Zombie tennis: one game per opponent, blood only

Triage failed the only test that matters — "i think the normal player does
not grasp this" — and the lesson across four drill designs is that every
invented rule needs teaching, while the rules the scene already implies need
none. So the new mode is the game's own oldest rule: tennis.

MATCH TEST in the back room (#match). One game per opponent, real 15/30/40
scoring. Built on top of the duel machinery: G.match runs a permanent
interlude, which is already what makes serving tennis-like, hides the rack,
quiets the spawn director and wakes racketAI. The one change is in
resolveInterlude — a settled point feeds matchPoint instead of ending
anything. About 90 lines for a whole mode, because the deepest system in the
repo was already built.

The score is the body: a quarter of its pool per point won, floored at 1, so
a love game walks the racket zombie through every wound stage and the game
point fells it. Its points draw your blood — hp--, eaten at zero, matchHeal 2
per game won is how you last. Regicide is inherited: kill the body mid-game
and the game banks by hand.

The timing is drawn, per Oliver's ask: an approach ring around the incoming
ball that kisses a fixed inner ring exactly at the sweet contact distance
(gold inside the band), and an apex band beside the toss spanning the same
0.12m keyPressed scores as perfect, with a tick riding the live ball. Both
cues use the mechanics' own numbers, so the picture cannot lie.

Verified by autopilot: 7 games in 90 simulated seconds, opponents 1..8, pools
4/6/8/10, wounds tracking points exactly.

36 tests, 15 seeds clean.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
wuwiandClaude Opus 5 committed 2026-08-11 22:19:37 +02:00
1 parent be191dba82
commit 0620e97d6c
9 files changed
+298 -16

No files matched your search

+37
View File
@@ -816,6 +816,43 @@ walking with no kills.
them back. The teacher steps in exactly when you demonstrably need it and out when you don't,
and `drillMark: 0` still kills them outright.
**THIRTEENTH PASS — ZOMBIE TENNIS, and the drill steps aside.** Oliver on triage: *"i think the
normal player does not grasp this"* — the lesson across four drill designs being that **every
invented rule needs teaching, and the only rules that don't are the ones the scene already implies**.
Brainstormed again; he picked the dark horse: real tennis against the dead. One game per opponent,
blood only. *"i can live simple tapping and timing"* — the tap-and-timing scheme, not the slingshot.
**MATCH TEST in the back room (`#match`).** Built ON TOP of the duel machinery, deliberately:
`G.match` runs a PERMANENT interlude — which is already what makes serving tennis-like, hides the
rack, quiets the spawn director and wakes `racketAI`. The one change is in `resolveInterlude`: a
settled point feeds `matchPoint` instead of ending anything. ~90 lines in beats.js for a whole mode,
because the deepest system in the repo (swings, volleys, lanes, the AI) was already built.
- **The score IS the body**: a quarter of the pool per point won, floored at 1 — a love game walks
the racket zombie through every wound stage and the game point fells it (`explode` at the body).
The scoreboard and the corpse agree all the way down. `matchOppHp` 4 + 2 per opponent felled.
- **Its points draw your blood**: `G.hp--`, eaten at zero, the ordinary channel. Four clean points
against you IS the run — `matchHeal` 2 per game won is how you last.
- **Regicide inherited free**: smashing the ball into the body still wounds it, killing it outright
wins the game early (killZombie -> resolveInterlude('P') lands with the court empty; the game is
banked BY HAND there, since advancePoint never saw a game point).
- **THE TIMING IS DRAWN** — his ask: *"what is the possible tap window what is the sweet spot"*.
Two cues riding the mechanics' own numbers so the picture cannot lie: the APPROACH RING (a ring
around the incoming ball that kisses a fixed inner ring exactly at `matchRingSweet` 2.7 m — the
centre of the tapped-points benchmark's window — gold inside `matchRingBand`), and the APEX BAND
(a guide beside the toss, gold across serveApexY ± the same 0.12 m keyPressed scores as perfect,
a white tick riding the live ball). Match-only for now; they would serve plain tennis and the
duel too if Oliver wants them there.
- Verified by autopilot in the browser: 7 games in 90 simulated seconds, opponents 1..8, pools
4/6/8/10, wounds tracking points exactly, heal capping at hpMax.
- **One harness trap that cost a round**: startMatch queues TWO first-sight modals (EXHIBITION
MATCH, then the racket zombie's own) — and a dismiss during a modal's entrance (`m.in < 1`) is
swallowed BY DESIGN. A scripted playtest must clear `G.modal` AND `G.modalQ`, or the world is
frozen and sixty seconds of stepping measures nothing.
**The drill stays in the back room beside it** — triage is a decent idea that failed the
grasp-in-five-seconds test, and the match is now the lead candidate for the middle mode.
**Open, and every one of them is Oliver's call after he plays it:**
1. ~~**A ball that carries through the lane can complete two steps at once.**~~ Largely CLOSED by
the slice removal (seventh pass) — a cut ball picking its own next victim was the main way this