Plan v2: match structure, enemies, weapons, interlude (phases 7-13)

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
wuwiandClaude Fable 5 committed 2026-07-12 09:54:01 +02:00
1 parent 41a6d2a034
commit 25db84ed87
2 files changed
+224 -160

No files matched your search

+217 -156
View File
@@ -1,194 +1,255 @@
# PLAN — Zombie mode expansion (for implementation by a follow-up session)
# PLAN v2 — Match structure, enemies, weapons, interlude (phases 7–13)
Phases 1–6 (shot loop, fanfare, gore piles, bombs, hordes, racket zombie) are SHIPPED —
see git log. This plan is the next arc, agreed with Oliver 2026-07-12.
Read HANDOFF.md FIRST (module map, verify recipes, gotchas — especially the stale-module
cache one and "always Read current file state before editing"). This plan is ordered so
every phase is independently shippable: implement → verify → commit → push (push = deploy,
Oliver tests on his phone). Do NOT start a phase before the previous one is pushed.
cache one and "always Read current file state before editing"). Every phase is
independently shippable: implement → verify → commit → push (push = deploy, Oliver tests
on his phone). Do NOT start a phase before the previous one is pushed.
Ground rules for the implementer:
Ground rules (unchanged from v1):
- Zero dependencies, no build step, vanilla ES modules. Match the existing code style
(compact, commented for intent, TUNE knobs for anything Oliver might want to tune).
- The tennis benchmarks in HANDOFF ("Tennis feel — CONFIRMED GOOD") MUST keep holding
after every phase. Run them via window.T (Browser pane, RAF paused, T.step manual).
- New TUNE knobs go in config.js TUNE so they appear in the live T panel.
- Mobile portrait one-handed is the primary target. Every new interaction must work with
one thumb: tap, flick, drag. No new buttons.
- Sounds: synth sfx live in audio.js; umpire lines are recorded m4a in assets/audio/
(macOS `say -v Daniel`). Generation commands are given in Phase 2.
- Mobile portrait one-handed is the primary target: tap, flick, drag. No new buttons.
- Umpire lines: record with `say -v Daniel` → afconvert → assets/audio/*.m4a (pipeline
and listen-check exactly as v1 Phase 2 did; mapping lives in audio.js).
## Design decisions (made with Oliver — do not re-litigate)
1. **The scoreboard IS the progression.** Waves = tennis games, escalation = sets,
breathers = changeovers, weapon deliveries = the new-balls rule. All structure comes
from tennis rules — that's the joke and the design.
2. **Permadeath runs.** Eaten = the run is over. Score = games/sets survived, best run
persisted. Runs are 3–5 minutes; restart is one tap (reload, as today).
3. **Enemy roster:** runner, brute, one "weird one" (shield zombie, design checkpoint).
Sprites are approved by Oliver BEFORE any behavior code (Phase 10 is a STOP).
4. **Tennis interlude = one sudden-death point** vs the racket zombie, triggered when
the umpire "restores order". Winner-takes-all, ~15s, then chaos resumes. If playtests
love it, promoting to a full game is just the win condition — do NOT build that now.
---
## Phase 1 — Tighten the shooting loop (serve-again latency, "missing balls")
## Phase 7 — Match structure: games drive difficulty, sets, changeovers, permadeath
Problem (diagnosed): two independent causes.
1. Input swallowed: taps/flicks during `G.phase === 'over'` (even the short 0.25s splatter
one) hit `keyPressed` and match NO branch — the tap is lost and a stored flick expires.
The player feels "I flicked and nothing came".
2. Spent balls die slowly: a staggered ball (`lastHit === 'X'`) or a shot that missed
everything stays alive until it physically rolls out (|vy| < 0.8 after bounces), which
can take seconds when it flies long. Only then does the 0.25s over-timer even start.
The root fix. Today spawning is a flat drip (`zSpawnEvery` 2.6s, `zMax` 6, forever) —
that's why waves feel random, easy, and progression-free. Replace the drip with a spawn
director keyed to games won, and give the run a real end.
Changes (gameplay.js unless noted):
- keyPressed: in splatter mode, treat `phase === 'over'` like pretoss — first force the
reset inline (`ball.active = false; setupPoint();`) then fall through to the existing
pretoss serve logic (flick → quick serve, tap → toss). The finger is now the only
cadence limit.
- Ball physics block: in splatter mode kill spent/hopeless balls early:
`lastHit === 'X' && ball.bounces >= 1` OR out of bounds (`z < -2 || z > 25.5 ||
|x| > 7.5`) → `ball.active = false; G.phase = 'over'; G.overT = TUNE.splatterOverT`.
- New TUNE knob: `splatterOverT: 0.1` (replace the hardcoded 0.25 in the dead-ball branch).
- state.js G: add `runGames: 0` (total games finished this run, never resets),
`sets: [0, 0]`, `changeover: false`. Keep `splatT` (the speed ramp stays as-is).
- **Spawn director** (zombies.js, replaces the flat timer in updateZombies):
- `spawnEvery(g) = max(TUNE.zSpawnMin, TUNE.zSpawnEvery - g * TUNE.zSpawnStep)`
with g = G.runGames. New knobs: `zSpawnMin: 1.0`, `zSpawnStep: 0.22`.
- `zMax` becomes dynamic: `min(TUNE.zMaxCap, 3 + G.runGames)`. New knob `zMaxCap: 14`.
(Keep the TUNE.zMax knob as the game-1 floor: `max(TUNE.zMax, ...)` — no, simpler:
replace zMax semantics: `zMax` = base 3, cap knob separate. Pick ONE and comment it.)
- Game 1 of a fresh run must feel lonely: 3 shamblers, ~3s apart. Check the transition's
scripted spawns still make that true.
- **Pause spawning during `G.changeover`** — the breather must actually breathe.
Zombies already on court keep walking (still dangerous, eaten still applies).
- **Changeover** (gameplay.js splatPoint, gameOver branch): after ODD total games
(real rule: 1st, 3rd, 5th… game of a set), set `G.changeover = true`, `G.phase='over'`,
`G.overT = TUNE.changeoverT` (new knob, 4.5). Boys mop (sendBoy a couple of times),
cheer, flash 'CHANGEOVER'. On expiry (setupPoint or a flag check): `changeover=false`,
voice('time') — record: `say -v Daniel "Time."` → time.m4a. Even games keep the short
beat they have today.
- **Sets**: in splatPoint's gameOver branch, `G.runGames++`; `score.games[i] >= 6` →
set won: `G.sets[i]++`, `score.games = [0,0]`, voice('game_set_massacre'), cheer(3, .7),
and **startHorde()** — the horde MOVES from "every game after the 2nd" to SET END.
Delete the `G.splatGames` trigger (state field can go too). Horde stays the set-boss
spike; endHorde still spawns the racket zombie (unchanged).
- **Zombies win a game** (baseline crossings): flash 'GAME. THEM.', and set
`G.shameGame = true` — Phase 9 uses it to skip the next new-balls delivery. No other
penalty; losing games mostly means the player is already drowning.
- **Permadeath screen** (render.js eaten overlay, main.js): the overlay becomes the run
summary — 'GAME, SET, MASSACRE' / 'survived N games, M sets' / best run. Persist best
via `localStorage.splatterBest = JSON.stringify({games, sets})` (read lazily, guard
with try/catch — private mode throws). Tap to restart = reload, as today.
- HUD: show sets alongside games (tennis scoreboard style: SETS · GAMES · PTS).
Verify (Browser pane, force splatter via 3 synthetic umpire taps — see HANDOFF):
- Flick during 'over' fires a serve the same frame (phase goes rally, ball active).
- Spent ball dies within ~10 frames of its first post-stagger bounce.
- Serve→serve cycle with immediate flicks ≤ 20 frames.
- Tennis regression: 'over' handling in tennis mode UNCHANGED (points still pause 2.2s).
Verify (Browser pane, force splatter via umpire triple-tap… which now forces a horde —
use T to set G.mode/score directly, or transition normally):
- Fresh run: ≤ 3 zombies on court in game 1, spawn gap ≈ 3s.
- T-set `G.runGames = 8`: spawn gap ≈ 1s, court fills toward the cap.
- Win game 1 (odd) → changeover: 4.5s beat, NO spawns during it, 'Time.' plays at the end.
- Win 6 games → set on HUD, horde fires, endHorde spawns the racket zombie.
- Get eaten → summary screen shows games/sets + best; reload; best survived the reload.
- Regression: tennis mode scoring/changeover untouched (changeover logic must be
splatter-only); eaten flow benchmark updated to expect the summary screen.
## Phase 2 — Multi-kill applause + umpire appreciation
## Phase 8 — Bomb juice pass (make the explosion FELT)
Mechanic: one ball (or bomb, Phase 4) that splatters ≥ 2 zombies gets escalating fanfare.
- state.js ball: add `kills: 0`. Reset to 0 in doHit and hitServe (any new shot).
- zombies.js splatter(): `ball.kills++`. After the existing splatPoint call:
kills === 2 → `G.flash = {text:'DOUBLE KILL', t:0.9}; cheer(1.6, 0.45); voice('double_kill', 0.4)`
kills === 3 → 'TRIPLE KILL', cheer(2.2, 0.6), voice('triple_kill', 0.4)
kills >= 4 → `MASSACRE ×${kills}`, cheer(2.8, 0.7), voice('unbelievable', 0.4)
(cheer/voice are imported from gameplay/audio already; check zombies.js imports.)
- Make natural pierce-doubles possible: splatter() currently halves pace
(`ball.vx *= 0.5; ball.vz *= 0.5`). Change 0.5 → `TUNE.zPierce` (new knob, 0.75), so a
hot ball can plow through a lined-up pair.
- New umpire lines (record on this Mac, same voice as existing files — inspect audio.js
first for the exact name→file mapping):
say -v Daniel "Double kill. Quiet, please." -o /tmp/dk.aiff && afconvert -f m4af -d aac /tmp/dk.aiff assets/audio/double_kill.m4a
say -v Daniel "Triple kill. Remarkable." -o /tmp/tk.aiff && afconvert -f m4af -d aac /tmp/tk.aiff assets/audio/triple_kill.m4a
say -v Daniel "Unbelievable." -o /tmp/ub.aiff && afconvert -f m4af -d aac /tmp/ub.aiff assets/audio/unbelievable.m4a
Listen-check the files (afplay) before committing.
Pure render/audio. The bomb works; it just doesn't LAND. All in explode() + render.js.
Verify: T-script — line up 3 zombies on one lane (`T.spawnZombie(0, 8/10/12, 'a')`),
serve a perfect-quality ball down that lane (TUNE.zSplatQ low temporarily), step, expect
kills to accumulate, flash text escalating, no crash when the ball dies mid-streak.
- **Screen shake**: `G.shake = {t: 0.35, mag: 6}` set in explode(). render.js: at frame
start, if shake, translate the camera by `(rand±mag, rand±mag) * (t/0.35)` px and
decay t. Restore transform after. (One translate around the whole draw — cheap.)
- **Flash frame**: `G.boomFlash = 0.08` — render fills a white overlay, alpha `t/0.08`.
- **Scorch crater**: explode() pushes a gore entry with `scorch: true` (r 1.6, a 1).
render draws scorch entries near-black/brown instead of red; boys mop them 10× slower
(`d.a -= dt * 0.16`). The court should scar for most of a run.
- **Hitstop**: 0.1 → 0.18 in explode().
- **Umpire loses composure**: record `say -v Daniel "Order. Order, please."` →
order.m4a; voice('order', 0.6) from explode(), rate-limited like horde scoring so
bomb chains don't spam it.
- boom() louder/longer if it currently underwhelms on phone speakers — Oliver judges.
## Phase 3 — Gore piles (procedural graphics, no sprite pipeline)
Verify: force a bomb (T: `G.bombs=1`, serve into a cluster): shake visible, flash frame,
scorch stays after gore fades, 'Order' plays. Screenshot for Oliver. No transform leaks
(HUD must not shake — draw HUD after restore).
Goal: the court gets progressively more disgusting. Stains (existing) + NEW 3D-ish piles
that grow when kills happen near each other. Ball boys shave them slowly but net growth
wins over a long match.
## Phase 9 — Weapons ride the new-balls rule (kill-meter retired)
- zombies.js: new export `piles = []` — {x, z, size (1..4 float), seed}.
In splatter(): if an existing pile within 0.6m → `size = min(4, size + 1)` else push
new {size: 1, seed: Math.random()*1e4}. Cap 30 piles (shift oldest).
Boy mopping loop: overlapping pile → `size -= dt * 0.25` (slower than stain mopping);
remove pile at size <= 0.3. Keep stains as-is (they're the ground layer).
- render.js: `drawGorePile(p)` — procedural pixel-art, deterministic from p.seed so piles
don't shimmer frame to frame. Algorithm: seeded PRNG (inline mulberry32 is fine);
N = 6 + size*5 blobs; each blob an ellipse at radius ≤ size*0.28m around (x,z), with a
vertical lift up to size*0.14m (projected: `y` offset via proj scale) so the pile has
HEIGHT, not just a stain; blob radii 1–3px * proj scale; colors weighted:
'#6e1414' '#8c1212' '#4e0e0e' '#7a2a18' + '#cfc9b0' (bone flecks, ~10%).
Draw order: with the gore stains (after court, before characters), split far/near of
the net like zombies are (a pile at z > netZ must occlude correctly). Sort by z.
- More particles per kill: 14 → 24 in splatter(), and give ~1/3 of them longer life
(t up to 1.2) with darker color — check render's parts loop for where color is set.
Story fix: weapons aren't loot, they're DELIVERED — because tennis rules say new balls
come after 7 games. The ball boys are the armorers. (In real tennis: first change after
7 games, then every 9. Too sparse for 3–5 min runs — knobs, commented with the real rule.)
Verify: force splatter, TUNE.zSplatQ = 0, kill ~10 zombies in one area, screenshot:
piles visible, taller/denser where kills clustered, boys visibly shrink them but slower
than they grow. Frame time sane (no per-frame allocation in drawGorePile — precompute
blob offsets ONCE per pile on creation, store on the pile object, don't re-run the PRNG
every frame).
- Delete the kill-meter path in zombies.js splatter() (`G.killMeter`, `TUNE.bombEvery`
gone from state/config).
- gameplay.js splatPoint gameOver branch: if `G.runGames === TUNE.ballChangeFirst` (3) or
`(G.runGames - ballChangeFirst) % TUNE.ballChangeEvery === 0` (4) → schedule a delivery
at the next changeover beat: sendBoy(), voice('new_balls', 0.5), flash 'NEW BALLS',
`G.bombs = TUNE.bombMax` (a fresh tin of three).
- **Shame rule**: if `G.shameGame` (zombies took a game since the last delivery) → skip
it: flash 'NO NEW BALLS', clear the flag. The umpire punishes sloppy play.
- HUD bomb pips already exist — unchanged.
- Phase 12 will extend the delivery ladder to new weapon types; here it's bombs only.
## Phase 4 — Bomb balls
Verify: T-run to game 3 → tin delivered at changeover, bombs = 3 on HUD; let a zombie
cross before game 7 → 'NO NEW BALLS' at that delivery, next one works. killMeter is
gone from state (T.G.killMeter === undefined).
Design (decided, but flag to Oliver if it plays badly): ball boys deliver a black bomb
ball as a REWARD every `TUNE.bombEvery = 8` splatter kills. It's a stock (max
`TUNE.bombMax = 3`), shown on the HUD, and the NEXT serve automatically consumes one
(no extra input — one-handed rule). Alternative delivery ideas Oliver floated: umpire
throws it, or court pickup — do NOT build those, just note them in the commit message.
## Phase 10 — SPRITE SESSION (STOP: Oliver approves every sheet before Phase 11)
- state.js: G.bombs = 0, G.killMeter = 0.
- zombies.js splatter(): `G.killMeter++`; at bombEvery → reset meter, and if
bombs < bombMax: `G.bombs++`, sendBoy() (the delivery run), voice('new_balls', 0.2)
+ flash 'BOMB BALL'.
- gameplay.js hitServe: in splatter mode, if `G.bombs > 0` → `G.bombs--`,
`ball.bomb = true` (cleared on every other serve/hit).
- zombies.js: `explode(x, z)` — all zombies with `hypot(zx-x, zz-z) < TUNE.bombRadius`
(2.5) splatter (iterate a COPY or walk the array backwards — splatter() splices; each
kill still increments ball.kills so Phase 2 fanfare fires naturally); one big stain
(r ~1.4), a pile of size 3, 40 particles, `G.hitstop = 0.1`, boom sound.
Trigger: in the zombie-contact check, `ball.bomb` → explode at ball pos (regardless of
pow), ball.active = false. Also in gameplay's bounce handling: splatter && ball.bomb &&
first bounce → explode there.
- audio.js: `boom()` — synth: ~80Hz sine with fast pitch drop + white-noise burst,
0.4s, follow the style of splat()/pock().
- render.js: bomb ball drawn black with a 1px flickering orange fuse pixel on top
(drawBall gets a variant flag or check ball.bomb where the match ball is drawn).
HUD: when G.bombs > 0, draw that many small black circles right of the YOU score line.
The only asset phase. Pipeline gotchas in HANDOFF (generate-image skill, OPENROUTER_API_KEY
in .env, magenta bg, scratchpad slice.py — recreate venv, IDLE_TARGET_H=112, watch for
the generator ignoring magenta or drawing near-identical frames).
Verify: T-script — set killMeter to 7, kill one → bomb appears on HUD; serve → ball
renders black; land it amid 4 clustered zombies → all die, 'MASSACRE ×4' fires, boom
plays, big pile + stain remain. Confirm bombs don't leak into tennis mode (mode guard).
Sheets to produce (match the existing zombie sheets' style/palette):
1. **Runner** — gaunt, sprinting, arms trailing. Poses: 2-frame sprint (STRONGLY
contrasted stride), idle/lurch. Visibly leaner than shamblers.
2. **Brute** — huge, slow. Oliver-pleasing absurdity: it dragged a net post along and
uses it as a club. Poses: 2-frame trudge, idle. Roughly 1.5× shambler height.
3. **Shield zombie** — carries a line judge's chair as a shield, held forward. Poses:
2-frame walk with chair up, one 'staggered' pose with the chair dropped/lowered
(that pose IS the vulnerability window, it must read at a glance).
4. **Weapon tin** — a "new balls" ball can, matte black, small skull where the brand
goes. One still; the boy carries it on delivery runs (small, ~24px).
## Phase 5 — Horde waves + machine-gun racket
Deliverable: sliced sheets committed + one composite preview image sent to Oliver.
STOP for approval. Rejected sheets get re-prompted, not hand-fixed.
Trigger (decided): first horde when the player wins his 2nd splatter GAME, then every
game won after. Plus the test/fun cheat: triple-tap the umpire while already in splatter
mode → force a horde (main.js umpire listener currently calls forceZombies() which
no-ops outside tennis — extend it: in splatter, call startHorde()).
## Phase 11 — Enemy roster wired in (one new type per set)
Flow: splatPoint's gameOver branch (splatter) → startHorde():
- G.horde = {t: TUNE.hordeLen (12s), spawnT: 0}. voice('remain_seated', 0.3) + flash
'THEY KEEP COMING'. (Optionally record a dedicated line "They keep coming." →
they_keep_coming.m4a, same pipeline as Phase 2.)
- During horde (updateZombies): ignore zMax; spawn every 1/TUNE.hordeRate (2.5/s),
from the far baseline AND the sides (x = ±6, z random 0..8). Zombie speed ramp applies.
- Machine gun: while horde active the racket AUTO-FIRES — no taps needed. The thumb
DRAG steers the player left/right (existing touchAxis movement; disable auto-assist
during horde). Pellets fire straight up-court (-z) with ±4° random spread, every
1/TUNE.mgRate s (6/s).
- Pellets are NOT the match ball — new lightweight array in zombies.js
`pellets = []` {x, y, z, vx, vz, t}: flat trajectory (no gravity, y fixed ~0.9),
speed ~26 m/s, t = 1.2s despawn, kill on zombie contact d < 0.55 (always splatter-
quality: gore + pile + splatPoint). Update them in updateZombies, render as 2×2 yellow
rects with a tiny ground shadow, drawn with the ball layer.
- Umpire spam control: splatPoint gains an optional `quiet` param — during horde,
point voices are rate-limited (only speak if > 2s since last score line; game-win
lines always speak). Keep the score ticking on the HUD regardless.
- Horde end (t ≤ 0): stop auto-fire, existing serve loop resumes (setupPoint),
voice('quiet_dark', 0.5, 0.85). Any zombies still alive stay alive — the player
mops up by serving. Eaten rule stays ON during hordes (swarms are lethal).
- Match ball during horde: kill it (ball.active = false) at horde start; serve prompt
suppressed while G.horde (render gate, same spot as the eaten gate).
- Firing sound: rapid low-vol pock(0.25, 1400) per pellet is fine — verify it doesn't
clip; if it does, only sound every 2nd pellet.
Behaviors only after sprites are approved. Introduce one type per set so each gets its
moment. Spawn mix lives in one table in zombies.js:
`const MIX = set => ...` → weights for a/b, 'f' (runner), 'g' (brute), 's' (shield);
runner from set 1 game 3, brute from set 2, shield from set 3.
Verify: force horde via umpire triple-tap; step 12s: spawn count ≈ 30, pellets stream
and kill, piles accumulate, score advances with rate-limited voices, horde ends cleanly
back into serve loop, no console errors, eaten still triggers if a zombie reaches you.
Then the full ladder: tennis benchmarks + Phase 1–4 verifies still green.
- **Runner ('f')**: `v ×= TUNE.runnerSpeed` (3.2). Spawns SOLO with a warning shriek —
new synth sfx `shriek()` in audio.js (style of moan(), higher/harsher). Cap: at most
1 runner alive (`zombies.some(z => z.variant==='f')` gate). It punishes tunnel vision;
the shriek is the fairness contract.
- **Brute ('g')**: `hp: TUNE.bruteHp` (2) — reuse the racket-zombie hp pattern in the
ball-contact branch (splat-quality hit decrements, killing blow → splatter()).
`v ×= 0.55`, contact radius 0.75 (vs 0.55), immune to pushback (staggers don't move
it), pellets take 3 hits (`hp` respected in the pellet loop too — currently pellets
one-shot everything). Kill = double particles, size-2 pile.
- **Shield ('s')**: blocks balls arriving from the front (`ball.vz < 0` at contact) —
clank sound (pock variant), ball spent (`lastHit='X'`), zombie unharmed. A STAGGER
(any front hit) drops the chair for `TUNE.shieldDown` (1.5s) — during that window any
splat-quality ball kills it. Also always dies to: bombs, melee, pellets, and balls
hitting it from BEHIND (`ball.vz > 0` — the flick-down-behind-it shot, which the
free-aim system already allows). Render the dropped-chair pose during the window.
- render.js drawChar: wire the three sheets; brute scale ×1.5 off SPRITE_H.
- Eaten radius: brute 0.9 (it's bigger). Runner eaten radius unchanged (speed is enough).
## Phase 6 — Racket zombies (NOT in the first cut — design checkpoint first)
Verify (per type, T.spawnZombie grows a variant arg — it already has one):
- Runner: shriek on spawn, crosses the court ~3× faster, only ever one alive.
- Brute: survives one splat-quality hit, dies on the second, ignores pushback, eats
3 pellets.
- Shield: front ball clanks off; stagger → chair-down pose → kill lands; a ball aimed
behind it kills outright; bomb kills it.
- Mix: T-set G.sets/runGames per set tier, watch 20 spawns, composition matches MIX.
- Full regression ladder after wiring: tennis benchmarks + phases 7–9 verifies.
STOP: before implementing, show Oliver a one-paragraph design + the generated sprite
sheet for approval. Rough shape agreed so far:
- A special zombie (`variant 'r'`, has a racket) takes up residence on the FAR side and
RETURNS your shots — the tennis rally skill stays alive inside zombie mode.
- Reuse the existing CPU machinery, don't rebuild it: give the racket zombie the same
shape trySwing/doHit need (side:'O', x, z, facing, pose, poseT, swingT) and run a
slimmed copy of the tennis-mode AI block for it (slower aiSpeed ~2.8, quality capped
~0.55, flub ~0.2, shambling run). Your non-splat-quality shots it can return; a
splat-quality ball that reaches it kills it (existing contact path).
- Its returns are live balls: if one gets past you → splatPoint('O') via the existing
baseline rule; you can also RALLY it back (doHit already works in splatter for the
player — zombieTarget will need a "prefer the racket zombie when rallying" tweak).
- Sprite: the ONLY sprite-pipeline task in this plan (generate-image skill + scratchpad
slice.py — the full pipeline gotchas are in HANDOFF). Idle/run/swing poses, magenta bg.
- Spawn: one per horde survived, or one per N games — decide with Oliver.
## Phase 12 — Weapon ladder on the delivery rail
Extends Phase 9's deliveries beyond bombs. Every weapon stays one-thumb: it's a serve
modifier, auto-consumed, zero new inputs (exactly like ball.bomb today).
Delivery ladder by delivery index (1st, 2nd, 3rd… of the run):
1. Bomb tin (as shipped in Phase 9)
2. **Triple serve** (`G.triples = 3` stock): the serve spawns 2 extra balls fanned ±6°.
Extra balls: check git history first — a multi-ball array existed pre-revert
(killZombie's comment still references "extra (multi-serve) balls"); reuse that
shape if salvageable, else a lightweight `extras[]` in zombies.js (ballistic clones
carrying pow, killing via killZombie, no scoring double-dip beyond it).
3. **Flame ball** (`G.flames = 3`): `ball.flame` flag — kills on ANY contact regardless
of pow (the real power: quality-free kills), full pierce (no zPierce slowdown), fire
trail (orange/yellow parts each frame, cheap), renders orange-hot.
4. **Machine gun, 8s** (`G.mgT = TUNE.mgPickupLen`): horde auto-fire machinery reused
outside hordes — firePellet + drag-to-steer for 8s, then back to serving. (Flag
interactions: serve prompt suppressed while mgT > 0, same gate as horde.)
5th+: cycle 1→4.
- HUD: one small icon row (reuse bomb pip drawing, one glyph per type).
- Flash text on delivery names the weapon ('NEW BALLS: FIRE').
- Precedence: one special stock at a time — a delivery replaces any unspent stock
(simpler than stacking; comment it).
Verify: T-walk the ladder (set runGames): each delivery arms the right stock, each
weapon kills as specced, mg mode enters/exits cleanly, no leakage into tennis mode.
Triple/flame respect brute hp and shield-block rules from Phase 11.
## Phase 13 — The interlude: order is restored (one sudden-death point)
The absurdity peak: tennis rules never stopped applying. Trigger — a racket zombie is
alive (post-horde) AND the court is otherwise clear AND no horde/changeover: the umpire
restores order and ONE real point is played.
- Record: `say -v Daniel "Quiet, please. Play will resume."` → play_resume.m4a, and
`say -v Daniel "Sudden death."` → sudden_death.m4a.
- Trigger check in gameplay.update (splatter, ball dead, conditions above, once per
racket zombie — flag on the zombie): `G.interlude = true`, spawning paused, voices,
flash 'SUDDEN DEATH'.
- During the interlude the point is played under TENNIS rules: onBounce's line-call
branch runs (out/net = you lose the point — the umpire is watching again). You serve
(pretoss as normal); the racket zombie returns via its existing racketAI. NOTE: its
AI only chases balls with pow < zSplatQ — during the interlude it must chase ANY ball
(it's playing tennis, not dodging); killing it with a splat ball mid-interlude is
allowed and counts as winning the point (crowd goes wild).
- Resolution: your point → weapon delivery on the spot (next rung of the Phase 12
ladder) + cheer(3, .7). Its point (return passes you, or your ball out/net) →
'GAME. THEM.' on the scoreboard AND an instant surge: 5 shamblers spawn at once.
Either way `G.interlude = false`, normal spawning resumes.
- Zombie spectators: any shamblers that spawn-raced the trigger freeze in place for the
duration (v = 0 while G.interlude — one gate in the walk loop). They watch.
- Keep it ONE point. Full-game promotion is a possible follow-up, not this phase.
Verify: survive a horde (or T-spawn a racket zombie + clear court), let the ball die →
interlude triggers once: voices, tennis line rules live (hit one out → THEM + surge of
5), replay → win the point → delivery fires. Racket zombie chases soft AND hard balls
during the interlude, only soft ones outside it. Eaten still works if the surge gets you.
---
## New TUNE knobs (summary)
splatterOverT 0.1 · zPierce 0.75 · bombEvery 8 · bombMax 3 · bombRadius 2.5 ·
mgRate 6 · hordeLen 12 · hordeRate 2.5
zSpawnMin 1.0 · zSpawnStep 0.22 · zMaxCap 14 · changeoverT 4.5 ·
ballChangeFirst 3 · ballChangeEvery 4 · runnerSpeed 3.2 · bruteHp 2 · shieldDown 1.5 ·
mgPickupLen 8
Retired: bombEvery (kill meter gone).
## Umpire lines to record (pipeline in v1 Phase 2 / audio.js)
time.m4a "Time." · order.m4a "Order. Order, please." ·
play_resume.m4a "Quiet, please. Play will resume." · sudden_death.m4a "Sudden death."
## Benchmarks that must stay green after EVERY phase (scripts in HANDOFF)
- Tennis: CPU returns ~11/12 serves; human-like tap sim = all hits, no whiffs;
feet-bounce tap sweep ≈ 19/30.
- Splatter: serve→serve ≤ 20 frames with immediate flicks (Phase 1 onward);
eaten flow (zombie at <0.7m → EATEN overlay → tap restarts).
- Splatter: serve→serve ≤ 20 frames with immediate flicks; eaten flow now ends in the
RUN SUMMARY screen (games/sets/best) → tap restarts.
- Game 1 of a fresh run: ≤ 3 zombies, ~3s spawn gaps (the "starts slow" contract).
- No console errors after each phase's full verify run.