Loose grains and solid ground look different: a seam on the rock, pebbly lighter grains (t33)
- Smooth look: natural ground gets a soft seam where loose grains meet it; packed grains keep a pebble texture and are slightly lighter. Pixel look and thermal lens: the same idea per pixel. - play.py: the F-on-a-mold toast check records toasts the key press makes instead of counting the ones on screen, which failed when an older toast expired at the same moment. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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// Paused dug pocket: copper ore, rubble and dirt against stone, granite and dirt.
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// Use --js "..." to set daylight or R.lens after this setup; CAM frames the pocket.
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const cx = 360, cy = 300;
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for (let y = 0; y < 480; y++) for (let x = 100; x < 620; x++) {
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const dx = x - cx, dy = y - cy;
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const floor = 20 + Math.round(3 * Math.sin(dx * 0.11));
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const wall = Math.abs(dx) > 68 || dy < -42 || dy >= floor;
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const ground = dx < -23 ? STONE : dx < 23 ? GRANITE : DIRT;
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let m = wall ? ground : EMPTY;
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if (!wall && dy > floor - 11 - Math.round(3 * Math.sin(dx * 0.18))) {
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m = dx < -23 ? RSTONE : dx < 23 ? CUORE : LDIRT;
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if ((x * 7 + y * 11) % 19 === 0) m = CUORE;
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}
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const i = y * W + x;
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bgm[i] = 0;
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setCell(i, m, 22, wall ? F_NAT : 0);
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}
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for (let x = 100; x < 620; x++) {
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surfY[x] = 100; dirtY[x] = 180; graniteY[x] = 400;
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}
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updateRoof();
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window.CAM = [cx, cy];
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SET.daylight = 0;
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SET.lighting = 'full';
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