Phase 5: active items — room-clear charged, dedicated pedestals, Space to use
- ACTIVES table with 10 actives (Bone Nova, Offal Bomb, Blood Transfusion, Cleaver Storm, Butcher's Bell, Marrow Draught, Slaughter Time, Panic Room, Skinner's Coin, Gut Reroll); charges accrue +1/combat room, +2/boss - Dedicated 'active' pickup with weapon-style swap-drop; 30% boss / 15% item-room bonus pedestal spawns; flat +2 powerScore while held - HUD active slot with charge pips + READY state; ACTIVES help page (12 pages); teal medallion frame variant in draw_sprites.py; 10 generated icons - Procedural Sfx.active()/activeEmpty() (real clips deferred to audio batch) - Fix: toast panel width now fits the wider of title/subtitle and clamps to screen - Bump asset cache to v=40
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@@ -151,6 +151,7 @@ function update(dt) {
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if (keyPressed('p', 'escape')) { G.mode = 'pause'; Sfx.stopAllLoops(); Sfx.menu(); break; }
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if (keyPressed('n')) Music.cycle(1);
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if (keyPressed('r')) swapWeapon();
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if (keyPressed(' ')) useActive();
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if (keyPressed('t')) setAutoPerk(!G.autoPerk);
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updatePlayer(dt);
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updateRoom(dt);
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