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This is one of those speed square tricks that makes angle work way less annoying. Instead of pulling out an angle finder or doing the whole “subtract from 90” math every time, he shows a quick way to read the angle directly off the square so you can just...

134,619 次观看 • 3 天前 •via X (Twitter)

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Explaining the Ash Nerf confusion: Patchnotes say: "Dash gives less of a boost when not dashing in the direction you're moving" What does that mean ? I dug into it. TLDR: Redirects above 90° are only really possible at normal Slidejump velocities. Angle and speed of your dash will deviate further and further from where you wanna go based on speed and angle change. 90°: Dash seems to work fairly well all the way up to 90° up to a certain velocity. - At Slidejump velocities it works in all directions. - At Superjump velocities you can still dash full 90°. - Above 90° your final direction deviates more and more from your desired direction as the angle increases. - Backwards dash seems to straight up subtract with whatever current velocity you have. Velocity: - As velocity increases even 90° changes are no longer possible. - And as your speed goes above the speed of the dash, dashing backwards will drop you straight down or you'll even continue traveling forward. Nerd yap: I feels like it's not just a straight vector addition but it does in fact have some velocity/angle thresholds in place. My assumption is that >90° changes stop applying the full dash boost at around the velocity of the dash itself so 600-700hu/s. And that above 90° it is a straight up dot product no matter the velocity. You just don't really notice cus of the low initial speed. But players will adjust to it based on feeling and experience anyways so i currently don't care enough to dig deeper🤷‍♂️

Mokey

67,397 次观看 • 9 个月前

CSS Tip! 🤙 You can use mask-composite and some JavaScript to create this pointer proximity following glow border ✨ .glow { mask-composite: intersect; mask-clip: padding-box, border-box; mask: linear-gradient(#0000, #0000), conic-gradient(#0000 0deg, #​fff, #0000 45deg); } The trick is to mask a background-image with a combination of mask layers. mask-composite: intersect; means the mask used will be the intersection of the layers 🔥 use source-in, xor; in browsers that don't support intersect; In this demo, you can use pseudoelements and rely on scoped custom properties to do a lot of the heavy lifting for you 🙌 Once you've masked the background, you need to update the starting angle of the conic-gradient on pointermove 👆 You can work that out by getting the center point of each card and then calculating the angle between that and the pointer with Math.atan2 🤓 let ANGLE = Math.atan2( event?.y - CARD_CENTER[1], event?.x - CARD_CENTER[0] ) * 180 / Math.PI ANGLE = ANGLE < 0 ? ANGLE + 360 : ANGLE; CARD.​style.setProperty('--start', ANGLE + 90) You plug that into your conic-gradient mask as a custom property accounting for --spread ⚡️ conic-gradient(from calc((var(--angle) - (var(--spread) * 0.5)) * 1deg), #000 0deg, #​fff, #0000 calc(var(--spread) * 1deg)); To get the blur, you apply a blur to the glow container on each card 🤙 .glows { filter: blur(calc(var(--blur) * 1px); } That's it! Layers of masks that are clipped and composited before being blurred 😎 The added trick is to fade each one in when the pointer is in the defined proximity of the card. For example, don't show unless within 100px of a card. You can see that in the video. Check out the JavaScript code for that 🫶 Couldn't resist making this one 😁 CodePen.IO link below! 👇

jhey ʕ•ᴥ•ʔ

1,179,805 次观看 • 2 年前