Undo the bad quad, and paint the page background where it shows
The triangle was mine. Extending the out-area quad to z=60 put it past camZ (48), and proj() divides by (camZ - z) — so the scale explodes at the camera plane and goes negative beyond it, folding the quad's far edge back above the screen. The quad goes back to z=30; the full-frame clear is what covers the screen, so it never needed extending in the first place. The bottom still not being green was a second bug, in the previous commit. The gradient was set on body, but the ROOT element's background is what paints the viewport, and index.html gives html a background too — so body's never propagated and painted only its own box, which has no height because the canvas is position:fixed. It goes on documentElement now, and html gets an explicit height, because a gradient is laid out in the root's own box and that box collapses for the same reason. Verified with the canvas deliberately ending 40px short: root box fills the viewport, gradient's lower stop is rgb(41,92,45), the canvas's bottom row is the same, and the seam is invisible. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -193,6 +193,15 @@ zombie (now an occasional opponent, `TUNE.racketEvery`, not the every-game fixtu
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perspective floor reaches the bottom on any aspect ratio. If you ever add a new orientation or
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stretch the canvas further, check the bottom rows are opaque — sample `getImageData` alpha, the
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colour alone will not tell you, because the page behind is deliberately the same green.
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**Do NOT try to cover the bottom by extending the out-area quad instead.** `proj()` divides by
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`(camZ - z)`, so as z approaches `TUNE.camZ` (48) the scale explodes and past it goes NEGATIVE —
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a quad taken to z=60 folded its far edge back above the screen as an inverted triangle. The clear
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is what covers the screen; the quad only has to cover the court.
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- **The page gradient goes on `document.documentElement`, and `html` needs a real height.** Two
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separate CSS traps, both hit: the ROOT element's background is what paints the viewport, so setting
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it on `body` while `html` also has a background painted nothing; and a GRADIENT is laid out in the
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root's own box, which collapses to zero when the canvas is `position: fixed`, so `html { height:
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100dvh }` is load-bearing rather than cosmetic.
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- **The page background behind the canvas tracks the live court apron** (`pageBackground` in
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render.js). It is visible in exactly two places: the strip above the canvas under the status bar,
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and the slivers a phone's ROUNDED DISPLAY CORNERS clip out of the canvas — a flat dark body drew a
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+6
-1
@@ -20,6 +20,10 @@
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src: url('assets/fonts/Silkscreen-Regular.ttf') format('truetype'); }
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@font-face { font-family: 'Silkscreen'; font-weight: 700; font-display: block;
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src: url('assets/fonts/Silkscreen-Bold.ttf') format('truetype'); }
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/* html needs a real HEIGHT: the root element's background paints the viewport, but a GRADIENT is
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laid out in the root's own box — and with the canvas position:fixed the root has no content and
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collapses, so the gradient render.js sets had nowhere to go. */
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html { height: 100%; height: 100dvh; }
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html, body { margin: 0; padding: 0; background: #10141c; overflow: hidden; }
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/* invisible probe: env() is only readable from CSS, so park the insets on an element and let
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render.js measure them. The canvas stays FULL-BLEED (the stands under the notch look good) —
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@@ -40,6 +44,7 @@
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top: env(safe-area-inset-top, 0px);
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left: env(safe-area-inset-left, 0px);
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width: calc(100vw - env(safe-area-inset-left, 0px) - env(safe-area-inset-right, 0px));
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height: calc(100vh - env(safe-area-inset-top, 0px));
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height: calc(100dvh - env(safe-area-inset-top, 0px)); }
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#hint { position: fixed; bottom: 8px; width: 100%; text-align: center;
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font: 400 10px Silkscreen, monospace; color: #6b7688; }
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@@ -80,6 +85,6 @@
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<p class="start">TAP TO START</p>
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</div>
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</div>
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<script type="module" src="main.js?v=49"></script>
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<script type="module" src="main.js?v=50"></script>
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</body>
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</html>
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@@ -71,7 +71,11 @@ function pageBackground(out) {
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const t = SAFE.topCss;
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const css = `linear-gradient(#10141c 0px, #10141c ${t}px, ${out} ${t}px, ${out} 100%)`;
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if (css === bgLast) return; // only touch the DOM when it actually changed
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bgLast = css; document.body.style.background = css;
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bgLast = css;
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// documentElement, NOT body: the ROOT element's background is what paints the viewport canvas.
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// index.html gives html a background, so body's never propagates — setting it there painted only
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// body's own box, which has no height (the canvas is position: fixed) and so painted nothing.
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document.documentElement.style.background = css;
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}
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export function fitViewport() { // landscape 480x270; portrait 270 wide and as TALL as the phone is
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@@ -129,7 +133,7 @@ export function proj(x, y, z) {
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// ---------------------------------------------------------------- sprites ----
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// assets/<name>.png; game falls back to code-drawn figures until sprites load.
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const SPRV = 49; // asset cache-buster — bump with main.js?v=N (see the img.src note below)
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const SPRV = 50; // asset cache-buster — bump with main.js?v=N (see the img.src note below)
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const SPR = {};
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for (const n of ['p_idle1','p_idle2','p_bounce','p_bounce2','p_toss','p_smash','p_run1','p_run2','p_swing1','p_swing2',
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'o_idle1','o_idle2','o_bounce','o_bounce2','o_toss','o_smash','o_run1','o_run2','o_swing1','o_swing2',
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@@ -662,7 +666,10 @@ export function render() {
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// ground + court (Super Tennis lawn); everything outside the doubles court is OUT
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const dw = COURT.dblW / 2;
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quadXZ(-14, -6, 14, 60, pal.out); // out area (past the bottom on any aspect)
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quadXZ(-14, -6, 14, 30, pal.out); // out area. NEVER let z approach
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// TUNE.camZ (48): proj() divides by (camZ - z), so at z >= camZ the scale blows up and then goes
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// NEGATIVE, and the quad's far edge folds back above the screen as an inverted triangle. The
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// full-frame clear above is what covers the bottom of the screen; this quad does not need to.
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quadXZ(-dw - 0.15, -0.15, dw + 0.15, COURT.L + 0.15, '#e8e8dc'); // perimeter border line
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quadXZ(-dw, 0, dw, COURT.L, pal.lawn); // lawn (doubles court)
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for (let z = 0; z < COURT.L; z += 2.97) quadXZ(-dw, z, dw, Math.min(z + 1.49, COURT.L), pal.stripe); // mow stripes
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