// 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 = ""; });
};
}