fix(nds): use deltaTime in frame based-motion
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@@ -6,10 +6,10 @@ const props = defineProps<{
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const confetti = useConfetti();
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const { onRender } = useScreen();
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onRender((ctx) => {
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onRender((ctx, deltaTime) => {
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let offset: number;
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if (props.screen === "top") {
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confetti.update();
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confetti.update(deltaTime);
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offset = 0;
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} else {
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offset = LOGICAL_HEIGHT;
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@@ -12,16 +12,17 @@ const { onRender, onClick } = useScreen();
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const BAR_HEIGHT = 24;
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const MAX_RADIUS = 27;
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const MIN_RADIUS = 3;
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const BASE_SHRINK_SPEED = 0.09;
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const MAX_SHRINK_SPEED = 0.14;
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const BASE_SPAWN_INTERVAL = 90;
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const MIN_SPAWN_INTERVAL = 45;
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const BASE_SHRINK_SPEED = 0.18;
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const MAX_SHRINK_SPEED = 0.28;
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const BASE_SPAWN_INTERVAL = 45;
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const MIN_SPAWN_INTERVAL = 23;
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const DIFFICULTY_SCORE_CAP = 100;
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const RING_STROKE_WIDTH = 5;
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const RING_EXPAND_SPEED = 0.3;
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const RING_FADE_SPEED = 0.05;
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const RING_EXPAND_SPEED = 0.6;
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const RING_FADE_SPEED = 0.1;
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const MAX_LIVES = 3;
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const CROSSHAIR_MOVE_SPEED = 5;
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const CROSSHAIR_MOVE_SPEED = 10;
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const FRAME_TIME = 1000 / 60;
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const getDifficulty = () => {
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const progress = Math.min(score / DIFFICULTY_SCORE_CAP, 1);
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@@ -120,7 +121,7 @@ const animateIntro = async () => {
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const animateOutro = async () => {
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isAnimating.value = true;
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targetX = 0;
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targetY = LOGICAL_HEIGHT * 2 - 20;
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targetY = LOGICAL_HEIGHT;
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await gsap
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.timeline({
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@@ -200,12 +201,12 @@ const handleActivateA = async () => {
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}
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};
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const moveTowards = (current: number, target: number) => {
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const moveTowards = (current: number, target: number, dt: number) => {
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if (current === target) return current;
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const direction = Math.sign(target - current);
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return (
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current +
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direction * Math.min(CROSSHAIR_MOVE_SPEED, Math.abs(target - current))
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direction * Math.min(CROSSHAIR_MOVE_SPEED * dt, Math.abs(target - current))
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);
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};
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@@ -303,15 +304,17 @@ onClick((mx, my) => {
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}
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});
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onRender((ctx) => {
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onRender((ctx, deltaTime) => {
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const dt = deltaTime / FRAME_TIME;
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// update crosshair position in all modes except paused
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if (state.value !== "paused") {
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if (horizontalFirst) {
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if (x !== targetX) x = moveTowards(x, targetX);
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else y = moveTowards(y, targetY);
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if (x !== targetX) x = moveTowards(x, targetX, dt);
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else y = moveTowards(y, targetY, dt);
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} else {
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if (y !== targetY) y = moveTowards(y, targetY);
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else x = moveTowards(x, targetX);
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if (y !== targetY) y = moveTowards(y, targetY, dt);
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else x = moveTowards(x, targetX, dt);
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}
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}
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@@ -320,15 +323,15 @@ onRender((ctx) => {
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const { shrinkSpeed, spawnInterval } = getDifficulty();
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// spawn circles
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spawnTimer++;
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if (spawnTimer >= spawnInterval) {
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spawnTimer += deltaTime;
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if (spawnTimer >= spawnInterval * FRAME_TIME) {
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spawnCircle();
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spawnTimer = 0;
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}
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// update circles and rings
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circles = circles.filter((circle) => {
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circle.radius -= shrinkSpeed;
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circle.radius -= shrinkSpeed * dt;
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if (circle.radius < MIN_RADIUS) {
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lives--;
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if (lives <= 0) {
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@@ -341,8 +344,8 @@ onRender((ctx) => {
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});
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rings = rings.filter((ring) => {
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ring.radius += RING_EXPAND_SPEED;
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ring.alpha -= RING_FADE_SPEED;
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ring.radius += RING_EXPAND_SPEED * dt;
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ring.alpha -= RING_FADE_SPEED * dt;
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return ring.alpha > 0;
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});
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}
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@@ -1,21 +1,22 @@
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const PARTICLE_COUNT = 400;
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const SPAWN_DURATION = 700;
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const VX_RANGE = 0.5;
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const VY_MIN = 0.3;
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const VY_RANGE = 0.2;
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const SPAWN_DURATION = 350;
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const VX_RANGE = 1.0;
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const VY_MIN = 0.6;
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const VY_RANGE = 0.4;
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const WIDTH_MIN = 3;
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const WIDTH_RANGE = 4;
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const HEIGHT_MIN = 2;
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const HEIGHT_RANGE = 3;
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const ROTATION_SPEED_RANGE = 0.15;
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const DRIFT_STRENGTH = 0.03;
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const GRAVITY = 0.007;
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const VX_DAMPING = 0.995;
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const SWAY_AMPLITUDE = 0.3;
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const SWAY_SPEED_MIN = 0.02;
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const SWAY_SPEED_RANGE = 0.03;
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const ROTATION_SPEED_RANGE = 0.3;
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const DRIFT_STRENGTH = 0.06;
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const GRAVITY = 0.014;
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const VX_DAMPING = 0.988;
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const SWAY_AMPLITUDE = 0.6;
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const SWAY_SPEED_MIN = 0.04;
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const SWAY_SPEED_RANGE = 0.06;
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const OFFSCREEN_MARGIN = 10;
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const TOTAL_HEIGHT = 192 * 2;
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const FRAME_TIME = 1000 / 60;
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const COLORS = [
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"#fb0018",
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@@ -41,7 +42,7 @@ export type ConfettiParticle = {
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};
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type Spawner = {
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frame: number;
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elapsed: number;
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accumulator: number;
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particleCount: number;
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duration: number;
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@@ -67,18 +68,25 @@ const spawnParticle = () => {
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};
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const spawn = (particleCount = PARTICLE_COUNT, duration = SPAWN_DURATION) => {
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spawners.push({ frame: 0, accumulator: 0, particleCount, duration });
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spawners.push({
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elapsed: 0,
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accumulator: 0,
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particleCount,
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duration: duration * FRAME_TIME,
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});
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};
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const update = () => {
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const update = (deltaTime: number) => {
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const dt = deltaTime / FRAME_TIME;
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for (let s = spawners.length - 1; s >= 0; s -= 1) {
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const spawner = spawners[s]!;
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if (spawner.frame < spawner.duration) {
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const progress = spawner.frame / spawner.duration;
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if (spawner.elapsed < spawner.duration) {
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const progress = spawner.elapsed / spawner.duration;
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const inv = 1 - progress;
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const rate = inv * inv;
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spawner.accumulator +=
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rate * (spawner.particleCount / spawner.duration) * 3;
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rate * (spawner.particleCount / spawner.duration) * 3 * deltaTime;
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const count = Math.floor(spawner.accumulator);
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spawner.accumulator -= count;
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@@ -87,7 +95,7 @@ const update = () => {
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spawnParticle();
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}
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spawner.frame += 1;
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spawner.elapsed += deltaTime;
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} else {
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spawners.splice(s, 1);
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}
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@@ -95,13 +103,13 @@ const update = () => {
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for (let i = particles.length - 1; i >= 0; i -= 1) {
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const p = particles[i]!;
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p.vy += GRAVITY;
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p.vx += (Math.random() - 0.5) * DRIFT_STRENGTH;
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p.vx *= VX_DAMPING;
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p.swayPhase += p.swaySpeed;
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p.x += p.vx + Math.sin(p.swayPhase) * SWAY_AMPLITUDE;
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p.y += p.vy;
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p.rotation += p.rotationSpeed;
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p.vy += GRAVITY * dt;
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p.vx += (Math.random() - 0.5) * DRIFT_STRENGTH * dt;
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p.vx *= Math.pow(VX_DAMPING, dt);
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p.swayPhase += p.swaySpeed * dt;
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p.x += (p.vx + Math.sin(p.swayPhase) * SWAY_AMPLITUDE) * dt;
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p.y += p.vy * dt;
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p.rotation += p.rotationSpeed * dt;
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if (p.y > TOTAL_HEIGHT + OFFSCREEN_MARGIN) {
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particles.splice(i, 1);
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@@ -66,7 +66,7 @@ export const useAchievementsStore = defineStore("achievements", () => {
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if (storage.value.unlocked.length === ACHIEVEMENTS.length) {
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confetti.spawn();
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} else {
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confetti.spawn(50, 350);
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confetti.spawn(50, 175);
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}
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return true;
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