The reaction lands where the ball does
- praise was firing at RELEASE, half a second before impact (measured: 32-frame flight, word on frame 0) — it now arms on the ball and pops on the first body it meets, or its first bounce - DOUBLE KILL / MASSACRE / RETURNED rise off the thing that earned them, as world-anchored pop texts — the announcement band is for milestones - the band got rows: a card can no longer print over the flash line - GAME N flash deleted (the scoreboard bar already says it), CHANGEOVER folded into the countdown panel Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -8,7 +8,7 @@ import { P, O, ball, score, G, setupPoint, selectCourt, selectTour } from './sta
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import { update, restartRun, keyPressed, solveShot, inServeBox, inCourt, forceZombies, splatPoint, deliverTin, selectWeapon, grantWeapon, showModal, dismissModal, startDuel, resolveInterlude, flickTarget, startBossFight, endBossFight , toggleTestMode } from './gameplay.js';
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import { fitViewport, render, proj, RES, SPRV, LOAD } from './render.js';
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import { voice, ambient, menuMusic, menuDuck } from './audio.js';
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import { zombies, spawnZombie, spawnRacketZombie, spawnMachine, spawnChapterBoss, piles, gore, parts, pellets, extras, shots, explode, hurtPlayer, killPlayer , spawnBarrel } from './zombies.js';
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import { zombies, spawnZombie, spawnRacketZombie, spawnMachine, spawnChapterBoss, piles, gore, parts, pellets, extras, shots, pops, explode, hurtPlayer, killPlayer , spawnBarrel } from './zombies.js';
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import { cv } from './dom.js';
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import * as stats from './stats.js';
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import './input.js';
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@@ -334,6 +334,6 @@ if (location.hash === '#laser') setTimeout(laserScene, 600);
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requestAnimationFrame(frame);
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// exposed for in-browser sanity checks and simulated playtests
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window.T = { TUNE, ball, P, O, score, G, zombies, laserScene, laserFire, pause: v => { paused = v !== false; }, spawnZombie, spawnRacketZombie, spawnMachine, spawnChapterBoss, spawnBarrel, grantWeapon, toggleTestMode, piles, gore, parts, pellets, extras, shots, explode, hurtPlayer, killPlayer, splatPoint, solveShot, inServeBox, inCourt, proj, setupPoint, forceZombies, deliverTin, selectWeapon, showModal, dismissModal, startDuel, resolveInterlude, flickTarget, startBossFight, endBossFight,
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window.T = { TUNE, ball, P, O, score, G, zombies, laserScene, laserFire, pause: v => { paused = v !== false; }, spawnZombie, spawnRacketZombie, spawnMachine, spawnChapterBoss, spawnBarrel, grantWeapon, toggleTestMode, piles, gore, parts, pellets, extras, shots, pops, explode, hurtPlayer, killPlayer, splatPoint, solveShot, inServeBox, inCourt, proj, setupPoint, forceZombies, deliverTin, selectWeapon, showModal, dismissModal, startDuel, resolveInterlude, flickTarget, startBossFight, endBossFight,
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stats, step: dt => update(dt), render, press: keyPressed,
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get phase() { return G.phase; }, set phase(v) { G.phase = v; } };
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