// Punchcard Tower Defense: the punchcard itself becomes the battlefield. // Click "play" to overlay the game on your commit grid; the dots march the // track and their punchcard color is their strength. Build towers on the dark // tiles to stop them. Hit "exit" to return to the normal punchcard. // Tangled swaps profiles in via htmx, so the module only executes once. Re-bind // to whichever punchcard is on the page after each swap, tearing down the old // instance first so nothing (rAF loop, window listener, injected DOM) leaks. let tdTeardown = null; let tdGrid = null; function tdBoot() { const grid = document.querySelector("[data-punchcard]"); if (grid === tdGrid) return; if (tdTeardown) tdTeardown(); tdGrid = grid; tdTeardown = grid ? run(grid) : null; } tdBoot(); document.addEventListener("htmx:load", tdBoot); function run(grid) { grid.dataset.tdOn = "1"; const parent = grid.parentElement || document.body; const ac = new AbortController(); const sig = ac.signal; // ---- read commit data off the real punchcard dots ---- const parseCount = (dot) => { const m = dot && dot.title && dot.title.match(/(\d+)\s*commits?/i); return m ? parseInt(m[1], 10) : 0; }; const roster = []; Array.from(grid.children).forEach((cell) => { const dot = cell.firstElementChild; const count = parseCount(dot); if (count > 0) { const month = parseInt(dot.title.slice(5, 7), 10) - 1; roster.push({ dot, count, month, color: getComputedStyle(dot).backgroundColor }); } }); if (!roster.length) return; // ---- difficulty tunables (cranked up) ---- const START_GOLD = 120, SPAWN_GAP = 0.42, WAVE_GAP = 1.2; const RAD = 6; // every enemy is the same size; color shows strength const speedFor = (c) => Math.max(0.9, 1.9 - c * 0.05); // base tiles / second (brighter = slower) const waveSpeed = (w) => 1 + 0.11 * w; // ...and everything speeds up each wave const rewardFor = (c) => 1 + c; const hpBase = (c) => 12 + c * 9; // health scales with commits (color) const hpFor = (c, w) => Math.round(hpBase(c) * (1 + 0.14 * w)); // ...and ramps up hard each wave // peon & rapid deal damage; frost deals none but chills (slows) so your killers get more shots in const TOWERS = { peon: { cost: 50, range: 2.0, cd: 0.35, dmg: 9, body: "#38bdf8", proj: "#7dd3fc", slow: 0, slowT: 0 }, frost: { cost: 70, range: 2.4, cd: 0.50, dmg: 0, body: "#67e8f9", proj: "#a5f3fc", slow: 0.4, slowT: 1.4 }, rapid: { cost: 90, range: 1.7, cd: 0.16, dmg: 4, body: "#a78bfa", proj: "#c4b5fd", slow: 0, slowT: 0 }, }; const MONTHS = ["Jan","Feb","Mar","Apr","May","Jun","Jul","Aug","Sep","Oct","Nov","Dec"]; // ---- waves (grouped by month) ---- const greenFor = (c) => (c >= 8 ? "#22c55e" : c >= 4 ? "#4ade80" : c >= 2 ? "#86efac" : "#bbf7d0"); const groupWaves = (list) => { const bm = Array.from({ length: 12 }, () => []); list.forEach((e) => bm[e.month].push(e)); return bm.map((l, m) => ({ m, list: l })).filter((w) => w.list.length); }; let waves = groupWaves(roster); let totalEnemies = roster.length; let boss = false; // The "final boss": a nod to Lewis (oyster.cafe) and his absurd commit count. We don't // fetch anything, just conjure a swarm sized off the number, ~1 dot per 100 commits. const BOSS_NAME = "Lewis"; const BOSS_COMMITS = 25241; const bossRoster = () => { const n = Math.round(BOSS_COMMITS / 100); // ~252 dots, each worth ~100 commits const list = []; for (let i = 0; i < n; i++) { const count = 8 + ((i * 7) % 8); // all maxed-out (brightest); every day is a grind for Lewis list.push({ count, month: i % 12, color: greenFor(count) }); } return list; }; // ---- board geometry (recomputed on enter, sized to the punchcard) ---- let COLS, ROWS, TILE, W, H, pts, segLen, cum, pathLen, blocked, buildable; const keyOf = (c, r) => c + "," + r; function serpentine(cols, rows) { const lanes = []; for (let r = 0; r < rows; r += 2) lanes.push(r); const wp = [[-1, lanes[0]]]; for (let i = 0; i < lanes.length; i++) { const ltr = i % 2 === 0, a = ltr ? 0 : cols - 1, b = ltr ? cols - 1 : 0; wp.push([a, lanes[i]], [b, lanes[i]]); if (i < lanes.length - 1) wp.push([b, lanes[i + 1]]); } const li = lanes.length - 1; wp.push([li % 2 === 0 ? cols : -1, lanes[li]]); return wp; } function layout() { const cw = Math.max(160, grid.clientWidth); const ch = Math.max(160, grid.clientHeight); COLS = 8; TILE = cw / COLS; ROWS = Math.max(7, Math.min(20, Math.floor(ch / TILE))); W = cw; H = ch; // exactly cover the punchcard, never taller than it const wp = serpentine(COLS, ROWS); pts = wp.map(([c, r]) => ({ x: c * TILE + TILE / 2, y: r * TILE + TILE / 2 })); segLen = []; cum = [0]; for (let i = 0; i < pts.length - 1; i++) { const L = Math.hypot(pts[i + 1].x - pts[i].x, pts[i + 1].y - pts[i].y); segLen.push(L); cum.push(cum[i] + L); } pathLen = cum[cum.length - 1]; blocked = new Set(); for (let i = 0; i < wp.length - 1; i++) { let [c, r] = wp[i]; const [c1, r1] = wp[i + 1]; const dc = Math.sign(c1 - c), dr = Math.sign(r1 - r); blocked.add(keyOf(c, r)); while (c !== c1 || r !== r1) { c += dc; r += dr; blocked.add(keyOf(c, r)); } } buildable = []; for (let r = 0; r < ROWS; r++) for (let c = 0; c < COLS; c++) if (!blocked.has(keyOf(c, r))) buildable.push([c, r]); } const pointAt = (d) => { if (d <= 0) return { x: pts[0].x, y: pts[0].y }; if (d >= pathLen) return { x: pts[pts.length - 1].x, y: pts[pts.length - 1].y }; let i = 0; while (i < segLen.length && cum[i + 1] < d) i++; const t = (d - cum[i]) / segLen[i]; return { x: pts[i].x + (pts[i + 1].x - pts[i].x) * t, y: pts[i].y + (pts[i + 1].y - pts[i].y) * t }; }; // ---- DOM ---- const el = (tag, style, text) => { const n = document.createElement(tag); if (style) n.style.cssText = style; if (text != null) n.textContent = text; return n; }; const btn = (label) => el("button", "font-family:ui-monospace,Menlo,monospace;font-size:11px;padding:5px 8px;border-radius:6px;border:1px solid rgba(120,120,135,0.4);background:rgba(2,6,23,0.6);color:#cbd5e1;cursor:pointer;", label); grid.style.position = "relative"; const canvas = el("canvas", "position:absolute;left:0;top:0;display:none;border-radius:6px;z-index:5;touch-action:none;cursor:crosshair;"); const hudBar = el("div", "position:absolute;left:0;right:0;top:0;display:none;padding:3px 54px 3px 5px;white-space:nowrap;overflow:hidden;font-family:ui-monospace,Menlo,monospace;font-size:10px;color:#e2e8f0;background:linear-gradient(#0b1220ee,#0b122000);border-radius:6px 6px 0 0;z-index:6;pointer-events:none;"); const overlayMsg = el("div", "position:absolute;left:0;top:0;display:none;flex-direction:column;align-items:center;justify-content:center;gap:9px;text-align:center;padding:14px;border-radius:6px;background:rgba(2,6,23,0.86);color:#e2e8f0;z-index:7;"); grid.append(canvas, hudBar, overlayMsg); // always-on-board fast-forward toggle (top-right) so speed is reachable during any wave const ffBtn = el("button", "position:absolute;right:4px;top:3px;z-index:6;display:none;font-family:ui-monospace,Menlo,monospace;font-size:10px;padding:2px 6px;border-radius:6px;border:1px solid rgba(120,120,135,0.55);background:rgba(2,6,23,0.85);color:#e2e8f0;cursor:pointer;", "⏩ 1×"); grid.appendChild(ffBtn); const ctx = canvas.getContext("2d"); // controls live below the punchcard; only the board overlays it const ui = el("div", "font-family:ui-monospace,Menlo,monospace;margin-top:10px;"); const playBtn = btn("▶ play tower defense"); playBtn.style.borderColor = "#22c55e"; playBtn.style.color = "#4ade80"; ui.appendChild(playBtn); const panel = el("div", "display:none;flex-direction:column;gap:6px;"); const shop = el("div", "display:flex;gap:5px;flex-wrap:wrap;"); const shopBtns = []; [["peon", "Peon"], ["frost", "Frost"], ["rapid", "Rapid"]].forEach(([t, label]) => { const b = btn(label + " " + TOWERS[t].cost); b.dataset.t = t; shop.appendChild(b); shopBtns.push(b); }); const controls = el("div", "display:flex;gap:5px;flex-wrap:wrap;"); const pauseBtn = btn("⏸ pause"); const resetBtn = btn("↺ reset"); const exitBtn = btn("✕ exit"); controls.append(pauseBtn, resetBtn, exitBtn); const tip = el("div", "font-size:9px;color:#64748b;", "build on dark tiles · peon & rapid damage, frost slows · ⏩ or press F to fast-forward"); panel.append(shop, controls, tip); ui.appendChild(panel); parent.insertBefore(ui, grid.nextSibling); // ---- state ---- let active = false, gold, waveNum, enemies, towers, shots, spawnQueue, spawnTimer, betweenTimer, state, paused, speed, selected, hover, killed, escaped; function reset() { boss = false; waves = groupWaves(roster); totalEnemies = roster.length; gold = START_GOLD; waveNum = 0; enemies = []; towers = []; shots = []; spawnQueue = []; spawnTimer = 0; betweenTimer = null; state = "idle"; paused = false; speed = 1; selected = "peon"; hover = null; killed = 0; escaped = 0; roster.forEach((e) => { e.dot.style.opacity = ""; }); showOverlay("start"); sync(); } function enter() { layout(); const dpr = Math.min(2, window.devicePixelRatio || 1); canvas.width = Math.round(W * dpr); canvas.height = Math.round(H * dpr); canvas.style.width = W + "px"; canvas.style.height = H + "px"; ctx.setTransform(dpr, 0, 0, dpr, 0, 0); overlayMsg.style.width = W + "px"; overlayMsg.style.height = H + "px"; canvas.style.display = "block"; hudBar.style.display = "block"; panel.style.display = "flex"; ffBtn.style.display = "block"; playBtn.style.display = "none"; active = true; reset(); } function exit() { active = false; canvas.style.display = "none"; hudBar.style.display = "none"; overlayMsg.style.display = "none"; ffBtn.style.display = "none"; panel.style.display = "none"; playBtn.style.display = "inline-block"; roster.forEach((e) => { e.dot.style.opacity = ""; }); } function dim(src, leaked) { // keep the punchcard color & size; just fade to show it's been dealt with if (src.dot) src.dot.style.opacity = leaked ? "0.12" : "0.32"; // boss dots have no home cell } function makeEnemy(src) { // boss dots move at a flat brisk clip (they're all maxed out, so speedFor would crawl) const spd = (boss ? 1.7 : speedFor(src.count)) * waveSpeed(waveNum); const hp = boss ? 24 : hpFor(src.count, waveNum); return { src, dist: 0, x: pts[0].x, y: pts[0].y, count: src.count, spd, hp, maxHp: hp, reward: boss ? 2 : rewardFor(src.count), color: src.color, rad: RAD, slowF: 1, slowT: 0, dead: false, leaked: false }; } function beginWave() { if (state !== "idle") return; spawnQueue = waves[0].list.slice(); spawnTimer = 0.15; betweenTimer = null; state = "running"; paused = false; hideOverlay(); sync(); } function startBoss() { boss = true; const list = bossRoster(); waves = groupWaves(list); totalEnemies = list.length; waveNum = 0; enemies = []; shots = []; betweenTimer = null; killed = 0; escaped = 0; spawnQueue = waves[0].list.slice(); spawnTimer = 0.2; gold += 200; // reinforcements for the final stand (your towers carry over) state = "running"; paused = false; hideOverlay(); sync(); } function updateShop() { shopBtns.forEach((b) => { const spec = TOWERS[b.dataset.t], is = b.dataset.t === selected; b.style.borderColor = is ? "#22c55e" : "rgba(120,120,135,0.4)"; b.style.color = is ? "#4ade80" : gold < spec.cost ? "#64748b" : "#cbd5e1"; b.style.boxShadow = is ? "inset 0 0 0 1px #22c55e" : "none"; b.style.opacity = gold < spec.cost ? "0.6" : "1"; }); } function sync() { const shown = state === "idle" ? 0 : state === "won" ? waves.length : Math.min(waveNum + 1, waves.length); let line = "💰" + gold + " 🌊" + shown + "/" + waves.length + " " + (boss ? "BOSS" : MONTHS[waves[Math.min(waveNum, waves.length - 1)].m]) + "  " + enemies.length + "  (" + Math.max(0, totalEnemies - killed - escaped) + " left)"; if (state === "running" && betweenTimer !== null) line += "  ⏳next " + Math.ceil(betweenTimer) + "s"; hudBar.innerHTML = line; pauseBtn.disabled = state !== "running"; pauseBtn.style.opacity = pauseBtn.disabled ? "0.4" : "1"; pauseBtn.textContent = paused ? "▶ resume" : "⏸ pause"; ffBtn.textContent = "⏩ " + speed + "×"; updateShop(); } function showOverlay(kind) { overlayMsg.style.display = "flex"; overlayMsg.innerHTML = ""; const h = el("div", "font-size:15px;font-weight:600;"); const p = el("div", "font-size:10px;line-height:1.5;color:#cbd5e1;max-width:195px;"); const row = el("div", "display:flex;gap:6px;flex-wrap:wrap;justify-content:center;"); const add = (label, fn, accent) => { const b = btn(label); if (accent) { b.style.borderColor = "#22c55e"; b.style.color = "#4ade80"; } b.onclick = fn; row.appendChild(b); }; if (kind === "start") { h.textContent = "Tower defense"; p.innerHTML = "" + totalEnemies + " commit-days march the track over " + waves.length + " waves, each faster than the last. Brighter dots pack more commits and take more hits. Let a single one reach the exit and it's over."; add("⚔ line them up", beginWave, true); } else if (kind === "won") { h.textContent = "You won! 🎉"; h.style.color = "#4ade80"; p.innerHTML = "Are you ready to fight " + BOSS_NAME + ", the final boss?"; add("I think so. Wait.. more than 25k commits..?", startBoss, true); add("No, but throw it at me anyway", startBoss); } else if (kind === "bossWon") { h.textContent = "Final boss down"; h.style.color = "#facc15"; p.innerHTML = "You held the line against " + BOSS_NAME + "'s onslaught. " + BOSS_COMMITS.toLocaleString("en-US") + " commits and not one got through."; add("↺ play again", reset, true); } else { h.textContent = "One slipped through 💥"; h.style.color = "#f87171"; p.innerHTML = "That's all it takes. You crushed " + killed + " before a commit reached the exit."; add("↺ try again", reset, true); } overlayMsg.append(h, p, row); } function hideOverlay() { overlayMsg.style.display = "none"; overlayMsg.innerHTML = ""; } // ---- simulation ---- function step(dt) { const s = dt * speed; if (spawnQueue.length) { const gap = boss ? 0.18 : Math.max(0.22, SPAWN_GAP - waveNum * 0.025); // waves flood denser as they go spawnTimer -= s; while (spawnTimer <= 0 && spawnQueue.length) { enemies.push(makeEnemy(spawnQueue.shift())); spawnTimer += gap; } } for (const e of enemies) { let m = 1; if (e.slowT > 0) { m = e.slowF; e.slowT -= s; } e.dist += e.spd * TILE * m * s; if (e.dist >= pathLen) e.leaked = true; else { const q = pointAt(e.dist); e.x = q.x; e.y = q.y; } } const gotThrough = enemies.find((e) => e.leaked); if (gotThrough) { escaped++; dim(gotThrough.src, true); state = "lost"; showOverlay("lost"); sync(); return; } for (const t of towers) { t.cd -= s; if (t.cd > 0) continue; const spec = TOWERS[t.type], range = spec.range * TILE; let best = null, bd = -1, rr = range * range; for (const e of enemies) { if (e.dead) continue; if (spec.slow && e.slowT > 0) continue; // frost won't waste a shot re-chilling const dx = e.x - t.x, dy = e.y - t.y; if (dx * dx + dy * dy <= rr && e.dist > bd) { best = e; bd = e.dist; } } if (best) { shots.push({ x: t.x, y: t.y, target: best, color: spec.proj, dmg: spec.dmg, slow: spec.slow, slowT: spec.slowT, v: 340 }); t.cd = spec.cd; } else t.cd = 0; } for (const p of shots) { const e = p.target; if (!e || e.dead) { p.done = true; continue; } const dx = e.x - p.x, dy = e.y - p.y, d = Math.hypot(dx, dy) || 0.001, adv = p.v * s; if (d <= adv + e.rad) { if (p.slow > 0) { e.slowF = p.slow; e.slowT = Math.max(e.slowT, p.slowT); } // frost chills if (p.dmg > 0) { e.hp -= p.dmg; if (e.hp <= 0 && !e.dead) { e.dead = true; gold += e.reward; killed++; dim(e.src, false); } } p.done = true; } else { p.x += dx / d * adv; p.y += dy / d * adv; } } enemies = enemies.filter((e) => !e.dead); shots = shots.filter((p) => !p.done); if (state === "running" && !spawnQueue.length && !enemies.length) { if (betweenTimer === null) { // wave cleared, bank a small bonus, then auto-launch the next after a short breather if (waveNum + 1 >= waves.length) { state = "won"; showOverlay(boss ? "bossWon" : "won"); } else { betweenTimer = WAVE_GAP; gold += 8 + (waveNum + 1) * 3; } } else { betweenTimer -= s; if (betweenTimer <= 0) { betweenTimer = null; waveNum++; spawnQueue = waves[waveNum].list.slice(); spawnTimer = 0.1; } } } sync(); } // ---- render ---- function road() { ctx.beginPath(); ctx.moveTo(pts[0].x, pts[0].y); for (let i = 1; i < pts.length; i++) ctx.lineTo(pts[i].x, pts[i].y); ctx.stroke(); } function draw() { ctx.clearRect(0, 0, W, H); ctx.fillStyle = "rgba(2,6,23,0.62)"; ctx.fillRect(0, 0, W, H); // scrim: mutes the real dots behind ctx.lineJoin = "round"; ctx.lineCap = "round"; ctx.strokeStyle = "rgba(30,41,59,0.92)"; ctx.lineWidth = TILE * 0.66; road(); ctx.strokeStyle = "rgba(148,163,184,0.5)"; ctx.lineWidth = 2; ctx.setLineDash([4, 7]); road(); ctx.setLineDash([]); ctx.fillStyle = "rgba(148,163,184,0.16)"; for (const [c, r] of buildable) { if (towers.some((t) => t.tc === c && t.tr === r)) continue; ctx.beginPath(); ctx.arc(c * TILE + TILE / 2, r * TILE + TILE / 2, 1.4, 0, 7); ctx.fill(); } if (hover && state !== "won" && state !== "lost") { const { c, r } = hover; if (c >= 0 && c < COLS && r >= 0 && r < ROWS) { const occ = blocked.has(keyOf(c, r)) || towers.some((t) => t.tc === c && t.tr === r); const spec = TOWERS[selected], ok = !occ && gold >= spec.cost; const cx = c * TILE + TILE / 2, cy = r * TILE + TILE / 2; ctx.beginPath(); ctx.arc(cx, cy, spec.range * TILE, 0, 7); ctx.fillStyle = ok ? "rgba(74,222,128,0.10)" : "rgba(248,113,113,0.10)"; ctx.strokeStyle = ok ? "rgba(74,222,128,0.5)" : "rgba(248,113,113,0.5)"; ctx.lineWidth = 1.5; ctx.fill(); ctx.stroke(); ctx.fillStyle = ok ? "rgba(74,222,128,0.4)" : "rgba(248,113,113,0.4)"; ctx.fillRect(c * TILE + 4, r * TILE + 4, TILE - 8, TILE - 8); } } for (const t of towers) { const spec = TOWERS[t.type]; ctx.fillStyle = "rgba(15,23,42,0.95)"; ctx.fillRect(t.tc * TILE + 3, t.tr * TILE + 3, TILE - 6, TILE - 6); ctx.strokeStyle = spec.body; ctx.lineWidth = 1.5; ctx.strokeRect(t.tc * TILE + 3, t.tr * TILE + 3, TILE - 6, TILE - 6); ctx.beginPath(); ctx.arc(t.x, t.y, TILE * 0.22, 0, 7); ctx.fillStyle = spec.body; ctx.fill(); } for (const p of shots) { ctx.beginPath(); ctx.arc(p.x, p.y, 2.5, 0, 7); ctx.fillStyle = p.color; ctx.fill(); } for (const e of enemies) { ctx.beginPath(); ctx.arc(e.x, e.y, e.rad, 0, 7); ctx.fillStyle = e.color; ctx.fill(); if (e.slowT > 0) { ctx.lineWidth = 1.5; ctx.strokeStyle = "#67e8f9"; ctx.stroke(); } // chilled if (e.hp < e.maxHp) { const bw = e.rad * 2.4, bx = e.x - bw / 2, by = e.y - e.rad - 5; ctx.fillStyle = "#0f172a"; ctx.fillRect(bx, by, bw, 2.5); ctx.fillStyle = "#22c55e"; ctx.fillRect(bx, by, bw * Math.max(0, e.hp / e.maxHp), 2.5); } } ctx.fillStyle = "#64748b"; ctx.font = "700 9px ui-monospace,monospace"; ctx.fillText("IN", 3, pts[0].y + 3); const last = pts[pts.length - 1]; ctx.fillText("OUT", Math.min(W - 22, last.x - 8), last.y - 6); } // ---- input ---- const toTile = (ev) => { const b = canvas.getBoundingClientRect(); const x = (ev.clientX - b.left) * (W / b.width), y = (ev.clientY - b.top) * (H / b.height); return { c: Math.floor(x / TILE), r: Math.floor(y / TILE) }; }; canvas.addEventListener("pointermove", (e) => { hover = toTile(e); }, { signal: sig }); canvas.addEventListener("pointerleave", () => { hover = null; }, { signal: sig }); canvas.addEventListener("pointerdown", (e) => { e.preventDefault(); if (state === "won" || state === "lost") return; const t = toTile(e); hover = t; if (t.c < 0 || t.c >= COLS || t.r < 0 || t.r >= ROWS) return; if (blocked.has(keyOf(t.c, t.r))) return; if (towers.some((w) => w.tc === t.c && w.tr === t.r)) return; const spec = TOWERS[selected]; if (gold < spec.cost) return; gold -= spec.cost; towers.push({ tc: t.c, tr: t.r, x: t.c * TILE + TILE / 2, y: t.r * TILE + TILE / 2, type: selected, cd: 0 }); sync(); }, { signal: sig }); shopBtns.forEach((b) => b.addEventListener("click", () => { selected = b.dataset.t; updateShop(); }, { signal: sig })); playBtn.addEventListener("click", enter, { signal: sig }); exitBtn.addEventListener("click", exit, { signal: sig }); pauseBtn.addEventListener("click", () => { if (state === "running") { paused = !paused; sync(); } }, { signal: sig }); const bumpSpeed = () => { speed = speed >= 4 ? 1 : speed + 1; sync(); }; ffBtn.addEventListener("click", bumpSpeed, { signal: sig }); window.addEventListener("keydown", (e) => { if (!active) return; if (e.key === "f" || e.key === "F") bumpSpeed(); else if (e.key === " " && state === "running") { e.preventDefault(); paused = !paused; sync(); } }, { signal: sig }); resetBtn.addEventListener("click", reset, { signal: sig }); // ---- loop ---- let last = null, raf = 0, alive = true; function frame(t) { if (!alive) return; raf = requestAnimationFrame(frame); if (!active) { last = t; return; } if (last === null) last = t; let dt = (t - last) / 1000; last = t; if (dt > 0.05) dt = 0.05; if (state === "running" && !paused) step(dt); draw(); } raf = requestAnimationFrame(frame); // ---- teardown (called before re-binding on the next htmx swap) ---- return () => { alive = false; cancelAnimationFrame(raf); ac.abort(); ui.remove(); canvas.remove(); hudBar.remove(); overlayMsg.remove(); ffBtn.remove(); grid.style.position = ""; delete grid.dataset.tdOn; roster.forEach((e) => { e.dot.style.opacity = ""; }); }; }