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fix(scene): the sitting doge belongs to Receive only
He was filling History's empty beat as well, left over from before Receive had a scene of its own. Two tabs showing the same sitting doge reads as one tab's scene leaking into the other, and History is meant to be the tab where he runs. History's opening beat is now sky, grass, clouds and the sun — the scene breathing before the coins come out — and the sitting doge appears on Receive and nowhere else. The per-lap idle roll goes with him. Claude-Session: https://claude.ai/code/session_01VLQ5DsgKv23osGANoFT3zF
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@@ -6,7 +6,7 @@ import QtQuick
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//
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//
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// One cycle is three beats, so the scene breathes instead of running flat out:
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// One cycle is three beats, so the scene breathes instead of running flat out:
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//
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//
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// 1. an empty field for 3-5s (sky, grass, and sometimes a doge sitting in it)
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// 1. an empty field for 3-5s (sky, grass, clouds — the scene breathing)
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// 2. the coins pop in, one at a time
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// 2. the coins pop in, one at a time
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// 3. the doge and the money go by, and the doge collects the coins
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// 3. the doge and the money go by, and the doge collects the coins
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//
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//
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@@ -75,7 +75,6 @@ Rectangle {
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property bool tripLap: false // does the doge eat it this lap?
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property bool tripLap: false // does the doge eat it this lap?
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property real tripAt: 0.55 // ...and how far along
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property real tripAt: 0.55 // ...and how far along
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readonly property bool tripped: tripLap && runProgress >= tripAt
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readonly property bool tripped: tripLap && runProgress >= tripAt
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property bool idleLap: false // doge sitting in the field during beat 0
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property bool birdLap: false
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property bool birdLap: false
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property bool starLap: false // shooting star, night only
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property bool starLap: false // shooting star, night only
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property int bonusIndex: -1 // which coin is worth +5, or -1
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property int bonusIndex: -1 // which coin is worth +5, or -1
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@@ -593,10 +592,11 @@ Rectangle {
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source: "qrc:/scene/dog2.gif"
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source: "qrc:/scene/dog2.gif"
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playing: scene.live && visible
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playing: scene.live && visible
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width: 84; height: 67
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width: 84; height: 67
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x: scene.width * (scene.sitMode ? 0.5 : 0.16) - (scene.sitMode ? width / 2 : 0)
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x: scene.width * 0.5 - width / 2
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y: scene.groundY - height + 14 - scene.sitterHop
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y: scene.groundY - height + 14 - scene.sitterHop
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visible: !scene.reducedMotion
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// Receive only. He used to fill History's empty beat too, which now
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&& (scene.sitMode || (scene.runMode && scene.idleLap && scene.beat === 0))
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// reads as the wrong tab's scene leaking into this one.
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visible: !scene.reducedMotion && scene.sitMode
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opacity: visible ? 1.0 : 0.0
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opacity: visible ? 1.0 : 0.0
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Behavior on opacity { NumberAnimation { duration: 400 } }
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Behavior on opacity { NumberAnimation { duration: 400 } }
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}
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}
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@@ -896,7 +896,6 @@ Rectangle {
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scene.runBeat = 6800 + Math.floor(Math.random() * 3000);
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scene.runBeat = 6800 + Math.floor(Math.random() * 3000);
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scene.tripLap = Math.random() < 0.17;
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scene.tripLap = Math.random() < 0.17;
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scene.tripAt = 0.34 + Math.random() * 0.34;
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scene.tripAt = 0.34 + Math.random() * 0.34;
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scene.idleLap = Math.random() < 0.45;
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scene.birdLap = !scene.night && Math.random() < 0.5;
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scene.birdLap = !scene.night && Math.random() < 0.5;
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scene.starLap = scene.night && Math.random() < 0.4;
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scene.starLap = scene.night && Math.random() < 0.4;
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scene.bonusIndex = (Math.random() < 0.3)
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scene.bonusIndex = (Math.random() < 0.3)
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