#ui had been an empty div since round 0 — E never ran. It has an owner now. HUD (charter #1): coat/hull, heat, torpedo pips, speed/flow/throttle, boost, score, combo, biome + segment name, and a progress rail with C's 10 checkpoints ticked. Bus-only — zero imports from B, exactly as the charter asks. player:state and combat:state arrive every frame and ARE the clock, so the HUD cannot tick while the game isn't running. 60fps law: DOM is built once; the hot path is transform + textContent-on-change only. Bars scale (scaleX), they never resize — a width:% write per bar per frame is a layout pass. Torpedo pips rebuild only when ammoMax changes, not when ammo does. COMMS — on nobody's list. Argued for, then built. The GDD says "Star Fox arcade flow" and there was nobody in the game but the player. Three-hander: voss (attending, terse), park (resident, over-excited), adeyemi (immunology, apologetic — and amber, the colour of the cells attacking you; his fault). Deterministic round-robin per trigger key, no RNG. Priority ladder + per-key cooldowns so the crew shuts up during a firefight. It turned out to be more than flavour: it is the tutorialisation channel the GDD asks for and L1 has no other vehicle for. The hazard lines teach what C's HAZARDS registry note says the hazard IS ("ring gate. it opens on a beat — match the beat, do not ram it"). Keys are the real HAZARDS ids, checked against levels/enemies.js rather than guessed — all three L2 kinds get bespoke lines, zero generic fallbacks. A level's worth of dialogue is now a data edit in LINES. Three defects, all mine, all found by the stepped sim, none visible to the eye: - The progress rail was dead. I read `level.length` — a field that does not exist. The level carries segments, not a total. It now uses the runtime world.length that B already divides into p.progress. - My clock was fiction. Comms counted `+= 0.1` per timer tick and called it seconds; a backgrounded tab throttles setTimeout to ~1s, so lines held ~10x too long. It now reads performance.now(). - Every hazard warning had the LOWEST priority in the game. PRI has a key `warn`, but say() is called with `warn_reflux_surge`, so PRI[key] was undefined and fell through to the default of 1 — the surge screaming "GO. GO." could be talked over by park admiring a specimen. Keys now resolve exact-then-family. The evidence shot IS the fix: same seed, same frame, the warning now sits where the checkpoint line used to be. ### -> Lane B — player:state stops emitting the moment you die player.js:103 early-returns before the emit when !st.alive. So `alive` is unobservable (E can only ever read true — the field is currently decorative), and E cannot use player:state as a clock, because it stops exactly when the death UI needs to run and through boot's whole 2.0s respawn window. Comms works around it with its own wall-clock. The death/respawn feed-drop (charter #4) will not be able to. Ask is in NOTES; not patching your file. ### -> Lane F — two contract items I edited boot.js (~10 lines mirroring your own dynamic-import/try-catch/ console.info fallback) because #ui needed an owner and two modules nothing constructs aren't worth much. Ratify or move it. Second: shot_sink.py cannot photograph Lane E — it POSTs renderer.domElement.toDataURL(), and the HUD is a DOM overlay, so the house evidence tool renders it invisible. This shot is a composite (canvas -> 2D canvas, then #ui via an SVG foreignObject). Offer to lift it into pipeline/ as DBG.shotUI() stands. qa GREEN. Evidence: docs/shots/laneE/round2_hud_aortic.webp (s=1111, seed 7, live hazard warn + x6 chain). Dev server guts-e on 8146. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
210 lines
8.4 KiB
JavaScript
210 lines
8.4 KiB
JavaScript
// ui/hud.js (Lane E) — the instrument overlay. ART_BIBLE §Screens: thin cyan line-work,
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// small caps, data-noise ticks. An instrument reading a live feed, not a game HUD.
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//
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// Bus-driven only (LANE_E charter): player:state + combat:state arrive every frame and ARE
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// the clock — no rAF of our own, so the HUD cannot tick while the game is paused or absent.
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// Level data comes from C's registry (sanctioned: ROUND2 §Lane E #2), never from B.
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//
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// 60fps law: build the DOM once, then only transform + textContent-on-change. Bars scale,
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// they never resize — a width:% write per bar per frame is a layout pass we can't afford.
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const C = {
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line: '#39e6ff', // cyan line-work — ART_BIBLE emissive code, neutral/interactive
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good: '#7dffb0',
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warn: '#ffb13a',
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bad: '#ff5a2a',
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surf: '#b06aff',
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};
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const RAIL_W = 190; // px; shared by the CSS and the blip transform below
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const CSS = `
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.hud { position:absolute; inset:0; color:${C.line};
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font:11px/1.35 ui-monospace, SFMono-Regular, Menlo, monospace;
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letter-spacing:.14em; text-transform:uppercase;
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text-shadow:0 0 6px rgba(0,0,0,.95); opacity:.92; }
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.hud .q { position:absolute; display:flex; flex-direction:column; gap:5px; }
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.hud .tl { top:16px; left:18px; }
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.hud .tr { top:16px; right:18px; align-items:flex-end; }
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.hud .bl { bottom:18px; left:18px; }
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.hud .br { bottom:18px; right:18px; align-items:flex-end; }
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.hud .bc { bottom:18px; left:50%; transform:translateX(-50%); align-items:center; }
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.hud .dim { opacity:.5; }
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.hud .row { display:flex; align-items:center; gap:8px; white-space:nowrap; }
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.hud .lbl { font-size:9px; opacity:.65; letter-spacing:.2em; }
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/* bars: a hairline rail + a fill that only ever scales */
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.hud .rail { position:relative; width:132px; height:5px;
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border:1px solid currentColor; opacity:.85; }
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.hud .fill { position:absolute; inset:1px; background:currentColor;
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transform-origin:left center; transform:scaleX(1); }
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.hud .rail.thin { height:3px; width:96px; }
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/* progress rail — the gut-map's honest placeholder until the silhouette lands */
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.hud .prog { position:relative; width:${RAIL_W}px; height:2px; background:currentColor;
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opacity:.35; margin-top:3px; }
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.hud .blip { position:absolute; top:-3px; left:0; width:2px; height:8px;
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background:${C.line}; box-shadow:0 0 5px ${C.line}; transform:translateX(0); }
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.hud .tick { position:absolute; top:-2px; width:1px; height:6px; background:${C.surf}; opacity:.6; }
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.hud .big { font-size:15px; letter-spacing:.16em; }
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.hud .chain { color:${C.warn}; font-size:12px; }
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.hud .noise { font-size:9px; opacity:.28; letter-spacing:.3em; }
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.hud .pips { display:flex; gap:3px; }
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.hud .pip { width:6px; height:6px; border:1px solid currentColor; }
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.hud .pip.on { background:currentColor; }
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`;
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const el = (tag, cls, parent) => {
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const n = document.createElement(tag);
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if (cls) n.className = cls;
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if (parent) parent.appendChild(n);
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return n;
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};
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// A label + rail whose fill scales. set() is the hot path: one transform write, and a color
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// write only when the danger band actually changes.
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function makeBar(parent, label, thin = false) {
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const row = el('div', 'row', parent);
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const lbl = el('span', 'lbl', row);
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lbl.textContent = label;
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const rail = el('div', `rail${thin ? ' thin' : ''}`, row);
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const fill = el('div', 'fill', rail);
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let lastV = -1, lastC = '';
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return {
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set(v, color) {
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v = v > 0 ? (v < 1 ? v : 1) : 0;
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if (v !== lastV) { fill.style.transform = `scaleX(${v})`; lastV = v; }
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if (color !== lastC) { rail.style.color = color; lastC = color; }
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},
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};
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}
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function makeText(parent, cls) {
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const n = el('span', cls, parent);
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let last = null;
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return { set(s) { if (s !== last) { n.textContent = s; last = s; } }, node: n };
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}
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export function createHUD({ bus, flags = {}, level = null, mount = null } = {}) {
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const host = mount ?? document.getElementById('ui');
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if (!host) return { dispose() {} };
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const style = el('style');
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style.textContent = CSS;
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document.head.appendChild(style);
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const root = el('div', 'hud', host);
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// ?shots=1 = clean plate for other lanes' world evidence (same contract boot's #dbg keeps).
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// E's own HUD shots are taken without the flag.
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if (flags.shots) root.style.display = 'none';
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const tl = el('div', 'q tl', root);
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const tr = el('div', 'q tr', root);
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const bl = el('div', 'q bl', root);
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const br = el('div', 'q br', root);
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const bc = el('div', 'q bc', root);
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// --- top-left: where we are -----------------------------------------------------------
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const where = makeText(tl, 'big');
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where.set(level?.name ?? '—');
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const depth = makeText(tl, 'dim');
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const progWrap = el('div', null, tl);
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const prog = el('div', 'prog', progWrap);
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const blip = el('div', 'blip', prog);
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// Checkpoint ticks, drawn once from C's authored events. Deferred to the first player:state
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// because the canal's length is a RUNTIME number (world.length, which B already divides into
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// p.progress) — the level object carries segments, not a total, and asking it for one is how
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// the rail silently rendered empty the first time.
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const checkpoints = (level?.events ?? []).filter((ev) => ev.type === 'checkpoint');
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let ticksPlaced = false;
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// --- top-right: the scoreboard --------------------------------------------------------
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const score = makeText(tr, 'big');
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score.set('000000');
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const chain = makeText(tr, 'chain');
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const noise = makeText(tr, 'noise');
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// --- bottom-left: what's keeping you alive --------------------------------------------
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const coat = makeBar(bl, 'coat');
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const hull = makeBar(bl, 'hull');
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// --- bottom-right: what you're shooting with ------------------------------------------
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const heat = makeBar(br, 'heat', true);
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const ammoRow = el('div', 'row', br);
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const ammoLbl = el('span', 'lbl', ammoRow);
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ammoLbl.textContent = 'torpedo';
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const pips = el('div', 'pips', ammoRow);
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let pipEls = [];
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// --- bottom-centre: the flight strip --------------------------------------------------
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const strip = el('div', 'row', bc);
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const spd = makeText(strip, 'big');
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const flowT = makeText(strip, 'dim');
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const boostT = makeText(strip, null);
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// --- bus ------------------------------------------------------------------------------
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const offs = [];
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let frame = 0;
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offs.push(bus.on('player:state', (p) => {
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const coatF = p.coatMax ? p.coat / p.coatMax : 0;
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const hullF = p.hullMax ? p.hull / p.hullMax : 0;
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coat.set(coatF, coatF < 0.25 ? C.warn : C.line);
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hull.set(hullF, hullF < 0.34 ? C.bad : hullF < 0.67 ? C.warn : C.good);
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depth.set(`s ${(p.s | 0).toString().padStart(4, '0')} / ${p.length | 0} · ${p.biome ?? ''}`);
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blip.style.transform = `translateX(${(p.progress > 1 ? 1 : p.progress) * RAIL_W}px)`;
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if (!ticksPlaced && p.length > 0) {
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for (const ev of checkpoints) {
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el('div', 'tick', prog).style.left = `${(ev.s / p.length) * 100}%`;
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}
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ticksPlaced = true;
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}
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spd.set(`${p.speed.toFixed(1)}`);
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spd.node.style.color = p.surfing ? C.surf : C.line;
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flowT.set(`u/s · flow ${p.flow.toFixed(0)} · thr ${(p.throttle * 100) | 0}%`);
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if (p.boostReady) { boostT.set('· boost rdy'); boostT.node.style.color = C.good; }
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else {
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boostT.set(`· boost ${(p.boostCd ?? 0).toFixed(1)}`);
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boostT.node.style.color = C.line;
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boostT.node.style.opacity = '.45';
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}
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// data-noise ticks — the feed is alive even when nothing is happening. 4 Hz-ish, and
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// derived from s so it reads as telemetry rather than a random number generator.
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if ((frame++ & 15) === 0) {
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noise.set(`0x${(((p.s * 4099) ^ 0x5f3a) & 0xffff).toString(16).padStart(4, '0')}`);
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}
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}));
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offs.push(bus.on('combat:state', (c) => {
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const heatF = c.heatMax ? c.heat / c.heatMax : 0;
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heat.set(heatF, c.overheated ? C.bad : heatF > 0.7 ? C.warn : C.line);
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score.set(((c.score | 0) % 1000000).toString().padStart(6, '0'));
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if (pipEls.length !== (c.ammoMax | 0)) { // rebuild only when the cap changes
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pips.textContent = '';
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pipEls = Array.from({ length: c.ammoMax | 0 }, () => el('div', 'pip', pips));
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}
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for (let i = 0; i < pipEls.length; i++) pipEls[i].classList.toggle('on', i < c.ammo);
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}));
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offs.push(bus.on('combo', (e) => chain.set(e.n > 1 ? `×${e.n} chain` : '')));
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offs.push(bus.on('level:event', (ev) => {
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if (ev.type === 'checkpoint' && ev.name) where.set(ev.name);
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}));
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return {
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dispose() {
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for (const off of offs) off();
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root.remove();
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style.remove();
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},
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};
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}
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