diff --git a/index.html b/index.html index 6b05e35..c94425f 100644 --- a/index.html +++ b/index.html @@ -3112,7 +3112,7 @@ .sort(() => Math.random() - 0.5); const gameState = { - tensionLevel: 0, + tensionLevel: 1, // Start with light tension instead of none pinStates: Array(numPins).fill(0), // 0 = down, 1 = moving, 2 = set pinPressTime: Array(numPins).fill(0), // Track how long each pin is pressed currentBindingIndex: 0, @@ -3135,7 +3135,7 @@ tensionWrench.style.cssText = ` width: 100px; height: 30px; - background: ${gameState.tensionLevel === 0 ? '#444' : gameState.tensionLevel === 1 ? '#666' : gameState.tensionLevel === 2 ? '#888' : '#aaa'}; + background: ${gameState.tensionLevel === 1 ? '#666' : gameState.tensionLevel === 2 ? '#888' : '#aaa'}; border: 2px solid #888; border-radius: 5px; cursor: pointer; @@ -3179,8 +3179,8 @@ // Create a single function for toggling tension function toggleTension() { - // Toggle tension levels (none -> light -> medium -> heavy -> none) - gameState.tensionLevel = (gameState.tensionLevel + 1) % 4; + // Toggle between 3 tension levels (light -> medium -> heavy -> light) + gameState.tensionLevel = (gameState.tensionLevel % 3) + 1; updateTensionWrench(); // Check if we're over-tensioning - but only if we've started interacting with pins @@ -3203,11 +3203,6 @@ function updateTensionWrench() { // Update tension wrench appearance based on level switch(gameState.tensionLevel) { - case 0: // None - tensionWrench.style.background = '#444'; - tensionWrench.style.transform = 'rotate(0deg)'; - tensionWrench.textContent = 'Tension: NONE'; - break; case 1: // Light tensionWrench.style.background = '#666'; tensionWrench.style.transform = 'rotate(2deg)';