3 Commits
Author SHA1 Message Date
shweet e9d8cac926 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/.
2026-11-10 15:27:12 -05:00
shweetandClaude Opus 5.5 6f112ab231 HUD pass, weapon and trinket rework, and font arrows
HUD:
- Hotbars fit a quarter of the screen, dropping to small then tiny slots
  (thinner outlines when tiny), with cooldown bars matching their size.
- HUD elements are drawn on their own layer and composited at one
  opacity: hotbar slots are see-through until hovered, the rest fade
  while hovered.
- Rival windows fit the right column in at most two rows, shrinking
  icons then font, then dropping icons for name, health and ping bars.
- Tooltips number equipped items' slots and say Recoil for weapons that
  only push back. Previews use arrows, spread uses degrees.
- Crosshair fills in and shakes with charge, and weapons shake after
  firing until their cooldown ends. DPS and speed meters off by default.

Gameplay:
- Dual Wield stacks: each copy fires another recently held weapon from
  a fanned off-hand, at its own level's cut.
- Flamethrower: no slowing, smaller fireball with some recoil, and an
  airblast that knocks others away.
- Iron Weights slam on any landing faster than a plain fall (platforms
  too), stacking radius and damage, and speeding fast falls.
- Stuck arrows are one-way ledges until they fade, matching their
  (slightly larger) hit size. Attacks now collide with slopes.
- Halved Tesla Coil, Recoil Coil, Diazepam, Shock Absorber, Feather and
  screenshake values.

Art and tools:
- Weapon and trinket icons merged into one sheet each (normal, small,
  tiny), cells in catalog order. Grimoire wisps stand upright.
- Fonts gain the degree sign and four arrows, decoded from UTF-8.
- Menu fighter preview walks at quarter speed.
- Unequip from either catalog tab by right click or gamepad.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-08 16:43:45 -05:00
shweetandClaude Opus 5.5 2007fb7edc Initial commit
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-08 01:30:33 -05:00