diff --git a/gameplay.js b/gameplay.js index 58969c0..8616010 100644 --- a/gameplay.js +++ b/gameplay.js @@ -573,6 +573,9 @@ export function keyPressed(code) { && (G.phase === 'pretoss' || G.phase === 'rally')) { const flick = takeFlickAim(); if (flick) { dragServe(flick); return; } // dragServe handles GUN (burst) and the live-ball banish + // a bare tap MID-RALLY serves at the auto-target too — pump the screen to keep the balls + // coming while the last one's still up. (pretoss keeps its toss ritual, handled below.) + if (G.phase === 'rally') { dragServe(null); return; } } if (G.phase === 'pretoss' && score.server === 'P') { if (tryGunBurst()) return; // GUN selected: the serve gesture pops a burst, no ball diff --git a/zombies.js b/zombies.js index e1e07ba..78d8238 100644 --- a/zombies.js +++ b/zombies.js @@ -155,21 +155,22 @@ export function explode(x, z) { if (G.idleT - G.lastOrderT > 3) { voice('order', 0.35); G.lastOrderT = G.idleT; } // the umpire loses composure } -// wounded zombies gush blood — continuously and absurdly — from every open wound. Anchors are -// approximate body-height offsets (drawStatic never mirrors, so a fixed side stays put); the -// parts loop's gravity arcs each spurt into a spray. Bounded so the geyser self-regulates. +// wounded zombies bleed from every open wound — a thin, steady trickle (a spurt from the +// neck stump on the headless boss). Anchors are approximate body-height offsets [x, y, rise, +// count] (drawStatic never mirrors, so a fixed side stays put); the parts loop's gravity arcs +// each drop. Tight spread keeps the streams thin; bounded so it stays subtle. function bleed(zb) { - if (parts.length > 520) return; // absurd, but not unbounded + if (parts.length > 220) return; let wounds; - if (zb.variant === 'g' && zb.hp < TUNE.bruteHp) wounds = [[-0.3, 1.95, 3.2]]; // brute: torn-off arm - 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 - else if (zb.variant === 'r' && zb.hp === 2) wounds = [[0.4, 1.2, 3]]; // racket: torn-off arm + if (zb.variant === 'g' && zb.hp < TUNE.bruteHp) wounds = [[-0.3, 1.95, 1.8, 1]]; // brute: torn-off arm + 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 + else if (zb.variant === 'r' && zb.hp === 2) wounds = [[0.4, 1.2, 1.6, 1]]; // racket: torn-off arm else return; for (const w of wounds) - for (let k = 0; k < 4; k++) parts.push({ - 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, - vx: (Math.random() * 2 - 1) * 1.9, vy: w[2] * (0.5 + Math.random() * 0.7), vz: (Math.random() * 2 - 1) * 1.4, - t: 0.5 + Math.random() * 0.6, dark: Math.random() < 0.45 }); + for (let k = 0; k < w[3]; k++) parts.push({ + 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, + vx: (Math.random() * 2 - 1) * 0.6, vy: w[2] * (0.6 + Math.random() * 0.6), vz: (Math.random() * 2 - 1) * 0.5, + t: 0.4 + Math.random() * 0.35, dark: Math.random() < 0.5 }); } export function updateZombies(dt) {