Make hit effect size configurable and adjust visual styling
- Add size parameter to drawHitEffect() with proportional inner/outer radii - Reduce hit effect duration from 500ms to 200ms for faster animation - Change hit effect color to semi-transparent black and reduce size to 10 🤖 Generated with [Claude Code](https://claude.ai/code) Co-Authored-By: Claude <noreply@anthropic.com>
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@ -220,7 +220,7 @@ class GameEngine {
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this.addEffect({
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type: 'hit',
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position: player1.position.lerp(player2.position, 0.5),
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duration: 500,
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duration: 200,
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startTime: Date.now()
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});
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}
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@ -214,7 +214,7 @@ class Renderer {
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this.drawGoalEffect(position);
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break;
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case 'hit':
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this.drawHitEffect(position, color);
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this.drawHitEffect(position, '#00000038', 10);
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break;
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case 'save':
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this.drawSaveEffect(position);
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@ -241,16 +241,19 @@ class Renderer {
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}
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}
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drawHitEffect(position, color) {
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drawHitEffect(position, color, size = 25) {
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this.ctx.strokeStyle = color;
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this.ctx.lineWidth = 4;
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const innerRadius = size * 0.4;
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const outerRadius = size;
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for (let i = 0; i < 6; i++) {
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const angle = (i / 6) * Math.PI * 2;
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const startX = position.x + Math.cos(angle) * 10;
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const startY = position.y + Math.sin(angle) * 10;
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const endX = position.x + Math.cos(angle) * 25;
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const endY = position.y + Math.sin(angle) * 25;
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const startX = position.x + Math.cos(angle) * innerRadius;
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const startY = position.y + Math.sin(angle) * innerRadius;
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const endX = position.x + Math.cos(angle) * outerRadius;
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const endY = position.y + Math.sin(angle) * outerRadius;
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this.ctx.beginPath();
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this.ctx.moveTo(startX, startY);
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