@caputchin/game-fruit-slash
v0.5.0
Published
Slice the flying fruit, dodge the bombs. A Caputchin first-party game.
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Fruit Slash
Swipe to slice the flying fruit, avoid the bombs. A Caputchin first-party game, written clean-room in framework-free TypeScript and rendered on a 2D canvas so the play field is opaque to DOM scrapers.
How it plays
Fruit and the occasional bomb are launched from the bottom of the field on real projectile arcs (constant horizontal velocity, gravity-only vertical). They enter and leave only through the bottom border, never crossing a side or the top. Swipe across a fruit to slice it; let a fruit fall past the floor unsliced, or slice a bomb, and you lose a life.
Slicing the configured pass score of fruit reports success (bridge.pass)
and lights a Verified badge, but the round does not stop there: you keep
slicing to raise your score, and the final (highest) score is re-reported when
the round ends. The round ends only when lives run out. Difficulty ramps up
over time (faster spawns, more bombs), so the score chase gets harder.
Sound effects (slice / miss / verify) are synthesized at runtime (no audio files); an in-game mute toggle turns them on/off, and the host can default them off via config. Colors, the fruit palette, and optional fruit/bomb art are skinnable; difficulty (pass score, lives, spawn rate, gravity, bomb chance) is configurable; all copy is localized. Light and dark are separate skins the host picks.
Frame-rate independence
The game runs its own requestAnimationFrame loop driven by real elapsed time:
every physics step is scaled by the delta in seconds (clamped after a stall),
and the field is rendered every frame at the native refresh rate. The arc plays
at the same real-world speed on a 60Hz or a 240Hz display. This is enforced by
tests/frame-rate.test.ts; do not reintroduce any per-frame ("MS_PER_FRAME")
coupling.
Storage
The game runs in a sandboxed, opaque-origin iframe, so localStorage is
unavailable. No score is persisted; session state is in memory only.
