said it twice.
const pr = profile.progress(), lg = leagueOf(profile.prof.lg);
@@ -819,6 +808,9 @@ document.getElementById('mStart').addEventListener('click', () => {
pickMode('cup'); start('cup');
});
document.getElementById('mOther').addEventListener('click', goMode);
document.getElementById('mGore').addEventListener('click', () => {
pickMode('gore'); start('gore');
});
document.getElementById('mStats').addEventListener('click', openStats);
// the world board opens on the mode you last PICKED, like the stats screen does — that is the one
// whose names you came to look at