fix(game): restore deliberate plunger charging

Advance the recovered eleven-frame plunger over a full one-second hold and use that same frame selection for rendering. This makes a short tap visibly and physically weaker while a complete pull still clears the shooter lane.

Test Plan:
- cargo fmt --check
- cargo test
- cargo clippy --all-targets --all-features -- -D warnings
- git diff --check
This commit is contained in:
2026-08-22 18:22:24 +02:00
parent 4ef563361b
commit 8d76e9539f
2 changed files with 45 additions and 7 deletions
+6 -3
View File
@@ -438,8 +438,6 @@ impl App {
}
}
if game.ball.in_launcher {
let frame = [0.05, 0.15, 0.25, 0.35, 0.45, 0.55, 0.65, 0.75, 0.85, 0.95]
.partition_point(|threshold| game.launcher_charge >= *threshold);
draw_texture_ex(
&self.assets.plunger,
314.0,
@@ -447,7 +445,12 @@ impl App {
WHITE,
DrawTextureParams {
dest_size: Some(vec2(21.0, 18.0)),
source: Some(Rect::new(frame as f32 * 21.0, 0.0, 20.0, 17.0)),
source: Some(Rect::new(
game.launcher_frame() as f32 * 21.0,
0.0,
20.0,
17.0,
)),
..Default::default()
},
);