Add chapter bosses and a second damage channel; demote the racket zombie
Steps 4 and 5 of the late-game depth plan. The ranged channel. A rogue ball machine gets wheeled onto the far court every four games: it never walks, never crosses your baseline and never scores, so it is a standing threat you choose when to deal with — the target-priority decision the game was missing. Its shot is a real arc solved like a serve, not a flat bolt, so it reads coming in and the swing window has something to meet. Three outcomes: a swing inside the volley window returns it as your own ball flying up-court (an extras clone, so "a parry is a weapon" cost nothing to build), the panic swish bats it away, and letting it reach you costs blood. The swish path is load-bearing, not politeness: in pretoss the player is rooted and cannot swing at all. Contact still kills outright — that stays a separate channel, and killPlayer() is now the single death path for both causes so the run summary and the best-run write cannot drift. Health is drawn on the man: procedural spatter at fixed anchors, a live trickle, and a red wash from the screen edges. No bar. Healing is winning a duel, which finally gives the duel a reason to be wanted. Chapter bosses every ten games, with their own sheet — a colossal zombie groundskeeper hauling a ball hopper, coming apart through arm-off, ribs-out and headless-still-throwing. Chapter 1 is 10 hp and 2.7 m, chapter 4 is 34 hp and 3.67 m. It outranks the set and duel beats at a clear, because a boss walking into a standing wave is unreadable. And it fixes the economy: a chapter-4 boss costs 12 bombs or 100 rounds or 34 side balls against a per-type cap of 9, so no single weapon can take one and a banked mixed arsenal is mandatory. The racket zombie is demoted to an occasional opponent, as asked — appearing every won game is exactly why he read as the boss. Five silent bugs found on the way, all in HANDOFF: a blast deleted a 34 hp boss outright (isBoss() exists to stop that class recurring), the machine's hp did nothing because it fell through to the one-shot fallback, the boss both scored and fired its card, the machine gated the hand-clear, and a boss died with a shambler-sized gore burst. Tennis untouched: 30 tapped points still 50 hits / 0 whiffs. 45-game soak clean with all four chapters firing. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -49,6 +49,15 @@ export const G = {
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idleHintT: 0, // s the player has sat in pretoss without touching anything — after a beat the
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// pull gesture demonstrates itself (render.drawPullHint)
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meleeT: 0, // s of racket-swish cooldown left
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// ---- the SECOND damage channel. Only ranged attacks (ball machine, chapter boss) touch this;
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// a shambler reaching you is still instant permadeath, deliberately. No HP bar anywhere — the
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// state is drawn as blood on the man (drawChar's spatter + bleedPlayer's live trickle).
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hp: TUNE.playerHp,
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hpMax: TUNE.playerHp,
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hurtT: 0, // s of post-hit grace left; also drives the red hit flash
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hurtFlash: 0, // s of the impact wash left
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bossDue: 0, // chapter number the schedule owes you — fired at the next hand-cleared court
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bossFight: 0, // chapter number of the boss currently on court, 0 = none. Blocks all other spawns.
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interlude: false, // sudden-death duel vs the racket zombie: falsy, or {introT} while announcing
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duelLerp: 0, // 0..1 — how far the court has returned to tennis colors for the duel
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horde: null, // active horde wave {t, spawnT, mgT} — machine-gun racket, no serving
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