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A breather when the game comes back from the glasses; a bounded animation clock - #47

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jpcottin merged 1 commit into
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fix/hand-back-grace-and-bounded-clock
Oct 24, 2026
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jpcottin merged 1 commit into
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fix/hand-back-grace-and-bounded-clock

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Handing the game back from the glasses (or the glasses going away)
resumed the phone's frozen round at once, bombs mid-air, while the
player's eyes were still on the way over. The hand-back now grants the
same breather a hit does, when a round is in progress; on the title or
an end screen it grants nothing.

The animation clock behind every pulse and blink only ever grew; after
a day on the title screen a frame's worth of time no longer registers
in a float that large. It now wraps every 1000 turns of 2π, which every
sinf(clock * k) with an integer k continues through seamlessly.

Three tests: the hand-back breather, no breather outside a round, and
10000 s of frames leaving the clock bounded. 147 -> 149 tests.

…tion clock

Handing the game back from the glasses (or the glasses going away)
resumed the phone's frozen round at once, bombs mid-air, while the
player's eyes were still on the way over. The hand-back now grants the
same breather a hit does, when a round is in progress; on the title or
an end screen it grants nothing.

The animation clock behind every pulse and blink only ever grew; after
a day on the title screen a frame's worth of time no longer registers
in a float that large. It now wraps every 1000 turns of 2π, which every
sinf(clock * k) with an integer k continues through seamlessly.

Three tests: the hand-back breather, no breather outside a round, and
10000 s of frames leaving the clock bounded. 147 -> 149 tests.
@jpcottin
jpcottin merged commit bf548a6 into main Oct 24, 2026
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@jpcottin
jpcottin deleted the fix/hand-back-grace-and-bounded-clock branch October 24, 2026 08:34
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