diff --git a/gameplay.js b/gameplay.js index ccae1fd..76fbe7c 100644 --- a/gameplay.js +++ b/gameplay.js @@ -570,14 +570,20 @@ function tryGunBurst() { return true; } -// release of the two-stage aim: an instant serve to the reticle (quality fixed — placement +// slingshot serve, stage one: the pull-back starts the toss animation. The ball rises while +// you aim (dotted line, render.js); the release (dragServe) fires it. Only from a fresh pretoss. +export function serveToss() { + if (score.server === 'P' && G.phase === 'pretoss' && !ball.active) tossBall(P); +} + +// release of the slingshot aim: an instant serve to the reticle (quality fixed — placement // is this serve's power; the toss ritual keeps the PERFECT-timing power ceiling) export function dragServe(aim) { if (G.mode !== 'splatter' || score.server !== 'P') return; if (G.interlude || G.horde || G.mgT > 0 || G.changeover) return; // the duel serves like tennis, not the reticle - if (G.phase !== 'pretoss' && G.phase !== 'rally') return; // rally too: fire again while a ball's still up + if (G.phase !== 'pretoss' && G.phase !== 'rally' && G.phase !== 'toss') return; // toss = our own slingshot wind-up if (tryGunBurst()) return; - if (ball.active) // rapid fire: the ball in flight keeps going as a ballistic clone so the next serve can launch now + if (ball.active && G.phase !== 'toss') // rapid fire: banish the live rally ball as a ballistic clone — but NOT our fresh toss extras.push({ x: ball.x, y: ball.y, z: ball.z, vx: ball.vx, vy: ball.vy, vz: ball.vz, pow: ball.pow || 0.5, t: 2.5 }); ball.active = true; ball.collected = false; ball.bounces = 0; ball.firstLand = null; ball.x = P.x + 0.35; ball.z = P.z; ball.y = 2.2; ball.g = TUNE.gravity; @@ -819,7 +825,7 @@ export function update(dt) { ((ball.z < -2 && ball.vz < 0) || (ball.z > 25.5 && ball.vz > 0) || Math.abs(ball.x) > 7.5)))) { spentBall(); } - if (G.phase === 'toss' && ball.y <= 1.4 && ball.vy < 0) { // uncaught toss → retoss + if (G.phase === 'toss' && ball.y <= 1.4 && ball.vy < 0 && !G.aim) { // uncaught toss → retoss (a held slingshot aim keeps the toss up) ball.active = false; G.phase = 'pretoss'; if (score.server === 'O') G.aiServeT = 0.8; } diff --git a/input.js b/input.js index 4d908f4..a215296 100644 --- a/input.js +++ b/input.js @@ -5,7 +5,7 @@ import { cv } from './dom.js'; import { audio } from './audio.js'; import { G, score } from './state.js'; -import { keyPressed, dragServe, selectWeapon } from './gameplay.js'; +import { keyPressed, dragServe, selectWeapon, serveToss } from './gameplay.js'; import { rackHit } from './render.js'; import { togglePanel } from './panel.js'; @@ -75,8 +75,11 @@ cv.addEventListener('touchmove', e => { if (t.identifier !== stick.id) continue; const dx = t.clientX - stick.x0, dy = t.clientY - stick.y0, dist = Math.hypot(dx, dy); if (dist > DEAD) stick.moved = true; - if (stick.aimable) { // aiming, not steering: the reticle tracks the thumb (home = auto-target) - G.aim = dist > DEAD ? { fx: dx / dist, fy: dy / dist, mag: dist } : { fx: 0, fy: 0, mag: 0 }; + if (stick.aimable) { // slingshot: PULL BACK, launch forward — aim is the inverse of the drag (home = auto-target) + if (dist > DEAD) { + if (!stick.tossed) { serveToss(); stick.tossed = true; } // the pull kicks off the toss animation + G.aim = { fx: -dx / dist, fy: -dy / dist, mag: dist }; + } else G.aim = { fx: 0, fy: 0, mag: 0 }; continue; } const r = cv.getBoundingClientRect(); diff --git a/render.js b/render.js index 168d8da..f4b02a4 100644 --- a/render.js +++ b/render.js @@ -396,14 +396,20 @@ export function render() { if (l) drawRing(l.x, l.z, 'rgba(255,255,255,0.85)'); } if (G.outMarker) drawRing(G.outMarker.x, G.outMarker.z, G.outMarker.out ? '#ff5050' : '#f8e048'); - // two-stage serve aim: the reticle tracks the thumb; red = the magnet has a zombie locked - if (G.aim && G.mode === 'splatter' && !G.interlude && (G.phase === 'pretoss' || G.phase === 'rally')) { + // slingshot serve aim: an angry-birds dotted trajectory from the racket to the aim point; + // red = the magnet has a zombie locked, yellow = a free spot on the court + if (G.aim && G.mode === 'splatter' && !G.interlude && (G.phase === 'pretoss' || G.phase === 'toss' || G.phase === 'rally')) { const ft = flickTarget(P, G.aim); - if (ft.zt) { // locked: the ring rides the zombie itself, plus a marker over its head - drawRing(ft.zt.x, ft.zt.z, '#ff5050'); - const hp = proj(ft.zt.x, 2.2, ft.zt.z); - ctx.fillStyle = '#ff5050'; ctx.fillRect(hp.x - 1, hp.y - 4, 3, 3); - } else if (ft.tx !== undefined) drawRing(ft.tx, ft.tz, '#f8e048'); + const tx = ft.zt ? ft.zt.x : ft.tx, tz = ft.zt ? ft.zt.z : ft.tz; + if (tx !== undefined) { + const col = ft.zt ? '#ff5050' : '#f8e048'; + const a = proj(P.x, 1.4, P.z), b = proj(tx, 0, tz); + ctx.strokeStyle = col; ctx.lineWidth = 2; ctx.setLineDash([3, 5]); + ctx.beginPath(); ctx.moveTo(a.x, a.y); ctx.lineTo(b.x, b.y); ctx.stroke(); + ctx.setLineDash([]); + drawRing(tx, tz, col); + if (ft.zt) { const hp = proj(ft.zt.x, 2.2, ft.zt.z); ctx.fillStyle = col; ctx.fillRect(hp.x - 1, hp.y - 4, 3, 3); } + } } // far-side drawables in z order (far → near), then the net, then the near side @@ -524,9 +530,9 @@ export function render() { const sel = ['PLAIN', 'BOMB', 'TRIPLE', 'FIRE', 'GUN'][G.weapon]; const txt = G.mode === 'splatter' ? (G.weapon === 4 ? (touch ? 'TAP TO UNLOAD THE GUN' : 'SPACE UNLOADS THE GUN') - : G.aim ? 'RELEASE TO SERVE · DRAG BACK TO CANCEL' + : G.aim ? 'PULL BACK TO AIM · RELEASE TO FIRE' : G.weapon > 0 ? `SERVE FIRES: ${sel} · ${switchHint}` - : touch ? 'TAP TO SERVE · HOLD + DRAG TO AIM' : 'SPACE SERVES · ARROWS AIM') + : touch ? 'TAP TO SERVE · PULL BACK TO AIM' : 'SPACE SERVES · ARROWS AIM') : G.serveNum === 2 ? (touch ? 'SECOND SERVE — TAP' : 'SECOND SERVE — SPACE') : (touch ? 'TAP TO TOSS, TAP TO SERVE' : 'SPACE TO TOSS, SPACE TO SERVE'); ctx.fillText(txt, W / 2, H - TUNE.rackH - RACK_BOT - 17); // sit clear above the rack