13 Commits
Author SHA1 Message Date
Quintine d60baa6b29 perf: cache static walls, fast-path sprite draws, cache canvas rect (0.9.1, v57) 2026-08-13 13:11:16 +10:00
Quintine 6cc8132046 release: bump to 0.9.0; docs for dash, hearts, pressure refills; drop retired dev-guide index row 2026-08-12 18:05:20 +10:00
Quintine ce73aab116 test: smoke coverage for dash, pressure refills, full-HP hearts, decode-ahead, muzzle origins, debug refill 2026-08-12 18:05:20 +10:00
Quintine 8c2141c3f1 perf: decode-ahead sprite cache; cache bust v56
Sprites.load() now awaits img.decode() before a tier image counts as
ready, so every sprite is fully decoded during the title screen and
first-draw decode jitter disappears on weak machines. Headless smoke
keeps working via the typeof-decode fallback. Asset URLs bump to v=56.
2026-08-12 18:05:11 +10:00
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
Quintine 684a54f5ad feat: rework chroma keyer (interior pockets, fringe erosion, despill) and regenerate SD/HD tiers
Four-stage keyer in flood_key_magenta: unchanged border flood, strict
interior-pocket key, is_magenta fringe erosion, and despill; hd_assets
inherits it via import. New --reprocess mode re-keys assets/raw sources
without API calls (skips tiles, rebuilds sheets, never touches the
manifest). Pure-key #FF00FF pockets are gone from every HD webp.
2026-08-12 18:04:42 +10:00
Quintine 6b4e7091a9 release: bump to 0.8.0 (HD Remaster) with docs, cache bust, and smoke coverage
Cache-bust v=54 -> v=55 across index.html and sfxbank.js, bump the game
version to 0.8.0, document the HD Remaster setting in gameplay.md and the
changelog, and extend the smoke suite with 4x sheet-geometry bounds checks,
HD loader fallback URL assertions, and toggle persistence/reload checks.
2026-08-12 10:11:23 +10:00
Quintine 928232ce9d chore: add HD Remaster asset tier (4x WebP from raw sources)
218 stills + 24 sheets generated by tools/hd_assets.py at quality 90,
~220MB total. Loaded only when HD Remaster is enabled; standard PNGs
remain the default and the per-sprite fallback.
2026-08-12 10:04:52 +10:00
Quintine efa4a7fb0a feat: parameterize sheet renderers for scale, add HD tier generator
draw_sprites.py renderers take scale/smooth/src_dir/out_dir keywords with
SD-identical defaults (verified pixel-for-pixel against the committed
sheets); smooth swaps NEAREST for LANCZOS/BICUBIC. tools/hd_assets.py
derives the 4x WebP tier from assets/raw sources: flood-key, crop,
margin/fit/center without palette quantization, then renders 4x sheets
through a temp PNG bridge.
2026-08-12 10:04:49 +10:00
Quintine c09a66ae9e feat: tiered sprite loader with per-sprite SD fallback
Sprites.load() serves assets/hd/<name>.webp in HD mode and falls back once
to the SD PNG per sprite; sheet frame sizes derive from sheet geometry
(width/8 for actor and legs sheets, height for the one-row death strip) so
both tiers address correctly.
2026-08-12 10:04:49 +10:00
Quintine ea354d0153 feat: HD Remaster toggle with 4x canvas render path
G.hdRemaster persisted in localStorage (meatslicer_hd_remaster), toggled
from the title screen via H key or the bottom-left tag; activation reloads
so the asset tier and canvas resolution swap at boot. draw() applies a
uniform hdScale() transform, the room-layer cache renders at render scale,
and image smoothing follows the tier.
2026-08-12 10:04:49 +10:00
Quintine 24c1958f2b chore: track unoptimized raw source art under assets/raw 2026-08-12 08:27:00 +10:00
Quintine 50826d568d docs: sync gameplay/items/perks/weapons with 0.7.0 QoL batch; release: bump to 0.7.2 2026-08-11 19:31:28 +10:00
751 changed files with 2733 additions and 166 deletions

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node_modules/
dist/
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