fix(ui): render partial target-bank states
Records 90 through 104 and 109 through 120 deactivate in linked three-line groups. For each group, the flag-bearing head switches its recovered bounds from overlay B to overlay A until the complete bank rearms every record. Rust updated collision activity but never drew these nine intermediate states. Render the five bumper-bank and four TDK-bank head regions directly from the 175-record ledger. Extend the bank regression to prove partial activation and post-completion clearing, and seed two partial groups in the deterministic rules framebuffer. Test Plan: - `cargo test --workspace --all-targets --all-features` -- 120 passed - `cargo clippy --workspace --all-targets --all-features -- -D warnings` -- passed - `rumdl check --flavor commonmark RECONSTRUCTION.md CHANGELOG.md` -- passed - `cargo run -- --simulate targets --step 26 --screenshot /tmp/tdkpin-targets-banks.png` -- passed; partial bumper and TDK bank regions visually inspected at 640x460 - `git diff --cached --check` -- passed
This commit is contained in:
@@ -230,11 +230,7 @@ impl Simulation {
|
||||
game.wheel_holes.fill(true);
|
||||
}
|
||||
if scenario == Scenario::Targets {
|
||||
game.ball.in_launcher = false;
|
||||
game.ball.position = macroquad::prelude::vec2(170.0, 230.0);
|
||||
game.players[0].bumper_value = 6_000;
|
||||
game.target_rotation_state = Some(0);
|
||||
game.wheel_holes = [true, false, true, false, false];
|
||||
game.begin_target_scenario();
|
||||
}
|
||||
if scenario == Scenario::Effect7 {
|
||||
game.begin_effect_scenario(7);
|
||||
|
||||
Reference in New Issue
Block a user