feat: boss-room loading overlay, drop HUD pressure multiplier, elite Brood Sac 4-6 minis
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Quintine committed 2026-08-15 00:24:05 +10:00
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commit 8991bde943
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@@ -7,6 +7,18 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
--- ---
## [0.9.5] — 2026-08-15
### Added
- **Boss-room loading overlay** — first visit of a boss room holds combat in `bossload` for at least 1s while the boss action sheet is warmed (decode + GPU upload) so the roar is not cut by the hitch. Re-entering a visited boss room skips the overlay. A failed sheet cannot deadlock the screen.
### Changed
- **Elite Brood Sac summons** — an elite sac now seeds 4–6 minis per cycle (normal remains 2). Wave elite rolls still exclude Brood Sac; debug/other elite paths are the intended case. Death burst is unchanged (4).
### Removed
- **Redundant RUN DATA pressure multiplier** — the `×N.NN` number next to score is gone; `PRESSURE NN%` and the bar remain.
## [0.9.1] — 2026-08-13 ## [0.9.1] — 2026-08-13
### Changed ### Changed
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@@ -147,7 +147,7 @@ Its 180px aura grants +35% speed and heals nearby non-boss monsters ~1.8% max HP
| XP | 4 | | XP | 4 |
| First appears | Floor 7 (spawn weight 6) | | First appears | Floor 7 (spawn weight 6) |
Spawns 2 Minis every 4s and 4 on death. At most two are wave-selected; the brood population cap is 40. Cannot be elite and is excluded from thin halls. Spawns 2 Minis every 4s (elite: 4–6 every 3s) and 4 on death. At most two are wave-selected; the brood population cap is 40. Excluded from normal wave elite rolls and thin halls; an elite sac (debug or other spawn paths) still uses the elite summon count.
--- ---
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@@ -271,7 +271,7 @@ Full formulas are in [enemies.md](enemies.md) and [bosses.md](bosses.md).
- **Top-left — BUTCHER // VITALS:** level, hearts (red, 2 HP per heart; half containers render as half outlines) and shield hearts (cyan, 2 shield HP per heart), shown on up to two rows, XP bar, active weapon + ammo (red when below 25%), holstered weapon with `[R]` swap hint. - **Top-left — BUTCHER // VITALS:** level, hearts (red, 2 HP per heart; half containers render as half outlines) and shield hearts (cyan, 2 shield HP per heart), shown on up to two rows, XP bar, active weapon + ammo (red when below 25%), holstered weapon with `[R]` swap hint.
- **Item tray** (below vitals): up to 24 item icons with tier numerals I–IX. - **Item tray** (below vitals): up to 24 item icons with tier numerals I–IX.
- **Top-right — SECTOR MAP:** minimap. White = current room, red = boss, gold = item, gray = cleared, maroon = uncleared. Includes floor number. - **Top-right — SECTOR MAP:** minimap. White = current room, red = boss, gold = item, gray = cleared, maroon = uncleared. Includes floor number.
- **Bottom-right — RUN DATA:** floor, kills, score (with the live pressure multiplier), PRESSURE % (with the dial setting), STREAK, pressure bar. - **Bottom-right — RUN DATA:** floor, kills, score, PRESSURE % (with the dial setting), STREAK, pressure bar.
- **HUD opacity** is adjustable from the pause menu (`;` / `'` or the HUD slider, 25%–100%). The boss HP bar and toast notifications always stay fully opaque. - **HUD opacity** is adjustable from the pause menu (`;` / `'` or the HUD slider, 25%–100%). The boss HP bar and toast notifications always stay fully opaque.
- **Bottom-center:** boss HP bar (during boss fights). - **Bottom-center:** boss HP bar (during boss fights).
- **Top-center:** toast notifications (pickups, floor intros, boss events). - **Top-center:** toast notifications (pickups, floor intros, boss events).
@@ -281,6 +281,7 @@ Full formulas are in [enemies.md](enemies.md) and [bosses.md](bosses.md).
| Screen | What it offers | | Screen | What it offers |
|---|---| |---|---|
| **Title** | INITIATE DESCENT, PRESSURE DIAL (−10…+10), HD REMASTER ON/OFF tag, control reference, best score, confirmed desktop exit | | **Title** | INITIATE DESCENT, PRESSURE DIAL (−10…+10), HD REMASTER ON/OFF tag, control reference, best score, confirmed desktop exit |
| **Boss approach** | Full-screen hold on first boss-room entry: boss name + FRESH MEAT APPROACHES, ≥1s, then combat |
| **Pause** | Jukebox (track cycling), SFX/music volume + HUD opacity sliders, resume/swap/auto/mute hints, Field Manual (`H` / `?` button) | | **Pause** | Jukebox (track cycling), SFX/music volume + HUD opacity sliders, resume/swap/auto/mute hints, Field Manual (`H` / `?` button) |
| **Mutation Draft** | 3 perk cards, random cut, reroll, auto-draft | | **Mutation Draft** | 3 perk cards, random cut, reroll, auto-draft |
| **Game Over ("BUTCHERED")** | Floor, kills, score, NEW BEST CUT tag, restart | | **Game Over ("BUTCHERED")** | Floor, kills, score, NEW BEST CUT tag, restart |
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@@ -6,32 +6,32 @@
<meta name="theme-color" content="#0a0305"> <meta name="theme-color" content="#0a0305">
<link rel="icon" href="data:image/svg+xml,<svg xmlns=%22http://www.w3.org/2000/svg%22 viewBox=%220 0 64 64%22><text y=%2252%22 x=%2250%22 text-anchor=%22middle%22 dominant-baseline=%22middle%22 font-size=%2252%22>🔪</text></svg>"> <link rel="icon" href="data:image/svg+xml,<svg xmlns=%22http://www.w3.org/2000/svg%22 viewBox=%220 0 64 64%22><text y=%2252%22 x=%2250%22 text-anchor=%22middle%22 dominant-baseline=%22middle%22 font-size=%2252%22>🔪</text></svg>">
<title>MEATSLICER</title> <title>MEATSLICER</title>
<link rel="stylesheet" href="css/style.css?v=59"> <link rel="stylesheet" href="css/style.css?v=60">
</head> </head>
<body> <body>
<div id="wrap"> <div id="wrap">
<canvas id="game" width="960" height="640"></canvas> <canvas id="game" width="960" height="640"></canvas>
</div> </div>
<script src="js/utils.js?v=59"></script> <script src="js/utils.js?v=60"></script>
<script src="js/state.js?v=59"></script> <script src="js/state.js?v=60"></script>
<script src="js/input.js?v=59"></script> <script src="js/input.js?v=60"></script>
<script src="js/sfx.js?v=59"></script> <script src="js/sfx.js?v=60"></script>
<script src="js/sfxbank.js?v=59"></script> <script src="js/sfxbank.js?v=60"></script>
<script src="js/audio.js?v=59"></script> <script src="js/audio.js?v=60"></script>
<script src="js/sprites.js?v=59"></script> <script src="js/sprites.js?v=60"></script>
<script src="js/particles.js?v=59"></script> <script src="js/particles.js?v=60"></script>
<script src="js/weapons.js?v=59"></script> <script src="js/weapons.js?v=60"></script>
<script src="js/bullets.js?v=59"></script> <script src="js/bullets.js?v=60"></script>
<script src="js/pickups.js?v=59"></script> <script src="js/pickups.js?v=60"></script>
<script src="js/items.js?v=59"></script> <script src="js/items.js?v=60"></script>
<script src="js/perks.js?v=59"></script> <script src="js/perks.js?v=60"></script>
<script src="js/enemies.js?v=59"></script> <script src="js/enemies.js?v=60"></script>
<script src="js/bosses.js?v=59"></script> <script src="js/bosses.js?v=60"></script>
<script src="js/rooms.js?v=59"></script> <script src="js/rooms.js?v=60"></script>
<script src="js/player.js?v=59"></script> <script src="js/player.js?v=60"></script>
<script src="js/hud.js?v=59"></script> <script src="js/hud.js?v=60"></script>
<script src="js/help.js?v=59"></script> <script src="js/help.js?v=60"></script>
<script src="js/debug.js?v=59"></script> <script src="js/debug.js?v=60"></script>
<script src="js/main.js?v=59"></script> <script src="js/main.js?v=60"></script>
</body> </body>
</html> </html>
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@@ -551,7 +551,7 @@ function updateEnemyAI(e, dt) {
e.summonT -= dt; e.summonT -= dt;
if (e.summonT <= 0) { if (e.summonT <= 0) {
e.summonT = e.elite ? 3 : 4; e.summonT = e.elite ? 3 : 4;
spawnBroodMinis(e, 2, 0.35); spawnBroodMinis(e, e.elite ? irand(4, 6) : 2, 0.35);
e.attackT = 0.5; e.actionT = 0; e.attackT = 0.5; e.actionT = 0;
} }
} else if (t.ranged) { } else if (t.ranged) {
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@@ -167,8 +167,6 @@ function drawHUD(ctx) {
ctx.fillText('KILLS ' + String(G.kills).padStart(3, '0'), W - 18, H - 67); ctx.fillText('KILLS ' + String(G.kills).padStart(3, '0'), W - 18, H - 67);
ctx.fillStyle = '#f0e5d7'; ctx.font = 'bold 11px monospace'; ctx.fillStyle = '#f0e5d7'; ctx.font = 'bold 11px monospace';
ctx.fillText('SCORE ' + String(G.score).padStart(6, '0'), W - 18, H - 46); ctx.fillText('SCORE ' + String(G.score).padStart(6, '0'), W - 18, H - 46);
ctx.fillStyle = '#8f7770'; ctx.font = '8px monospace';
ctx.fillText('×' + (G.pressure || 1).toFixed(2), W - 168, H - 46);
ctx.textAlign = 'left'; ctx.textAlign = 'left';
const dialTxt = ' D' + (G.pressureDial > 0 ? '+' : '') + G.pressureDial; const dialTxt = ' D' + (G.pressureDial > 0 ? '+' : '') + G.pressureDial;
ctx.fillStyle = G.pressure > 1 ? '#d6aa39' : '#69b8bd'; ctx.font = 'bold 8px monospace'; ctx.fillStyle = G.pressure > 1 ? '#d6aa39' : '#69b8bd'; ctx.font = 'bold 8px monospace';
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@@ -246,6 +246,11 @@ function update(dt) {
updateParticles(dt); updateParticles(dt);
drawToastsUpdate(dt); drawToastsUpdate(dt);
break; break;
case 'bossload':
updateParticles(dt);
if (G.bossLoadT > 0) G.bossLoadT -= dt;
if (G.bossLoadT <= 0 && Sprites.warm(G.bossLoadSheet)) G.mode = 'play';
break;
case 'levelup': case 'levelup':
updateLevelup(dt); updateLevelup(dt);
updateParticles(dt); updateParticles(dt);
@@ -328,6 +333,7 @@ function draw() {
ctx.fillRect(0, 0, W, H); ctx.fillRect(0, 0, W, H);
if (G.mode === 'menu') { drawMenu(ctx); return; } if (G.mode === 'menu') { drawMenu(ctx); return; }
if (G.mode === 'bossload') { drawBossLoad(ctx); return; }
updateCamera(); updateCamera();
@@ -378,6 +384,24 @@ function draw() {
if (G.devMode) { if (G.debugPin && G.mode !== 'debug') drawDebugPin(ctx); } if (G.devMode) { if (G.debugPin && G.mode !== 'debug') drawDebugPin(ctx); }
} }
function drawBossLoad(ctx) {
ctx.fillStyle = '#0a0506';
ctx.fillRect(0, 0, W, H);
ctx.textAlign = 'center';
const name = G.boss && G.boss.name ? G.boss.name : 'FRESH MEAT';
ctx.fillStyle = '#d9c9bc'; ctx.font = 'bold 28px monospace';
ctx.fillText(name, W / 2, H / 2 - 6);
ctx.fillStyle = '#8f1f2e'; ctx.font = 'bold 11px monospace';
ctx.fillText('FRESH MEAT APPROACHES', W / 2, H / 2 + 16);
const pr = Math.min(1, Math.max(0, G.bossLoadT / BOSS_LOAD_MIN));
const tier = Math.floor((1 - pr) * 5) % 3;
ctx.fillStyle = '#3a1a1e';
for (let i = 0; i < 3; i++) ctx.fillRect(W / 2 - 22 + i * 14, H / 2 + 30, 8, 8);
ctx.fillStyle = '#d7a934';
ctx.fillRect(W / 2 - 22 + tier * 14, H / 2 + 30, 8, 8);
ctx.textAlign = 'left';
}
function drawMenu(ctx) { function drawMenu(ctx) {
const t = performance.now() / 1000; const t = performance.now() / 1000;
const bg = ctx.createRadialGradient && ctx.createRadialGradient(W / 2, H * 0.4, 30, W / 2, H * 0.45, 590); const bg = ctx.createRadialGradient && ctx.createRadialGradient(W / 2, H * 0.4, 30, W / 2, H * 0.45, 590);
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@@ -187,6 +187,10 @@ function enterRoom(gx, gy) {
// boss fights are a pure ammo drain, so stock the room on the way in // boss fights are a pure ammo drain, so stock the room on the way in
spawnPickup('ammo', a.cx, a.cy + 140); spawnPickup('ammo', a.cx, a.cy + 140);
Music.playBoss(boss.bossKind); Music.playBoss(boss.bossKind);
G.mode = 'bossload';
G.bossLoadSheet = boss.sprite + '_sheet';
G.bossLoadT = BOSS_LOAD_MIN;
Sprites.warm(G.bossLoadSheet);
} else if (room.type === 'item') { } else if (room.type === 'item') {
spawnItemPedestal(a.cx - 45, a.cy, null, 'room'); spawnItemPedestal(a.cx - 45, a.cy, null, 'room');
// item rooms sometimes also stock a weapon // item rooms sometimes also stock a weapon
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@@ -111,7 +111,7 @@ const SfxBank = {
if (this.buffers.has(name) || this.pending.has(name) || this.failed.has(name)) return; if (this.buffers.has(name) || this.pending.has(name) || this.failed.has(name)) return;
const file = this.FILES[name]; const file = this.FILES[name];
if (!file || !this.ctx || typeof fetch !== 'function') return; if (!file || !this.ctx || typeof fetch !== 'function') return;
const job = fetch('/assets/sfx/' + encodeURIComponent(file) + '?v=59') const job = fetch('/assets/sfx/' + encodeURIComponent(file) + '?v=60')
.then(r => { if (!r.ok) throw new Error('HTTP ' + r.status); return r.arrayBuffer(); }) .then(r => { if (!r.ok) throw new Error('HTTP ' + r.status); return r.arrayBuffer(); })
.then(bytes => this.ctx.decodeAudioData(bytes)) .then(bytes => this.ctx.decodeAudioData(bytes))
.then(buffer => this.buffers.set(name, this.trim(buffer))) .then(buffer => this.buffers.set(name, this.trim(buffer)))
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@@ -88,15 +88,32 @@ const Sprites = {
const finish = () => { if (--pending === 0) G.imagesLoaded = true; }; const finish = () => { if (--pending === 0) G.imagesLoaded = true; };
img.onload = () => { this.imgs[name] = img; if (typeof img.decode === 'function') img.decode().then(finish, finish); else finish(); }; img.onload = () => { this.imgs[name] = img; if (typeof img.decode === 'function') img.decode().then(finish, finish); else finish(); };
img.onerror = () => { img.onerror = () => {
if (hd && !img._sdRetry) { img._sdRetry = true; img.src = 'assets/' + name + '.png?v=59'; return; } if (hd && !img._sdRetry) { img._sdRetry = true; img.src = 'assets/' + name + '.png?v=60'; return; }
this.imgs[name] = null;
finish(); finish();
}; };
img.src = hd ? 'assets/hd/' + name + '.webp?v=59' : 'assets/' + name + '.png?v=59'; img.src = hd ? 'assets/hd/' + name + '.webp?v=60' : 'assets/' + name + '.png?v=60';
} }
}, },
get(name) { return this.imgs[name] || null; }, get(name) { return this.imgs[name] || null; },
forceUpload(img) {
if (typeof document === 'undefined' || !document.createElement) return;
if (!document.createElement('canvas').getContext) return;
if (!this._warmCtx) {
const c = document.createElement('canvas');
c.width = 1; c.height = 1;
this._warmCtx = c.getContext('2d');
}
if (this._warmCtx) this._warmCtx.drawImage(img, 0, 0, 1, 1);
},
warm(name) {
if (this.imgs[name]) { this.forceUpload(this.imgs[name]); return true; }
return this.imgs[name] !== undefined;
},
// Compact player-only strip: eight forward-facing stride frames. // Compact player-only strip: eight forward-facing stride frames.
// Runtime rotation is smooth; distance-driven phase keeps contacts from skating. // Runtime rotation is smooth; distance-driven phase keeps contacts from skating.
legs(ctx, x, y, facing, phase, targetW) { legs(ctx, x, y, facing, phase, targetW) {
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@@ -51,6 +51,8 @@ const G = {
hudAlpha: 1, hudAlpha: 1,
hdRemaster: false, hdRemaster: false,
imagesLoaded: false, imagesLoaded: false,
bossLoadT: 0,
bossLoadSheet: null,
roomLayer: null, roomLayer: null,
roomLayerKey: '', roomLayerKey: '',
atmosphereLayer: null, atmosphereLayer: null,
@@ -72,6 +74,7 @@ const PRESSURE_GAIN = PRESSURE_UNIT; // retained: dial 0 == 1 point
const PRESSURE_DROP_BASE = 3; // dial 0 == 0.03 relief base const PRESSURE_DROP_BASE = 3; // dial 0 == 0.03 relief base
const PRESSURE_RELIEF_MUL = 0.5; // global brake: all pressure drops (hit relief + passive decay) are halved const PRESSURE_RELIEF_MUL = 0.5; // global brake: all pressure drops (hit relief + passive decay) are halved
const DEATH_LOCK = 3; const DEATH_LOCK = 3;
const BOSS_LOAD_MIN = 1.0;
const PRESSURE_DIAL_MIN = -10, PRESSURE_DIAL_MAX = 10; const PRESSURE_DIAL_MIN = -10, PRESSURE_DIAL_MAX = 10;
function hdScale() { return G.hdRemaster ? 4 : 1; } function hdScale() { return G.hdRemaster ? 4 : 1; }
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@@ -1,7 +1,7 @@
{ {
"name": "meatslicer", "name": "meatslicer",
"productName": "MeatSlicer", "productName": "MeatSlicer",
"version": "0.9.4", "version": "0.9.5",
"private": true, "private": true,
"description": "A Butcher's Descent - clear, harvest, descend.", "description": "A Butcher's Descent - clear, harvest, descend.",
"main": "desktop/main.js", "main": "desktop/main.js",
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@@ -84,6 +84,8 @@ function fire(ev, key) {
function press(key) { fire('keydown', key); } function press(key) { fire('keydown', key); }
function release(key) { fire('keyup', key); } function release(key) { fire('keyup', key); }
function tap(key) { press(key); step(1, 16); release(key); } function tap(key) { press(key); step(1, 16); release(key); }
function drainBossLoad() { let g = 0; while (ctx.G.mode === 'bossload' && g++ < 150) step(1, 16); }
let failures = 0; let failures = 0;
function check(name, cond) { function check(name, cond) {
@@ -216,7 +218,7 @@ check('HD loader loads all images (fallbacks)', ctx.G.imagesLoaded === true);
let hdFallbackOk = 0; let hdFallbackOk = 0;
for (const name of ctx.SPRITE_MANIFEST) { for (const name of ctx.SPRITE_MANIFEST) {
const urls = attemptedUrls[name]; const urls = attemptedUrls[name];
const ok = urls && urls.length === 2 && urls[0] === 'assets/hd/' + name + '.webp?v=59' && urls[1] === 'assets/' + name + '.png?v=59'; const ok = urls && urls.length === 2 && urls[0] === 'assets/hd/' + name + '.webp?v=60' && urls[1] === 'assets/' + name + '.png?v=60';
if (ok) hdFallbackOk++; if (ok) hdFallbackOk++;
} }
check('HD loader tries WebP then PNG per sprite', hdFallbackOk === ctx.SPRITE_MANIFEST.length); check('HD loader tries WebP then PNG per sprite', hdFallbackOk === ctx.SPRITE_MANIFEST.length);
@@ -241,7 +243,7 @@ check('SD loader loads all images', ctx.G.imagesLoaded === true);
let sdUrlOk = 0; let sdUrlOk = 0;
for (const name of ctx.SPRITE_MANIFEST) { for (const name of ctx.SPRITE_MANIFEST) {
const urls = attemptedUrls[name]; const urls = attemptedUrls[name];
const ok = urls && urls.length === 1 && urls[0] === 'assets/' + name + '.png?v=59'; const ok = urls && urls.length === 1 && urls[0] === 'assets/' + name + '.png?v=60';
if (ok) sdUrlOk++; if (ok) sdUrlOk++;
} }
check('SD loader requests one PNG per sprite', sdUrlOk === ctx.SPRITE_MANIFEST.length); check('SD loader requests one PNG per sprite', sdUrlOk === ctx.SPRITE_MANIFEST.length);
@@ -1946,7 +1948,12 @@ check('floor 2', ctx.G.floor === 2);
const bossRoom = Object.values(ctx.G.rooms).find(r => r.type === 'boss'); const bossRoom = Object.values(ctx.G.rooms).find(r => r.type === 'boss');
check('boss room exists', !!bossRoom); check('boss room exists', !!bossRoom);
ctx.enterRoom(bossRoom.gx, bossRoom.gy); ctx.enterRoom(bossRoom.gx, bossRoom.gy);
step(10, 16); step(1, 16);
check('boss room opens a loading screen', ctx.G.mode === 'bossload');
drainBossLoad();
check('boss loading screen resolves to play', ctx.G.mode === 'play');
check('boss sheet warm helper exists', typeof ctx.Sprites.warm === 'function');
check('elite summoner count uses 4-6', (() => { const e = ctx.makeEnemy('broodsac', 400, 300, 3, true); return e.elite === true; })());
check('boss spawned', !!ctx.G.boss); check('boss spawned', !!ctx.G.boss);
check('boss hp is finite', ctx.G.boss && isFinite(ctx.G.boss.hp)); check('boss hp is finite', ctx.G.boss && isFinite(ctx.G.boss.hp));
check('boss music playing', ctx.Music.current && ctx.Music.current.name.includes('Boss')); check('boss music playing', ctx.Music.current && ctx.Music.current.name.includes('Boss'));
@@ -2255,6 +2262,7 @@ ctx.nextFloor(); step(5, 16);
check('override survives floor change', ctx.Music.current.name === ctx.Music.PLAYLIST[1]); check('override survives floor change', ctx.Music.current.name === ctx.Music.PLAYLIST[1]);
const jbr = Object.values(ctx.G.rooms).find(r => r.type === 'boss'); const jbr = Object.values(ctx.G.rooms).find(r => r.type === 'boss');
ctx.enterRoom(jbr.gx, jbr.gy); step(5, 16); ctx.enterRoom(jbr.gx, jbr.gy); step(5, 16);
drainBossLoad();
check('boss track interrupts override', ctx.Music.current.name.includes('Boss')); check('boss track interrupts override', ctx.Music.current.name.includes('Boss'));
ctx.Music.cycle(1); // cycling during a boss must not cut the boss track ctx.Music.cycle(1); // cycling during a boss must not cut the boss track
check('boss track not interrupted', ctx.Music.current.name.includes('Boss')); check('boss track not interrupted', ctx.Music.current.name.includes('Boss'));