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
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@@ -438,8 +438,6 @@ impl App {
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}
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}
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if game.ball.in_launcher {
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let frame = [0.05, 0.15, 0.25, 0.35, 0.45, 0.55, 0.65, 0.75, 0.85, 0.95]
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.partition_point(|threshold| game.launcher_charge >= *threshold);
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draw_texture_ex(
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&self.assets.plunger,
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314.0,
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@@ -447,7 +445,12 @@ impl App {
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WHITE,
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DrawTextureParams {
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dest_size: Some(vec2(21.0, 18.0)),
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source: Some(Rect::new(frame as f32 * 21.0, 0.0, 20.0, 17.0)),
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source: Some(Rect::new(
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game.launcher_frame() as f32 * 21.0,
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0.0,
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20.0,
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17.0,
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)),
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..Default::default()
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},
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);
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