The cockpit wears the board's ongoing spells
Sticky webs strand across a caught body, MEDUSA drains it to gray stone, the invisible and the misted go translucent, BIG MAN towers and SHRINK dwindles the billboard, and FEAR smoulders a dark-red dread ring at its bearer's feet — the six condition looks the 2D board wore alone. Marks flow billboard → projection → draw, painted only when the walls show the sprite. The workshop poses them: ?wear=card;card dresses the Rival. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
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co-authored by
Claude Fable 5
parent
b996c2bc93
commit
203b6101bd
@@ -488,6 +488,7 @@
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// additively. Either way translucency applies.
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if (s.glow) ctx.globalCompositeOperation = "lighter";
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if (s.alpha !== undefined || s.glow) ctx.globalAlpha = s.alpha ?? 1;
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if (s.gaze) ctx.filter = "grayscale(0.9) brightness(0.8)";
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for (let col = Math.max(0, s.left | 0); col < Math.min(W, s.right); col++) {
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if (!spriteVisibleInCol(s, col, zbuf, warpIdCol, warpDistCol)) continue;
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if (s.depth < spriteZ[col]!) {
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@@ -512,8 +513,47 @@
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ctx.fillRect(col, s.top, 1, s.bottom - s.top);
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}
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}
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if (s.gaze) ctx.filter = "none";
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if (s.glow) ctx.globalCompositeOperation = "source-over";
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if (s.alpha !== undefined || s.glow) ctx.globalAlpha = 1;
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// STICKY WAND's webs: strands crisscross the caught body, and FEAR's
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// dread ring smoulders at the feet — both only when the walls show
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// any of the sprite at all.
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if ((s.webbed || s.dread) && s.hit) {
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let seen = false;
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for (let col = Math.max(0, s.left | 0); col < Math.min(W, s.right); col++) {
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if (spriteVisibleInCol(s, col, zbuf, warpIdCol, warpDistCol)) { seen = true; break; }
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}
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if (seen) {
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const w = s.right - s.left, h = s.bottom - s.top;
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ctx.save();
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if (s.webbed) {
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ctx.strokeStyle = "rgba(240,240,235,0.55)";
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ctx.lineWidth = 1;
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ctx.beginPath();
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for (const [x1, y1, x2, y2] of [
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[0.05, 0.2, 0.95, 0.75], [0.1, 0.7, 0.9, 0.15],
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[0.0, 0.45, 1.0, 0.5], [0.35, 0.05, 0.55, 0.95], [0.75, 0.1, 0.6, 0.9],
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] as const) {
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ctx.moveTo(s.left + x1 * w, s.top + y1 * h);
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ctx.lineTo(s.left + x2 * w, s.top + y2 * h);
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}
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ctx.stroke();
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}
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if (s.dread) {
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const pulse = 0.45 + 0.25 * Math.sin(time / 300);
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ctx.strokeStyle = `rgba(160,30,30,${pulse})`;
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ctx.fillStyle = "rgba(160,30,30,0.12)";
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ctx.lineWidth = 2;
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ctx.beginPath();
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ctx.ellipse((s.left + s.right) / 2, Math.min(H - 2, s.bottom),
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Math.max(9, w * 0.55), Math.max(4, w * 0.17), 0, 0, Math.PI * 2);
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ctx.fill();
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ctx.stroke();
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}
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ctx.restore();
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}
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}
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}
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// Warp mouths wear their veil: the warp texture at the opening,
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@@ -706,6 +746,9 @@
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clampR?: number;
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hit?: { kind: "player" | "creature"; id: string };
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cell?: { x: number; y: number };
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webbed?: boolean;
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gaze?: boolean;
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dread?: boolean;
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/** Sort key only: the near-bias orders sprites among THEMSELVES (a
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* hedge over the wizard standing in it) but must never let one
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* cheat past a wall — occlusion always uses the true depth. */
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@@ -717,7 +760,8 @@
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fallback?: string; warped?: boolean; warpId?: number;
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clip?: { x: number; y: number };
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hit?: { kind: "player" | "creature"; id: string };
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cell?: { x: number; y: number } },
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cell?: { x: number; y: number };
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webbed?: boolean; gaze?: boolean; dread?: boolean },
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ex: number, ey: number,
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): Projected | null {
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const relX = b.x - ex, relY = b.y - ey;
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@@ -770,6 +814,7 @@
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return {
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src: b.src, depth, sort: depth - (b.bias ?? 0), warped: b.warped, warpId: b.warpId,
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alpha: b.alpha, glow: b.glow, fallback: b.fallback, clampL, clampR,
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webbed: b.webbed, gaze: b.gaze, dread: b.dread,
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hit: b.hit, cell: b.cell,
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left: screenX - wide / 2, right: screenX + wide / 2,
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top: bottom - size, bottom,
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