Turn the bodies around, calm the racket zombie, break up the pack
Three from the playtest, all code: Every side-on sprite is DRAWN facing left, and nothing ever mirrored them, so a zombie walking right moonwalked — obvious the moment they close on you across your own half. They face where they last walked now. The front-facing ones (the turned CPU, the machine, a chapter boss) have no left or right and are left alone. The racket zombie holds a position and only moves when the ball makes him, so a time-driven walk cycle flicked him between two frames on the spot. His stride steps off ground covered, like the brute's — standing still is standing still. And the pack no longer stands on the body twitching for as long as the summary is up: once it appears they break up and shamble away up-court. Measured — feeding at 3s, dispersed to 3m by 6.5s. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -238,6 +238,8 @@ export const TUNE = {
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shieldDown: 1.5, // s a shield zombie's ('s') chair stays dropped after a block — the kill window
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meleeRange: 1.7, // m — a racket swish cleaves shamblers this close to you
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racketHp: 3, // splat-quality hits a racket zombie (mini-boss) takes before it dies
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racketStride: 0.42, // m the racket zombie covers per walk frame — his cycle steps off GROUND
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// COVERED, so he stops animating when he stops moving
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racketSpeed: 2.8, // m/s the racket zombie shambles to chase a ball
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racketQMax: 0.55, // its return quality is capped here (slower, sloppier than the tennis CPU)
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racketFlub: 0.2, // chance the racket zombie whiffs a return
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