fix(render): restore animated playfield artwork
The gameplay renderer drew the inactive table and then placed thin line flippers and procedural circles over baked resting artwork. This left two flipper poses visible at once, made the ball difficult to see, and ignored recovered animation resources already embedded with the reconstruction. Build an alpha-masked texture from the original ball bitmap and mask, erase the baked flipper pose before drawing collision-aligned moving flippers, and animate the recovered wheel, robot, and magnet sheets from their gameplay events. Add bumper flashes, exact lit-table pixels for TILT, and a short visual table shake for nudges so contacts and machine state have immediate feedback. Test Plan: - `cargo fmt -- --check` -- passed - `cargo test --all-targets` -- passed - `cargo clippy --all-targets -- -D warnings` -- passed - launched the Linux window and inspected attract, gameplay, resting flippers, raised flipper cleanup, and the masked ball sprite -- passed - `git diff --check` -- passed
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@@ -19,7 +19,7 @@ implementation.
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| Subsystem | Rust status | Evidence and boundary |
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| Artwork | Exact | All 34 custom DIB images, three standard bitmaps, icon, and palette derivatives are preserved in `assets/original/`. The game uses the original 640x460 table, loading, help, media, and diamond frames. |
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| Artwork | Exact | All 34 custom DIB images, three standard bitmaps, icon, and palette derivatives are preserved in `assets/original/`. The game uses the original 640x460 table, loading, help, ball, wheel, robot, magnet, media, and diamond frames. |
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| Audio | Exact samples | All 16 mono PCM WAV resources are embedded unchanged. Their trigger roles were recovered from resource use and gameplay context. |
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| Help and languages | Exact | Original resource images 1001-1005 are displayed directly. |
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| Playfield collision layout | Recovered | The active static line segments are transcribed from the original 175-object registration table. The original sideways coordinates are transformed with `screen = (y, 478 - x)`. The lower apron is split around the visible center drain; moving flippers and round bumpers use equivalent native Rust bodies. |
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