From 19ee62067a85ec2a0180bb81c24a08ecdac4d447 Mon Sep 17 00:00:00 2001 From: Oliver Rieger Date: Wed, 12 Aug 2026 09:39:04 +0200 Subject: [PATCH] HANDOFF-MATCH.md: what landed, and the record shape a future session must not re-derive MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Slices 1, 2 and 5 struck through with what they actually became; 3, 4, 6 and 7 left standing, with a note on 3 that the wound-stage art now exists for it and on 4 that the racket_* batches are its template. The parts of slice 2 that are still open (shots[] and the PARRY — the cheapest depth in the mode) are called out rather than buried under a DONE. Added: the record shape table (which of g/s/dead each mode uses and why), the classic-tennis mode, the second ending, and four new traps — the stats banked flag that no-kill modes never clear, the magenta key that ate racket strings, the read-only PIL image that made the fix look like a no-op, and the detail bar that ratchets against what it is replacing. Co-Authored-By: Claude Opus 5 --- HANDOFF-MATCH.md | 85 ++++++++++++++++++++++++++++++++++++------------ 1 file changed, 65 insertions(+), 20 deletions(-) diff --git a/HANDOFF-MATCH.md b/HANDOFF-MATCH.md index 7ac6d20..04112cb 100644 --- a/HANDOFF-MATCH.md +++ b/HANDOFF-MATCH.md @@ -49,36 +49,34 @@ communicating its own rules. Model A only works if the player can see they are b ## The build slice, in order -1. **Run summary + the measure** *(small, do first — it is what makes A legible)* - - Track and display **opponents felled**, not `G.runGames`. Today `matchGameWon` bumps - `G.runGames` (beats.js:308) because every mode uses it as the ladder metric; the match needs - its own count (`G.match.opp - 1` already is it) surfaced on the death screen and in a - match-specific localStorage best (`drillBest` is the pattern to copy). - - Death screen should speak tennis: "FELLED 3 OPPONENTS · 14 GAMES". `killPlayer` already owns - the single death path and the run summary. - - While here: make the blood legible so A reads correctly. The vignette exists (four linear edge - fades, sqrt curve) — check on a phone whether hits 1-2 of 8 land hard enough. +1. ~~**Run summary + the measure**~~ **DONE** (2026-08-12, staging). The measure is OPPONENTS + FELLED, in play (`OPPONENT n · m FELLED` under the board) and on the death screen (`BLED OUT.` / + `FELLED n OPPONENTS · m GAMES`). No second localStorage key: a match run is banked through the + same `endRun` with a mode tag — see "The record shape" below. The blood also got a readout, one + pip per hit left beside the board, because the vignette says "worse" and never says "how many". -2. **Named opponent ladder** *(medium, mostly data)* - - `BOSS_ART` already holds **ten named designs with wound stages and throw frames** — - GROUNDSKEEPER, LINE JUDGE, CHAIR UMPIRE, HEAD COACH, PHYSIO, SPONSOR MASCOT, THE CHAMPION at - ten. Rung N gets a name plate and a personality row. - - Personalities are the point, not the names: serve-and-volley, drop-shot merchant, **body-shot - thrower** — note `shots[]` and the PARRY are fully built and completely unused in the match. - That is the cheapest depth available anywhere in this mode. +2. ~~**Named opponent ladder**~~ **DONE, partly.** Rung N takes design N's name off the chapter + roster (`matchRung` in config) plus a personality that is DIALS — pace, width, flub, speed + scalings on numbers `racketAI` already reads. Name plate on the walk-on, board names it + (`short`), kills file under the rung so THE LADDER screen can list them. + **Still open, and still the cheapest depth in the mode:** `shots[]` and the PARRY are fully built + and completely unused here. A body-shot thrower is a personality no dial can express. 3. **Wound-driven play** *(small, big payoff)* — the injuries should MEAN something: a one-armed opponent loses reach, a headless one flubs more. Score-is-the-body becomes score-changes-the-game. Read the fraction the way `drawZombie` and `bleed()` do (never literal hp). + *The art is now there for it:* every wound stage has its own ready stance, shuffle pair and + forehand (`z_rw1*`, `z_rw2*`), so a wounded opponent still plays rather than reverting to a walk. 4. **The fall animation** *(art pass — Oliver's idea, and a good one)* — point lost → the corpse COLLAPSES → drags itself up minus the limb. It explains the wound stage popping between points and gives every point a payoff beat. `matchReady()` is the natural slot. **Constraint: draw frames, - do not fake them** (settled rule) — this needs a small fall/rise sheet per design through - `assets/_regen.py`, not a JS rotate/sink. + do not fake them** (settled rule) — this needs a small fall/rise sheet per stage through + `assets/_regen.py`, not a JS rotate/sink. The `racket_*` batches are the template. -5. **Menu entry** *(small)* — the three-mode select Oliver planned: CLASSIC TENNIS / ZOMBIE TENNIS / - SPLATTER GORE, replacing the back-room door for this mode. +5. ~~**Menu entry**~~ **DONE.** Three modes on the setup screen, from `config.MODES`. The back room + keeps its door (MATCH TEST still works) — the menu did not replace it, it just stopped being the + only way in. 6. **Teaching** *(small)* — a ghost-hand lesson for the PLACEMENT FLICK. It is the counter-attack (flick during the swing aims the return; wrong-footing is how points are won) and it is taught @@ -88,6 +86,42 @@ communicating its own rules. Model A only works if the player can see they are b 7. **Opponent serve games** *(bigger, later)* — the zombie never serves today. Alternating service is real tennis and doubles the skill surface (return timing). +--- + +## What the 2026-08-12 session added beyond the slice + +**CLASSIC TENNIS is a real mode, not the opener with the turn switched off.** Oliver: *"if the core +tennis is good everything else is good."* Six games with a two-game lead is a set, +`TUNE.classicSets` is the match, no tiebreak (marked `ponytail:` — add it when a real match actually +stalls at 6-6). The CPU stops rubber-banding there: `aiFlubLoss` exists to get a new player PAST the +opener and would have him in pieces by the second set. + +**A second ENDING, with no corpse in it.** `G.done = {won, t}` — same summary and gated tap as the +death screen, its own words, the man still standing. All three endings share one render block; three +copies of it would drift the first time one moved. + +**THE RECORD SHAPE — read this before touching stats.js.** One character `m` on the run record +(`g`ore / `z`ombie tennis / `c`lassic; absent means gore, so no migration). The record's two headline +slots carry each MODE's own two numbers: + +| mode | `g` | `s` | `dead` | +|---|---|---|---| +| gore | games survived | sets banked | died | +| zombie tennis | **opponents felled** | games played | died | +| classic | games played | sets won | **match LOST** | + +`g` is what everything ranks on, so each mode's real measure goes in that slot and there is no second +best stored anywhere to drift. `read(period, runs, mode)` filters; the stats screen is one function +with three sets of words (BODY COUNT / THE LADDER / THE RECORD). The world board stays the gore +mode's — it ranks kills in a run, and a five-body match would post a "5 kills" row next to a +300-kill massacre. A tennis board would rank FELLED with points won as the tiebreak; that is a +server change. + +**THE MATCH OPPONENT HAS ITS OWN SPRITES** (`z_r*`), drawn off the living opponent's poses: ready +stance, shuffle pair, forehand, at each wound stage, both tours. `z_c*` (the turned CPU) is +untouched and keeps its shamble — in the gore mode shambling is the right thing for it to do. The +frame is picked off `racketAI`'s own `pose`, so the picture cannot drift from the behaviour. + Expansion ideas that survived discussion, in `PROJECT.md`'s LATER: the **tournament frame** (QUALIFYING → ROUND OF 16 → THE FINAL vs THE CHAMPION — gives the run a destination), the Hawk-Eye **challenge** as an earned continue, sudden-death deuce past a rung, doubles, and **item 7: @@ -151,6 +185,17 @@ he ran, where the ball died. That triple diagnosed every defect in the contact c a fixed seed can silently turn a guarded test into a no-op, so check guards still run. - **`?v=` in index.html on every push, or phones keep the old build.** Bump `SPRV` too if sprites change. +- **`stats.banked` is only cleared by a KILL**, and classic tennis has none — so the second and every + later classic match of a session was silently swallowed by the double-bank guard. `beginRun()` is + the reset now and `restartRun` calls it. Any future mode with no kills in it needs that path. +- **`_fine.py` used to key EVERY magenta pixel, not just the background** — and the generator paints + racket strings in the backdrop colour more often than not, so sheet after sheet installed a body + holding an empty hoop. Fixed (flood from the border; interior magenta is repainted pale grey), but + check a new sheet's rackets anyway. While fixing it: `Image.fromarray` images are READ-ONLY and + PIL's `floodfill` swallows the write error and returns having filled nothing. +- **The regen detail bar RATCHETS against the file being replaced.** A repose of art that is already + fine (`check: 'same'`) can be rejected for not out-detailing a redraw; `'loose'` is the right bar + for that job, and resetting the placeholder to the coarse original resets the bar. ## Do not