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feat(scene): per-lap variety, the occasional face-plant, and a sky per tab
Every tab was running the identical eight seconds forever. Three changes: - Each lap rolls its own timing: 3-5s of empty field, and the money now enters on its own delay at its own pace instead of shadowing the doge every time. - Roughly one lap in six the doge eats it partway down the field: he tips nose-first onto the grass, GAME OVER comes up, and the coins he never reached are still sitting there. Costs no new art — it is the running sprite pivoted on its own feet. - A `variant` on SceneWidget picks the sky: dusk (History, lock screen), dawn (Receive), night (Send, with stars and a moon instead of the sun). The cycle is now a timer-driven state machine rather than one SequentialAnimation. That is not stylistic: a lap that rolls its own durations has to assign them somewhere, and assigning a duration to a child of a *running* SequentialAnimation makes the group recompute and re-enter its own ScriptAction until the JS stack blows. Qt flags the binding form of the same mistake as a binding loop. Verified by headless qml6 render: a forced trip lap, and a clean run with no QML warnings.
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@@ -23,7 +23,7 @@ ReceiveWidget::ReceiveWidget(Wallet *wallet, QWidget *parent)
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// wowlet: ambient scene as a short banner under the address table. A layout
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// item, never an overlay over the table.
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auto *scene = new SceneWidget(this);
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auto *scene = new SceneWidget(this, SceneWidget::Dawn);
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scene->setMinimumHeight(110);
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scene->setMaximumHeight(130);
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ui->verticalLayout->addWidget(scene);
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