Splatter: clear the wave by hand, tougher 2-hit shamblers, set cards, free depth
Feedback batch from a phone playtest: - Winning a game no longer auto-sweeps the court. The survivors stay and must be killed by hand (no new spawns, no scoring during the mop-up); only once the court is clear does play advance to the changeover / next game / set. Replaces sweepCourt() with a G.clearing gate + proceedAfterClear(). "CLEAR THE COURT". - Classic shamblers (a/b) now soak one splat-quality wound before they drop (shamblerHp=2) — swapping to new z_aw/z_bw wound skins that bleed the thin dynamic trickle plus a small impact pop. Only the runner stays one-shot glass; brute/boss unchanged. Ball, pellets and triple side-balls all respect hp. - Winning a SET shows a centered milestone card (a real pause) before the horde; one reusable drawCard() now backs both it and the reworded sudden-death card. - Player is no longer pinned to the baseline: free to advance up-court on keyboard (bounded at the net); touch keeps the baseline (drag is the serve-aim) and the horde/GUN burst re-brace there. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -52,6 +52,11 @@ export const G = {
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runGames: 0, // games finished this run (either side) — the difficulty director
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sets: [0, 0], // splatter sets won [you, them]; 6 games = a set = a horde
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changeover: false, // the odd-game breather: no spawns, no serving, the boys mop
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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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card: null, // {title, sub1, sub2, color, t} — centered milestone card (set won, duel); the reusable 'block'
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shameGame: false, // they took a game — the next new-balls delivery is withheld
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best: null, // best run {games, sets}, loaded from localStorage when you get eaten
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newBest: false, // this run beat the stored best — the eaten summary celebrates it
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