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CLOSES #806, CLOSES #809, CLOSES #853, CLOSES #854, CLOSES #860, CLOSES #862, CLOSES #865, CLOSES #866
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@@ -332,6 +332,26 @@ one used sideways. An `options.lua` from before this split keeps its single
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layout in both orientations until one of them is edited. In-game, Options →
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**TOUCH PAD** toggles the same on/off flag without leaving a play session.
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## Haptic feedback (mobile)
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Options → **VIBRATION** (also in the launcher's gear menu) buzzes the device
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the instant an on-screen control takes a button (#806). A glass pad has no
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edges under a thumb, so the pulse is what tells you the press landed:
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sliding the d-pad from one direction to the next buzzes again, a second
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finger landing on a button that is already held does not, and releasing
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never does.
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Four levels: **OFF**, **LIGHT** (the default), **MEDIUM**, **HEAVY**.
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"Intensity" is really a pulse length -- the platform call takes a duration
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and nothing else -- so LIGHT is a 12 ms tick, MEDIUM 25 ms, HEAVY 45 ms.
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Stepping the row fires one sample pulse at the level you land on, so the
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three can be compared without leaving the menu. On iOS the system
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vibration has one fixed length, so all three levels feel the same there and
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the row is effectively on/off. The setting lives in `options.lua` and the
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row only appears where the on-screen pad can (Android/iOS, or desktop with
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`POKEPORT_TOUCH=1`, where it does nothing since desktop LOVE has no
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vibrator).
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## Screen orientation lock (Android)
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Options → **ORIENTATION** (also in the launcher's gear menu) locks the
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@@ -585,6 +605,11 @@ settings gear and pulses when an update is waiting, instead of sitting in a
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banner at the bottom of the page that you had to scroll to notice. Checking
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for updates from there shows a loader like everything else.
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**A quit button.** An X sits to the right of the settings gear and closes
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the app cleanly, the same shutdown path as the window's close button. Mostly
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for platforms where reaching the window chrome is awkward (Android, Steam
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Deck, fullscreen desktops).
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**The look.** Black background, white outlines, no gradients or glows, and
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buttons that are solid colour-coded keys: green commits, blue navigates, red
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destroys, yellow wants attention. The three game tabs keep their red, blue
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