fix(game): restore the original plunger launch
Start each ball at the recovered right-lane coordinates and charge the plunger while Down is held, firing only on release. Render all eleven frames of resource 901, preserve object 25 as the returning-ball catch, and use the object table's center-contact extents without adding the art radius twice. Test Plan: - cargo fmt --all -- --check - cargo test - cargo clippy --all-targets --all-features -- -D warnings - runtime smoke: start, hold Down, release, and inspect the right shooter lane
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@@ -12,7 +12,7 @@ pub struct Assets {
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pub diamond: [Texture2D; 9],
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pub wheel: Texture2D,
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pub robot: Texture2D,
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pub magnet: Texture2D,
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pub plunger: Texture2D,
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pub ball: Texture2D,
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pub digits: Texture2D,
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sounds: Vec<(u16, Sound)>,
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@@ -50,7 +50,7 @@ impl Assets {
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];
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let wheel = texture(include_bytes!("../assets/original/images/dat_00600.png"));
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let robot = texture(include_bytes!("../assets/original/images/dat_00900.png"));
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let magnet = texture(include_bytes!("../assets/original/images/dat_00901.png"));
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let plunger = texture(include_bytes!("../assets/original/images/dat_00901.png"));
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let ball = masked_texture(
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include_bytes!("../assets/original/images/bitmap_00101.png"),
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include_bytes!("../assets/original/images/bitmap_00102.png"),
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@@ -140,7 +140,7 @@ impl Assets {
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diamond,
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wheel,
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robot,
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magnet,
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plunger,
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ball,
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digits,
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sounds,
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