diff --git a/HANDOFF.md b/HANDOFF.md index 9e0b785..ac84588 100644 --- a/HANDOFF.md +++ b/HANDOFF.md @@ -38,14 +38,23 @@ Two runtime-only import cycles (documented in headers): input↔gameplay, zombie Ball boys mop gore they pass. HUD shows THEM instead of CPU. - Balance knobs in TUNE (T panel): zSpeed, zSpawnEvery, zMax, zSplatQ, zPushback. -## STATUS — plan v2 COMPLETE (phases 1–13 + feedback round, 2026-07-12) +## STATUS — plan v2 COMPLETE + three feedback rounds (2026-07-12) Everything in PLAN.md is shipped: match structure (games/sets/changeovers, permadeath, spawn director), bomb juice, new-balls weapon ladder (BOMB→TRIPLE→FIRE→GUN), enemy -roster (runner/brute/shield, sprites in assets), free-aim flicks (flick = aim + commits -the special, tap = keep stock + auto-target), game-end sweep + 'GAME N' theater, an -always-there racket-zombie opponent, and the SUDDEN DEATH interlude (real line calls, -one duel per opponent, win = tin on the spot, lose = surge). PLAN.md records the -decisions and the tuning surface. Next: Oliver playtests and tunes via the T panel. +roster (runner/brute/shield), game-end sweep + 'GAME N' theater, an always-there +racket-zombie opponent, and the SUDDEN DEATH interlude (intro card, tennis-palette +lerp while the duel runs, real line calls, win = tin on the spot, lose = surge). +Post-plan rounds added: TWO-STAGE serve aiming (touch = reticle + auto-lock, drag = +aim, release = fire, drag-back = cancel; aimed serves commit specials, taps keep them), +the RAF-freeze fix (sweepCourt guts zombies[] under iterating loops → null guards +everywhere a kill can cascade + RAF rescheduled before update), instant absolute +machine-gun steering clamped to the visible court, RES 3 + flatter lens (camZ 42, +camF per orientation in fitViewport), 4-frame walk cycles (z_a/b/f 1–4), tiered gore +(GORE_MUL in zombies.js), generated stadium (x_crowd.png bounce-columns, x_ads.png +sponsor boards, umpire at UMP_X 5.6 — 7.1 was one pixel off-screen in portrait), +runner = glass cannon (any touch kills; runnerVMax cap), battery pass (TUNE.fps knob +default 60 — 30 was vetoed on feel; cached pile canvases). PLAN.md records all +decisions + next-arc candidates. Next: Oliver playtests and tunes via the T panel. ## PREVIOUS TASK — all four items from Oliver's feedback round are DONE and VERIFIED (serve cadence · flick-aim anywhere incl. over the net · zombie speed ramp · eaten): @@ -115,5 +124,14 @@ gives clean manual stepping. `T.press('Space')` = tap. Dismiss the intro overlay (setupPoint pins facing=1). - The scratchpad venv/scripts get wiped between sessions — recreate venv (requests+pillow) and slice.py lives only in scratchpad; its logic is described above if gone. -- Don't trust single-sample gameplay sims; randomness (aiFlub 9%, aim error) needs ~12 runs. +- Don't trust single-sample gameplay sims; randomness (aiFlub 9%, aim error) needs ~12 runs + (a 9/12 serve-return run is normal flub noise — re-run 24 before suspecting a regression). +- Synthetic touch tests: input.js only sets stick.moved in touchmove, so a + touchstart→touchend pair reads as a TAP — always dispatch a touchmove between them. +- Contact/kill tests must step 1/60: pellets at 26 m/s tunnel past 0.55m radii at + coarser steps and kills silently don't happen (looks exactly like a bug). +- preview_start autoPort only yields a fresh origin if the configured port is BUSY — + hold 8641 with a throwaway socket first, or you get stale cached modules again. +- Any loop over zombies[] whose body can kill (killZombie/splatter) can cascade into + sweepCourt and gut the array mid-iteration — keep the `if (!zb) continue` guards. - Commit style: imperative summary + Co-Authored-By Claude line; push = deploy. diff --git a/PLAN.md b/PLAN.md index 9620b3b..9f67ff9 100644 --- a/PLAN.md +++ b/PLAN.md @@ -1,8 +1,10 @@ -# PLAN — all phases shipped (v2 complete, 2026-07-12) +# PLAN — all phases shipped (v2 complete + three feedback rounds, 2026-07-12) -Phases 1–13 are implemented, verified, and deployed. See git log for the per-phase -record and HANDOFF.md for the current system map. This file now only records what -was DECIDED, so nobody re-litigates it. +Phases 1–13 are implemented, verified, and deployed, plus three post-plan feedback +rounds from Oliver's phone playtests (aiming rework, freeze fix + presentation, +aesthetics/stadium, runner + battery). See git log for the per-round record and +HANDOFF.md for the current system map. This file now only records what was DECIDED, +so nobody re-litigates it. ## The shape of the game (as shipped) - **The scoreboard is the progression.** Waves = games (spawn director scales with @@ -23,11 +25,22 @@ was DECIDED, so nobody re-litigates it. eatenR 0.9 sprite-overlap = eaten. ## Feedback-round decisions (Oliver, 2026-07-12) -- Zombies pass-through: resolved as (a) — touch HURTS (radius honest), not avoidance. +- Zombies pass-through: resolved as (a) — touch HURTS (eatenR honest), not avoidance. - Interlude frequency: currently every game won (fresh opponent each game). If it overstays its welcome, gate it to every 2nd opponent — one-line change in the trigger (gameplay.js, `dueled`). - Multi-ball stays "one proper serve per fan" (triple serve), never rapid-fire. +- Serve aiming is TWO-STAGE: touch shows the reticle at once (auto-lock on the most + advanced zombie), drag aims, release fires, drag-back cancels. A flick is just a + fast drag now. Specials commit only on aimed serves; tap-toss keeps the stock and + the PERFECT power ceiling. Do not regress to blind flicks. +- Runner counter: GLASS CANNON (any ball contact kills it) + runnerVMax cap — NOT a + dedicated weapon (you'd never hold it when the shriek comes). +- fps default 60 — Oliver felt 30 immediately and vetoed it. The TUNE.fps knob stays + as an opt-in battery saver. Battery wins that DID stick: cached pile canvases, + matchMedia hoist, RAF rescheduled before update (also the freeze insurance). +- Engine port ruled out (third failed-rewrite risk; feel is the asset). If rendering + ever truly outgrows canvas 2D, swap ONLY render.js for a WebGL backend. ## Tuning surface (T panel) All pacing knobs are in config.js TUNE — spawn director (zSpawnEvery/Min/Step, zMax, @@ -36,5 +49,9 @@ zMaxCap), beats (changeoverT, gameBeatT), deliveries (ballChangeFirst/Every), ro ## If a next arc happens, candidates in rough order of value 1. Balance pass from phone playtests (Oliver tunes, nothing to build). -2. Boss variety: a second duel opponent type (sprite session first, as before). -3. Meta between runs: unlock/records screen beyond best-run. +2. PWA (manifest + icon + service worker, ~an afternoon) — full-screen home-screen + app, offline, keeps the instant deploy loop. Oliver is also interested in SELLING + it at 0.99 someday → that path is Capacitor + App Store (dev account €99/yr, + Apple as merchant of record); informational only so far, do not build unasked. +3. Boss variety: a second duel opponent type (sprite session first, as before). +4. Meta between runs: unlock/records screen beyond best-run.