Spin lock, gravity drops, jackpot-coherent crazy mode, win-beat polish - #13
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Spin lifecycle: - Add engine/spin-lock.js state machine (idle/starting/animating) and guard spin() before any await so spamming the button can't start concurrent spins (fixes mid-spin glitches). Released on success/error/cancel. Vitest coverage. Drop animation: - Refill cells now start exactly where they last rested (drop the 1.15x overshoot) so they no longer hop upward before falling. - Spin-end board exit uses true t^2 gravity instead of a near-linear slide. - Remove the at-rest pre-draw in animateRound that flashed the generated board for a frame before it dropped. Win beat: - Deliberate sequence per 8+ catch: hold/celebrate (2.5s opening, 1.5s chained tumbles) -> explode fully -> then drop the refill (no overlap), committed synchronously so cleared cells never flash old symbols. - Celebration glow sustains with a shimmer across the hold; winner halo breathes with the pulse. Go Crazy: - Boost premium-symbol density and add same-type clustering so boards visibly flood with high-value symbols (gated entirely behind crazy mode; base RTP unchanged). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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Spin lifecycle:
Drop animation:
Win beat:
Go Crazy: