Add relax timer scene and color collection goal
This commit is contained in:
164
main.js
164
main.js
@@ -7,6 +7,7 @@
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Body,
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Bodies,
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Constraint,
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Composites,
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Events,
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Query,
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Vector,
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@@ -105,6 +106,8 @@
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let gameOver = false;
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let isPaused = false;
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let levelWon = false;
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let timerEndMs = null;
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let lastTimerDisplay = null;
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const makeStorageKey = (sceneId) => `physilinks-highscore-${sceneId}`;
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@@ -199,23 +202,51 @@
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const y = spawnFromBottom
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? height + config.ballRadius * 2
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: -config.ballRadius * 2;
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const ball = createBallBody(x, y, color);
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ball.plugin = {
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color,
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hasEntered: false,
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entryCheckId: null,
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squishX: 1,
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squishY: 1,
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};
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balls.push(ball);
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World.add(world, ball);
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ball.plugin.entryCheckId = setTimeout(() => {
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ball.plugin.entryCheckId = null;
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if (gameOver) return;
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if (!ball.plugin.hasEntered && Math.abs(ball.velocity.y) < 0.2) {
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triggerGameOver();
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const batchMin = currentScene?.config?.spawnBatchMin ?? 1;
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const batchMax = currentScene?.config?.spawnBatchMax ?? 1;
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const batchCount =
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batchMin === batchMax
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? batchMin
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: Math.max(
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batchMin,
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Math.floor(Math.random() * (batchMax - batchMin + 1)) + batchMin,
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);
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for (let i = 0; i < batchCount; i += 1) {
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const blob = createBallBodies(
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Math.min(
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Math.max(
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config.ballRadius + 10,
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x + (i - batchCount / 2) * config.ballRadius * 1.5,
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),
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width - config.ballRadius - 10,
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),
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y +
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i *
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(spawnFromBottom
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? -config.ballRadius * 0.5
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: config.ballRadius * 0.5),
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color,
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);
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if (blob.constraints.length > 0 && blob.blobId) {
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blobConstraints.set(blob.blobId, blob.constraints);
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}
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}, 1500);
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blob.bodies.forEach((body) => {
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balls.push(body);
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World.add(world, body);
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if (!currentScene?.config?.noGameOver) {
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body.plugin.entryCheckId = setTimeout(() => {
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body.plugin.entryCheckId = null;
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if (gameOver) return;
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if (!body.plugin.hasEntered && Math.abs(body.velocity.y) < 0.2) {
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triggerGameOver();
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}
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}, 1500);
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}
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});
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if (blob.constraints.length > 0) {
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World.add(world, blob.constraints);
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}
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}
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};
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const startSpawner = () => {
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@@ -294,6 +325,7 @@
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};
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const triggerGameOver = () => {
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if (currentScene?.config?.noGameOver) return;
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if (gameOver) return;
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gameOver = true;
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isPaused = false;
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@@ -313,6 +345,15 @@
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score = 0;
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clearedCount = 0;
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clearedByColor = {};
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const winCond = currentScene?.config?.winCondition;
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if (winCond?.type === "timer") {
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const duration = winCond.durationSec ?? 120;
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timerEndMs = Date.now() + duration * 1000;
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lastTimerDisplay = null;
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} else {
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timerEndMs = null;
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lastTimerDisplay = null;
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}
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resetChainVisuals();
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balls.forEach((ball) => {
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cleanupBall(ball);
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@@ -654,11 +695,11 @@
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config.ballRadius = nextRadius;
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};
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const createBallBody = (x, y, color) => {
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const createBallBodies = (x, y, color) => {
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const commonOpts = {
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restitution: 0.72,
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friction: 0.01,
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frictionAir: 0.015,
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frictionAir: 0.012,
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render: {
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fillStyle: color,
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strokeStyle: "#0b1222",
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@@ -666,20 +707,38 @@
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},
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};
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if (currentScene?.config?.blobBalls) {
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const points = [];
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const segments = 12;
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for (let i = 0; i < segments; i += 1) {
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const angle = (i / segments) * Math.PI * 2;
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const variance = 0.75 + Math.random() * 0.35;
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const r = config.ballRadius * variance;
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points.push({
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x: x + Math.cos(angle) * r,
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y: y + Math.sin(angle) * r,
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});
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}
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return Bodies.fromVertices(x, y, [points], commonOpts);
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const cols = 3;
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const rows = 2;
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const radius = Math.max(10, config.ballRadius * 0.55);
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const soft = Composites.softBody(
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x - cols * radius * 1.2,
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y - rows * radius * 1.2,
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cols,
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rows,
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0,
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0,
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true,
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radius,
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commonOpts,
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);
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const blobId = `blob-${Date.now()}-${Math.random().toString(16).slice(2)}`;
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soft.bodies.forEach((b) => {
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b.plugin = {
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color,
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hasEntered: false,
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entryCheckId: null,
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blobId,
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};
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});
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soft.constraints.forEach((c) => {
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c.plugin = { blobId, blobConstraint: true };
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c.render = c.render || {};
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c.render.type = "line";
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});
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return { bodies: soft.bodies, constraints: soft.constraints, blobId };
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}
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return Bodies.circle(x, y, config.ballRadius, commonOpts);
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const body = Bodies.circle(x, y, config.ballRadius, commonOpts);
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return { bodies: [body], constraints: [], blobId: null };
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};
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const normalizeColor = (c) => (c || "").trim().toLowerCase();
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@@ -687,6 +746,19 @@
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const getGoalState = () => {
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const winCond = currentScene?.config?.winCondition;
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if (!winCond) return null;
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if (winCond.type === "timer") {
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const duration = winCond.durationSec ?? 120;
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const now = Date.now();
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const end = timerEndMs || now + duration * 1000;
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const remainingMs = Math.max(0, end - now);
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const remainingSec = Math.ceil(remainingMs / 1000);
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const elapsed = Math.max(0, duration - remainingSec);
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return {
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label: `${String(Math.floor(remainingSec / 60)).padStart(2, "0")}:${String(remainingSec % 60).padStart(2, "0")}`,
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progress: duration > 0 ? (100 * elapsed) / duration : 0,
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met: remainingMs <= 0,
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};
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}
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if (winCond.type === "clearCount") {
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const target = winCond.target ?? 0;
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const remaining = Math.max(0, target - clearedCount);
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@@ -850,23 +922,19 @@
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Body.setPosition(b, target);
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Body.setVelocity(b, { x: 0, y: 0 });
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});
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if (currentScene?.config?.blobBalls) {
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balls.forEach((ball) => {
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if (!ball.plugin) return;
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const speed = Vector.magnitude(ball.velocity || { x: 0, y: 0 });
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const squeeze = Math.min(0.22, speed / 20);
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const targetX = 1 + squeeze;
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const targetY = Math.max(0.7, 1 - squeeze);
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const currX = ball.plugin.squishX || 1;
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const currY = ball.plugin.squishY || 1;
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const factorX = targetX / currX;
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const factorY = targetY / currY;
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if (Math.abs(factorX - 1) > 0.02 || Math.abs(factorY - 1) > 0.02) {
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Body.scale(ball, factorX, factorY);
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ball.plugin.squishX = targetX;
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ball.plugin.squishY = targetY;
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}
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});
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if (timerEndMs) {
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const winCond = currentScene?.config?.winCondition;
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const duration = winCond?.durationSec ?? 120;
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const now = Date.now();
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const remainingMs = Math.max(0, timerEndMs - now);
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const remainingSec = Math.ceil(remainingMs / 1000);
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if (lastTimerDisplay !== remainingSec) {
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lastTimerDisplay = remainingSec;
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updateHud();
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}
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if (remainingMs <= 0 && !levelWon) {
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checkWinCondition();
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}
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}
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});
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