5 Commits
Author SHA1 Message Date
Quintine 4b9e4a1e97 feat: dash ability; ammo pressure scaling, full-HP hearts, muzzle alignment, holstered debug ammo
- Shift dash: 0.45*v*0.6 instant burst then 0.6s of 50% slow (net 95% of
  walking distance); slow doubles as cooldown, no dash while idle/slowed.
- Generic ammo refills scale with the live pressure dial at 80% of the HP
  multiplier via ammoPressureMul().
- Hearts at full HP stay on the floor (magnet ignores them) instead of
  converting to score.
- Muzzle audit: flame FX and pellets share one right-hand origin, Spinal
  Tap beam starts at the muzzle, saw flash suppressed (blade sparks are
  the effect).
- Debug REFILL/INF AMMO and the ammo row now cover a spent special
  holstered behind the Bone Popper.
- Sfx.duck() defaults its args; a no-arg call crashed the loop with a
  non-finite AudioParam value (found via the dash E2E).
2026-08-12 18:04:58 +10:00
MeatSlicer Developer 3f76998fab Add hidden dev debug console (v0.5.0) 2026-07-31 08:49:39 +10:00
MeatSlicer Developer 64ac53434b Doom-style weapon audio batch + remove footsteps
- Regenerated all 13 weapon fire one-shots and 4 weapon loops via the audio
  specialist (ElevenLabs) with a 1993 Doom style brief: chunky, bass-heavy,
  crunchy 90s FPS sounds
- New clips wired into SfxBank: ui_active, ui_active_empty (active items),
  ui_curse (legendary pickups, replaces the normal item jingle), plr_revive
  (Second Skin revive)
- Footstep system removed entirely (never worked right): Sfx.footstep, 8
  plr_step* samples and bank entries, player.js call site, smoke test block
- Cache v=42
2026-07-30 17:41:31 +10:00
MeatSlicer Developer 0ec12cd72c 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
2026-07-30 17:14:25 +10:00
MeatSlicer Developer 8ab0857ee0 Add adaptive progression and item expansion 2026-07-29 18:30:21 +10:00