Weapons built from traits, fashion, Hourglass, About tab, and Ithaca

- Every attack is now assembled from traits on its definition instead
  of per-weapon code: an anchor and path (thrusts, out-and-back, arcs),
  shared flight physics (gravity, drag, acceleration, homing, and one
  wall response: end, burst, stick, crawl, bounce, stop, pass, return,
  latch), and flags like bouncy, drifting, tethered, orbiting, instant
  and arming. Melee are projectiles too.
- Shots have a lifetime and a fade (when damage bottoms out). Range is
  speed times lifetime. Ricochets and the Vacuum wind lifetime back.
- The Vacuum pulls anyone's shots, and its airblast flips them out
  along the aim, claiming enemies' (fading into your colour).
- New trinket: Hourglass, longer projectile lifetime and range. Ropes
  and chains lengthen with it and the Accelerator.
- Fashion: 23 items worn on the head, face or torso, chosen in Profile.
- Flamethrower flames hit continuously, the whip coils and sweeps,
  bouncing shots roll over ramps, and Ricochet relights grenade fuses.
- Profile tab, colour tooltips, option hints on every setting, an
  About tab with credits and links, and the Ithaca font.
- Loadouts lock once readied, tomatoes clear with the match, and the
  round-over pause is 4 seconds.
- CC0 license. Tools and CLAUDE.md are no longer tracked, and the web
  shell moves to web/.
This commit is contained in:
shweet committed 2026-11-10 15:27:12 -05:00
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commit e9d8cac926
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// Headless node runs of the emscripten build: SDL looks for hints in the page's URL, which node doesn't have, and the
// game reads RPG_SEED and friends from the environment, which emscripten doesn't pass through by itself.
globalThis.window = globalThis.window || { location: { search: "" } };
Module.preRun = Module.preRun || [];
Module.preRun.push(() => Object.assign(ENV, process.env));
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// The browser build: keeps the prefs folder (/libsdl, where SDL puts it on the web) in IndexedDB, loading it before
// the game starts so saved settings are there when it reads them. The game writes it back after every save.
Module.preRun = Module.preRun || [];
Module.preRun.push(() => {
FS.mkdir("/libsdl");
FS.mount(IDBFS, {}, "/libsdl");
addRunDependency("prefs");
FS.syncfs(true, () => removeRunDependency("prefs"));
});
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<!doctype html>
<html lang="en">
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1">
<title>Smack a Brother</title>
<style>
html, body { margin: 0; height: 100%; background: #000; overflow: hidden; }
canvas { display: block; width: 100%; height: 100%; image-rendering: pixelated; outline: none; }
#status { position: fixed; inset: 0; display: grid; place-items: center; color: #fff; font: 16px monospace; }
</style>
</head>
<body>
<div id="status">Loading...</div>
<canvas id="canvas" tabindex="-1" oncontextmenu="event.preventDefault()"></canvas>
<script>
var Module = {
canvas: document.getElementById("canvas"),
setStatus: function (text) {
var status = document.getElementById("status");
status.textContent = text;
status.style.display = text ? "grid" : "none";
},
};
Module.setStatus("Loading...");
</script>
{{{ SCRIPT }}}
</body>
</html>