The shot list becomes a config file, and the camera holds a phone
tools/scenes.json says WHAT to shoot; tools/clips.js only knows how. Every knob Oliver asked for is a key: seconds, setting (gore/zombie), beat, court, boss, weapons, movement, density, diversity, gore, games, screen — documented in the file's own "_" block, validated in capture.py so a typo names itself instead of coming back as fifteen seconds of empty court. Nine scenes ship in the default list, across all four courts. The frame is a PHONE now (393x852 -> 1080x2340), not 9:16: the portrait branch derives its logical height from the canvas box, so a 9:16 take was never the framing a player sees. The player has legs — held arrow keys through the real axisX, so horde and flamer are no longer a statue with a flamethrower. The crowd tops itself up where the game's own spawner puts it, diversity walks the roster, and `gore` paints in the run's history a fifteen-second clip has no time to earn. The pilot is picked by what the court is doing rather than by config: tennis mode taps to swing, splatter draws the slingshot. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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+100
-34
@@ -1,51 +1,106 @@
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#!/usr/bin/env python3
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"""Promo clip factory — one command, a folder of postable vertical mp4s.
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"""Promo clip factory — one command, a folder of postable phone-shaped mp4s.
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python3 tools/capture.py # every scene
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python3 tools/capture.py horde boss # only these
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python3 tools/capture.py --keep # keep the raw webm next to the mp4
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python3 tools/capture.py # every scene in tools/scenes.json
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python3 tools/capture.py horde boss # only these
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python3 tools/capture.py my-shots.json # a different shot list
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python3 tools/capture.py --seed 77 --keep # re-roll the randomness / keep the raw webm
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Serves the repo with tools/clips.js injected (the game's own files are untouched, and tools/ is not
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in the Dockerfile COPY, so none of this ships), opens Chrome at phone-portrait size on a throwaway
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profile, and lets the page stage each highlight through window.T, record canvas + audio, and POST
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the webm back. ffmpeg then doubles it to 1080x1920 with NEAREST-NEIGHBOUR — pixel art must not be
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blurred by an upscale — and writes h264/aac into promo/clips/.
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THE SHOT LIST IS DATA (tools/scenes.json — its "_" block documents every knob). This file serves
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the repo with tools/clips.js injected, opens Chrome on a throwaway profile, and lets the page stage
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each scene through window.T, record canvas + audio, and POST the webm back; ffmpeg writes h264/aac
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into promo/clips/. The game's own files are untouched, and tools/ is in neither the image nor the
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Dockerfile COPY, so none of this ships.
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Why a real browser window and not headless: the recording is real-time off requestAnimationFrame,
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and a backgrounded or headless tab is exactly where Chrome throttles rAF and swiftshader drops
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frames. Two minutes of a window in the way is cheaper than debugging dropped frames.
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and headless is exactly where Chrome throttles rAF and swiftshader drops frames. Two minutes of a
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window in the way is cheaper than debugging dropped frames.
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"""
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import http.server, os, shutil, subprocess, sys, threading, urllib.parse
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import http.server, json, os, shutil, subprocess, sys, threading, urllib.parse
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HERE = os.path.dirname(os.path.abspath(__file__))
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ROOT = os.path.dirname(HERE)
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OUT = os.path.join(ROOT, 'promo', 'clips')
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PORT = 8642
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CHROME = '/Applications/Google Chrome.app/Contents/MacOS/Google Chrome'
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# the scene names, in shooting order — must match SCENES in tools/clips.js
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SCENES = ['transition', 'horde', 'flamer', 'mopboy', 'death', 'boss', 'match']
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INJECT = b'<script src="/tools/clips.js"></script>\n</head>'
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args = [a for a in sys.argv[1:] if not a.startswith('-')]
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keep = '--keep' in sys.argv
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scenes = args or SCENES
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bad = [s for s in scenes if s not in SCENES]
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if bad:
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sys.exit('unknown scene(s): %s\nknown: %s' % (', '.join(bad), ', '.join(SCENES)))
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COURTS = ('grass', 'clay', 'hard', 'gloom')
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WEAPONS = ('bomb', 'triple', 'beacon', 'flamer', 'rocket')
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BEATS = ('transition', 'horde', 'boss', 'death', 'mopboy')
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SCREENS = ('phone', 'tall', '9x16')
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DIALS = ('movement', 'density', 'diversity', 'gore')
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done = threading.Event()
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made = []
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def check(sc, i):
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"""Validate one scene. The config is hand-written, so a typo must name itself here rather than
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come back as fifteen seconds of an empty court."""
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def bad(msg):
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sys.exit('scenes[%d] (%s): %s' % (i, sc.get('name', '?'), msg))
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name = sc.get('name')
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if not name or not all(c.isalnum() or c in '-_' for c in name):
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bad('needs a name of letters, digits, - and _')
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if not 3 <= sc.get('seconds', 0) <= 60:
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bad('seconds must be 3..60')
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if sc.get('setting') not in ('gore', 'zombie'):
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bad('setting must be gore or zombie')
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if sc.get('beat') and sc['beat'] not in BEATS:
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bad('beat must be one of ' + ', '.join(BEATS))
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if sc.get('court') and sc['court'] not in COURTS:
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bad('court must be one of ' + ', '.join(COURTS))
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if sc.get('screen') and sc['screen'] not in SCREENS:
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bad('screen must be one of ' + ', '.join(SCREENS))
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for w in sc.get('weapons', []):
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if w not in WEAPONS:
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bad('unknown weapon %r — have %s' % (w, ', '.join(WEAPONS)))
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for d in DIALS:
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if d in sc and not 0 <= sc[d] <= 1:
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bad('%s must be 0..1' % d)
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if sc.get('boss') is not None:
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if not 1 <= sc['boss'] <= 10:
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bad('boss must be chapter 1..10')
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# ONE MODE OWNS THE COURT (beats.js): a boss fight refuses to start inside a match, so the
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# config cannot ask for both and quietly get neither.
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if sc.get('setting') != 'gore':
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bad('a boss fight is a gore-run beat — set setting to gore')
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return sc
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def to_mp4(webm, mp4):
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# No scaling: at RES 4 the canvas backing store IS the output (a phone box records 1080x2340),
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# and pixel art must never be resampled. The filter only guarantees even dimensions for h264.
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# -r 60 on the OUTPUT: MediaRecorder writes a variable-rate stream and the platforms want CFR.
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subprocess.run(['ffmpeg', '-y', '-loglevel', 'error', '-i', webm,
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'-vf', 'scale=1080:1920:flags=neighbor', # a no-op at RES 4; the guarantee is cheap
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'-vf', 'scale=trunc(iw/2)*2:trunc(ih/2)*2',
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'-r', '60', '-c:v', 'libx264', '-preset', 'slow', '-crf', '18',
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'-pix_fmt', 'yuv420p', '-c:a', 'aac', '-b:a', '160k', '-movflags', '+faststart',
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mp4], check=True)
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# ---- the command line: a .json is the shot list, a --flag is a flag, anything else is a scene name
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argv = sys.argv[1:]
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keep = '--keep' in argv
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seed = ''
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if '--seed' in argv:
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seed = argv[argv.index('--seed') + 1]
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argv = [a for a in argv if a != seed]
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cfg_path = next((a for a in argv if a.endswith('.json')), os.path.join(HERE, 'scenes.json'))
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wanted = [a for a in argv if not a.startswith('-') and not a.endswith('.json')]
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cfg = json.load(open(cfg_path))
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scenes = {}
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for i, sc in enumerate(cfg['scenes']):
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check(sc, i)
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scenes[sc['name']] = sc
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order = wanted or list(scenes)
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bad = [s for s in order if s not in scenes]
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if bad:
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sys.exit('unknown scene(s): %s\nin %s: %s' % (', '.join(bad), os.path.relpath(cfg_path, ROOT), ', '.join(scenes)))
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done = threading.Event()
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made = []
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class Handler(http.server.SimpleHTTPRequestHandler):
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def __init__(self, *a, **kw):
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super().__init__(*a, directory=ROOT, **kw)
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@@ -53,19 +108,23 @@ class Handler(http.server.SimpleHTTPRequestHandler):
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def log_message(self, *a):
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pass
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def send_bytes(self, body, ctype):
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self.send_response(200)
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self.send_header('Content-Type', ctype)
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self.send_header('Content-Length', str(len(body)))
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self.send_header('Cache-Control', 'no-store')
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self.end_headers()
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self.wfile.write(body)
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def do_GET(self):
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if self.path.startswith('/log?'): # the page's console, since the browser is throwaway
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print(' .. ' + urllib.parse.unquote(self.path[5:]), flush=True)
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self.send_response(204); self.end_headers(); return
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if self.path == '/scenes':
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return self.send_bytes(json.dumps(scenes).encode(), 'application/json')
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if self.path.split('?')[0] in ('/', '/index.html'):
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html = open(os.path.join(ROOT, 'index.html'), 'rb').read().replace(b'</head>', INJECT, 1)
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self.send_response(200)
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self.send_header('Content-Type', 'text/html')
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self.send_header('Content-Length', str(len(html)))
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self.send_header('Cache-Control', 'no-store')
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self.end_headers()
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self.wfile.write(html)
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return
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return self.send_bytes(html, 'text/html')
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return super().do_GET()
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def do_POST(self):
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@@ -93,19 +152,26 @@ class Handler(http.server.SimpleHTTPRequestHandler):
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os.makedirs(OUT, exist_ok=True)
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srv = http.server.ThreadingHTTPServer(('127.0.0.1', PORT), Handler)
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threading.Thread(target=srv.serve_forever, daemon=True).start()
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print('shooting %d scene(s): %s' % (len(scenes), ', '.join(scenes)), flush=True)
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print('shooting %d scene(s) from %s: %s' % (len(order), os.path.relpath(cfg_path, ROOT), ', '.join(order)), flush=True)
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url = 'http://127.0.0.1:%d/?clips=%s' % (PORT, ','.join(order))
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if seed:
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url += '&seed=' + seed
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if scenes[order[0]].get('court'): # the court must be stored before the game module boots
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url += '&court=' + scenes[order[0]]['court']
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profile = '/tmp/splat-capture-profile'
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shutil.rmtree(profile, ignore_errors=True)
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chrome = subprocess.Popen([
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CHROME, '--user-data-dir=' + profile, '--no-first-run', '--no-default-browser-check',
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'--autoplay-policy=no-user-gesture-required', # the umpire is the hook; he must be in the file
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'--force-device-scale-factor=3', # dpr 3 -> render.js picks RES 4 -> 1080x1920
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'--force-device-scale-factor=3', # dpr 3 -> render.js picks RES 4, the sharp tier
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'--window-size=700,1000', '--window-position=0,0',
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'--app=http://127.0.0.1:%d/?clips=%s' % (PORT, ','.join(scenes)),
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'--app=' + url,
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], stdout=subprocess.DEVNULL, stderr=subprocess.DEVNULL)
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ok = done.wait(timeout=60 + 30 * len(scenes))
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budget = 60 + sum(scenes[s]['seconds'] + 14 for s in order)
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ok = done.wait(timeout=budget)
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chrome.terminate()
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srv.shutdown()
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print('%d clip(s) in promo/clips/' % len(made) if ok else 'TIMED OUT after %d clip(s)' % len(made))
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+154
-100
@@ -1,14 +1,23 @@
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// PROMO CLIP RIG — injected into index.html by tools/capture.py, never shipped (tools/ is not in
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// the Dockerfile COPY). It stages a highlight with the real game through window.T, records the
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// canvas + the WebAudio bus with MediaRecorder, POSTs the webm back to capture.py and reloads into
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// the next scene. ONE PAGE LOAD PER SCENE — a fresh boot is the only teardown that is guaranteed
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// correct, and it costs a second.
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// PROMO CLIP RIG — injected into index.html by tools/capture.py, never shipped (tools/ is in
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// .dockerignore and not in the Dockerfile COPY). The SCENES ARE DATA: tools/scenes.json (or any
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// config passed to capture.py) says what to shoot, this file knows how to shoot it. Everything is
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// staged through window.T — the real doors, the real update loop — recorded off the canvas with
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// MediaRecorder, POSTed back, and the page reloads itself into the next scene.
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//
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// ONE PAGE LOAD PER SCENE: a fresh boot is the only teardown guaranteed correct, and it costs a
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// second. Anything that must happen BEFORE the game module boots (the seed, the audio tap, the
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// remembered court) happens at the top of this file, which runs first as a classic script.
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(() => {
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const q = new URLSearchParams(location.search);
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const list = (q.get('clips') || '').split(',').filter(Boolean);
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if (!list.length) return;
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// ---- determinism: the same seed gives the same take, so a good clip can be re-shot ----------
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// THE COURT IS REMEMBERED, NOT PASSED: main.js reads localStorage once at module init, so the
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// pick has to be in place before it boots — which is why it rides the URL rather than the config
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// fetch. Same door the setup screen writes through.
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if (q.get('court')) try { localStorage.setItem('court', q.get('court')); } catch {}
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// ---- determinism: the same seed gives the same take, so a good clip can be re-shot ------------
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let seed = (Number(q.get('seed')) || 20260818) >>> 0;
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Math.random = () => {
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seed ^= seed << 13; seed >>>= 0;
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@@ -19,11 +28,11 @@
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// ---- the audio tap. Every voice in audio.js connects straight to `ac.destination`, so the whole
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// mix is grabbed by making `destination` a gain node that fans out to the real speakers AND to a
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// MediaStreamDestination. Patching the prototype here (this script runs before the game module)
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// means the game needs no master-bus refactor for a tool that ships to nobody.
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// MediaStreamDestination. Patching the prototype here means the game needs no master-bus refactor
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// for a tool that ships to nobody. NOTE: `destination` lives on BaseAudioContext, not on
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// AudioContext — walk the chain for it rather than assuming a level.
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let tap = null;
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const AC = window.AudioContext || window.webkitAudioContext;
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// `destination` is defined on BaseAudioContext, not on AudioContext — walk the chain for it
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let proto = AC.prototype, desc = null;
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while (proto && !(desc = Object.getOwnPropertyDescriptor(proto, 'destination'))) proto = Object.getPrototypeOf(proto);
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const real = desc.get;
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@@ -39,14 +48,22 @@
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const sleep = ms => new Promise(r => setTimeout(r, ms));
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const T = () => window.T;
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const rnd = (a, b) => a + Math.random() * (b - a);
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const log = m => fetch('/log?' + encodeURIComponent(m));
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// ---- the two autopilots. The tennis one is the reachability soak's from test.js (auto-run plus a
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// fixed tap window); the gore one draws the slingshot at the nearest body. Both are mediocre on
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// purpose — a clip of a perfect player is a clip of nothing happening.
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// THE SCREEN IS A PHONE. Not 9:16 — a real handset is taller (393x852 on a 15/16-class iPhone,
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// aspect 0.46), and the game LAYS OUT differently for it: render.js derives its logical height
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// from the canvas box, so the apron between court and rack grows and the framing is the one a
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// player actually sees. `9x16` stays available for a platform that insists on it.
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const SCREENS = { phone: [393, 852], tall: [412, 915], '9x16': [270, 480] };
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// ---- the two autopilots, picked by what the court is doing rather than by the config: tennis
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// rules (the match, and the ordinary tennis a transition opens on) tap to swing; splatter draws
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// the slingshot at the nearest body. Both are deliberately mediocre — the tennis one IS the
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// reachability soak's from test.js — because a clip of a perfect player is a clip of nothing.
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let lastTap = 0;
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const pilotTennis = t => {
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const { G, ball, P, keyPressed } = T();
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if (G.modal) { G.modal = null; G.modalQ.length = 0; }
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if (G.phase === 'pretoss') { if (t - lastTap > 0.6) { lastTap = t; keyPressed('Space'); } }
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else if (G.phase === 'toss') { if (ball.vy < 0.4 && ball.y > 2.4) keyPressed('Space'); }
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else if (G.phase === 'rally' && ball.active && ball.lastHit === 'O') {
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@@ -56,8 +73,7 @@
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};
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const pilotGore = t => {
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const { G, P, zombies, TUNE, dragServe } = T();
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if (G.modal) { G.modal = null; G.modalQ.length = 0; }
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if (G.horde || G.mgT > 0 || t - lastTap < 0.45) return;
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if (G.horde || G.mgT > 0 || t - lastTap < 0.45) return; // a burst and a horde fire themselves
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let best = null, bd = 1e9;
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for (const z of zombies) {
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const d = Math.hypot(z.x - P.x, z.z - P.z);
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@@ -68,53 +84,101 @@
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const dx = best.x - P.x, dz = best.z - P.z, len = Math.hypot(dx, dz) || 1;
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dragServe({ mag: TUNE.pullFull + 6, fx: dx / len, fy: dz / len });
|
||||
};
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const pilot = t => (T().G.mode === 'tennis' ? pilotTennis : pilotGore)(t);
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// ---- THE SCENES. `secs` is the take; `at` fires staged events on the clock; `pilot` picks who
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// plays. Everything here is the real game reached through the real doors — nothing is faked for
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// the camera, which is the only way the footage stays honest when the game changes.
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const SCENES = {
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// SPLATTER GORE -----------------------------------------------------------------------------
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transition: { secs: 17, pilot: 'tennis', at: [ // the flagship: ordinary tennis, then the turn
|
||||
[0, () => T().start(null)],
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[4.5, () => { T().forceZombies(); }],
|
||||
] },
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||||
horde: { secs: 14, pilot: 'gore', at: [
|
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[0, () => { const t = T(); t.start(null); t.intoSplatter(); t.G.runGames = 6; }],
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[2.5, () => T().startHorde()],
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] },
|
||||
flamer: { secs: 12, pilot: null, at: [
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[0, () => { const t = T(); t.start(null); t.intoSplatter(); t.G.runGames = 8; t.grantWeapon('flamer', 3); }],
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[1.0, () => { const t = T(); for (let i = 0; i < 9; i++) t.spawnZombie(-5 + i * 1.25, -9 + (i % 3) * 1.2, i % 3 ? 'a' : 'd'); }],
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[3.0, () => { const t = T(); t.selectWeapon(1 + t.G.rack.findIndex(s => s.id === 'flamer')); t.dragServe({ mag: 140, fx: 0, fy: -1 }); }],
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||||
] },
|
||||
// THE BALL BOY, calmly mopping a massacre — the joke lands only if the court is a mess first,
|
||||
// so the pilot shoots for six seconds and is then switched off to let him work in peace.
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||||
// ...and they die on the NEAR court on purpose: mopWorthIt only sends him for a stain on his
|
||||
// own side of the net, so a massacre at the far baseline is a massacre nobody mops.
|
||||
mopboy: { secs: 15, pilot: 'gore', pilotUntil: 6.5, at: [
|
||||
[0, () => { const t = T(); t.start(null); t.intoSplatter(); t.G.runGames = 9; }],
|
||||
[0.8, () => { const t = T(); for (let i = 0; i < 8; i++) t.spawnZombie(-4.5 + i * 1.3, 15 + (i % 3) * 1.6, i % 4 ? 'a' : 'b'); }],
|
||||
[7.0, () => { const t = T(); t.G.boy = null; t.sendBoy(0, 18, true); }],
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||||
] },
|
||||
death: { secs: 13, pilot: 'gore', at: [
|
||||
[0, () => { const t = T(); t.start(null); t.intoSplatter(); t.G.runGames = 11; }],
|
||||
[1.0, () => { const t = T(); for (let i = 0; i < 7; i++) t.spawnZombie(-4 + i * 1.4, -3 - (i % 2), 'a'); }],
|
||||
[7.0, () => T().killPlayer()],
|
||||
] },
|
||||
// ZOMBIE TENNIS -----------------------------------------------------------------------------
|
||||
boss: { secs: 16, pilot: 'gore', at: [
|
||||
[0, () => { const t = T(); t.start(null); t.intoSplatter();
|
||||
t.G.runGames = 3 * t.TUNE.bossEvery; t.G.bossDue = 0;
|
||||
for (const id of ['bomb', 'triple', 'beacon', 'flamer', 'rocket']) t.grantWeapon(id, 9); } ],
|
||||
[1.2, () => T().startBossFight(3)],
|
||||
] },
|
||||
// THE OPPONENT BURSTS WHEN HIS GAME IS TAKEN, and that burst is the mode's whole payoff — but a
|
||||
// mediocre autopilot needs a minute to earn one and the clip is eighteen seconds. So every serve
|
||||
// is game point: the rally is real, the wait is not.
|
||||
match: { secs: 18, pilot: 'tennis', each: () => { const s = T().score; if (T().G.phase === 'pretoss') s.pts[0] = 3; }, at: [
|
||||
[0, () => { const t = T(); t.start(null); t.intoSplatter(); t.startMatch(); }],
|
||||
] },
|
||||
// ---- LEGS. The player walks on the real input path: held arrow keys, the same axisX/axisZ every
|
||||
// desktop player uses. `movement` 0 is a statue, 1 sweeps the full width — and it only bites in
|
||||
// 'rally' or under a burst, because the game's own rule is no walking between points.
|
||||
const held = {};
|
||||
const hold = (code, on) => {
|
||||
if (!!held[code] === !!on) return;
|
||||
held[code] = on;
|
||||
dispatchEvent(new KeyboardEvent(on ? 'keydown' : 'keyup', { code }));
|
||||
};
|
||||
const legs = (t, m) => {
|
||||
if (!m) return;
|
||||
const { P } = T();
|
||||
const tx = Math.sin(t * (0.45 + 0.75 * m)) * m * 5.5; // a patrol, not a jitter
|
||||
hold('ArrowLeft', P.x - tx > 0.3);
|
||||
hold('ArrowRight', tx - P.x > 0.3);
|
||||
};
|
||||
|
||||
// ---- the crowd. `density` is how many bodies are kept on court, `diversity` how deep into the
|
||||
// roster the mix goes (0 = shamblers only, 1 = the whole club). They enter where the game's own
|
||||
// spawner puts them, behind the far baseline, so they walk in rather than appear.
|
||||
const VARIANTS = ['a', 'b', 'd', 'f', 'e', 's', 'g', 'h', 'k'];
|
||||
let lastSpawn = -9;
|
||||
const crowd = (t, S) => {
|
||||
const g = T();
|
||||
const want = Math.round((S.density || 0) * 14);
|
||||
if (!want || g.zombies.length >= want || t - lastSpawn < 0.3 || g.G.horde || g.G.bossFight) return; // a boss blocks every other spawn anyway
|
||||
lastSpawn = t;
|
||||
const pool = 1 + Math.round((S.diversity || 0) * (VARIANTS.length - 1));
|
||||
g.spawnZombie(rnd(-4.8, 4.8), -1.5 - Math.random(), VARIANTS[(Math.random() * pool) | 0]);
|
||||
};
|
||||
|
||||
// ---- the mess. Blood normally accumulates over a run; a 15-second clip has no run behind it, so
|
||||
// `gore` paints the history in. Same {x,z,r,a} stain the game pushes itself.
|
||||
const paint = amount => {
|
||||
const { gore } = T();
|
||||
for (let i = 0; i < Math.round((amount || 0) * 30); i++)
|
||||
gore.push({ x: rnd(-6.5, 6.5), z: rnd(2, 22), r: rnd(0.5, 1.8), a: rnd(0.35, 0.9) });
|
||||
};
|
||||
|
||||
// ---- the rack. Everything listed is granted at full stock and the selection walks the list, so a
|
||||
// clip can show three tins in fifteen seconds. Serve tins spend per shot; burst tins arm on the
|
||||
// pilot's next pull and then fire themselves.
|
||||
let lastGun = -9, gunI = 0;
|
||||
const guns = (t, S) => {
|
||||
const g = T();
|
||||
if (!S.weapons || !S.weapons.length || g.G.mgT > 0 || g.G.horde) return;
|
||||
if (t - lastGun < (S.weaponEvery || 4)) return;
|
||||
lastGun = t;
|
||||
const slot = 1 + g.G.rack.findIndex(s => s.id === S.weapons[gunI++ % S.weapons.length]);
|
||||
if (slot > 0) g.selectWeapon(slot);
|
||||
};
|
||||
|
||||
// ---- THE STAGED BEATS. Everything above is a dial; these are the moments, and each is the real
|
||||
// one reached through the real door. `add(at, fn)` books a one-shot on the scene clock.
|
||||
const BEATS = {
|
||||
transition: (S, add) => add(S.turnAt || 4.5, g => g.forceZombies()), // G.transT runs ~9 s from here
|
||||
horde: (S, add) => add(2.5, g => g.startHorde()),
|
||||
boss: (S, add) => add(1.2, g => g.startBossFight(S.boss || 3)),
|
||||
death: (S, add) => add(Math.max(3, S.seconds - 6), g => g.killPlayer()),
|
||||
// he only walks out for a stain on his OWN side of the net (state.mopWorthIt), which is why the
|
||||
// pilot is switched off first: a mopped court and a shooting player are two different shots.
|
||||
mopboy: (S, add) => add(Math.max(3, S.seconds - 8), g => { g.G.boy = null; g.sendBoy(0, 18, true); }),
|
||||
};
|
||||
|
||||
function enter(S) {
|
||||
const g = T();
|
||||
g.start(null); // menus down, court/kit/tour selected as remembered
|
||||
if (S.beat === 'transition') return; // the turn is only reachable from ordinary tennis
|
||||
g.intoSplatter();
|
||||
g.G.runGames = S.games != null ? S.games : (S.boss ? S.boss * g.TUNE.bossEvery : 8);
|
||||
if (S.boss) g.G.bossDue = 0; // ...or the schedule queues a SECOND fight behind it
|
||||
if (S.setting === 'zombie' && !S.boss) g.startMatch();
|
||||
for (const id of (S.weapons || [])) g.grantWeapon(id, 9);
|
||||
paint(S.gore);
|
||||
}
|
||||
|
||||
// ---- the frame. The clip is the canvas BACKING STORE, not the window: Chrome opens maximised and
|
||||
// ignores --window-size, and resizeTo does nothing to it, so the format is pinned by giving the
|
||||
// canvas a phone-sized CSS box, which render.js measures (cv.clientWidth) through its
|
||||
// ResizeObserver. At RES 4 (see lowPower below) a 393x852 box records at 1080x2340.
|
||||
function frame(S) {
|
||||
// FULL FAT FOR THE CAMERA. lowPower defaults ON and caps RES at 3 — invisible on a phone, worth
|
||||
// 44% of the fill rate — but the clip is the one place sharpness is judged on a big screen.
|
||||
T().TUNE.lowPower = 0;
|
||||
T().TUNE.pullHintAfter = 1e9; // and no ghost hand: SWIPE TO DODGE is for a stalled player, on
|
||||
// film it is a hint drawn over the art
|
||||
const [w, h] = SCREENS[S.screen] || SCREENS.phone;
|
||||
const st = document.createElement('style');
|
||||
st.textContent = `canvas#c { width: ${w}px !important; height: ${h}px !important; top: 0 !important; }`;
|
||||
document.head.appendChild(st);
|
||||
dispatchEvent(new Event('resize')); // ...and the ResizeObserver in render.js catches the box
|
||||
return sleep(400);
|
||||
}
|
||||
|
||||
async function record(cv, secs) {
|
||||
const s = cv.captureStream(60);
|
||||
@@ -130,58 +194,48 @@
|
||||
return new Blob(chunks, { type: 'video/webm' });
|
||||
}
|
||||
|
||||
// PORTRAIT IS THE FORMAT, AND THE WINDOW IS NOT ASKED. The clip is the canvas BACKING STORE, not
|
||||
// the window, so the frame is pinned by giving the canvas a 9:16 CSS box (render.js measures the
|
||||
// box, not the viewport) — no window manager, no title bar, no maximised-on-launch surprise.
|
||||
// 270x480 logical at RES 4 (capture.py forces device-scale-factor 3, the dpr tier that picks 4)
|
||||
// is exactly 1080x1920 native: the file needs no upscale, so no filter ever touches the pixels.
|
||||
function frame() {
|
||||
// FULL FAT FOR THE CAMERA. lowPower defaults ON (RES capped at 3) because it is invisible on a
|
||||
// phone and buys 44% of the fill rate — but the clip is the one place the sharpness is judged
|
||||
// on a big screen, and 0 is what makes the backing store exactly 1080x1920 at dpr 3.
|
||||
T().TUNE.lowPower = 0;
|
||||
T().TUNE.pullHintAfter = 1e9; // ...and no ghost hand: the SWIPE TO DODGE demo is for a player
|
||||
// who has stalled, and on film it is just a hint over the art
|
||||
const st = document.createElement('style');
|
||||
st.textContent = 'canvas#c { width: 270px !important; height: 480px !important; top: 0 !important; }';
|
||||
document.head.appendChild(st);
|
||||
dispatchEvent(new Event('resize')); // ...and the ResizeObserver in render.js catches the box
|
||||
return sleep(400);
|
||||
}
|
||||
|
||||
async function run() {
|
||||
const cfg = await (await fetch('/scenes')).json();
|
||||
const S = cfg[list[0]];
|
||||
while (!window.T || !window.T.SPR) await sleep(100);
|
||||
await frame();
|
||||
await sleep(1200); // let the boot settle: sprites decoded, theme running
|
||||
const name = list[0], sc = SCENES[name];
|
||||
if (!sc) { console.warn('no such scene', name); return next(); }
|
||||
await frame(S);
|
||||
const cv = document.getElementById('c');
|
||||
fetch('/log?' + encodeURIComponent(name + ': dpr ' + devicePixelRatio + ', viewport ' + innerWidth + 'x' + innerHeight + ', canvas ' + cv.width + 'x' + cv.height));
|
||||
const pilot = sc.pilot === 'tennis' ? pilotTennis : sc.pilot === 'gore' ? pilotGore : null;
|
||||
log(`${S.name}: ${cv.width}x${cv.height}, ${S.setting}${S.beat ? ' / ' + S.beat : ''}, court ${S.court || 'grass'}`);
|
||||
|
||||
const booked = [];
|
||||
const add = (at, fn) => booked.push([at, fn]);
|
||||
if (BEATS[S.beat]) BEATS[S.beat](S, add);
|
||||
const fired = new Set();
|
||||
const pilotUntil = S.beat === 'mopboy' ? Math.max(3, S.seconds - 8.5) : Infinity;
|
||||
|
||||
enter(S);
|
||||
const t0 = performance.now();
|
||||
const loop = () => {
|
||||
const t = (performance.now() - t0) / 1000;
|
||||
for (const [at, fn] of sc.at) if (t >= at && !fired.has(at)) { fired.add(at); try { fn(); } catch (e) { console.error(name, at, e); } }
|
||||
const g = T();
|
||||
if (g.G.modal) { g.G.modal = null; g.G.modalQ.length = 0; } // no cards over the footage
|
||||
// THE OPPONENT BURSTS WHEN HIS GAME IS TAKEN, and that burst is zombie tennis's whole payoff —
|
||||
// but a mediocre autopilot needs a minute to earn one and a clip is fifteen seconds. Every
|
||||
// serve is game point: the rally is real, the wait is not.
|
||||
if (S.setting === 'zombie' && S.gamePoint !== false && g.G.phase === 'pretoss') g.score.pts[0] = 3;
|
||||
for (const [at, fn] of booked) if (t >= at && !fired.has(at)) { fired.add(at); try { fn(g); } catch (e) { console.error(e); } }
|
||||
if (t > 0.2) try {
|
||||
if (pilot && !(sc.pilotUntil && t > sc.pilotUntil)) pilot(t);
|
||||
if (sc.each) sc.each(t);
|
||||
if (t < pilotUntil) pilot(t);
|
||||
legs(t, S.movement);
|
||||
crowd(t, S);
|
||||
guns(t, S);
|
||||
} catch (e) { console.error(e); }
|
||||
if (t < sc.secs + 1) requestAnimationFrame(loop);
|
||||
if (t < S.seconds + 1) requestAnimationFrame(loop);
|
||||
};
|
||||
requestAnimationFrame(loop);
|
||||
sc.at[0][1](); // t=0 event before the recorder rolls: no black frames
|
||||
fired.add(sc.at[0][0]);
|
||||
await sleep(250);
|
||||
const blob = await record(cv, sc.secs);
|
||||
await fetch('/clip/' + name + '.webm', { method: 'POST', body: blob });
|
||||
next();
|
||||
}
|
||||
|
||||
function next() {
|
||||
await sleep(250); // one beat of staged court before the recorder rolls
|
||||
const blob = await record(cv, S.seconds);
|
||||
await fetch('/clip/' + S.name + '.webm', { method: 'POST', body: blob });
|
||||
const rest = list.slice(1);
|
||||
if (!rest.length) { fetch('/done', { method: 'POST' }); return; }
|
||||
location.replace('?clips=' + rest.join(',') + (q.get('seed') ? '&seed=' + q.get('seed') : ''));
|
||||
if (!rest.length) return void fetch('/done', { method: 'POST' });
|
||||
const nx = cfg[rest[0]];
|
||||
location.replace('?clips=' + rest.join(',') + (q.get('seed') ? '&seed=' + q.get('seed') : '')
|
||||
+ (nx && nx.court ? '&court=' + nx.court : ''));
|
||||
}
|
||||
|
||||
addEventListener('load', run);
|
||||
|
||||
@@ -0,0 +1,70 @@
|
||||
{
|
||||
"_": [
|
||||
"THE SHOT LIST. `python3 tools/capture.py` shoots every scene below into promo/clips/;",
|
||||
"`python3 tools/capture.py horde boss` shoots two; `python3 tools/capture.py my.json` shoots",
|
||||
"another list entirely. Keys starting with _ are ignored, which is where the comments go.",
|
||||
"",
|
||||
"name file name, and the name you pass on the command line",
|
||||
"seconds length of the take (3-60)",
|
||||
"setting gore | zombie — the splatter run, or the tennis match against the roster",
|
||||
"beat transition | horde | boss | death | mopboy — the staged moment, optional",
|
||||
"court grass | clay | hard | gloom",
|
||||
"boss 1-10, the chapter whose boss walks on (gore only; it owns the court, so no match)",
|
||||
"weapons rack tins granted and cycled through: bomb, triple, beacon, flamer, rocket",
|
||||
"movement 0 statue .. 1 sweeps the full width (only bites in a rally or under a burst)",
|
||||
"density 0 .. 1 how many bodies are kept on court (1 is about fourteen)",
|
||||
"diversity 0 shamblers only .. 1 the whole roster (steward, runner, ball boy, brute, bouncer)",
|
||||
"gore 0 .. 1 blood already on the court when the clip opens",
|
||||
"games run progress the HUD shows and the speed ramp reads (default 8, or the boss chapter)",
|
||||
"screen phone (default, 393x852 -> 1080x2340) | tall | 9x16",
|
||||
"seed whole-shoot seed lives on the command line: --seed 1234 re-rolls every take"
|
||||
],
|
||||
|
||||
"scenes": [
|
||||
{
|
||||
"_": "THE FLAGSHIP. Four seconds of an ordinary SNES tennis game, then the turn. Nothing else in the clip needs to happen — do not add weapons or a crowd to it.",
|
||||
"name": "transition", "seconds": 17, "setting": "gore", "beat": "transition",
|
||||
"court": "grass", "movement": 0.35, "gore": 0
|
||||
},
|
||||
{
|
||||
"name": "horde", "seconds": 15, "setting": "gore", "beat": "horde",
|
||||
"court": "clay", "movement": 0.85, "density": 0.8, "diversity": 0.9, "gore": 0.45, "games": 14
|
||||
},
|
||||
{
|
||||
"_": "The epidemic: a wave lined up across the far court and a flamethrower opened on it.",
|
||||
"name": "flamer", "seconds": 14, "setting": "gore",
|
||||
"court": "grass", "weapons": ["flamer", "rocket"], "weaponEvery": 6,
|
||||
"movement": 0.7, "density": 0.85, "diversity": 0.6, "gore": 0.3, "games": 9
|
||||
},
|
||||
{
|
||||
"_": "Artillery night: three tins in fourteen seconds on the dark court.",
|
||||
"name": "arsenal", "seconds": 14, "setting": "gore",
|
||||
"court": "gloom", "weapons": ["bomb", "beacon", "triple"], "weaponEvery": 4,
|
||||
"movement": 0.6, "density": 0.7, "diversity": 1, "gore": 0.55, "games": 16
|
||||
},
|
||||
{
|
||||
"_": "The ball boy calmly mopping a massacre. The pilot stops shooting so he can work.",
|
||||
"name": "mopboy", "seconds": 15, "setting": "gore", "beat": "mopboy",
|
||||
"court": "hard", "movement": 0.4, "density": 0.55, "diversity": 0.7, "gore": 0.5, "games": 10
|
||||
},
|
||||
{
|
||||
"name": "death", "seconds": 13, "setting": "gore", "beat": "death",
|
||||
"court": "clay", "movement": 0.5, "density": 0.9, "diversity": 0.8, "gore": 0.7, "games": 11
|
||||
},
|
||||
{
|
||||
"_": "Chapter three's boss walks on with the whole rack already gathered.",
|
||||
"name": "boss", "seconds": 16, "setting": "gore", "beat": "boss", "boss": 3,
|
||||
"court": "grass", "weapons": ["rocket", "bomb"], "movement": 0.75, "gore": 0.4
|
||||
},
|
||||
{
|
||||
"_": "ZOMBIE TENNIS: a rally on real tennis rules, the opponent bursts, the next one is announced.",
|
||||
"name": "match", "seconds": 18, "setting": "zombie",
|
||||
"court": "grass", "movement": 0, "gore": 0.25
|
||||
},
|
||||
{
|
||||
"_": "...and the same mode on clay, deeper into the roster, with the court already bloody.",
|
||||
"name": "match-clay", "seconds": 16, "setting": "zombie",
|
||||
"court": "clay", "movement": 0, "gore": 0.8, "games": 20
|
||||
}
|
||||
]
|
||||
}
|
||||
Reference in new issue
Block a user