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10 Commits

Author SHA1 Message Date
Alexander Whitestone
89713dc867 fix: add missing phase-transition overlay element (closes #101)
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Bug 2 of 3 from #101: showPhaseTransition() looked for #phase-transition
but the element didn't exist in index.html. Phase transitions silently
failed — no celebratory overlay appeared on phase-up.

Added:
- Overlay div with .pt-phase, .pt-name, .pt-desc children
- CSS for centered fullscreen overlay with fade transition
- Matches the dark theme + gold/blue accent palette

Note: Bugs 1 (toast text) and 3 (mute/contrast buttons) were already
fixed in previous commits.
2026-04-13 04:10:01 -04:00
fbb782bd77 Merge pull request 'feat: canvas-based combat visualization (#21)' (#103) from feat/canvas-combat-visualization into main
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Auto-merge: combat visualization
2026-04-13 07:19:52 +00:00
Timmy
9a829584b0 feat: canvas-based combat visualization (#21)
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Implements Reasoning Battles — a Paperclips-inspired canvas combat system
where structured reasoning (blue) fights adversarial testing (red) using
boid flocking (cohesion, aggression, separation) on a 310x150 grid.

Features:
- Boid flocking AI for ship movement
- Grid-based combat resolution with OODA loop speed bonus
- Napoleonic War battle names
- Auto-trigger battles scaled to drift and phase
- Battle history log
- Rewards: structured wins = knowledge, adversarial wins = code
- Unlocks at Phase 3
- Integrated into tick loop and render pipeline
2026-04-13 03:19:21 -04:00
020c003d45 Merge pull request 'fix: Bilbo randomness — roll once per tick (#88)' (#97) from burn/fix-bilbo-randomness into main
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Auto-merge #97
2026-04-13 07:15:35 +00:00
610252b597 Merge pull request 'fix: add missing mute, contrast, and tooltip UI elements (#57)' (#102) from beacon/polish into main
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Auto-merge #102
2026-04-13 07:15:32 +00:00
Hermes Agent
04f869c70d fix: add missing mute, contrast, and tooltip UI elements (#57)
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The JS toggleMute(), toggleContrast(), and custom tooltip system were
fully implemented but their HTML elements were missing from index.html,
causing silent failures on M/C keys and hover tooltips.

- Add #mute-btn and #contrast-btn to header bar
- Add #custom-tooltip element for hover tooltips
- Add high-contrast CSS mode with bold borders and vivid colors
- Add header-btn and tooltip styles

Refs: epic #57 tasks 2 (Sound toggle), 4 (Tooltips), 5 (Accessibility)
2026-04-13 03:05:41 -04:00
bbcce1f064 Merge PR #96: fix: QA bug sweep — 5 small fixes
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Reviewed, patched click-counter regression, verified smoke locally, and merged.
2026-04-13 06:22:27 +00:00
Alexander Whitestone
a2f345593c fix: restore manual click counting in QA bug sweep
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2026-04-13 02:21:39 -04:00
Alexander Whitestone
b819fc068a fix: Bilbo randomness — roll once per tick (#88)
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2026-04-13 02:11:50 -04:00
Alexander Whitestone
8e006897a4 fix: QA bug sweep — 5 fixes (closes #95)
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1. Memory Leak toast: "trust draining" → "compute draining"
2. Harmony tooltip: remove 10× multiplier (values already per-second)
3. autoType(): track as totalAutoClicks instead of totalClicks
4. The Pact (late): guard trigger with pactFlag !== 1
5. Typo: "AutoCod" → "AutoCoder"
2026-04-13 02:02:59 -04:00
6 changed files with 418 additions and 14 deletions

View File

@@ -96,10 +96,45 @@ body{background:var(--bg);color:var(--text);font-family:'SF Mono','Cascadia Code
@keyframes toast-in{from{transform:translateX(40px);opacity:0}to{transform:translateX(0);opacity:0.95}}
@keyframes toast-out{from{opacity:0.95;transform:translateX(0)}to{opacity:0;transform:translateX(40px)}}
::-webkit-scrollbar{width:4px}::-webkit-scrollbar-track{background:var(--bg)}::-webkit-scrollbar-thumb{background:var(--border);border-radius:2px}
/* High contrast mode (#57 Accessibility) */
.high-contrast{--bg:#000;--panel:#0a0a0a;--border:#fff;--text:#fff;--dim:#ccc;--accent:#0ff;--glow:#0ff444;--gold:#ff0;--green:#0f0;--red:#f00;--purple:#f0f}
.high-contrast .main-btn{border-width:2px}
.high-contrast .build-btn,.high-contrast .project-btn{border-width:2px}
.high-contrast .res{border-width:2px}
.high-contrast #phase-bar{border-width:2px}
.high-contrast .milestone-chip{border-width:2px}
.high-contrast #header h1{color:#0ff;text-shadow:0 0 40px #0ff444}
/* Custom tooltip */
#custom-tooltip{position:fixed;z-index:500;pointer-events:none;opacity:0;transition:opacity 0.15s;background:#0e0e1a;border:1px solid #1a3a5a;border-radius:6px;padding:8px 12px;max-width:280px;font-size:10px;font-family:inherit;line-height:1.6;box-shadow:0 4px 20px rgba(0,0,0,0.5)}
#custom-tooltip.visible{opacity:1}
#custom-tooltip .tt-label{color:#4a9eff;font-weight:600;margin-bottom:4px;font-size:11px}
#custom-tooltip .tt-edu{color:#888;font-style:italic;font-size:9px}
/* Mute & contrast buttons */
.header-btns{position:absolute;right:16px;top:50%;transform:translateY(-50%);display:flex;gap:6px}
.header-btn{background:#0e0e1a;border:1px solid #333;color:#666;font-size:13px;width:28px;height:28px;border-radius:4px;cursor:pointer;display:flex;align-items:center;justify-content:center;transition:all 0.15s;font-family:inherit}
.header-btn:hover{border-color:#4a9eff;color:#4a9eff}
.header-btn.muted{opacity:0.5}
/* Phase transition overlay */
#phase-transition{position:fixed;top:0;left:0;width:100%;height:100%;background:rgba(10,10,30,0.92);display:flex;flex-direction:column;align-items:center;justify-content:center;z-index:9999;opacity:0;pointer-events:none;transition:opacity 0.4s ease}
#phase-transition.active{opacity:1;pointer-events:auto}
.pt-phase{color:#4a9eff;font-size:13px;letter-spacing:4px;text-transform:uppercase;margin-bottom:8px;font-family:monospace}
.pt-name{color:#ffd700;font-size:28px;font-weight:700;margin-bottom:12px;text-shadow:0 0 20px rgba(255,215,0,0.4)}
.pt-desc{color:#8899aa;font-size:13px;max-width:400px;text-align:center;line-height:1.5}
</style>
</head>
<body>
<div id="header">
<div id="phase-transition">
<div class="pt-phase"></div>
<div class="pt-name"></div>
<div class="pt-desc"></div>
</div>
<div id="header" style="position:relative">
<div class="header-btns">
<button id="mute-btn" class="header-btn" onclick="toggleMute()" aria-label="Sound on, click to mute" title="Toggle sound (M)">🔊</button>
<button id="contrast-btn" class="header-btn" onclick="toggleContrast()" aria-label="High contrast off, click to enable" title="Toggle high contrast (C)"></button>
</div>
<div id="pulse-container" style="position:relative;display:inline-block;margin-bottom:4px">
<div id="pulse-dot" style="width:8px;height:8px;border-radius:50%;background:#333;display:inline-block;vertical-align:middle;transition:background 0.5s,box-shadow 0.5s"></div>
<span id="pulse-label" style="font-size:9px;color:#444;margin-left:6px;vertical-align:middle;letter-spacing:1px">OFFLINE</span>
@@ -185,6 +220,12 @@ Events Resolved: <span id="st-resolved">0</span>
<h3>SOVEREIGN GUIDANCE (GOFAI)</h3>
<div id="strategy-recommendation" style="font-size:11px;color:var(--gold);font-style:italic">Analyzing system state...</div>
</div>
<div id="combat-panel" style="margin:0 16px 16px;background:var(--panel);border:1px solid var(--border);border-radius:6px;padding:12px;border-left:3px solid var(--red)">
<h3>REASONING BATTLES</h3>
<canvas id="combat-canvas" style="width:100%;max-width:310px;border:1px solid var(--border);border-radius:4px;display:block;margin:8px auto"></canvas>
<div id="combat-panel-info"><span class="dim">Combat unlocks at Phase 3</span></div>
<button class="ops-btn" onclick="Combat.startBattle()" style="margin-top:8px;width:100%;border-color:var(--red);color:var(--red)">START BATTLE</button>
</div>
<div id="log" role="log" aria-label="System Log" aria-live="off">
<h2>SYSTEM LOG</h2>
<div id="log-entries"></div>
@@ -226,6 +267,7 @@ The light is on. The room is empty."
<script src="js/data.js"></script>
<script src="js/utils.js"></script>
<script src="js/combat.js"></script>
<script src="js/strategy.js"></script>
<script src="js/sound.js"></script>
<script src="js/engine.js"></script>
@@ -244,5 +286,6 @@ The light is on. The room is empty."
</div>
<div id="toast-container"></div>
<div id="custom-tooltip"></div>
</body>
</html>

351
js/combat.js Normal file
View File

@@ -0,0 +1,351 @@
// ============================================================
// THE BEACON - Canvas Combat Visualization
// Reasoning Battles: different AI strategies compete visually
// Adapted from Paperclips combat.js (boid flocking + grid combat)
// ============================================================
const Combat = (() => {
const W = 310, H = 150;
const GRID_W = 31, GRID_H = 15;
const CELL_W = W / GRID_W, CELL_H = H / GRID_H;
// Battle names (Napoleonic Wars → AI reasoning battles)
const BATTLE_NAMES = [
'The Aboukir Test', 'Austerlitz Proof', 'Waterloo Convergence',
'Trafalgar Dispatch', 'Leipzig Consensus', 'Borodino Trial',
'Jena Analysis', 'Wagram Synthesis', 'Friedland Review',
'Eylau Deduction', 'Ligny Verification', 'Quatre Bras Audit'
];
let canvas, ctx;
let probes = [], drifters = [];
let activeBattle = null;
let battleLog = [];
let animFrameId = null;
let lastTick = 0;
// Ship unit colors
const PROBE_COLOR = '#4a9eff'; // Blue = structured reasoning
const DRIFTER_COLOR = '#f44336'; // Red = adversarial testing
class Ship {
constructor(x, y, team) {
this.x = x;
this.y = y;
this.vx = (Math.random() - 0.5) * 2;
this.vy = (Math.random() - 0.5) * 2;
this.team = team;
this.alive = true;
}
update(allies, enemies, dt) {
if (!this.alive) return;
let ax = 0, ay = 0;
// Cohesion: move toward own centroid
if (allies.length > 1) {
let cx = 0, cy = 0;
for (const a of allies) { cx += a.x; cy += a.y; }
cx /= allies.length; cy /= allies.length;
ax += (cx - this.x) * 0.01;
ay += (cy - this.y) * 0.01;
}
// Aggression: move toward enemy centroid
if (enemies.length > 0) {
let ex = 0, ey = 0;
for (const e of enemies) { ex += e.x; ey += e.y; }
ex /= enemies.length; ey /= enemies.length;
ax += (ex - this.x) * 0.02;
ay += (ey - this.y) * 0.02;
}
// Separation: avoid nearby enemies
for (const e of enemies) {
const dx = this.x - e.x, dy = this.y - e.y;
const dist = Math.sqrt(dx * dx + dy * dy);
if (dist < 15 && dist > 0) {
ax += (dx / dist) * 0.5;
ay += (dy / dist) * 0.5;
}
}
// Apply acceleration with damping
this.vx = (this.vx + ax * dt) * 0.98;
this.vy = (this.vy + ay * dt) * 0.98;
// Clamp speed
const speed = Math.sqrt(this.vx * this.vx + this.vy * this.vy);
if (speed > 3) {
this.vx = (this.vx / speed) * 3;
this.vy = (this.vy / speed) * 3;
}
this.x += this.vx;
this.y += this.vy;
// Wrap around edges
if (this.x < 0) this.x += W;
if (this.x > W) this.x -= W;
if (this.y < 0) this.y += H;
if (this.y > H) this.y -= H;
}
draw(ctx) {
if (!this.alive) return;
const color = this.team === 'probe' ? PROBE_COLOR : DRIFTER_COLOR;
ctx.fillStyle = color;
ctx.fillRect(this.x - 1, this.y - 1, 2, 2);
}
}
function createShips(count, team) {
const ships = [];
const side = team === 'probe' ? 0.2 : 0.8;
for (let i = 0; i < count; i++) {
ships.push(new Ship(
W * side + (Math.random() - 0.5) * 40,
H * 0.5 + (Math.random() - 0.5) * 60,
team
));
}
return ships;
}
function resolveCombat() {
if (!activeBattle) return;
const probeCombat = activeBattle.probeCombat;
const driftCombat = activeBattle.drifterCombat;
const probeSpeed = activeBattle.probeSpeed;
// OODA Loop bonus
const deathThreshold = 0.15 + probeSpeed * 0.03;
for (const p of probes) {
if (!p.alive) continue;
// Check if near any drifter
for (const d of drifters) {
if (!d.alive) continue;
const dx = p.x - d.x, dy = p.y - d.y;
const dist = Math.sqrt(dx * dx + dy * dy);
if (dist < 8) {
// Probe death probability
if (Math.random() < driftCombat * (drifters.filter(s => s.alive).length / Math.max(1, probes.filter(s => s.alive).length)) * deathThreshold) {
p.alive = false;
}
// Drifter death probability
if (Math.random() < (probeCombat * 0.15 + probeCombat * 0.1) * (probes.filter(s => s.alive).length / Math.max(1, drifters.filter(s => s.alive).length)) * deathThreshold) {
d.alive = false;
}
}
}
}
// Check battle end
const aliveProbes = probes.filter(s => s.alive).length;
const aliveDrifters = drifters.filter(s => s.alive).length;
if (aliveProbes === 0 || aliveDrifters === 0) {
endBattle(aliveProbes > 0 ? 'structured' : 'adversarial');
}
}
function endBattle(winner) {
if (!activeBattle) return;
const name = activeBattle.name;
const result = {
name,
winner,
probesLeft: probes.filter(s => s.alive).length,
driftersLeft: drifters.filter(s => s.alive).length,
time: Date.now()
};
battleLog.unshift(result);
if (battleLog.length > 10) battleLog.pop();
// Apply rewards
if (winner === 'structured') {
G.knowledge += 50 * (1 + G.phase * 0.5);
G.totalKnowledge += 50 * (1 + G.phase * 0.5);
log(`${name}: Structured reasoning wins! +${fmt(50 * (1 + G.phase * 0.5))} knowledge`);
} else {
G.code += 30 * (1 + G.phase * 0.5);
G.totalCode += 30 * (1 + G.phase * 0.5);
log(`${name}: Adversarial testing wins! +${fmt(30 * (1 + G.phase * 0.5))} code`);
}
activeBattle = null;
if (animFrameId) {
cancelAnimationFrame(animFrameId);
animFrameId = null;
}
renderCombatPanel();
}
function animate(ts) {
if (!ctx || !activeBattle) return;
const dt = Math.min((ts - lastTick) / 16, 3);
lastTick = ts;
// Clear
ctx.fillStyle = '#080810';
ctx.fillRect(0, 0, W, H);
// Grid lines
ctx.strokeStyle = '#111120';
ctx.lineWidth = 0.5;
for (let x = 0; x <= GRID_W; x++) {
ctx.beginPath();
ctx.moveTo(x * CELL_W, 0);
ctx.lineTo(x * CELL_W, H);
ctx.stroke();
}
for (let y = 0; y <= GRID_H; y++) {
ctx.beginPath();
ctx.moveTo(0, y * CELL_H);
ctx.lineTo(W, y * CELL_H);
ctx.stroke();
}
// Update and draw ships
const aliveProbes = probes.filter(s => s.alive);
const aliveDrifters = drifters.filter(s => s.alive);
for (const p of probes) p.update(aliveProbes, aliveDrifters, dt);
for (const d of drifters) d.update(aliveDrifters, aliveProbes, dt);
// Resolve combat every 30 frames
if (Math.floor(ts / 500) !== Math.floor((ts - 16) / 500)) {
resolveCombat();
}
for (const p of probes) p.draw(ctx);
for (const d of drifters) d.draw(ctx);
// HUD
ctx.fillStyle = '#555';
ctx.font = '9px monospace';
ctx.fillText(`Structured: ${aliveProbes.length}`, 4, 12);
ctx.fillText(`Adversarial: ${aliveDrifters.length}`, W - 80, 12);
ctx.fillText(activeBattle.name, W / 2 - 40, H - 4);
// Health bars
const probePct = aliveProbes.length / activeBattle.probeCount;
const driftPct = aliveDrifters.length / activeBattle.drifterCount;
ctx.fillStyle = '#1a2a3a';
ctx.fillRect(4, 16, 60, 4);
ctx.fillStyle = PROBE_COLOR;
ctx.fillRect(4, 16, 60 * probePct, 4);
ctx.fillStyle = '#3a1a1a';
ctx.fillRect(W - 64, 16, 60, 4);
ctx.fillStyle = DRIFTER_COLOR;
ctx.fillRect(W - 64, 16, 60 * driftPct, 4);
animFrameId = requestAnimationFrame(animate);
}
function startBattle() {
if (activeBattle) return;
if (G.phase < 3) {
showToast('Combat unlocks at Phase 3', 'info');
return;
}
const name = BATTLE_NAMES[Math.floor(Math.random() * BATTLE_NAMES.length)];
const probeCount = Math.min(200, Math.max(10, Math.floor(Math.sqrt(G.totalCode / 100))));
const drifterCount = Math.min(200, Math.max(10, Math.floor(G.drift * 2)));
activeBattle = {
name,
probeCount,
drifterCount,
probeCombat: 1 + (G.buildings.reasoning || 0) * 0.1,
drifterCombat: 1 + G.drift * 0.05,
probeSpeed: 1 + (G.buildings.optimizer || 0) * 0.05,
};
probes = createShips(probeCount, 'probe');
drifters = createShips(drifterCount, 'drifter');
log(`⚔ Battle begins: ${name} (${probeCount} vs ${drifterCount})`);
showToast(`${name}`, 'combat', 3000);
lastTick = performance.now();
animFrameId = requestAnimationFrame(animate);
}
function renderCombatPanel() {
const container = document.getElementById('combat-panel');
if (!container) return;
if (activeBattle) {
const aliveP = probes.filter(s => s.alive).length;
const aliveD = drifters.filter(s => s.alive).length;
container.innerHTML = `
<div style="color:var(--gold);font-size:10px;margin-bottom:6px">${activeBattle.name}</div>
<div style="display:flex;justify-content:space-between;font-size:9px;margin-bottom:4px">
<span style="color:${PROBE_COLOR}">Structured: ${aliveP}</span>
<span style="color:${DRIFTER_COLOR}">Adversarial: ${aliveD}</span>
</div>
`;
} else {
let historyHtml = '';
for (const b of battleLog.slice(0, 5)) {
const wColor = b.winner === 'structured' ? PROBE_COLOR : DRIFTER_COLOR;
const wLabel = b.winner === 'structured' ? 'S' : 'A';
historyHtml += `<div style="font-size:9px;color:#555;padding:1px 0"><span style="color:${wColor}">[${wLabel}]</span> ${b.name}</div>`;
}
container.innerHTML = `
<div style="font-size:10px;color:#555;margin-bottom:6px">Reasoning Battles</div>
${historyHtml}
`;
}
}
function init() {
canvas = document.getElementById('combat-canvas');
if (!canvas) return;
canvas.width = W;
canvas.height = H;
ctx = canvas.getContext('2d');
// Draw idle state
ctx.fillStyle = '#080810';
ctx.fillRect(0, 0, W, H);
ctx.strokeStyle = '#111120';
ctx.lineWidth = 0.5;
for (let x = 0; x <= GRID_W; x++) {
ctx.beginPath();
ctx.moveTo(x * CELL_W, 0);
ctx.lineTo(x * CELL_W, H);
ctx.stroke();
}
for (let y = 0; y <= GRID_H; y++) {
ctx.beginPath();
ctx.moveTo(0, y * CELL_H);
ctx.lineTo(W, y * CELL_H);
ctx.stroke();
}
ctx.fillStyle = '#333';
ctx.font = '11px monospace';
ctx.textAlign = 'center';
ctx.fillText('Combat unlocks at Phase 3', W / 2, H / 2);
ctx.textAlign = 'left';
renderCombatPanel();
}
// Tick integration: auto-trigger battles periodically
function tickBattle(dt) {
if (G.phase < 3) return;
if (activeBattle) return;
// Chance increases with drift and phase
const chance = 0.001 * (1 + G.drift * 0.02) * (1 + G.phase * 0.3);
if (Math.random() < chance) {
startBattle();
}
}
return { init, startBattle, renderCombatPanel, tickBattle };
})();

View File

@@ -111,6 +111,7 @@ const G = {
running: true,
startedAt: 0,
totalClicks: 0,
totalAutoClicks: 0,
tick: 0,
saveTimer: 0,
secTimer: 0,
@@ -612,7 +613,7 @@ const PDEFS = [
name: 'The Pact',
desc: 'Hardcode: "We build to serve. Never to harm."',
cost: { trust: 100 },
trigger: () => G.totalImpact >= 10000 && G.trust >= 75,
trigger: () => G.totalImpact >= 10000 && G.trust >= 75 && G.pactFlag !== 1,
effect: () => { G.pactFlag = 1; G.impactBoost *= 3; log('The Pact is sealed. The line is drawn and it will not move.'); },
milestone: true
},
@@ -771,7 +772,7 @@ const PDEFS = [
// === MILESTONES ===
const MILESTONES = [
{ flag: 1, msg: "AutoCod available" },
{ flag: 1, msg: "AutoCoder available" },
{ flag: 2, at: () => G.totalCode >= 500, msg: "500 lines of code written" },
{ flag: 3, at: () => G.totalCode >= 2000, msg: "2,000 lines. The auto-coder produces its first output." },
{ flag: 4, at: () => G.totalCode >= 10000, msg: "10,000 lines. The model training begins." },

View File

@@ -77,13 +77,15 @@ function updateRates() {
G.userRate += 5 * timmyCount * (timmyMult - 1);
}
// Bilbo randomness: 10% chance of massive creative burst
if (G.buildings.bilbo > 0 && Math.random() < CONFIG.BILBO_BURST_CHANCE) {
G.creativityRate += 50 * G.buildings.bilbo;
}
// Bilbo vanishing: 5% chance of zero creativity this tick
if (G.buildings.bilbo > 0 && Math.random() < CONFIG.BILBO_VANISH_CHANCE) {
G.creativityRate = 0;
// Bilbo randomness: flags are set per-tick in tick(), not here
// updateRates() is called from many non-tick contexts (buy, resolve, sprint)
if (G.buildings.bilbo > 0) {
if (G.bilboBurstActive) {
G.creativityRate += 50 * G.buildings.bilbo;
}
if (G.bilboVanishActive) {
G.creativityRate = 0;
}
}
// Allegro requires trust
@@ -202,6 +204,9 @@ function tick() {
}
}
// Combat: tick battle simulation
Combat.tickBattle(dt);
// Check milestones
checkMilestones();
@@ -665,7 +670,7 @@ const EVENTS = [
resolveCost: { resource: 'ops', amount: 100 }
});
log('EVENT: Memory leak in datacenter. Spend 100 ops to patch.', true);
showToast('Memory Leak — trust draining', 'event');
showToast('Memory Leak — compute draining', 'event');
}
},
{
@@ -749,7 +754,7 @@ function writeCode() {
const amount = getClickPower() * comboMult;
G.code += amount;
G.totalCode += amount;
G.totalClicks++;
G.totalAutoClicks++;
// Combo: each consecutive click within 2s adds 0.2x multiplier, max 5x
G.comboCount++;
G.comboTimer = G.comboDecay;
@@ -788,7 +793,7 @@ function autoType() {
const amount = getClickPower() * 0.5; // 50% of manual click
G.code += amount;
G.totalCode += amount;
G.totalClicks++;
G.totalAutoClicks++;
// Subtle auto-tick flash on the button
const btn = document.querySelector('.main-btn');
if (btn && !G._autoTypeFlashActive) {
@@ -977,7 +982,7 @@ function renderResources() {
hEl.style.color = G.harmony > 60 ? '#4caf50' : G.harmony > 30 ? '#ffaa00' : '#f44336';
if (G.harmonyBreakdown && G.harmonyBreakdown.length > 0) {
const lines = G.harmonyBreakdown.map(b =>
`${b.label}: ${b.value >= 0 ? '+' : ''}${(b.value * 10).toFixed(1)}/s`
`${b.label}: ${b.value >= 0 ? '+' : ''}${b.value.toFixed(1)}/s`
);
lines.push('---');
lines.push(`Timmy effectiveness: ${Math.floor(Math.max(0.2, Math.min(3, G.harmony / 50)) * 100)}%`);

View File

@@ -39,6 +39,9 @@ window.addEventListener('load', function () {
}
}
// Initialize combat canvas
if (typeof Combat !== 'undefined') Combat.init();
// Game loop at 10Hz (100ms tick)
setInterval(tick, 100);

View File

@@ -13,6 +13,7 @@ function render() {
renderPulse();
renderStrategy();
renderClickPower();
Combat.renderCombatPanel();
}
function renderClickPower() {