Expand pressure dial to twenty-one notches

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MeatSlicer Developer committed 2026-07-30 22:32:16 +10:00
1 parent 11f9341b46
commit 61a41049f2
5 files changed
+54 -28

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+2 -2
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@@ -292,9 +292,9 @@ function drawHelpPressure(ctx, px, py) {
const gain = pressureGainUnits(d), drop = pressureDropUnits(d), scale = pressureDropScale();
helpLines(ctx, px, py + HELP_BODY, [
{ head: 'ADAPTIVE PRESSURE (HUD, BOTTOM-RIGHT)', lines: [
'MULTIPLIES ENEMY AND BOSS HP + SPEED AT SPAWN TIME · RANGE 0.75× – 1.60×',
'MULTIPLIES ENEMY AND BOSS HP + SPEED AT SPAWN TIME · RANGE ' + PRESSURE_MIN.toFixed(2) + '× – ' + PRESSURE_MAX.toFixed(2) + '×',
'ALL SCORE IS MULTIPLIED BY LIVE PRESSURE',
'DIAL ' + (d > 0 ? '+' : '') + d + ' — RISE ' + gain.toFixed(1) + '/5 PER CLEAN ROOM · RELIEF ' + drop.toFixed(1) + '/5 ON HIT',
'DIAL ' + (d > 0 ? '+' : '') + d + ' — RISE ' + gain.toFixed(1) + '/10 PER CLEAN ROOM · RELIEF ' + drop.toFixed(1) + '/10 ON HIT',
'+' + pressureGain().toFixed(3) + ' FOR EVERY ROOM CLEARED WITHOUT TAKING ANY DAMAGE',
'RELIEF ON HIT = ' + (0.03 * scale).toFixed(3) + ' × SEVERITY × DESPERATION × CHURN',
' SEVERITY = HIT / (MAX HP × 0.25), CLAMPED 0.4 – 2',
+10 -8
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@@ -188,7 +188,7 @@ function update(dt) {
if (keyPressed('arrowright', 'd', '=', '+')) setPressureDial(G.pressureDial + 1);
if (Input.mpressed && inRect(Input.mx, Input.my, sl)) G.menuDialDrag = true;
if (G.menuDialDrag && Input.mdown) {
setPressureDial(Math.round(((Input.mx - sl.x) / sl.w) * 10) - 5);
setPressureDial(Math.round(((Input.mx - sl.x) / sl.w) * 20) - 10);
}
if (!Input.mdown) G.menuDialDrag = false;
if (keyPressed('enter', ' ') || (Input.mpressed && !inRect(Input.mx, Input.my, sl) && !exitClick)) startRun();
@@ -403,26 +403,28 @@ function drawPressureDial(ctx) {
drawPixelPanel(ctx, sl.x, sl.y, sl.w, sl.h, {
cut: 6, shadow: false, accent, fill: 'rgba(12,5,8,0.92)', border: '#63303a',
});
const name = d <= -4 ? 'MERCIFUL' : d <= -2 ? 'EASED' : d <= 0 ? 'STANDARD' : d <= 2 ? 'TENSE' : d <= 4 ? 'SAVAGE' : 'RELENTLESS';
const name = d <= -9 ? 'FORGIVING' : d <= -6 ? 'MERCIFUL' : d <= -3 ? 'EASED' : d <= 0 ? 'STANDARD' :
d <= 3 ? 'TENSE' : d <= 5 ? 'SAVAGE' : d <= 7 ? 'RELENTLESS' : d <= 9 ? 'ATROCIOUS' : 'MEAT GRINDER';
ctx.textAlign = 'left'; ctx.fillStyle = '#9e857a'; ctx.font = 'bold 8px monospace';
ctx.fillText('PRESSURE DIAL', sl.x + 10, sl.y + 12);
ctx.textAlign = 'right'; ctx.fillStyle = accent; ctx.font = 'bold 9px monospace';
ctx.fillText((d > 0 ? '+' : '') + d + ' ' + name, sl.x + sl.w - 10, sl.y + 12);
// track with 10 steps / 11 notches
// track with 20 steps / 21 notches
const bx = sl.x + 34, bw = sl.w - 68, by = sl.y + 20, bh = 10;
drawPixelBar(ctx, bx, by, bw, bh, (d + 5) / 10, {
fill: accent, glint: '#f4d86d', border: '#5d3c43', segments: 10,
drawPixelBar(ctx, bx, by, bw, bh, (d + 10) / 20, {
fill: accent, glint: '#f4d86d', border: '#5d3c43', segments: 20,
});
// bright notch marker
const nx = bx + Math.round((d + 5) / 10 * bw);
const nx = bx + Math.round((d + 10) / 20 * bw);
ctx.fillStyle = '#f5e9d6';
ctx.fillRect(nx - 1, by - 2, 2, bh + 4);
// end labels
ctx.fillStyle = '#7d6262'; ctx.font = 'bold 9px monospace'; ctx.textAlign = 'center';
ctx.fillText('-5', bx - 16, by + 9); ctx.fillText('+5', bx + bw + 16, by + 9);
ctx.fillText('-10', bx - 18, by + 9); ctx.fillText('+10', bx + bw + 18, by + 9);
// derived readout
ctx.fillStyle = '#8f7770'; ctx.font = '8px monospace';
ctx.fillText('RISE +' + gain.toFixed(1) + '/5 · RELIEF ' + drop.toFixed(1) + '/5 · SCORE ×LIVE PRESSURE', sl.x + sl.w / 2, sl.y + sl.h - 7);
const rise = (gain >= 0 ? '+' : '') + gain.toFixed(1);
ctx.fillText('RISE ' + rise + '/10 · RELIEF ' + drop.toFixed(1) + '/10 · SCORE ×LIVE PRESSURE', sl.x + sl.w / 2, sl.y + sl.h - 7);
}
function drawPause(ctx) {
+1 -1
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@@ -215,7 +215,7 @@ function updateRoom(dt) {
function recordRoomClear(room) {
if (!G.roomDamaged) {
G.streak++;
G.pressure = Math.min(PRESSURE_MAX, G.pressure + pressureGain());
G.pressure = clamp(G.pressure + pressureGain(), PRESSURE_MIN, PRESSURE_MAX);
} else {
G.streak = 0;
}
+17 -6
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@@ -51,17 +51,28 @@ const G = {
const PERK_POWER_WEIGHT = 0.5;
// ammo economy: global dial for drop frequency (refill size is per-weapon)
const AMMO_DROP_SCALE = 0.75;
const PRESSURE_MIN = 0.75, PRESSURE_MAX = 1.60;
const PRESSURE_MIN = 0.60, PRESSURE_MAX = 2.00;
const PRESSURE_UNIT = 0.01; // one "point" on the dial scale
const PRESSURE_GAIN = PRESSURE_UNIT; // retained: dial 0 == 1 point
const PRESSURE_DROP_BASE = 3; // dial 0 == 0.03 relief base
const DEATH_LOCK = 3;
const PRESSURE_DIAL_MIN = -5, PRESSURE_DIAL_MAX = 5;
const PRESSURE_DIAL_MIN = -10, PRESSURE_DIAL_MAX = 10;
// -5 -> 0 units, 0 -> 1 unit, +5 -> 5 units (piecewise linear)
function pressureGainUnits(dial) { const d = clamp(dial, PRESSURE_DIAL_MIN, PRESSURE_DIAL_MAX); return d <= 0 ? 1 + d * 0.2 : 1 + d * 0.8; }
// -5 -> 5 units, 0 -> 3 units, +5 -> 0 units (piecewise linear)
function pressureDropUnits(dial) { const d = clamp(dial, PRESSURE_DIAL_MIN, PRESSURE_DIAL_MAX); return d <= 0 ? 3 - d * 0.4 : 3 - d * 0.6; }
// Preserve the old -5 / 0 / +5 balance while adding genuinely wider extremes.
function pressureGainUnits(dial) {
const d = clamp(dial, PRESSURE_DIAL_MIN, PRESSURE_DIAL_MAX);
if (d <= -5) return (d + 5) * 0.4; // -10 -> -2, -5 -> 0
if (d <= 0) return 1 + d * 0.2; // -5 -> 0, 0 -> 1
if (d <= 5) return 1 + d * 0.8; // 0 -> 1, +5 -> 5
return 5 + (d - 5); // +5 -> 5, +10 -> 10
}
function pressureDropUnits(dial) {
const d = clamp(dial, PRESSURE_DIAL_MIN, PRESSURE_DIAL_MAX);
if (d <= -5) return 5 - (d + 5) * 0.6; // -10 -> 8, -5 -> 5
if (d <= 0) return 3 - d * 0.4; // -5 -> 5, 0 -> 3
if (d <= 5) return 3 - d * 0.6; // 0 -> 3, +5 -> 0
return 0;
}
function pressureGain() { const base = pressureGainUnits(G.pressureDial) * PRESSURE_UNIT; return base * (G.player && G.player.stats.abattoirEngine > 0 ? 2 : 1); }
function pressureDropScale() { return pressureDropUnits(G.pressureDial) / PRESSURE_DROP_BASE; }
+24 -11
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@@ -61,7 +61,7 @@ for (const f of files) {
}
// const/let top-level bindings live in the context's lexical scope, not on the
// global object — expose the ones the harness pokes at directly.
vm.runInContext('Object.assign(this, { G, Input, WEAPONS, Music, Sfx, SfxBank, W, H, WALL, ITEMS, ACTIVES, PERKS, ENEMY_TYPES, BOSS_DEFS, SPRITE_MANIFEST, Sprites, ACTOR_ANIMS, PRESSURE_UNIT, PRESSURE_DIAL_MIN, PRESSURE_DIAL_MAX, ROOM_SHAPES, ROOM_THEMES, HELP_PAGES, HELP_RENDERERS, SPAWN_WARN })', sandbox);
vm.runInContext('Object.assign(this, { G, Input, WEAPONS, Music, Sfx, SfxBank, W, H, WALL, ITEMS, ACTIVES, PERKS, ENEMY_TYPES, BOSS_DEFS, SPRITE_MANIFEST, Sprites, ACTOR_ANIMS, PRESSURE_UNIT, PRESSURE_MIN, PRESSURE_MAX, PRESSURE_DIAL_MIN, PRESSURE_DIAL_MAX, ROOM_SHAPES, ROOM_THEMES, HELP_PAGES, HELP_RENDERERS, SPAWN_WARN })', sandbox);
let simTime = 0;
const ctx = sandbox;
@@ -968,12 +968,12 @@ console.log('== adaptive clean-room pressure ==');
check('fully shielded hits preserve a clean-room streak', ctx.G.pressure === 1.2 && ctx.G.streak === 4 && !ctx.G.roomDamaged);
p.shieldHp = 0;
ctx.G.pressure = 0.751; ctx.G.recentHits = []; p.hp = 3; p.invT = 0; ctx.G.mode = 'play';
ctx.G.pressure = 0.601; ctx.G.recentHits = []; p.hp = 3; p.invT = 0; ctx.G.mode = 'play';
ctx.hurtPlayer(1, 0);
check('pressure relief is floored at 75%', ctx.G.pressure === 0.75);
check('pressure relief is floored at 60%', ctx.G.pressure === 0.60);
ctx.G.pressure = 9; ctx.G.roomDamaged = false; ctx.recordRoomClear({ type: 'combat' });
check('pressure is capped at 160%', ctx.G.pressure === 1.6);
check('pressure is capped at 200%', ctx.G.pressure === 2.0);
ctx.startRun(); step(3, 16);
check('new runs reset pressure and streak', ctx.G.pressure === 1 && ctx.G.streak === 0);
}
@@ -1038,15 +1038,19 @@ console.log('== 500ms wave spawn telegraph ==');
console.log('== pressure dial scaling ==');
{
const GAIN = { '-5': 0, '-4': 0.2, '-3': 0.4, '-2': 0.6, '-1': 0.8, '0': 1, '1': 1.8, '2': 2.6, '3': 3.4, '4': 4.2, '5': 5 };
const DROP = { '-5': 5, '-4': 4.6, '-3': 4.2, '-2': 3.8, '-1': 3.4, '0': 3, '1': 2.4, '2': 1.8, '3': 1.2, '4': 0.6, '5': 0 };
const GAIN = [-2, -1.6, -1.2, -0.8, -0.4, 0, 0.2, 0.4, 0.6, 0.8, 1, 1.8, 2.6, 3.4, 4.2, 5, 6, 7, 8, 9, 10];
const DROP = [8, 7.4, 6.8, 6.2, 5.6, 5, 4.6, 4.2, 3.8, 3.4, 3, 2.4, 1.8, 1.2, 0.6, 0, 0, 0, 0, 0, 0];
let gainOK = true, dropOK = true;
for (let d = -5; d <= 5; d++) {
if (Math.abs(ctx.pressureGainUnits(d) - GAIN[d]) > 1e-6) gainOK = false;
if (Math.abs(ctx.pressureDropUnits(d) - DROP[d]) > 1e-6) dropOK = false;
for (let d = -10; d <= 10; d++) {
if (Math.abs(ctx.pressureGainUnits(d) - GAIN[d + 10]) > 1e-6) gainOK = false;
if (Math.abs(ctx.pressureDropUnits(d) - DROP[d + 10]) > 1e-6) dropOK = false;
}
check('gain units match all 11 notches', gainOK);
check('drop units match all 11 notches', dropOK);
check('gain units match all 21 notches', gainOK);
check('drop units match all 21 notches', dropOK);
ctx.G.pressureDial = 10;
ctx.G.pressure = 1; ctx.G.roomDamaged = false;
ctx.recordRoomClear({ type: 'combat' });
check('dial +10 clean room adds 10%', Math.abs(ctx.G.pressure - 1.10) < 1e-4);
// dial +5: gain 0.05/clean room, zero relief on hit
ctx.G.pressureDial = 5;
ctx.G.pressure = 1; ctx.G.roomDamaged = false;
@@ -1061,6 +1065,13 @@ console.log('== pressure dial scaling ==');
ctx.G.pressure = 1; ctx.G.roomDamaged = false;
ctx.recordRoomClear({ type: 'combat' });
check('dial -5 clean room adds nothing', Math.abs(ctx.G.pressure - 1) < 1e-6);
ctx.G.pressureDial = -10;
ctx.G.pressure = 1; ctx.G.roomDamaged = false;
ctx.recordRoomClear({ type: 'combat' });
check('dial -10 clean room bleeds 2% pressure', Math.abs(ctx.G.pressure - 0.98) < 1e-6);
ctx.G.pressure = 0.605; ctx.G.roomDamaged = false;
ctx.recordRoomClear({ type: 'combat' });
check('negative clean-room gain respects the 60% floor', ctx.G.pressure === 0.60);
const mkHit = (dial) => {
ctx.G.pressureDial = dial;
ctx.G.pressure = 1.2; ctx.G.recentHits = [];
@@ -1069,9 +1080,11 @@ console.log('== pressure dial scaling ==');
return 1.2 - ctx.G.pressure;
};
const reliefNeg = mkHit(-5);
const reliefExtreme = mkHit(-10);
const reliefZero = mkHit(0);
check('dial -5 relief beats dial 0 (' + reliefNeg.toFixed(4) + ' vs ' + reliefZero.toFixed(4) + ')',
reliefNeg > reliefZero && Math.abs(reliefNeg - reliefZero * (5 / 3)) < 1e-4);
check('dial -10 relief is 8/3 of dial 0', reliefExtreme > reliefNeg && Math.abs(reliefExtreme - reliefZero * (8 / 3)) < 1e-4);
// score multiplier
ctx.G.pressureDial = 0;
ctx.G.pressure = 1.5;