Splatter: thinner wound blood + a bare rally tap also serves
- Bleed dialed way down — thin, steady trickles (a fine spurt from the neck stump) instead of the gushing cloud; tighter spread, shorter-lived, capped low. - Rapid serve is easier to reach: a plain tap MID-RALLY now fires at the auto-target too (not only flick/drag/hold), so you can pump the screen while the last ball's still up. Pretoss keeps its toss ritual; the duel stays tennis. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -573,6 +573,9 @@ export function keyPressed(code) {
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&& (G.phase === 'pretoss' || G.phase === 'rally')) {
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const flick = takeFlickAim();
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if (flick) { dragServe(flick); return; } // dragServe handles GUN (burst) and the live-ball banish
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// a bare tap MID-RALLY serves at the auto-target too — pump the screen to keep the balls
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// coming while the last one's still up. (pretoss keeps its toss ritual, handled below.)
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if (G.phase === 'rally') { dragServe(null); return; }
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}
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if (G.phase === 'pretoss' && score.server === 'P') {
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if (tryGunBurst()) return; // GUN selected: the serve gesture pops a burst, no ball
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+12
-11
@@ -155,21 +155,22 @@ export function explode(x, z) {
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if (G.idleT - G.lastOrderT > 3) { voice('order', 0.35); G.lastOrderT = G.idleT; } // the umpire loses composure
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}
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// wounded zombies gush blood — continuously and absurdly — from every open wound. Anchors are
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// approximate body-height offsets (drawStatic never mirrors, so a fixed side stays put); the
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// parts loop's gravity arcs each spurt into a spray. Bounded so the geyser self-regulates.
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// wounded zombies bleed from every open wound — a thin, steady trickle (a spurt from the
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// neck stump on the headless boss). Anchors are approximate body-height offsets [x, y, rise,
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// count] (drawStatic never mirrors, so a fixed side stays put); the parts loop's gravity arcs
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// each drop. Tight spread keeps the streams thin; bounded so it stays subtle.
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function bleed(zb) {
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if (parts.length > 520) return; // absurd, but not unbounded
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if (parts.length > 220) return;
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let wounds;
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if (zb.variant === 'g' && zb.hp < TUNE.bruteHp) wounds = [[-0.3, 1.95, 3.2]]; // brute: torn-off arm
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else if (zb.variant === 'r' && zb.hp <= 1) wounds = [[0.05, 1.5, 6.5], [0.4, 1.15, 2.6]]; // headless: neck geyser + torn arm
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else if (zb.variant === 'r' && zb.hp === 2) wounds = [[0.4, 1.2, 3]]; // racket: torn-off arm
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if (zb.variant === 'g' && zb.hp < TUNE.bruteHp) wounds = [[-0.3, 1.95, 1.8, 1]]; // brute: torn-off arm
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else if (zb.variant === 'r' && zb.hp <= 1) wounds = [[0.05, 1.5, 3.6, 1], [0.4, 1.15, 1.4, 1]]; // headless: neck spurt + torn arm
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else if (zb.variant === 'r' && zb.hp === 2) wounds = [[0.4, 1.2, 1.6, 1]]; // racket: torn-off arm
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else return;
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for (const w of wounds)
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for (let k = 0; k < 4; k++) parts.push({
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x: zb.x + w[0] + (Math.random() * 2 - 1) * 0.12, y: w[1] + (Math.random() * 2 - 1) * 0.1, z: zb.z + (Math.random() * 2 - 1) * 0.12,
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vx: (Math.random() * 2 - 1) * 1.9, vy: w[2] * (0.5 + Math.random() * 0.7), vz: (Math.random() * 2 - 1) * 1.4,
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t: 0.5 + Math.random() * 0.6, dark: Math.random() < 0.45 });
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for (let k = 0; k < w[3]; k++) parts.push({
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x: zb.x + w[0] + (Math.random() * 2 - 1) * 0.05, y: w[1] + (Math.random() * 2 - 1) * 0.04, z: zb.z + (Math.random() * 2 - 1) * 0.05,
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vx: (Math.random() * 2 - 1) * 0.6, vy: w[2] * (0.6 + Math.random() * 0.6), vz: (Math.random() * 2 - 1) * 0.5,
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t: 0.4 + Math.random() * 0.35, dark: Math.random() < 0.5 });
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}
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export function updateZombies(dt) {
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