Name the opponent, and stop making phones squint
The transition turns your opponent into a zombie with variant 'c', and the roster table had no row for it — so the stats screen fell back to the raw key and the shambler sprite, and the list appeared to hold two shamblers. He is THE OPPONENT now, and he is not the racket zombie, who keeps coming back. Type across the menus was sized on a desktop and read tiny on a real phone: tabs, opponent names, counts and labels all go up a step, and the roster sprites go from 34x46 to 48x62. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
1 parent
a5a5661534
commit
1fccc11b1d
2 files changed
+35
-31
No files matched your search
@@ -490,6 +490,10 @@ export const ENEMIES = {
|
||||
h: { name: 'THE BOUNCER', spr: 'z_h1', sub: 'BUILT LIKE A DOOR' },
|
||||
k: { name: 'THE ROLLER MAN', spr: 'z_k1', sub: 'HAULS THE COURT ROLLER' },
|
||||
s: { name: 'THE SPECTATOR', spr: 'z_s1', sub: 'BLOCKS WITH HIS CHAIR' },
|
||||
// The man you were playing, after the transition turns him (gameplay.js spawns him as 'c'). One
|
||||
// per run, and he is NOT the racket zombie below — that one keeps coming back. Missing this row
|
||||
// is what put a second "SHAMBLER" on the screen: an unmapped key falls back to the shambler art.
|
||||
c: { name: 'THE OPPONENT', spr: 'z_c1', sub: 'HE TURNED MID-MATCH' },
|
||||
r: { name: 'THE CLUB PRO', spr: 'z_c1', sub: 'STILL HAS A BACKHAND' },
|
||||
m: { name: 'THE BALL MACHINE', spr: 'z_mach1', sub: 'FIRES BACK · FURNITURE' },
|
||||
};
|
||||
|
||||
Reference in new issue
Block a user