A new run rewinds the clock; the camera flashes did not rewind with it

Oliver: "I start a new zombie tennis match. when playing and scoring no
fotograph flashes appear, but at a random place in the crowd some frozen
midflash circle is visible. after a few points the flashes unfreeze."

Both halves are the same cause. resetState() puts G.idleT back to 0 for every
new run, while the flash list and its "next at" live in render.js's own closure
and survive it. So the new run inherited a flashNext from the old one — no
photographs at all until the clock climbed back past it — and any flash still in
flight was left with a t0 in its own future, which makes its fade
1 - (now - t0)/life permanently greater than 1: a shutter stuck at full
brightness in the stand until something else cleared it.

tickFlashes now notices the clock moving backwards and clears and re-arms. One
guard, in the only place that owns the state, so it covers any future mode that
rewinds the clock as well. Verified on the canvas: after a rewind there is no
permanently-bright pixel in the stand, and the photographers resume within
seconds instead of staying dark.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
wuwiandClaude Opus 5 committed 2026-08-21 15:04:33 +02:00
1 parent ca3e72d0a9
commit 3d7e66449a
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@@ -3732,6 +3732,17 @@ scaled so the BODY matches the standing frame (98% of sprite height) and the rac
this on any new pose with a raised prop.
## Gotchas learned the hard way
- **MODULE-LEVEL STATE CLOCKED OFF `G.idleT` MUST SURVIVE THE CLOCK GOING BACK TO ZERO.**
`resetState()` rewinds `G.idleT` for every new run; anything living in a module's own closure does
not rewind with it. The camera flashes had both halves of that bug at once (2026-08-21): a
`flashNext` inherited from the previous run meant NO photographs until the new run's clock climbed
past it, and any flash still in flight was left with a `t0` in its own future, which makes
`1 - (now - t0)/life` permanently greater than 1 — a shutter frozen at full brightness in the
stand for the rest of the session. Oliver: "at a random place in the crowd some frozen midflash
circle is visible. after a few points the flashes unfreeze." `tickFlashes` now clears and re-arms
whenever the clock moves backwards. **If you add anything else with a remembered `t0` or a "next
at" in render.js, give it the same guard** — the reset path will not do it for you.
- **Nothing outside the four slot accessors may know how many slots there are.** `endBurst` had
`[0, 1, 2, 3, 4].find(i => slotId(i) === id)`, which was correct for exactly as long as the rack
held five. `RACK_MAX` 4 → 9 and a burst weapon in slot 5..9 was suddenly unfindable, so it was
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@@ -664,6 +664,6 @@ if (location.hostname !== 'splatter-tennis.wuwi.one' && !window.Capacitor?.isNat
</div>
</div>
</div>
<script type="module" src="src/main.js?v=304"></script>
<script type="module" src="src/main.js?v=305"></script>
</body>
</html>
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@@ -388,9 +388,19 @@ function buildCrowd() {
// while the crowd is on its feet, which is the "slightly increase during applause" — a stand that
// went white during a point would be a different, much louder feature.
const flashes = []; // {x, y, r, t0}
let flashNext = 0;
let flashNext = 0, flashLast = 0;
function tickFlashes(standsBottom) {
const now = G.idleT, top = Math.max(4, standsBottom - AD_H - 4);
// THE CLOCK CAN GO BACKWARDS AND THIS STATE CANNOT. `resetState` puts G.idleT back to 0 for every
// new run, while `flashes` and `flashNext` live in this module and survive it — so a fresh match
// inherited a `flashNext` from the last one (no photographs at all until the clock climbed back
// past it) and any flash still alive was left with a t0 in its future, which makes its fade
// `1 - (now - t0)/life` permanently greater than 1: a shutter frozen at full brightness in the
// stand, for ever. Oliver, 2026-08-21: "at a random place in the crowd some frozen midflash circle
// is visible. after a few points the flashes unfreeze". One guard, here, because this is the only
// place that owns the state — and it covers any future mode that rewinds the clock too.
if (now < flashLast) { flashes.length = 0; flashNext = now; }
flashLast = now;
if (now >= flashNext) {
// THE BIGGER THE MOMENT, THE MORE SHUTTERS. cheer() queues crowd.burst shutters proportional to
// its own vol, and they fire back to back at a fifth of the normal gap — a match point empties