Add pressure dial, wave spawn telegraphs, and readability pass
- Bigger gore-red Minis (r10->14, sprite 32->48) with regenerated art - Wider, walkable doorways: clear passage for open, teeth only when locked - 500ms spawn telegraph so wave spawns no longer blindside the player - Item stickiness ramps 10%/owned item (cap 50%) instead of flat 50% - Title-screen Pressure Dial (-5..+5) tunes rise/relief; score x live pressure - Vitals HUD: two-row hearts, half-container outlines, half-heart shield pips - Readable 8-page field manual (bigger panel + fonts, implants split) - HUD opacity slider in pause menu (boss bar + toasts stay opaque) - Scrap Feed now has diminishing returns like Thick Hide - Docs, cache-bust v37, and smoke coverage for all of the above
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@@ -26,6 +26,7 @@ const G = {
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perkChoices: null,
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autoPerk: false,
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pressure: 1,
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pressureDial: 0,
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streak: 0,
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roomDamaged: false,
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roomEnterT: 0,
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@@ -36,6 +37,7 @@ const G = {
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helpPage: 0,
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sfxVol: 0.45,
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musicVol: 0.55,
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hudAlpha: 1,
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imagesLoaded: false,
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roomLayer: null,
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roomLayerKey: '',
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@@ -43,7 +45,18 @@ const G = {
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};
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const PERK_POWER_WEIGHT = 0.5;
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const PRESSURE_MIN = 0.75, PRESSURE_MAX = 1.60, PRESSURE_GAIN = 0.01;
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const PRESSURE_MIN = 0.75, PRESSURE_MAX = 1.60;
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const PRESSURE_UNIT = 0.01; // one "point" on the dial scale
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const PRESSURE_GAIN = PRESSURE_UNIT; // retained: dial 0 == 1 point
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const PRESSURE_DROP_BASE = 3; // dial 0 == 0.03 relief base
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const PRESSURE_DIAL_MIN = -5, PRESSURE_DIAL_MAX = 5;
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// -5 -> 0 units, 0 -> 1 unit, +5 -> 5 units (piecewise linear)
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function pressureGainUnits(dial) { const d = clamp(dial, PRESSURE_DIAL_MIN, PRESSURE_DIAL_MAX); return d <= 0 ? 1 + d * 0.2 : 1 + d * 0.8; }
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// -5 -> 5 units, 0 -> 3 units, +5 -> 0 units (piecewise linear)
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function pressureDropUnits(dial) { const d = clamp(dial, PRESSURE_DIAL_MIN, PRESSURE_DIAL_MAX); return d <= 0 ? 3 - d * 0.4 : 3 - d * 0.6; }
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function pressureGain() { return pressureGainUnits(G.pressureDial) * PRESSURE_UNIT; }
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function pressureDropScale() { return pressureDropUnits(G.pressureDial) / PRESSURE_DROP_BASE; }
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// total player power: perks drafted (level - 1) + item tiers owned.
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// monsters scale against this so difficulty tracks the build.
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@@ -60,4 +73,8 @@ function addToast(text, sub) {
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G.toasts.push({ text, sub: sub || '', t: 0 });
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if (G.toasts.length > 3) G.toasts.shift();
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}
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function addScore(n) { G.score += n; }
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function addScore(n) {
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if (!n) return;
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const scaled = Math.round(n * (G.pressure || 1));
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G.score += n > 0 ? Math.max(1, scaled) : scaled;
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}
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