Splatter: re-toss mid-rally (keep the two-stage serve), leaner blood

Serve:
- Reverts the single-tap auto-serve. Firing a ball still needs the two-stage
  toss+fire gesture — but a tap mid-rally now RE-ARMS the toss (throws a new
  ball up) with the previous ball flying on as a ballistic clone, so you can
  toss the next serve without waiting for the last to leave play.

Blood:
- Wound bleed cut further: sparse (most frames emit nothing), thinner spread,
  lower rise, short-lived, capped low — a fine trickle, not a spray.
- Repainted z_gw / z_cw1 with clean stumps and almost no painted blood (the
  torso gash and shirt spatter are gone), so the dynamic trickle is the blood.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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wuwiandClaude Opus 4.8 committed 2026-07-17 21:17:17 +02:00
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commit 13416ee749
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@@ -155,22 +155,23 @@ export function explode(x, z) {
if (G.idleT - G.lastOrderT > 3) { voice('order', 0.35); G.lastOrderT = G.idleT; } // the umpire loses composure
}
// wounded zombies bleed from every open wound — a thin, steady trickle (a spurt from the
// neck stump on the headless boss). Anchors are approximate body-height offsets [x, y, rise,
// count] (drawStatic never mirrors, so a fixed side stays put); the parts loop's gravity arcs
// each drop. Tight spread keeps the streams thin; bounded so it stays subtle.
// wounded zombies bleed from every open wound — a fine, sparse trickle (a small spurt from the
// neck stump on the headless boss). Anchors are approximate body offsets [x, y, rise]; most
// frames a wound drips nothing, and the tight spread keeps each thread thin. Bounded low.
function bleed(zb) {
if (parts.length > 220) return;
if (parts.length > 90) return;
let wounds;
if (zb.variant === 'g' && zb.hp < TUNE.bruteHp) wounds = [[-0.3, 1.95, 1.8, 1]]; // brute: torn-off arm
else if (zb.variant === 'r' && zb.hp <= 1) wounds = [[0.05, 1.5, 3.6, 1], [0.4, 1.15, 1.4, 1]]; // headless: neck spurt + torn arm
else if (zb.variant === 'r' && zb.hp === 2) wounds = [[0.4, 1.2, 1.6, 1]]; // racket: torn-off arm
if (zb.variant === 'g' && zb.hp < TUNE.bruteHp) wounds = [[-0.3, 1.95, 1.1]]; // brute: torn-off arm
else if (zb.variant === 'r' && zb.hp <= 1) wounds = [[0.05, 1.5, 2.4], [0.4, 1.15, 0.9]]; // headless: neck spurt + torn arm
else if (zb.variant === 'r' && zb.hp === 2) wounds = [[0.4, 1.2, 1.0]]; // racket: torn-off arm
else return;
for (const w of wounds)
for (let k = 0; k < w[3]; k++) parts.push({
x: zb.x + w[0] + (Math.random() * 2 - 1) * 0.05, y: w[1] + (Math.random() * 2 - 1) * 0.04, z: zb.z + (Math.random() * 2 - 1) * 0.05,
vx: (Math.random() * 2 - 1) * 0.6, vy: w[2] * (0.6 + Math.random() * 0.6), vz: (Math.random() * 2 - 1) * 0.5,
t: 0.4 + Math.random() * 0.35, dark: Math.random() < 0.5 });
for (const w of wounds) {
if (Math.random() > 0.4) continue; // sparse: most frames this wound emits nothing
parts.push({
x: zb.x + w[0] + (Math.random() * 2 - 1) * 0.03, y: w[1] + (Math.random() * 2 - 1) * 0.03, z: zb.z + (Math.random() * 2 - 1) * 0.03,
vx: (Math.random() * 2 - 1) * 0.3, vy: w[2] * (0.6 + Math.random() * 0.5), vz: (Math.random() * 2 - 1) * 0.28,
t: 0.3 + Math.random() * 0.3, dark: Math.random() < 0.55 });
}
}
export function updateZombies(dt) {