Phase 12: the weapon ladder — every tin opens something nastier

Deliveries cycle BOMB -> TRIPLE -> FIRE -> GUN (G.deliveries indexes the
ladder); one tin at a time, a fresh delivery replaces unspent stock. All
weapons stay one-thumb: the serve auto-consumes, zero new inputs.

- Triple serve (x3): one real serve fans two ballistic clones +-6deg (extras[]
  in zombies.js — NOT the reverted rapid-fire: each fan costs a proper serve).
  Side balls respect variant rules (wound brutes, clank off chairs, pass the boss)
- Flame ball (x3): kills on ANY contact regardless of pow, chair ignored,
  full pierce (splatter pace tax undone), ember trail, white-hot render
- Machine gun (8s): horde auto-fire as a pickup — no serving, drag steers,
  no assist, spawner keeps running, ammo bar drains on the HUD, then the
  serve loop resumes
- HUD pips per type (black/yellow/orange) at the bomb slot; flash names the
  tin ('NEW BALLS: FIRE')

Verified: ladder cycles across 5 deliveries; triple spawns 2 extras and the
fan kills flanked targets; pow-0.1 flame ball clears shambler+shield+brute in
one pass with TRIPLE KILL chaining; GUN tin arms at changeover, blocks taps,
streams pellets (kill in 5 frames), expires back to pretoss; tennis 11/12;
no weapon-flag leaks into tennis; no console errors.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
wuwiandClaude Fable 5 committed 2026-07-12 10:58:28 +02:00
1 parent 7bc26aec1c
commit 06bd24e6ea
6 files changed
+114 -22

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+1
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@@ -35,6 +35,7 @@ export const TUNE = {
hordeLen: 12, // s a horde wave lasts
hordeRate: 2.5, // zombies spawned per second during a horde
mgRate: 6, // machine-gun pellets fired per second during a horde
mgPickupLen: 8, // s the machine-gun tin (4th delivery) auto-fires outside hordes
runnerSpeed: 3.2, // runner ('f') speed multiplier over the shamble
bruteHp: 2, // splat-quality hits (or pellets) a brute ('g') soaks before it dies
shieldDown: 1.5, // s a shield zombie's ('s') chair stays dropped after a block — the kill window
+37 -7
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@@ -4,7 +4,7 @@ import { TUNE, COURT, CONTACT, VOLLEY, ZONE_DEPTH, HOME, P_BOUNDS, TOSS, SHOT_DE
import { P, O, ball, score, crowd, G, other, deuceSide, setupPoint, sendBoy } from './state.js';
import { audio, pock, swish, applause, voice } from './audio.js';
import { axisX, axisZ, takeFlickAim } from './input.js';
import { updateZombies, spawnZombie, zombies, explode, meleeSwipe } from './zombies.js';
import { updateZombies, spawnZombie, zombies, explode, meleeSwipe, extras, parts } from './zombies.js';
// ------------------------------------------------------------- ballistics ----
// Launch ball from (x0,y0,z0) so it lands at (tx, tz) with horizontal speed s under gravity g.
@@ -79,7 +79,7 @@ function doHit(ch, quality, aim) {
G.wasServe = false; // a serve volleyed back pre-bounce must not fault-check the return
ball.pow = quality; // carried pace: zombies splatter only above zSplatQ
ball.kills = 0; // fresh shot: multi-kill streak restarts
ball.bomb = false; // only a bomb-consuming serve is a bomb; any other hit clears it
ball.bomb = false; ball.flame = false; // only a consuming serve arms these; any other hit clears them
if (ch.side === 'P') { // shot marker: where this will land — red means it's going out
const ok = G.mode !== 'tennis' || (Math.abs(tx) <= COURT.W / 2 + 0.02 && tz >= -0.02 && tz <= COURT.netZ);
G.outMarker = { x: tx, z: tz, out: !ok, t: 1.3 };
@@ -121,8 +121,19 @@ function hitServe(sv, quality, aim = null) {
ball.lastHit = sv.side; ball.bounces = 0;
ball.pow = quality;
ball.kills = 0; // fresh serve: multi-kill streak restarts
ball.bomb = G.mode === 'splatter' && G.bombs > 0; // auto-consume a stocked bomb ball
// the armed tin auto-loads the serve — one-thumb rule, no weapon-select input
ball.bomb = G.mode === 'splatter' && G.bombs > 0;
if (ball.bomb) G.bombs--;
ball.flame = G.mode === 'splatter' && !ball.bomb && G.flames > 0;
if (ball.flame) G.flames--;
if (G.mode === 'splatter' && G.triples > 0) { // one serve, three balls: clones fanned ±6°
G.triples--;
for (const deg of [-6, 6]) {
const r = deg * Math.PI / 180, c = Math.cos(r), sn = Math.sin(r);
extras.push({ x: ball.x, y: ball.y, z: ball.z, vy: ball.vy, pow: quality, t: 2.5,
vx: ball.vx * c - ball.vz * sn, vz: ball.vx * sn + ball.vz * c });
}
}
if (sv.side === 'P') G.outMarker = { x: boxX, z: tzs, out: G.mode === 'tennis' && !inServeBox(boxX, tzs), t: 1.3 };
G.phase = 'rally'; pock(1, 1100);
sv.pose = 'serve'; sv.poseT = 0;
@@ -213,11 +224,24 @@ function startChangeover() {
if (G.tinDue) { // the boys arm you — unless they took a game since the last delivery
G.tinDue = false;
if (G.shameGame) G.flash = { text: 'NO NEW BALLS', t: 1.6 }; // the umpire withholds
else { G.bombs = TUNE.bombMax; voice('new_balls', 0.6); G.flash = { text: 'NEW BALLS', t: 1.6 }; }
else deliverTin();
G.shameGame = false; // the slate is clean either way
} else G.flash = { text: 'CHANGEOVER', t: 1.4 };
}
// the weapon ladder: each delivery of the run opens a nastier tin. One tin at a time —
// a fresh delivery replaces any unspent stock (simpler than stacking, and it keeps you spending).
function deliverTin() {
const w = G.deliveries++ % 4;
G.bombs = G.triples = G.flames = 0; G.mgT = 0;
if (w === 0) G.bombs = TUNE.bombMax;
else if (w === 1) G.triples = 3;
else if (w === 2) G.flames = 3;
else G.mgT = TUNE.mgPickupLen; // starts firing when play resumes
sendBoy(); voice('new_balls', 0.6);
G.flash = { text: 'NEW BALLS: ' + ['BOMB', 'TRIPLE', 'FIRE', 'GUN'][w], t: 1.6 };
}
// retire the splatter ball; a running changeover's long beat must not be clobbered short
export function spentBall() {
ball.active = false;
@@ -434,7 +458,7 @@ export function keyPressed(code) {
if (code !== 'Space') return;
audio(); // unlock on first gesture
if (G.mode === 'splatter') meleeSwipe(P.x, P.z, TUNE.meleeRange); // a swish cleaves adjacent shamblers
if (G.horde) return; // horde: the racket auto-fires; a tap only swishes, never serves
if (G.horde || G.mgT > 0) return; // auto-fire modes: a tap only swishes, never serves
if (G.changeover) return; // the breather is mandatory — the melee swish above still works
// splatter: a tap/flick during the brief 'over' beat re-arms the next serve immediately
if (G.mode === 'splatter' && G.phase === 'over') { ball.active = false; setupPoint(); }
@@ -495,7 +519,7 @@ export function update(dt) {
P.x += mx * TUNE.playerSpeed * slow * dt;
P.z += mz * TUNE.playerSpeed * slow * dt;
let assist = 0;
if (!mx && !mz && TUNE.autoAssist > 0 && ball.active && !G.horde) { // horde: you aim by hand, no assist
if (!mx && !mz && TUNE.autoAssist > 0 && ball.active && !G.horde && !(G.mgT > 0)) { // auto-fire: you aim by hand, no assist
const chasing = ball.lastHit === 'O';
// no `slow` here: tapping must not freeze your legs, or anticipating a shot loses it
const rate = TUNE.playerSpeed * TUNE.autoAssist * dt * (chasing ? 1 : 0.55);
@@ -575,6 +599,9 @@ export function update(dt) {
// --- ball physics
if (ball.active) {
if (ball.flame) parts.push({ // fire trail: one ember per frame, brief and rising
x: ball.x, y: ball.y, z: ball.z, t: 0.22, fire: true,
vx: (Math.random() * 2 - 1) * 0.6, vy: 0.8, vz: (Math.random() * 2 - 1) * 0.6 });
ball.vy -= (ball.g || TUNE.gravity) * dt;
const oldZ = ball.z;
ball.x += ball.vx * dt; ball.y += ball.vy * dt; ball.z += ball.vz * dt;
@@ -637,7 +664,10 @@ export function update(dt) {
G.overT -= dt;
if (G.overT <= 0) {
if (G.changeover) { G.changeover = false; voice('time', 0, 0.95); } // "Time." — play resumes
setupPoint();
if (G.mgT > 0) { // a GUN tin was delivered: no serving, the racket fires itself, drag steers
G.phase = 'rally'; ball.active = false;
P.pose = 'idle'; P.poseT = 0; P.swingT = -1;
} else setupPoint();
}
}
}
+2 -2
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@@ -8,7 +8,7 @@ import { P, O, ball, score, G, setupPoint } from './state.js';
import { update, keyPressed, solveShot, inServeBox, inCourt, forceZombies, splatPoint } from './gameplay.js';
import { fitViewport, render, proj } from './render.js';
import { voice } from './audio.js';
import { zombies, spawnZombie, piles, gore, parts, pellets, explode } from './zombies.js';
import { zombies, spawnZombie, piles, gore, parts, pellets, extras, explode } from './zombies.js';
import { cv } from './dom.js';
import './input.js';
@@ -54,6 +54,6 @@ cv.addEventListener('pointerdown', e => {
requestAnimationFrame(frame);
// exposed for in-browser sanity checks and simulated playtests
window.T = { TUNE, ball, P, O, score, G, zombies, spawnZombie, piles, gore, parts, pellets, explode, splatPoint, solveShot, inServeBox, inCourt, proj, setupPoint, forceZombies,
window.T = { TUNE, ball, P, O, score, G, zombies, spawnZombie, piles, gore, parts, pellets, extras, explode, splatPoint, solveShot, inServeBox, inCourt, proj, setupPoint, forceZombies,
step: dt => update(dt), render, press: keyPressed,
get phase() { return G.phase; }, set phase(v) { G.phase = v; } };
+29 -9
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@@ -4,7 +4,7 @@ import { cv, ctx } from './dom.js';
import { TUNE, COURT, PLAYER_H, BOY_H, UMP_H, BOUNCE_IDLE, SPRITE_H } from './config.js';
import { P, O, ball, score, crowd, G } from './state.js';
import { predictLanding } from './gameplay.js';
import { zombies, gore, piles, parts, pellets } from './zombies.js';
import { zombies, gore, piles, parts, pellets, extras } from './zombies.js';
// ---------------------------------------------------------------- palette ----
// tennis palette -> drained splatter palette; the transition lerps between them
@@ -91,7 +91,7 @@ function drawShadow(px, py, rx, ry, alpha = 0.28) {
ctx.fillStyle = `rgba(0,0,0,${alpha})`;
ctx.beginPath(); ctx.ellipse(px, py, rx, Math.max(1, ry), 0, 0, 7); ctx.fill();
}
function drawBall(x, y, z, glint = false, bomb = false) {
function drawBall(x, y, z, glint = false, bomb = false, flame = false) {
const sh = proj(x, 0, z);
drawShadow(sh.x, sh.y, Math.max(1.5, sh.s * 0.09), sh.s * 0.04, 0.3);
const bp = proj(x, y, z);
@@ -101,6 +101,11 @@ function drawBall(x, y, z, glint = false, bomb = false) {
if (Math.floor(G.idleT * 20) % 2) { ctx.fillStyle = '#ff8010'; ctx.fillRect(bp.x - 0.5, bp.y - r - 1, Math.max(1, r * 0.5), Math.max(1, r * 0.6)); }
return;
}
if (flame) { // white-hot core in an orange shell, flickering
ctx.fillStyle = '#ff8010'; ctx.beginPath(); ctx.arc(bp.x, bp.y, r + (Math.floor(G.idleT * 24) % 2 ? 1 : 0), 0, 7); ctx.fill();
ctx.fillStyle = '#ffe8a0'; ctx.beginPath(); ctx.arc(bp.x, bp.y, Math.max(1, r * 0.5), 0, 7); ctx.fill();
return;
}
ctx.fillStyle = '#e8f03a'; ctx.beginPath(); ctx.arc(bp.x, bp.y, r, 0, 7); ctx.fill();
if (glint) { ctx.fillStyle = '#f8f8d0'; ctx.fillRect(bp.x - r * 0.3, bp.y - r * 0.5, Math.max(1, r * 0.5), Math.max(1, r * 0.5)); }
}
@@ -228,7 +233,8 @@ function drawMgRacket() { // horde: the player braces the racket forward and up-
ctx.beginPath(); ctx.moveTo(hip.x, hip.y); ctx.lineTo(tip.x, tip.y); ctx.stroke();
ctx.strokeStyle = '#b07030'; ctx.lineWidth = 1.5; // the head, aimed forward
ctx.beginPath(); ctx.ellipse(tip.x, tip.y, Math.max(2, tip.s * 0.14), Math.max(3, tip.s * 0.22), 0, 0, 7); ctx.stroke();
if (G.horde && G.horde.mgT > 1 / TUNE.mgRate - 0.06) { // muzzle flash right after a shot
const cool = G.horde ? G.horde.mgT : G.mgCool; // horde or GUN-tin pickup — same racket
if (cool > 1 / TUNE.mgRate - 0.06) { // muzzle flash right after a shot
ctx.fillStyle = '#fff0a0'; ctx.beginPath(); ctx.arc(tip.x, tip.y, Math.max(2, tip.s * 0.12), 0, 7); ctx.fill();
}
}
@@ -318,12 +324,14 @@ export function render() {
const by = Math.abs(Math.sin(G.idleT * BOUNCE_IDLE.tempo)) * BOUNCE_IDLE.apex;
drawBall(bx, by, sv.z);
}
// the match ball
if ((ball.active || G.phase === 'over') && !ball.collected) drawBall(ball.x, ball.y, ball.z, true, ball.bomb);
// splatter particles
// the match ball (and any triple-serve side balls in flight)
if ((ball.active || G.phase === 'over') && !ball.collected) drawBall(ball.x, ball.y, ball.z, true, ball.bomb, ball.flame);
for (const e of extras) drawBall(e.x, e.y, e.z);
// splatter particles (fire embers ride the same array)
for (const pt of parts) {
const pp = proj(pt.x, pt.y, pt.z);
ctx.fillStyle = pt.dark ? 'rgba(96,14,14,0.9)' : 'rgba(170,22,22,0.9)';
ctx.fillStyle = pt.fire ? (pt.t > 0.12 ? '#ffc030' : '#ff8010')
: pt.dark ? 'rgba(96,14,14,0.9)' : 'rgba(170,22,22,0.9)';
ctx.fillRect(pp.x | 0, pp.y | 0, 2, 2);
}
// machine-gun pellets: flat tracers with a tiny ground shadow
@@ -333,7 +341,7 @@ export function render() {
ctx.fillStyle = '#f8e048'; ctx.fillRect((pp.x | 0) - 1, (pp.y | 0) - 1, 2, 2);
}
if (G.mode !== 'eaten') drawChar(P); // there is no P anymore
if (G.horde && G.mode === 'splatter') drawMgRacket(); // rambo racket over the player
if ((G.horde || G.mgT > 0) && G.mode === 'splatter') drawMgRacket(); // rambo racket over the player
ctx.setTransform(RES, 0, 0, RES, 0, 0); // un-shake: the HUD and overlays stay rock steady
if (G.boomFlash > 0) { ctx.fillStyle = `rgba(255,255,255,${Math.min(1, G.boomFlash / 0.08) * 0.85})`; ctx.fillRect(0, 0, W, H); }
@@ -352,6 +360,18 @@ export function render() {
ctx.fillStyle = '#111'; ctx.beginPath(); ctx.arc(96 + b * 8, 14, 2.6, 0, 7); ctx.fill();
ctx.strokeStyle = '#ff8010'; ctx.lineWidth = 0.75; ctx.stroke();
}
for (let b = 0; b < G.triples; b++) { // triple serves: a yellow pip flanked by two dots
ctx.fillStyle = '#e8f03a'; ctx.beginPath(); ctx.arc(96 + b * 8, 14, 2.6, 0, 7); ctx.fill();
ctx.fillRect(96 + b * 8 - 4, 13, 1.5, 1.5); ctx.fillRect(96 + b * 8 + 3, 13, 1.5, 1.5);
}
for (let b = 0; b < G.flames; b++) { // flame balls: orange pip, hot core
ctx.fillStyle = '#ff8010'; ctx.beginPath(); ctx.arc(96 + b * 8, 14, 2.6, 0, 7); ctx.fill();
ctx.fillStyle = '#ffe8a0'; ctx.fillRect(96 + b * 8 - 1, 13, 2, 2);
}
if (G.mgT > 0) { // machine-gun time: a draining ammo bar
ctx.fillStyle = '#333'; ctx.fillRect(96, 11, 34, 5);
ctx.fillStyle = '#f8e048'; ctx.fillRect(96, 11, 34 * Math.min(1, G.mgT / TUNE.mgPickupLen), 5);
}
ctx.fillStyle = score.server === 'O' ? '#f8e048' : '#c8d0dc';
ctx.fillText((G.mode === 'tennis' ? 'CPU ' : 'THEM ') + setsTxt(1) + score.games[1] + ' ' + ptTxt(1), 12, 22);
ctx.textAlign = 'center';
@@ -367,7 +387,7 @@ export function render() {
}
if (G.eatenT > 0.7) { ctx.fillStyle = '#f8e048'; ctx.font = 'bold 8px monospace'; ctx.fillText('TAP TO PLAY AGAIN', W / 2, H / 2 + 28); }
}
if (G.phase === 'pretoss' && score.server === 'P' && G.mode !== 'eaten' && !G.horde) {
if (G.phase === 'pretoss' && score.server === 'P' && G.mode !== 'eaten' && !G.horde && !(G.mgT > 0)) {
ctx.fillStyle = '#f8e048'; ctx.font = 'bold 8px monospace';
const touch = matchMedia('(pointer: coarse)').matches;
const txt = G.mode === 'splatter'
+7 -2
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@@ -5,7 +5,7 @@ import { HOME } from './config.js';
export const P = { x: 1.3, z: 22.8, side: 'P', pose: 'idle', poseT: 0, swingT: -1, facing: 1, runT: 0 };
export const O = { x: -1.3, z: 1.0, side: 'O', pose: 'idle', poseT: 0, swingT: -1, facing: 1, runT: 0 };
export const ball = { x: 0, y: 1, z: 20, vx: 0, vy: 0, vz: 0, g: 9.2,
active: false, lastHit: 'P', bounces: 0, firstLand: null, collected: false, kills: 0, bomb: false };
active: false, lastHit: 'P', bounces: 0, firstLand: null, collected: false, kills: 0, bomb: false, flame: false };
export const score = { pts: [0, 0], games: [0, 0], server: 'P' }; // pts index 0=P 1=O
export const crowd = { cheer: 0, dots: [] }; // dots are (re)built by render.buildCrowd
@@ -32,7 +32,12 @@ export const G = {
aiReactT: 9, // time since the player's last hit; CPU reads the shot after TUNE.aiReaction
wasServe: false, // the ball in flight is a serve (first bounce must hit the box)
splatT: 0, // time survived in splatter mode — drives the difficulty ramp
bombs: 0, // bomb-ball stock (max TUNE.bombMax); the next serve auto-consumes one
bombs: 0, // bomb-ball stock; the next serve auto-consumes one (delivery 1 of the ladder)
triples: 0, // triple-serve stock — a serve fans into three balls (delivery 2)
flames: 0, // flame-ball stock — kills on any touch, full pierce (delivery 3)
mgT: 0, // s of machine-gun time left (delivery 4) — auto-fire, no serving
mgCool: 0, // s until the next pickup-mode pellet
deliveries: 0, // tins delivered this run — indexes the weapon ladder
tinDue: false, // the rules called for new balls — deliver at the next changeover
horde: null, // active horde wave {t, spawnT, mgT} — machine-gun racket, no serving
runGames: 0, // games finished this run (either side) — the difficulty director
+38 -2
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@@ -13,6 +13,7 @@ export const gore = []; // lawn decals {x, z, r, a} — the flat ground laye
export const piles = []; // 3D-ish gore mounds {x, z, size 1..4, seed} — grow where kills cluster
export const parts = []; // splatter particles {x, y, z, vx, vy, vz, t, dark}
export const pellets = []; // machine-gun rounds during a horde {x, y, z, vx, vz, t}
export const extras = []; // triple-serve side balls {x, y, z, vx, vy, vz, pow, t} — ballistic clones
let spawnT = 1.5, moanT = 3;
@@ -135,7 +136,12 @@ export function updateZombies(dt) {
if (G.mode === 'splatter') { // transition spawns are scripted, not timed
G.splatT += dt;
if (G.horde) tickHorde(dt); // horde: dense spawns + machine gun, ignores the cap
else if (!G.changeover) { // changeovers are a real breather — no fresh spawns
else if (G.mgT > 0 && G.phase === 'rally') { // machine-gun tin: horde firepower, regular rules
G.mgT -= dt;
if ((G.mgCool -= dt) <= 0) { firePellet(); G.mgCool = 1 / TUNE.mgRate; }
if (G.mgT <= 0) setupPoint(); // ammo dry — the serve loop resumes
}
if (!G.horde && !G.changeover) { // changeovers are a real breather — no fresh spawns
spawnT -= dt;
// the spawn director: the match's age (games finished) sets both crowd size and tempo
const cap = Math.min(TUNE.zMaxCap, TUNE.zMax + G.runGames);
@@ -166,7 +172,7 @@ export function updateZombies(dt) {
splat(1);
voice('game_set_massacre', 0.8);
G.mode = 'eaten'; ball.active = false; G.flash = null; // zombies keep shambling for ambience
G.horde = null; pellets.length = 0; // the swarm stops; the eaten screen takes over
G.horde = null; pellets.length = 0; extras.length = 0; G.mgT = 0; // everything stops; the eaten screen takes over
try { // the run is over — settle it against the best (games survived, sets as tiebreak)
const b = JSON.parse(localStorage.splatterBest || 'null') || { games: 0, sets: 0 };
if (G.runGames > b.games) { b.games = G.runGames; b.sets = G.sets[0]; localStorage.splatterBest = JSON.stringify(b); }
@@ -180,6 +186,15 @@ export function updateZombies(dt) {
explode(ball.x, ball.z); ball.bomb = false;
spentBall(); break; // zombies mutated — stop this frame's loop
}
if (ball.flame) { // burns through anything it touches — no quality gate, no chair, no pace tax
if (zb.variant === 'r') { // the boss only takes a wound
zb.hp--; splat(0.5);
if (zb.hp <= 0) { splatter(i); } continue;
}
const vx0 = ball.vx, vz0 = ball.vz;
splatter(i); ball.vx = vx0; ball.vz = vz0; // undo splatter's pierce tax: full pace through the lane
continue;
}
if (zb.variant === 'r') { // mini-boss: splat-quality wounds it; soft balls it rallies (racketAI)
if ((ball.pow || 0) >= TUNE.zSplatQ) {
zb.hp--; splat(0.5); pock(0.6, 300);
@@ -229,6 +244,27 @@ export function updateZombies(dt) {
if (hit || pe.t <= 0) pellets.splice(i, 1);
}
for (let i = extras.length - 1; i >= 0; i--) { // triple-serve side balls: full ballistic clones
const e = extras[i];
e.t -= dt; e.vy -= TUNE.gravity * dt;
e.x += e.vx * dt; e.y += e.vy * dt; e.z += e.vz * dt;
if (e.y <= 0 && e.vy < 0) { e.y = 0; e.vy = -e.vy * TUNE.bounceY; e.vx *= TUNE.bounceXZ; e.vz *= TUNE.bounceXZ; }
let dead = e.t <= 0 || Math.abs(e.x) > 7.5 || e.z < -2 || e.z > 25.5;
if (!dead && e.y < 1.9) for (let j = zombies.length - 1; j >= 0; j--) {
const zb = zombies[j];
if (zb.variant === 'r') continue; // side balls pass the boss — only the match ball duels it
if (Math.hypot(zb.x - e.x, zb.z - e.z) < (zb.variant === 'g' ? 0.75 : 0.55)) {
if (zb.variant === 's' && e.vz < 0 && !(zb.shieldT > 0)) { zb.shieldT = TUNE.shieldDown; pock(0.9, 1800); } // chair blocks these too
else if (e.pow >= TUNE.zSplatQ) {
if (zb.variant === 'g' && --zb.hp > 0) splat(0.4); // wounds the brute
else killZombie(j, !!G.horde);
} else { zb.z -= TUNE.zPushback; pock(0.5, 300); }
dead = true; break; // a side ball is spent on its first touch
}
}
if (dead) extras.splice(i, 1);
}
for (let i = parts.length - 1; i >= 0; i--) {
const p = parts[i];
p.t -= dt; p.vy -= 14 * dt;