Weapons: a courtside rack you pick from + pixel-art HUD

Tins now accumulate on a courtside rack (cap 3) instead of replacing each other; a PLAIN slot banks specials for later, and GUN is a charge you pop for an auto-fire burst. Tap the rack or press 1-5 to choose what your serve throws. A fresh delivery auto-equips but never overrides a deliberate PLAIN, and the 1:1 sudden-death duel forces plain balls.

HUD gets real art: generated pixel-art weapon icons, an ornate Wimbledon scoreboard PNG backing the live text (no more code-drawn boxes on top), and a bundled Silkscreen pixel font replacing the system serif. Rack tiles get padding, count-over-label alignment, and an infinity marker on the ball.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
wuwiandClaude Opus 4.8 committed 2026-07-14 16:11:12 +02:00
1 parent 148da4713c
commit 37e5bfd10f
17 files changed
+155 -68

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+4 -2
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@@ -5,7 +5,7 @@
import { TUNE, COURT, UMP_H, UMP_X } from './config.js';
import { P, O, ball, score, G, setupPoint } from './state.js';
import { update, keyPressed, solveShot, inServeBox, inCourt, forceZombies, splatPoint } from './gameplay.js';
import { update, keyPressed, solveShot, inServeBox, inCourt, forceZombies, splatPoint, deliverTin, selectWeapon } from './gameplay.js';
import { fitViewport, render, proj, RES } from './render.js';
import { voice, ambient } from './audio.js';
import { zombies, spawnZombie, piles, gore, parts, pellets, extras, explode } from './zombies.js';
@@ -22,6 +22,8 @@ function frame(now) {
fitViewport();
setupPoint();
// warm the pixel HUD font so the canvas never paints a system-serif fallback frame
if (document.fonts) { document.fonts.load('700 8px Silkscreen'); document.fonts.load('400 8px Silkscreen'); }
// intro overlay: first tap dismisses it, unlocks audio (iOS needs the gesture) and starts play
const intro = document.getElementById('intro');
@@ -55,6 +57,6 @@ cv.addEventListener('pointerdown', e => {
requestAnimationFrame(frame);
// exposed for in-browser sanity checks and simulated playtests
window.T = { TUNE, ball, P, O, score, G, zombies, spawnZombie, piles, gore, parts, pellets, extras, explode, splatPoint, solveShot, inServeBox, inCourt, proj, setupPoint, forceZombies,
window.T = { TUNE, ball, P, O, score, G, zombies, spawnZombie, piles, gore, parts, pellets, extras, explode, splatPoint, solveShot, inServeBox, inCourt, proj, setupPoint, forceZombies, deliverTin, selectWeapon,
step: dt => update(dt), render, press: keyPressed,
get phase() { return G.phase; }, set phase(v) { G.phase = v; } };