Add failed animation
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@ -247,6 +247,14 @@
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50%{transform: translateY(0)}
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100%{transform: translateY(var(--low))}
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}
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@keyframes tetsuohana-failed1{
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0%{transform: translateY(calc(10px * var(--scale)))}
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50%{transform: translateY(0)}
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}
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@keyframes tetsuohana-failed2{
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50%{transform: translateY(calc(5px * var(--scale)))}
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100%{transform: translateY(calc(15px * var(--scale)))}
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}
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@keyframes tetsuohana-flowers{
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0%{--frame: 0}
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50%{--frame: 1}
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@ -272,6 +280,7 @@
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#tetsuohana.failed #tetsuo,
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#tetsuohana.failed #hana{
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--frame: 2;
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transition: 0.5s transform cubic-bezier(0.2, 0.6, 0.4, 1.2);
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transform: translateY(var(--low));
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top: calc(26px * var(--scale));
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transform: translateY(calc(46px * var(--scale)));
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animation: 1.25s ease-out tetsuohana-failed1 both infinite, 1.25s ease-in tetsuohana-failed2 both infinite;
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}
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@ -281,7 +281,7 @@ class Scoresheet{
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var elapsed = 0
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}
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var gaugePercent = [Math.round(this.results.gauge / 2) / 50]
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var gaugePercent = Math.round(this.results.gauge / 2) / 50
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if(players === 2){
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var gauge2 = Math.round(p2.results.gauge / 2) / 50
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if(gauge2 > gaugePercent){
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@ -296,17 +296,17 @@ class Scoresheet{
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var results = this.results
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if(p === 1){
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results = p2.results
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}else if(this.multiplayer){
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ctx.translate(0, -290)
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}
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var resultGauge = Math.round(results.gauge / 2) / 50
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var clear = resultGauge >= gaugeClear
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var p1Offset = this.multiplayer && p === 0 ? 10 : 0
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if(p === 1 || !this.multiplayer && clear){
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ctx.translate(0, 290)
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}
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if(clear){
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ctx.globalCompositeOperation = "lighter"
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}
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ctx.globalAlpha = Math.min(1, Math.max(0, (elapsed - (3100 + failedOffset)) / 500)) * 0.5
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var grd = ctx.createLinearGradient(0, frameTop + 362, 0, frameTop + 658)
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var grd = ctx.createLinearGradient(0, frameTop + 72, 0, frameTop + 368)
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grd.addColorStop(0, "#000")
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if(clear){
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grd.addColorStop(1, "#ffffba")
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@ -314,7 +314,7 @@ class Scoresheet{
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grd.addColorStop(1, "transparent")
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}
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ctx.fillStyle = grd
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ctx.fillRect(0, frameTop + 362, winW, 286)
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ctx.fillRect(0, frameTop + 72, winW, 286)
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ctx.restore()
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}
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}
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