Dust settles on every court: tennis ticks particles too, EPIC! cheers, the machine explains itself

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
wuwiandClaude Fable 5 committed 2026-08-10 22:30:54 +02:00
1 parent 4e80bd8cb2
commit 4569981365
3 files changed
+21 -19

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@@ -5,7 +5,7 @@ import { P, O, ball, score, crowd, G, court, other, deuceSide, setupPoint, sendB
import { audio, pock, swish, whoosh, applause, voice, sfx, aww, zombieMusic, zombieDuck, menuDuck, splat, shriek, boom } from './audio.js';
import { axisX, axisZ, takeFlickAim, touchPX, resetInput } from './input.js';
import { W } from './render.js'; // runtime-only cycle (render imports gameplay), same pattern as input/zombies
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';
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';
// ------------------------------------------------------------- ballistics ----
// Launch ball from (x0,y0,z0) so it arrives at (tx, tz) with horizontal speed s under gravity g.
@@ -742,13 +742,7 @@ export function startBossFight(chapter) {
const art = bossArt(chapter);
G.card = { title: art.name, color: UI.bad, t: TUNE.setCardT };
G.flash = null;
if (!G.seen.boss) { // the rules change: a wall, and a thing that shoots back
G.seen.boss = true;
showModal({ title: 'IT BRINGS A MACHINE', color: UI.bad,
body: ['IT THROWS BALLS AT YOU', 'SWING TO RETURN THEM — OR SWISH TO BAT THEM AWAY',
'SWIPE SIDEWAYS TO STEP OUT OF THE WAY',
'A HIT COSTS BLOOD. WIN A DUEL TO HEAL.'] });
}
// (the four-line machine instruction modal is gone — people figure it out)
}
// the chapter boss is down: the parked game beat resumes and normal spawning comes back
@@ -767,7 +761,7 @@ export function endBossFight() {
// long hold — the chapter and the crowd move down to the subs where they belong.
// (no 'GAME n NEXT' line: the bar under the scoreboard prints the game number permanently, and a
// card that repeats what the HUD already says is the clutter this pass is meant to remove.)
G.card = { title: 'YOU DID IT', color: UI.pick, t: TUNE.bossWinT,
G.card = { title: 'EPIC!', sub1: 'YOU DID IT!', color: UI.pick, t: TUNE.bossWinT,
wait: TUNE.bossDeathT }; // ...after the body has finished coming apart
ball.active = false;
// a duel the handback just started owns the phase; otherwise hold the boss beat, and never
@@ -1500,6 +1494,7 @@ export function update(dt) {
// --- zombies + transition timeline
if (G.mode !== 'tennis') updateZombies(dt);
else updateParts(dt); // tennis has no zombies but its bounces still kick up dust that must settle
tickTestMode(dt); // keeps the sandbox stocked and rolls it a barrel now and then
if (G.meleeT > 0) G.meleeT -= dt;
if (G.rackGlow && (G.rackGlow.t -= dt) <= 0) G.rackGlow = null; // the fresh-pickup pulse fades out
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@@ -398,6 +398,6 @@
</div>
</div>
</div>
<script type="module" src="main.js?v=145"></script>
<script type="module" src="main.js?v=146"></script>
</body>
</html>
+16 -9
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@@ -897,6 +897,21 @@ function bleed(zb) {
}
}
// Split out of updateZombies because particles are NOT a zombie feature: the ball's bounce dust
// fires in TENNIS too, and while this loop only ran in splatter, tennis dust was born, never
// ticked, and sat on the clay forever — the "marks where the ball hit" testers saw.
export function updateParts(dt) {
for (let i = parts.length - 1; i >= 0; i--) {
const p = parts[i];
p.t -= dt;
if (p.smoke) { p.vy = 0.55; p.vx *= 0.97; p.vz *= 0.97; } // smoke rises and spreads; it does not fall
else p.vy -= 14 * dt;
p.x += p.vx * dt; p.y += p.vy * dt; p.z += p.vz * dt;
if (p.y < 0) { p.y = 0; p.vy = 0; p.vx *= 0.5; p.vz *= 0.5; }
if (p.t <= 0) parts.splice(i, 1);
}
}
export function updateZombies(dt) {
moanT -= dt;
if (moanT <= 0) { moan(); moanT = 2.5 + Math.random() * 4; }
@@ -1295,15 +1310,7 @@ export function updateZombies(dt) {
if (dead) extras.splice(i, 1);
}
for (let i = parts.length - 1; i >= 0; i--) {
const p = parts[i];
p.t -= dt;
if (p.smoke) { p.vy = 0.55; p.vx *= 0.97; p.vz *= 0.97; } // smoke rises and spreads; it does not fall
else p.vy -= 14 * dt;
p.x += p.vx * dt; p.y += p.vy * dt; p.z += p.vz * dt;
if (p.y < 0) { p.y = 0; p.vy = 0; p.vx *= 0.5; p.vz *= 0.5; }
if (p.t <= 0) parts.splice(i, 1);
}
updateParts(dt);
const boy = G.boy; // the boy mops any gore he passes over
for (let i = gore.length - 1; i >= 0; i--) {