feat(game): add persistent bush-wall breakthroughs
This commit is contained in:
+6
-6
@@ -127,12 +127,12 @@ are not MVP requirements.
|
||||
- Player zoom and pan controls are not part of the MVP.
|
||||
- Use different colors plus labels, outlines, shapes, or icons to distinguish
|
||||
player ownership and object types.
|
||||
- A server `blocked` rejection shakes the visible maze opposite the attempted
|
||||
cardinal movement for at most 340 ms, without text or spike notice. A
|
||||
`rate_limited` rejection darkens and blurs only the maze for at most 520 ms,
|
||||
also without text. Repeated feedback restarts one bounded effect of each type.
|
||||
- Reduced-motion mode replaces the blocked shake with one static directional
|
||||
border cue; rate-limit feedback remains immediate and non-animated.
|
||||
- Server-approved breakthrough impacts one through four bend the visible bush
|
||||
wall with four increasing restrained stages and no text or spike notice. A
|
||||
fifth accepted move is reflected by a permanent textured trampled-bush gap.
|
||||
The browser uses one restartable impact timer and no generated particles.
|
||||
`rate_limited` still darkens and blurs only the maze for at most 520 ms.
|
||||
- Reduced-motion mode uses static deformation and the same trampled-gap state.
|
||||
|
||||
## 8. Responsive behavior
|
||||
|
||||
|
||||
Reference in New Issue
Block a user