Nothing arrives unannounced: the horde gets its breather, the boss gets a name
THEY KEEP COMING is a 2.4s 'over' beat again (warnHorde in beats.js) instead of a flash raised on the same frame the wave lands, and the chapter boss walks on behind an overlay — his name in red over ENTERED THE COURT — held for 3s by the new self-dismissing modal clock (m.hold) rather than announced on a routine-set card. startHorde returns a bool: if the court has been taken when the warning expires the pendingHorde latch is re-armed rather than the set losing the horde it paid for. The warning ticks on its own clock, not on the 'over' beat, so a beat that moves the phase underneath it can't strand it (the mgT lock, again). Three tests, 15 total. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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+34
-1
@@ -10,7 +10,8 @@ detail of any individual change, read the git log.
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the state-machine contracts that have historically produced the show-stoppers. The Dockerfile runs
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it as a build stage, so a red suite cannot deploy — but finding out from Coolify is the slow way.
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Last updated 2026-08-11 (beats.js extraction, this file renamed, tests gate the build). **Start with "How to work on this", "OPEN — leftovers" and "LATER —
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Last updated 2026-08-11 (the horde's breather restored, the boss walk-on overlay; beats.js
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extraction, this file renamed, tests gate the build). **Start with "How to work on this", "OPEN — leftovers" and "LATER —
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shipping it"** (all three just above the CLOSED sections) — the first tells you how Oliver's feedback
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should be handled, the second is everything known to be outstanding in the game, the third is the
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demo/store/campaign plan, which is decided but entirely unbuilt. All four playtest rounds are closed
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@@ -101,6 +102,11 @@ zombie (now an occasional opponent, `TUNE.racketEvery`, not the every-game fixtu
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left, all on `easeOutBack`; every x is `Math.round`ed, because a fractional x on a nearest-neighbour
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scaled image re-snaps its pixel columns (the boiling that once read as HUD flicker). A modal with no
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`in` field draws fully landed, so older/test call sites still work.
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**`m.hold` is an optional self-dismiss clock** (seconds, ticked only once `m.in` has landed): the
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modal announces, holds the frozen court, and lets go by itself. The chapter-boss walk-on is the
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case it exists for — an announcement whose job is to PREPARE the player, where demanding a tap to
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start a fight he did not ask for would be the control steal the popup policy exists to prevent.
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A tap still skips it. Every other modal has no `hold` and waits for the player, as before.
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While `m.in < 1`, `dismissModal` **returns true without dismissing** — it swallows the gesture but
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won't let a panic tap that was already mid-air skip a popup nobody has read. Returning false there
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would drop that tap through into a serve instead.
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@@ -380,6 +386,33 @@ zombie (now an occasional opponent, `TUNE.racketEvery`, not the every-game fixtu
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`RETURNED`, `DOUBLE KILL`) is a footnote to something you already watched happen. Sharing the loud
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FACE with the milestone cards is right; sharing their SIZE made every footnote read as a milestone.
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## Session log: nothing arrives unannounced (2026-08-11, same day)
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Oliver's retest: *"the horde is not announced anymore"* and *"bosses are just there now"*. Both were
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true, and both were the same mistake — the announcement fired on the same frame as the thing it
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announced, so it was over before it registered.
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- **The horde gets its breather back.** `warnHorde()` (beats.js) raises THEY KEEP COMING and holds
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an ordinary 'over' beat for `TUNE.hordeWarnT` (2.4 s); `startHorde()` runs when it expires. The
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cheat (`forceZombies`) still starts one instantly — it is a cheat.
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The breather runs on **its own clock** (`G.hordeWarn`, ticked in update above the 'over' block),
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deliberately NOT on the 'over' beat it also sets: any beat that moves the phase underneath it
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would strand the latch forever, which is the `mgT` lock this file already has a section about.
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`startHorde()` **returns a bool** now, and if the court has been taken when the warning expires
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the caller re-arms `pendingHorde` — the set gets its horde later rather than losing it silently.
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- **The chapter boss walks on behind an OVERLAY**, not a band card: the boss's name in `UI.bad` over
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`ENTERED THE COURT`. It is a modal (a boss stage is guaranteed calm — `startBossFight` clears the
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court two lines earlier, so this is on the sanctioned list) with the new `m.hold` self-dismiss
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clock, `TUNE.bossIntroT` = 3 s. A card in the routine-set slot and the routine-set size is why the
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biggest fight in the game read as the boss simply being there.
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- **The flamer does not trigger a horde** (his "vague feeling"). Arming any `kind: 'burst'` tin puts
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you in the same CONTROL MODE a horde does — racket auto-fires, the finger steers you absolutely,
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no serving — so a flamer or gun genuinely feels like a horde starting. Nothing in the weapon paths
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touches `startHorde`; with the horde announced again the two are told apart by the announcement.
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- Three tests added (15 total): the wave may not land on the frame of its own announcement, a mode
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that steals the court during the warning re-arms the latch, and the boss overlay names the boss
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and hands the court back without a tap.
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## Session log: beats.js, the rename, and the build gate (2026-08-11, same day)
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Oliver's structural question ("framework? smaller files?") answered with a deliberate NO on both —
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+1
-1
@@ -398,6 +398,6 @@
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</div>
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</div>
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</div>
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<script type="module" src="src/main.js?v=149"></script>
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<script type="module" src="src/main.js?v=150"></script>
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</body>
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</html>
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+27
-6
@@ -94,8 +94,14 @@ export function startBossFight(chapter) {
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zombieDuck(true); // the music drops out for it
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voice('ump_boss_arrives', 0, 0.9); voice('sudden_death', 2.6, 0.85);
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const art = bossArt(chapter);
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G.card = { title: art.name, color: UI.bad, t: TUNE.setCardT };
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G.flash = null;
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// THE WALK-ON IS AN OVERLAY, not a band card. A card announced the biggest fight in the game in
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// the same slot and size as a routine set, and it read as the boss simply being there. This is on
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// the sanctioned modal list (a boss stage is guaranteed calm — the two lines above just cleared
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// it), and it HOLDS itself for bossIntroT rather than waiting for a tap: the point is to prepare
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// the player, and demanding a tap to start a fight he didn't ask for is the control steal the
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// popup policy exists to prevent. A tap still skips it.
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G.card = null; G.flash = null;
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showModal({ title: art.name, color: UI.bad, hold: TUNE.bossIntroT, body: ['ENTERED THE COURT'] });
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// (the four-line machine instruction modal is gone — people figure it out)
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}
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@@ -163,7 +169,7 @@ export function watchdog(dt) {
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if ((stuckT += dt) < TUNE.stuckT) return;
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logSwing({ result: 'UNSTUCK', reason: `nothing moved for ${TUNE.stuckT}s — released a dead latch`,
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phase: G.phase, sig, aim: !!G.aim });
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G.horde = null; G.mgT = 0; G.changeover = false; G.interlude = false;
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G.horde = null; G.mgT = 0; G.changeover = false; G.interlude = false; G.hordeWarn = 0;
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G.aim = null; endBurst(); setupPoint();
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stuckT = 0; stuckSig = '';
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}
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@@ -200,9 +206,23 @@ export function resolveInterlude(side) {
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}
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}
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// the swarm keeps coming: no serving, the racket auto-fires, the thumb drag steers you
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// THE BREATHER BEFORE THE WAVE. The horde used to begin on the same frame as its own announcement,
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// so the flash was already gone by the time the crowd was on you — "the horde is not announced
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// anymore". It is an ordinary 'over' beat (no serving, the world keeps walking, the RESUMING clock
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// counts it down under the flash), and startHorde still owns the transition itself.
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export function warnHorde() {
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if (G.horde || G.interlude || G.bossFight) return false; // same court-ownership contract as the rest
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G.hordeWarn = TUNE.hordeWarnT;
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G.flash = { text: 'THEY KEEP COMING', t: TUNE.hordeWarnT };
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ball.active = false; G.phase = 'over'; G.overT = TUNE.hordeWarnT;
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return true;
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}
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// the swarm keeps coming: no serving, the racket auto-fires, the thumb drag steers you.
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// Returns false when another mode owns the court — the caller re-arms the latch rather than
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// silently eating the wave the set paid for.
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export function startHorde() {
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if (G.horde || G.interlude || G.bossFight) return; // same contract as startDuel: one mode owns the court
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if (G.horde || G.interlude || G.bossFight) return false; // same contract as startDuel: one mode owns the court
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G.changeover = false; // a cheat-forced horde mid-changeover must not leave spawns locked
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const grow = 1 + (G.sets[0] + G.sets[1]) * TUNE.hordeGrow; // each set banked makes the next wave worse
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// the gun grows WITH the wave: spawn rate and length both scale by grow, so a flat gun fell
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@@ -213,5 +233,6 @@ export function startHorde() {
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P.z = HOME.P.z; // brace at the baseline — the horde is a hold-the-line stand (finger steers x only)
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aside('ump_spectators', 0.4); // a horde IS the crowd on the court. (The near-identical 'remain seated'
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// that used to play right before it belongs to the transition, not here.)
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G.flash = { text: 'THEY KEEP COMING', t: 1.2 };
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G.flash = { text: 'THEY KEEP COMING', t: 1.2 }; // re-raised so the warning's line carries into the wave
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return true;
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}
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@@ -278,6 +278,9 @@ export const TUNE = {
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// 22 logical px is ~30 CSS px on a phone — under half Apple's 44px target, which
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// is why switching tins felt fiddly. rackHit also pads the touch band (render.js).
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bombRadius: 4.2, // m blast radius of a bomb ball — 2.5 barely cleared the bodies stood on the crater
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hordeWarnT: 2.4, // s of THEY KEEP COMING breather between the set card and the wave landing.
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// The horde used to start on the same frame as its own announcement, which reads
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// as no announcement at all — Oliver stopped noticing hordes were being called.
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hordeLen: 12, // s a horde wave lasts
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hordeRate: 3.5, // zombies spawned per second during a horde. Raised WITH the gun buff below: the
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// wave is meant to leave a standing crowd on your half when it ends, not to be a
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@@ -377,6 +380,9 @@ export const TUNE = {
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bossWinT: 4.4, // ...and s the EPIC! card holds after a chapter boss. Its OWN number: a boss is
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// the longest fight in the game and the win was over before it registered, but
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// stretching setCardT would have made every routine set announcement drag too.
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bossIntroT: 3.0, // s the boss walk-on overlay holds the frozen court before it lets go BY ITSELF.
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// A boss used to arrive on a band card nobody read ("bosses are just there now") —
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// this is the one announcement the player has to be prepared by, not informed of.
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modalIn: 0.34, // s the modal swooshes in — icon+title from the right, body cascading from the
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// left, each on easeOutBack. The gesture that dismisses is swallowed until it
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// lands, so a panic tap can't skip a popup before it has been read.
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+20
-4
@@ -6,7 +6,7 @@ import { audio, pock, swish, whoosh, applause, voice, sfx, aww, zombieMusic, zom
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import { axisX, axisZ, takeFlickAim, touchPX, resetInput } from './input.js';
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import { W } from './render.js'; // runtime-only cycle (render imports gameplay), same pattern as input/zombies
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import { updateZombies, updateParts, spawnZombie, spawnRacketZombie, spawnMachine, spawnChapterBoss, zombies, gore, explode, meleeSwipe, extras, parts, pellets, shots, playerGore, eatenBleed, resetZombies , firePellet , spawnBarrel , fireBeam , pops, popText } from './zombies.js';
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import { proceedAfterClear, startDuel, startHorde, resolveInterlude, watchdog } from './beats.js'; // runtime-only cycle: beats calls back into cheer/aside/endBurst/deliverTin/showModal/logSwing
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import { proceedAfterClear, startDuel, startHorde, warnHorde, resolveInterlude, watchdog } from './beats.js'; // runtime-only cycle: beats calls back into cheer/aside/endBurst/deliverTin/showModal/logSwing
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// ------------------------------------------------------------- ballistics ----
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// Launch ball from (x0,y0,z0) so it arrives at (tx, tz) with horizontal speed s under gravity g.
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@@ -1187,7 +1187,14 @@ export function update(dt) {
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if (G.modal) {
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G.idleT += dt;
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const m = G.modal; // the entrance is the ONE thing that animates behind the freeze
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if (m.in < 1 && (m.in = Math.min(1, m.in + dt / TUNE.modalIn)) >= 1) pock(0.4, 620); // it lands with a thud
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if (m.in < 1) {
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if ((m.in = Math.min(1, m.in + dt / TUNE.modalIn)) >= 1) pock(0.4, 620); // it lands with a thud
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}
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// ...and a modal may carry its OWN clock (`hold`): it announces, holds the frozen court for a
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// couple of seconds and hands it back without being tapped. The boss walk-on is the case — an
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// announcement the player must be PREPARED by, where waiting for a tap would be the control
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// steal the popup policy forbids. Only ticks once it has landed; a tap still dismisses early.
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else if (m.hold > 0 && (m.hold -= dt) <= 0) dismissModal();
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return;
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}
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// The flash is FROZEN behind a popup too, and it has to be: it used to tick above the return, so
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@@ -1466,6 +1473,15 @@ export function update(dt) {
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const boy = G.boy;
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if (boy) boy.mop ? mopRound(boy, dt) : fetchRound(boy, dt);
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// The announced breather runs on its OWN clock, not on the 'over' beat it also sets: any beat that
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// moves the phase underneath it (a duel taking the calm court, say) would otherwise strand the
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// latch forever — the mgT lock, exactly. If the court is taken when it expires, the latch is
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// re-armed and the set gets its horde later rather than losing it. Above the 'over' block so the
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// wave lands before that block can put the player back in the serve stance for one frame.
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if (G.hordeWarn > 0 && (G.hordeWarn -= dt) <= 0) {
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G.hordeWarn = 0;
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if (!startHorde()) G.pendingHorde = true;
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}
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if (G.phase === 'over') {
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G.overT -= dt;
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if (G.overT <= 0) {
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@@ -1479,8 +1495,8 @@ export function update(dt) {
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G.seen.horde = true;
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showModal({ title: 'THEY KEEP COMING', color: UI.hot,
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body: ['THE RACKET FIRES ON ITS OWN', 'SLIDE TO AIM · HOLD THE BASELINE'],
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onDismiss: startHorde });
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} else startHorde(); // ...and every later set starts on the flash alone. Re-showing the
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onDismiss: warnHorde });
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} else warnHorde(); // ...and every later set starts on the flash alone. Re-showing the
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// same popup at the hottest moment of every set was one of the
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// "popups get me killed" reports — you know the rules by set two.
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return;
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+2
-2
@@ -211,7 +211,7 @@ document.getElementById('hot').addEventListener('pointerdown', () => {
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function intoSplatter() {
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if (G.mode === 'tennis') forceZombies();
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for (let i = 0; i < 900 && G.mode !== 'splatter'; i++) update(1 / 60);
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G.modal = null; G.horde = null; G.interlude = false; G.changeover = 0; G.clearing = false;
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G.modal = null; G.horde = null; G.hordeWarn = 0; G.interlude = false; G.changeover = 0; G.clearing = false;
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G.mgT = 0; G.gunId = null; G.beam = null; G.hp = G.hpMax = TUNE.playerHp;
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zombies.length = 0; shots.length = 0; pellets.length = 0;
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score.server = 'P'; setupPoint();
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@@ -352,7 +352,7 @@ function laserScene() {
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paused = false;
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if (G.mode === 'tennis') forceZombies();
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for (let i = 0; i < 600; i++) update(1 / 60); // ride the transition out into splatter
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G.modal = null; G.horde = null; G.interlude = false; G.changeover = 0; G.clearing = false;
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G.modal = null; G.horde = null; G.hordeWarn = 0; G.interlude = false; G.changeover = 0; G.clearing = false;
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G.mgT = 0; G.gunId = null; G.beam = null; G.bossFight = 0; G.hp = G.hpMax = TUNE.playerHp;
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zombies.length = 0; pellets.length = 0; parts.length = 0; gore.length = 0; piles.length = 0;
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score.server = 'P'; setupPoint();
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+2
-1
@@ -111,7 +111,8 @@ export const G = {
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clearing: false, // a game just ended: the surviving wave stays and must be killed by HAND before play advances (no auto-sweep). No new spawns, kills don't score.
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afterClear: null, // what happens once the court is clear: 'changeover' | 'game' | 'set'
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clearWinner: null, // 'P'|'O' — who took the game/set being cleared (for the milestone card)
|
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pendingHorde: false,// a set was won; the horde starts after the set card's pause
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pendingHorde: false,// a set was won; the horde is WARNED after the set card's pause
|
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hordeWarn: 0, // s left of the THEY KEEP COMING breather; the wave lands when it expires (beats.warnHorde)
|
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card: null, // {title, sub1, sub2, color, t} — centered milestone card (set won, duel); the reusable 'block'
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// the modal: a real interruption. Unlike card/flash it FREEZES the world (update() early-returns)
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// and only a tap or key clears it, so a popup can be read without being eaten while you read it.
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@@ -64,7 +64,7 @@ const { G, P, score, ball, setupPoint } = await import('./src/state.js');
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const { update, forceZombies, splatPoint, restartRun } = await import('./src/gameplay.js');
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const { startDuel, resolveInterlude, startBossFight, endBossFight } = await import('./src/beats.js');
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const { zombies, spawnZombie } = await import('./src/zombies.js');
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const { TUNE } = await import('./src/config.js');
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const { TUNE, bossArt } = await import('./src/config.js');
|
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const DT = 1 / 60;
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function freshSplatter() {
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@@ -217,5 +217,44 @@ test('a lost duel banks their game — and their set — without a horde', () =>
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assert.ok(!G.horde && !G.pendingHorde, 'their duel set carries no horde');
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});
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// ---- the announcements: nothing that changes the control mode may arrive unannounced -----------
|
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test('a set warns THEY KEEP COMING before the wave lands', () => {
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G.pendingHorde = true; G.seen.horde = true; // not the first horde: no teaching modal in the way
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G.phase = 'over'; G.overT = 0.01;
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update(DT);
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assert.equal(G.horde, null, 'the wave must not land on the same frame as its own announcement');
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assert.ok(G.hordeWarn > 0, 'the breather is running');
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assert.equal(G.flash && G.flash.text, 'THEY KEEP COMING', 'and it says so');
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for (let i = 0; i < 10 && !G.horde; i++) update(DT); // ...but not for a hundredth of a second
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assert.equal(G.horde, null, 'the breather actually holds');
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for (let i = 0; i < (TUNE.hordeWarnT + 1) * 60 && !G.horde; i++) update(DT);
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assert.ok(G.horde, 'and the wave lands when it runs out');
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});
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test('a mode that steals the court during the warning re-arms the horde', () => {
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G.pendingHorde = true; G.seen.horde = true;
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G.phase = 'over'; G.overT = 0.01;
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update(DT);
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assert.ok(G.hordeWarn > 0, 'setup: warning running');
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startDuel(); // the court is calm during a breather, so a scheduled beat CAN grab it here
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G.modal = null; G.modalQ.length = 0; // (its first-sight popup would freeze the world we're stepping)
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for (let i = 0; i < (TUNE.hordeWarnT + 1) * 60 && !G.horde; i++) update(DT);
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assert.equal(G.horde, null, 'the wave must not land inside the duel');
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assert.ok(G.pendingHorde, 'the set is still owed its horde');
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||||
});
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test('a chapter boss announces itself and hands the court back on its own', () => {
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startBossFight(2);
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assert.ok(G.modal, 'the walk-on is an overlay, not a band card');
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assert.equal(G.modal.title, bossArt(2).name, 'it names the boss');
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assert.deepEqual(G.modal.body, ['ENTERED THE COURT']);
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for (let i = 0; i < (TUNE.modalIn + TUNE.bossIntroT) * 60 - 6; i++) update(DT);
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assert.ok(G.modal, 'and holds the frozen court while the player reads it');
|
||||
for (let i = 0; i < 20 && G.modal; i++) update(DT);
|
||||
assert.equal(G.modal, null, 'then lets go without waiting for a tap');
|
||||
assert.ok(G.bossFight, 'the fight is on');
|
||||
});
|
||||
|
||||
console.log(`\n${passed} tests passed`);
|
||||
process.exit(0); // render.js schedules viewport timers at load; don't let them outlive the report
|
||||
Reference in new issue
Block a user