Dust settles on every court: tennis ticks particles too, EPIC! cheers, the machine explains itself
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -5,7 +5,7 @@ import { P, O, ball, score, crowd, G, court, other, deuceSide, setupPoint, sendB
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import { audio, pock, swish, whoosh, applause, voice, sfx, aww, zombieMusic, zombieDuck, menuDuck, splat, shriek, boom } from './audio.js';
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import { axisX, axisZ, takeFlickAim, touchPX, resetInput } from './input.js';
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import { W } from './render.js'; // runtime-only cycle (render imports gameplay), same pattern as input/zombies
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import { updateZombies, spawnZombie, spawnRacketZombie, spawnMachine, spawnChapterBoss, zombies, gore, explode, meleeSwipe, extras, parts, pellets, shots, playerGore, eatenBleed, resetZombies , firePellet , spawnBarrel , fireBeam , pops, popText } from './zombies.js';
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import { updateZombies, updateParts, spawnZombie, spawnRacketZombie, spawnMachine, spawnChapterBoss, zombies, gore, explode, meleeSwipe, extras, parts, pellets, shots, playerGore, eatenBleed, resetZombies , firePellet , spawnBarrel , fireBeam , pops, popText } from './zombies.js';
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// ------------------------------------------------------------- ballistics ----
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// Launch ball from (x0,y0,z0) so it arrives at (tx, tz) with horizontal speed s under gravity g.
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@@ -742,13 +742,7 @@ export function startBossFight(chapter) {
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const art = bossArt(chapter);
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G.card = { title: art.name, color: UI.bad, t: TUNE.setCardT };
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G.flash = null;
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if (!G.seen.boss) { // the rules change: a wall, and a thing that shoots back
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G.seen.boss = true;
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showModal({ title: 'IT BRINGS A MACHINE', color: UI.bad,
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body: ['IT THROWS BALLS AT YOU', 'SWING TO RETURN THEM — OR SWISH TO BAT THEM AWAY',
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'SWIPE SIDEWAYS TO STEP OUT OF THE WAY',
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'A HIT COSTS BLOOD. WIN A DUEL TO HEAL.'] });
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}
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// (the four-line machine instruction modal is gone — people figure it out)
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}
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// the chapter boss is down: the parked game beat resumes and normal spawning comes back
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@@ -767,7 +761,7 @@ export function endBossFight() {
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// long hold — the chapter and the crowd move down to the subs where they belong.
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// (no 'GAME n NEXT' line: the bar under the scoreboard prints the game number permanently, and a
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// card that repeats what the HUD already says is the clutter this pass is meant to remove.)
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G.card = { title: 'YOU DID IT', color: UI.pick, t: TUNE.bossWinT,
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G.card = { title: 'EPIC!', sub1: 'YOU DID IT!', color: UI.pick, t: TUNE.bossWinT,
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wait: TUNE.bossDeathT }; // ...after the body has finished coming apart
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ball.active = false;
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// a duel the handback just started owns the phase; otherwise hold the boss beat, and never
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@@ -1500,6 +1494,7 @@ export function update(dt) {
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// --- zombies + transition timeline
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if (G.mode !== 'tennis') updateZombies(dt);
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else updateParts(dt); // tennis has no zombies but its bounces still kick up dust that must settle
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tickTestMode(dt); // keeps the sandbox stocked and rolls it a barrel now and then
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if (G.meleeT > 0) G.meleeT -= dt;
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if (G.rackGlow && (G.rackGlow.t -= dt) <= 0) G.rackGlow = null; // the fresh-pickup pulse fades out
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