Zombie town: the match continues

Win your first game and the applause cuts off mid-clap. The palette drains,
the umpire lowers his voice ('Quiet... please'), your opponent turns — torn
red polo, dragging his racket — and shamblers come over the billboard wall.
The scoreboard rewrites CPU to THEM. 'Play.'

- zombies.js: shamblers walk your way; quality shots splatter them (gore
  decal + particle burst + wet synth splat), weak sitters only stagger them
  back; one crossing your baseline is a point for THEM
- tennis scoring machinery keeps running untouched: fifteen, thirty, deuce,
  and 'Game, set... massacre' on a game win, all in recorded umpire English
- ball boys mop the gore they pass (their destiny fulfilled)
- transition: palette lerp, scripted spawns incl. the turned opponent,
  new recorded lines (quiet_dark, remain_seated, play, new_balls)
- moan ambience, drained splatter palette, all zombie params in TUNE

Verified: transition triggers on first game win, splat/stagger/baseline
scoring all correct, dead-ball flow feeds fresh serves, tennis mode
regression clean (6/6 returns, 6/6 points resolved).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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wuwiandClaude Fable 5 committed 2026-07-11 16:26:49 +02:00
1 parent f221ff84df
commit 69e3a0c310
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@@ -11,6 +11,11 @@ export const crowd = { cheer: 0, dots: [] }; // dots are (re)built by render.bui
// everything that used to be loose top-level lets
export const G = {
mode: 'tennis', // tennis | transition | splatter
transT: 0, // transition timeline clock
tFlags: null, // one-shot markers within the transition
hideO: false, // the opponent has... left the match
everTransitioned: false,
phase: 'pretoss', // pretoss | toss | rally | over
serveNum: 1,
overT: 0,
@@ -30,6 +35,12 @@ export const deuceSide = () => (score.pts[0] + score.pts[1]) % 2 === 0; // even
export function setupPoint() {
G.phase = 'pretoss'; ball.active = false; ball.bounces = 0; ball.firstLand = null;
if (G.mode === 'splatter') { // always your serve; the receiver is... plural now
score.server = 'P';
P.x = deuceSide() ? 1.3 : -1.3; P.z = 24.3;
P.pose = 'idle'; P.swingT = -1; P.facing = 1;
return;
}
const sv = score.server === 'P' ? P : O, rc = score.server === 'P' ? O : P;
const sx = deuceSide() ? 1.3 : -1.3;
sv.x = sv.side === 'P' ? sx : -sx; // deuce side mirrors across the net
@@ -40,8 +51,8 @@ export function setupPoint() {
G.aiServeT = score.server === 'O' ? 1.4 : 0;
}
export function sendBoy() {
if (ball.z < -3 || ball.z > 27) return; // ball left the field lengthwise, let it go
const dir = ball.x > 0 ? 1 : -1; // enter from the opposite side so the pickup is mid-run
G.boy = { x: dir > 0 ? -13 : 13, z: ball.z, dir, runT: 0 };
export function sendBoy(tx = ball.x, tz = ball.z) { // fetch a dead ball — or mop a splat
if (tz < -3 || tz > 27) return; // target left the field lengthwise, let it go
const dir = tx > 0 ? 1 : -1; // enter from the opposite side so the pickup is mid-run
G.boy = { x: dir > 0 ? -13 : 13, z: tz, dir, runT: 0 };
}