Let the ball eat its own aim band, mark the body, grow the machine
Four things from the phone. THE BAND NO LONGER BLINKS OUT. Cutting it at the instant of release made a fast rally strobe — band, gone, band, gone. hitServe now records the arc it actually fired (error included, so the ball tracks what it is consuming to within a centimetre) and the ball eats it from behind as it flies. The aim resolves into the shot instead of vanishing. It ends early when the ball does, because a shambler swallowing the shot is a cut you want. THE TARGET MARK SITS ON THE BODY. A ring on the grass pointed at the one part of a shambler the shot has nothing to do with — the ball strikes anywhere under 1.9 m and the wound lands on the torso. So the mark rides at chest height when there is a body to hit and lies flat only when the lane is empty. Filled and washed out in the band's own colour instead of a hard 2px ring, which stops it reading as a decal stuck to the lawn. x_howto REDRAWN for the current gesture: thumb dragging back to a print, the shot leaving as a curved band onto the shambler's chest, shadow dots beneath. The old one still taught a straight arrow. MACH_H 1.15 -> 1.55. Waist high read as a prop you could ignore. Verified on a cache-busted build (the pane was serving a stale config.js, so the first pass measured nothing): preview velocity and gravity still identical to the fired ball, same flight time in the trail, unravel smooth to the hit. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -331,7 +331,8 @@ export const BOSS_ART = [
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wounds: ['z_chairw'], throws: ['z_chairt', 'z_chairwt'] },
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];
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export const MACH_H = 1.15; // a ball machine stands about waist high — it must read as furniture, not as a body
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export const MACH_H = 1.55; // was 1.15 — waist high read as a prop you could ignore. Still furniture
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// (a body is PLAYER_H 1.88), but big enough to be a thing on the court.
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export const BOY_H = 1.5; // was 1.2 — the mopping boy read as a distant speck at that scale
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// how far off-court a boy starts. The mop boy comes in from just off-screen (he is slow, and
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// waiting 8s for him to walk into shot is dead time); a fetching boy sprints in from further out.
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