fix(input): restore launcher press and release impulses
The rewrite used a 375-millipixel impulse for both charging and release. The reconstructed key handlers use the setup scalar 15: every repeated Down keydown subtracts 15*50, and release subtracts a further 15*100 before clamping. Use 750-millipixel press increments and the 1,500-millipixel release impulse, then reproduce the randomized -3800 lower clamp and weak -2280 upper branch. Derive the ten launcher decoration frames from the original strict multiples of 750 and keep integration/gravity assertions separate from the immediate release state. Test Plan: - `cargo test --all-targets` -- passed, 60 tests - `cargo clippy --all-targets -- -D warnings` -- passed - `rumdl check tdkpin-rs/CHANGELOG.md tdkpin-rs/RECONSTRUCTION.md` -- passed - `git diff --cached --check` -- passed
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@@ -409,7 +409,7 @@ mod tests {
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let mut simulation = Simulation::new(Scenario::Launcher, 1);
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simulation.advance_to(60);
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assert!(simulation.game.ball.in_launcher);
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assert!((0.09..=0.11).contains(&simulation.game.launcher_charge));
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assert!((0.19..=0.21).contains(&simulation.game.launcher_charge));
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simulation.advance_to(121);
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assert!(!simulation.game.ball.in_launcher);
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