feat(game): add persistent bush-wall breakthroughs

This commit is contained in:
2026-09-10 23:12:42 +03:00
parent bb5bd73ebd
commit e10ad3acb8
12 changed files with 354 additions and 39 deletions
+6 -7
View File
@@ -56,13 +56,12 @@ a maze boundary, and is recalculated on resize and rotation.
## Feedback and message rail
The browser stores the direction for each outstanding move request. Only after
a matching server `blocked` rejection does it shake the already rendered maze
in the attempted direction for at most 340 ms; it shows no blocked-move text or spike
notice. A matching `rate_limited` rejection darkens and blurs only the maze for
at most 520 ms. Each effect has one restartable timer and is cleared on pause,
result, reset, disconnect, and control reset. Reduced-motion mode uses a static
maze border cue for blocked movement instead of a shake.
The browser stores the direction for each outstanding move request. A matching
server `blocked` rejection may include only that player's approved breakthrough
stage, which bends the already rendered bush wall for at most 340 ms without
blocked-move text. Opened-passage bits in an ordinary cell projection render as
a permanent trampled bush gap. Effects have one restartable timer and clear on
pause, result, reset, disconnect, and control reset. Reduced motion is static.
All remaining Russian system messages use one `role=status` live message rail
above the application top bar. One connection-loss message has highest priority