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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@@ -409,11 +409,12 @@ def a_splitter():
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def a_mini():
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img, d = canvas(24)
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E(d, [4, 8, 20, 17], OUTL)
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E(d, [5, 9, 19, 16], (122, 90, 48, 255))
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E(d, [13, 9, 19, 16], BROWN) # head
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E(d, [5, 9, 19, 16], MEAT_D)
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E(d, [13, 9, 19, 16], GORE) # head
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d.point([(15, 15), (17, 15), (16, 15)], fill=BONE) # teeth
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d.point([(17, 11)], fill=BLACK) # eye
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R(d, [7, 16, 9, 18], SHAMB_D) # tail nub
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d.point([(7, 10), (9, 13), (8, 14)], fill=BLOOD_D) # gore speckle
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R(d, [7, 16, 9, 18], BLOOD_D) # tail nub
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return img
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@@ -1329,9 +1330,7 @@ ACTORS = [
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def _fit_actor(img, name, frame_size):
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box = img.getbbox()
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img = img.crop(box) if box else img
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if name == "enemy_mini":
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target = 28
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elif name.startswith("boss_"):
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if name.startswith("boss_"):
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target = 120
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elif name == "player":
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target = 88
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