Motion
The battle's clock, read from docs/shootout.js when the site was built, and four of its moments in the real calculator at a phone's width.
Each frame is the site itself; scroll inside one to see its funnel.
Timings
| Constant | Value | What it times |
|---|---|---|
FIRE | 250 ms | the wait before the first shot leaves |
FLIGHT | 1,000 ms | a shot's flight across the funnel |
WALK | 2,400 ms | the classic charge's walk in |
BLINK | 260 ms | a failed shot's blink at its line |
LEAD | 1,000 ms | |
TURN_GAP | 450 ms | To the death: the pause between parts |
BANNER | 1,300 ms | To the death: the round's banner |
RESULT | 2,200 ms | To the death: the result held at the end |
EFFECT_MAX | 1,400 ms | the longest a weapon effect may make a volley |
HIT_STOP | 60 ms | how long a heavy hit holds the battle |
RUN | 1,500 ms | the charge's run |
WIND | 110 ms | the wind-up before the slam |
SLAM | 130 ms | the slam into the target |
BOUNCE | 900 ms | a charge that does nothing, bouncing off |
CHARGE | 1,000 ms | the wipe's charge-up |
DASHES | 5 | the wipe's dashes (a count) |
DASH | 80 ms | one dash |
REST | 70 ms | the rest between dashes |
GONE | 750 ms | a vaporised target fading |
STRIKE | 70 ms | the beat between blows that land |
HOLD | 700 ms | the hold after the last blow |
POP | 260 ms | the squad popping back home |
LIFE | 1,100 ms | how long a hit's number lingers |
ZAP | 170 ms | a laser's flash |
REACT | 3,900 ms | a pixel reaction after the volley |
ART | 2,400 ms | a reaction's art on screen |
GIF_FPS | 12 | a shared GIF's frames a second |
GIF_MAX | 20,000 ms | the longest a shared GIF runs |
GIF_W | 560 | a shared GIF's width (px) |