Triple-tap the scoreboard for a sandbox
A test mode for trying the new content without playing twenty games to reach it. Three taps on the scoreboard toggles it, three more turns it off, and a single tap is still the miss-log overlay. Same shape as the umpire triple-tap cheat it sits next to. It OVERRIDES the difficulty director rather than editing it, so the wave is the same whether you opened it in game 1 or game 40 and the run keeps running underneath: 8 bodies, a fixed 1.15 m/s shamble, a spawn every 1.6 s, and pickVariant pretending to be at game 20 so every body type can turn up. All four barrel weapons sit on the rack and are topped back up each frame, because committing a burst spends the whole tin and a sandbox that runs dry is not one. A barrel rolls out every 14 s so the pickup itself is testable too. The third tap must NOT toggle logShow: taps one and two already toggled it twice and it is back where it started, so toggling again left the miss-log overlay switched on behind you every single time. Also records the trap that cost a debugging round getting here: index.html loads main.js?v=N, and fetching 'main.js' does not bust that URL -- so main.js stayed stale through a reload while every other module was fresh, and the tap handler appeared to do nothing. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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+23
@@ -320,11 +320,34 @@ zombie (now an occasional opponent, `TUNE.racketEvery`, not the every-game fixtu
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frame entirely. `xLim = Math.max(xVis, COURT.W / 2)` — the camera limit, floored at the sideline so
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every legal ball stays catchable.
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## TEST MODE — triple-tap the scoreboard
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A sandbox for trying new content without playing twenty games to reach it. Three taps on the
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scoreboard (the same shape as the umpire's triple-tap cheat next to it in main.js) toggles
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`G.testMode`; three more turns it off, and a SINGLE tap is still the miss-log overlay.
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- a fixed MEDIUM wave: `testZMax` 8 bodies, `testZSpeed` 1.15 m/s, `testSpawnEvery` 1.6 s — it
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overrides the difficulty director rather than editing it, so the sandbox is the same whether you
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opened it in game 1 or game 40, and `G.runGames` keeps climbing underneath.
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- `testLevel` 20 is the roster level `pickVariant` pretends to be at, so every body type can appear.
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- every barrel weapon on the rack, TOPPED BACK UP each frame (`stockTestRack`), so committing a
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burst — which spends the whole tin — leaves it available again a moment later.
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- a barrel every `testBarrelEvery` seconds, so the pickup itself is testable.
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**The third tap must not toggle `logShow`.** Taps one and two already toggled it twice, so it is
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back where it started; toggling again in the triple branch leaves the miss-log overlay switched on
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behind you every time you enter the mode.
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## Verification recipe (the regression net)
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Drive the game deterministically via `window.T` with `javascript_tool`. The Browser-pane eval
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context reports `document.visibilityState === 'hidden'`, so RAF is paused; halt it anyway with
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`window.requestAnimationFrame = () => 0` and step with `T.step(1/60)`. `T.press('Space')` = tap.
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Clear the intro first: `document.getElementById('intro')?.remove()`.
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- **The module-refresh list MUST include the VERSIONED entry point.** `index.html` loads
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`main.js?v=N`, and `fetch('main.js', {cache:'reload'})` does not bust that URL — so main.js alone
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stays stale through a reload while every other module is fresh. Read the src off the page:
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`document.querySelector('script[type=module]').getAttribute('src')` and fetch that too. Symptom: a
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change in main.js appears to do nothing at all, repeatably.
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- **You MUST set `T.TUNE.autoAssist = 1.15` first** — the Browser pane reports `pointer: fine`, so
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the mobile assist is off and every ball reads as "never reachable".
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- Force splatter with `T.forceZombies()` then ~600 steps (in splatter it forces a HORDE instead).
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@@ -230,6 +230,15 @@ export const TUNE = {
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mgPelletR: 0.5, // m of extra hit radius on a pellet: a fat round. "Bigger ball = more damage."
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dmgPelletHp: 2, // hp a pellet takes off a body — shamblerHp is 2, so the horde gun one-shots them
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mgPickupLen: 8, // s the machine-gun tin (4th delivery) auto-fires outside hordes
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// ---- TEST MODE (triple-tap the scoreboard). A sandbox for trying the new content: a steady
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// MEDIUM wave regardless of how far into a run you are, and every barrel weapon on the rack,
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// kept topped up so nothing runs dry mid-test. It overrides the difficulty director rather than
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// editing it — G.runGames keeps climbing underneath and the run is still a real run.
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testZMax: 8, // bodies on court: enough to test a crowd weapon, few enough to read
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testZSpeed: 1.15, // m/s shamble — medium, and FIXED (no per-game ramp)
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testSpawnEvery: 1.6,// s between spawns
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testLevel: 20, // the roster level pickVariant pretends to be at, so every body type can turn up
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testBarrelEvery: 14,// s between barrels, so the pickup itself is testable too
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// ---- THE LASER's wedge: aim and release like a serve, and a plane of light widens down the lane
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beamLen: 26, // m it reaches — the whole court, so a lane you aim is a lane you clear
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beamW0: 0.35, // m half-width at the racket...
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+38
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@@ -1,6 +1,6 @@
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// Game logic: ballistics, swings, serves, rules/scoring, AI, and the per-frame update.
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import { TUNE, UI, BOSS_ART, APPLAUSE_T, EATEN_BURST, EATEN_SUMMARY, COURT, CONTACT, VOLLEY, ZONE_DEPTH, HOME, P_BOUNDS, TOSS, SHOT_DEPTH, POSE_TIME, BOUNCE_IDLE, zombieH, Z_CHEST , WEAPONS, RACK_MAX } from './config.js';
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import { TUNE, UI, BOSS_ART, APPLAUSE_T, EATEN_BURST, EATEN_SUMMARY, COURT, CONTACT, VOLLEY, ZONE_DEPTH, HOME, P_BOUNDS, TOSS, SHOT_DEPTH, POSE_TIME, BOUNCE_IDLE, zombieH, Z_CHEST , WEAPONS, RACK_MAX , BARREL_WEAPONS } from './config.js';
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import { P, O, ball, score, crowd, G, other, deuceSide, setupPoint, sendBoy, resetState } from './state.js';
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import { audio, pock, swish, whoosh, applause, voice, sfx, aww, zombieMusic, zombieDuck, menuDuck } from './audio.js';
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import { axisX, axisZ, takeFlickAim, touchPX, resetInput } from './input.js';
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@@ -548,6 +548,42 @@ export function weaponModal(id, healLine = null) {
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icon: w.icon, iconH: 40, color: UI.warm });
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}
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// ---- TEST MODE. Triple-tap the scoreboard. A sandbox for trying the new content without playing
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// twenty games to reach it: a steady medium wave and every barrel weapon on the rack, topped back up
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// as you spend it. It does NOT stop the run — games, duels and bosses all still happen underneath;
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// it only overrides the difficulty dials and keeps the rack stocked.
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export function toggleTestMode() {
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G.testMode = !G.testMode;
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if (!G.testMode) { G.flash = { text: 'TEST MODE OFF', t: 1.4 }; return false; }
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if (G.mode === 'tennis') forceZombies(); // no zombies to test against in a tennis match
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stockTestRack();
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G.flash = { text: 'TEST MODE', t: 1.6 };
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showModal({ title: 'TEST MODE', color: UI.pink,
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body: ['A STEADY MEDIUM WAVE', 'EVERY BARREL WEAPON, KEPT FULL',
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'', 'TRIPLE-TAP THE SCOREBOARD AGAIN TO STOP'] });
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return true;
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}
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// every barrel weapon on the rack at full stock. Called on entry and then kept topped up in update,
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// so a burst you commit (which spends the whole tin) is available again a moment later.
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function stockTestRack() {
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for (const id of Object.keys(BARREL_WEAPONS)) {
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const have = G.rack.find(e => e.id === id);
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if (have) have.n = Math.max(have.n, WEAPONS[id].tin);
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else if (G.rack.length < RACK_MAX) G.rack.push({ id, n: WEAPONS[id].tin });
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}
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}
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let testBarrelT = 0;
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export function tickTestMode(dt) {
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if (!G.testMode) return;
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stockTestRack();
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if (G.mode !== 'splatter' || G.bossFight || G.interlude) return;
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if ((testBarrelT -= dt) <= 0) {
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testBarrelT = TUNE.testBarrelEvery;
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if (!zombies.some(z => z.variant === 'o')) spawnBarrel();
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}
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}
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// ---- the interlude: order is restored, one sudden-death point vs the racket zombie.
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// Tennis rules apply for exactly one point — the absurdity peak: the umpire never stopped watching.
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// This is now the ONLY source of weapons in the game: win the point or leave empty-handed.
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@@ -1197,6 +1233,7 @@ 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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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.clearing && !zombies.some(blocksClear)) proceedAfterClear(); // the won-game wave is mopped up — advance
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if (G.mode === 'transition') transition(dt);
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+1
-1
@@ -179,6 +179,6 @@
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</div>
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</div>
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</div>
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<script type="module" src="main.js?v=99"></script>
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<script type="module" src="main.js?v=100"></script>
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</body>
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</html>
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@@ -5,7 +5,7 @@
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import { TUNE, COURT, COURTS, UMP_H, UMP_X, EATEN_RESTART } from './config.js';
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import { P, O, ball, score, G, setupPoint, selectCourt } from './state.js';
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import { update, restartRun, keyPressed, solveShot, inServeBox, inCourt, forceZombies, splatPoint, deliverTin, selectWeapon, grantWeapon, showModal, dismissModal, startDuel, resolveInterlude, flickTarget, startBossFight, endBossFight } from './gameplay.js';
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import { update, restartRun, keyPressed, solveShot, inServeBox, inCourt, forceZombies, splatPoint, deliverTin, selectWeapon, grantWeapon, showModal, dismissModal, startDuel, resolveInterlude, flickTarget, startBossFight, endBossFight , toggleTestMode } from './gameplay.js';
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import { fitViewport, render, proj, RES } from './render.js';
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import { voice, ambient, menuMusic, menuDuck } from './audio.js';
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import { zombies, spawnZombie, spawnRacketZombie, spawnMachine, spawnChapterBoss, piles, gore, parts, pellets, extras, shots, explode, hurtPlayer, killPlayer , spawnBarrel } from './zombies.js';
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@@ -166,13 +166,26 @@ const maybeRestart = () => {
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cv.addEventListener('pointerdown', maybeRestart);
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addEventListener('keydown', maybeRestart);
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// hidden shortcut: tap the umpire three times to summon zombie mode early
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let umpTaps = [];
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// hidden shortcuts: three taps on the UMPIRE summons zombie mode early, three on the SCOREBOARD
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// opens test mode (a medium wave plus every barrel weapon — see gameplay.toggleTestMode)
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let umpTaps = [], boardTaps = [];
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cv.addEventListener('pointerdown', e => {
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const r = cv.getBoundingClientRect();
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const x = (e.clientX - r.left) / r.width * (cv.width / RES); // logical coords
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const y = (e.clientY - r.top) / r.height * (cv.height / RES);
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if (x >= 6 && x <= 138 && y >= 6 && y <= 36) { G.logShow = !G.logShow; return; } // scoreboard tap = miss-log overlay
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if (x >= 6 && x <= 138 && y >= 6 && y <= 36) { // the scoreboard
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const now = performance.now();
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boardTaps = boardTaps.filter(t => now - t < 1600);
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boardTaps.push(now);
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if (boardTaps.length >= 3) {
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boardTaps = [];
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// taps one and two already toggled the miss-log twice, so it is back where it started —
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// this third one must NOT toggle it again, or every trip through test mode leaves the
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// overlay on behind you
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toggleTestMode();
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} else G.logShow = !G.logShow; // a single tap is still the miss-log overlay
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return;
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}
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const u = proj(UMP_X, 0, COURT.netZ);
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if (Math.abs(x - u.x) > 16 || y > u.y + 6 || y < u.y - UMP_H * u.s - 8) return;
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const now = performance.now();
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@@ -184,6 +197,6 @@ cv.addEventListener('pointerdown', e => {
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requestAnimationFrame(frame);
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// exposed for in-browser sanity checks and simulated playtests
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window.T = { TUNE, ball, P, O, score, G, zombies, spawnZombie, spawnRacketZombie, spawnMachine, spawnChapterBoss, spawnBarrel, grantWeapon, piles, gore, parts, pellets, extras, shots, explode, hurtPlayer, killPlayer, splatPoint, solveShot, inServeBox, inCourt, proj, setupPoint, forceZombies, deliverTin, selectWeapon, showModal, dismissModal, startDuel, resolveInterlude, flickTarget, startBossFight, endBossFight,
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window.T = { TUNE, ball, P, O, score, G, zombies, spawnZombie, spawnRacketZombie, spawnMachine, spawnChapterBoss, spawnBarrel, grantWeapon, toggleTestMode, piles, gore, parts, pellets, extras, shots, explode, hurtPlayer, killPlayer, splatPoint, solveShot, inServeBox, inCourt, proj, setupPoint, forceZombies, deliverTin, selectWeapon, showModal, dismissModal, startDuel, resolveInterlude, flickTarget, startBossFight, endBossFight,
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step: dt => update(dt), render, press: keyPressed,
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get phase() { return G.phase; }, set phase(v) { G.phase = v; } };
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@@ -58,6 +58,7 @@ export const G = {
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mgCool: 0, // s until the next pellet in that burst
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gunId: null, // which WEAPONS row that burst is firing — rate, radius, damage, colour
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beam: null, // the laser's live wedge {x, z, ux, uz, t} — drawn, then gone. Not a projectile.
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testMode: false, // the scoreboard triple-tap sandbox: medium wave, every new weapon on the rack
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deliveries: 0, // tins delivered this run — indexes the weapon ladder
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duelDue: false, // the schedule called a duel — fire it at the next hand-cleared court
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afterDuel: null, // the game beat the scheduled duel interrupted ('changeover' | 'game'), resumed when it resolves
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+11
-5
@@ -34,8 +34,10 @@ export function spawnZombie(x, z, variant) {
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// Keyed on GAMES FINISHED, not on splatT: the old `1 + min(1.5, splatT / 70)` maxed out after
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// 105 seconds of splatter, so every shambler from roughly game 3 onward walked at the same top
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// speed for the rest of a 50-game run. Games are what the player experiences as progress.
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// test mode pins the shamble at a fixed MEDIUM speed instead of riding the per-game ramp
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const ramp = 1 + Math.min(TUNE.zSpeedMax, G.runGames * TUNE.zSpeedPerGame);
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const zb = { x, z, v: TUNE.zSpeed * ramp * (0.8 + Math.random() * 0.4), walkT: Math.random() * 9,
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const base = G.testMode ? TUNE.testZSpeed : TUNE.zSpeed * ramp;
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const zb = { x, z, v: base * (0.8 + Math.random() * 0.4), walkT: Math.random() * 9,
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homeOff: (Math.random() * 2 - 1) * 0.8, variant }; // personal lane offset so they don't stack into a column
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if (variant === 'f') { zb.v = Math.min(TUNE.runnerVMax, zb.v * TUNE.runnerSpeed); shriek(); } // shriek = the fairness contract; capped so late runners stay reactable
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if (variant === 'a' || variant === 'b') zb.hp = TUNE.shamblerHp; // classic shamblers take a wound before they drop — only the runner is one-shot glass
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@@ -260,7 +262,7 @@ function fireAtPlayer(x, z, spread = 0, speed = TUNE.machSpeed) {
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// Now the advanced SHARE keeps climbing after everything is unlocked, which is what makes game 40
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// feel different from game 20 rather than merely faster.
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function pickVariant() {
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const g = G.runGames;
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const g = G.testMode ? TUNE.testLevel : G.runGames; // test mode unlocks the whole roster
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const pool = [];
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if (g >= 2 && !zombies.some(z => z.variant === 'f')) pool.push('f'); // at most one runner alive
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if (g >= 6) pool.push('g');
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@@ -735,11 +737,15 @@ export function updateZombies(dt) {
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// wall — the cap pinned at 14 by game 11 and the gap floored at 1.0 s by game 10, after which
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// the game literally stopped changing. The gap is hyperbolic now so it keeps tightening on its
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// own instead of running into a floor; zSpawnMin is only a safety stop.
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const cap = Math.min(TUNE.zMaxCap, TUNE.zMax + Math.floor(G.runGames * TUNE.zMaxPerGame));
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if (zombies.length >= cap - 1) aside('ump_hindrance', 0.6); // the court is genuinely full
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// TEST MODE overrides the whole director with one fixed medium setting, so the sandbox is the
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// same wave whether you triple-tapped in game 1 or game 40.
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const cap = G.testMode ? TUNE.testZMax
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: Math.min(TUNE.zMaxCap, TUNE.zMax + Math.floor(G.runGames * TUNE.zMaxPerGame));
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if (zombies.length >= cap - 1 && !G.testMode) aside('ump_hindrance', 0.6); // the court is genuinely full
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if (spawnT <= 0 && zombies.length < cap) {
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spawnZombie((Math.random() * 2 - 1) * 4.8, -1.5 - Math.random(), pickVariant());
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spawnT = Math.max(TUNE.zSpawnMin, TUNE.zSpawnEvery / (1 + G.runGames * TUNE.zSpawnAccel));
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spawnT = G.testMode ? TUNE.testSpawnEvery
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: Math.max(TUNE.zSpawnMin, TUNE.zSpawnEvery / (1 + G.runGames * TUNE.zSpawnAccel));
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}
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}
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}
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Reference in new issue
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