The Cantor gets its own portal; bullets stop strobing
ci / verify (push) Successful in 48s

A dungeon now names the boss arena it ends in, and the arena decides the boss.
Three entrances in the hub: Warden's Descent, The Choir Vault, Proving Grounds.

That replaces the seed coin-flip from the last commit, which was the wrong
call. Which boss you are about to fight is the single thing a player decides
before walking into a dungeon, and rolling it for them makes that decision
unavailable. Only the Proving Grounds still leaves its arena open, because a
harness you re-enter every couple of minutes wants whichever fight comes up
first -- and it is the one place where "either will do" is true.

test_every_boss_has_a_dungeon_that_reaches_it is the check that matters here:
adding a boss and forgetting to give it a way in is now a failing test rather
than a boss nobody meets. The smoke test asserts all three portals open over a
real socket -- bots pick theirs by account id, so a run exercises each.

Bullets no longer animate. The sheet's eight frames are a COLOUR cycle rather
than a shape change, so running it had every bullet on screen strobing through
a palette in unison, which with a few hundred in the air is exactly as hard to
look at as it sounds. Each bullet holds one frame and turns slowly instead,
offset by its own id so a ring of twenty does not rotate as one rigid wheel.
The rate is slow enough that nothing completes a full turn inside its own
lifetime, so it reads as drift rather than spin, and a test pins that against
the longest-lived bullet in the game. The renderer slices four textures at
startup now instead of thirty-two.

check.sh clean, 414 tests, SMOKE PASS (22 assertions), all four diagnostics
green.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
2026-09-07 10:36:06 +02:00
parent 42568a40ad
commit 4a98cf4b0e
15 changed files with 251 additions and 100 deletions
+26 -3
View File
@@ -403,6 +403,29 @@ asserts the burst lands where the marker promised.
other thing in the view. A warning you cannot see is an unavoidable hit with
extra steps, which is the opposite of what a telegraph is for.
**Which boss a run has comes from its seed, not its depth.** Depth is a dev flag
that nothing in play raises, so keying the arena to it meant the second boss
existed and no player could ever reach it.
**Each boss has its own entrance in the hub.** A dungeon names the arena it ends
in, and the arena decides the boss. Which fight you are walking into is the one
thing a player chooses before a run, so it is not rolled for them — not from the
depth (a dev flag nothing in play raises, which left the second boss
unreachable) and not from the seed either. Only the Proving Grounds leaves it
open, because a harness you re-enter every couple of minutes wants whichever
fight comes up first.
---
## Bullets do not animate
**One frame, and a slow turn.** The bullet sheet's eight frames are a colour
cycle rather than a shape change, and running it meant every bullet on screen
strobed through a palette in unison — genuinely hard to look at with a few
hundred in the air, which is the normal case for this game.
Each bullet now holds one frame and rotates at `Art.BULLET_SPIN_RATE`, offset by
its own id so a ring of twenty does not turn as one rigid wheel. The rate is
slow enough that nothing completes a full turn inside its own lifetime, so it
reads as drift rather than as spin — a test pins that against the
longest-lived bullet in the game.
The other seven frames stay in the atlas because that is what the source art is.
Nothing draws them, and the renderer now slices four textures at startup instead
of thirty-two.