The flick fires the moment it is a flick: the swing launches at the crossing, and the aim rides the thumb to contact

Oliver's service-line report: flicking the incoming ball LEFT was near
impossible mid-court at the service line while RIGHT worked, easing toward
the baseline. The lane math was symmetric to the centimetre — the defect
was latency. The swing waited for the RELEASE, so the whole gesture ran as
dead time on top of the windup: ~120 ms of lateness drops contact quality
1.0 -> 0.08, where flickReach halves the width and aimError drowns the
rest. A left swipe is a right thumb's slowest direction, the service line
leaves ~700-870 ms of budget (measured), and any swipe over FLICK_MS was
silently dead. Left + service line was the slowest gesture meeting the
shortest budget.

Now, in rally modes: crossing flickMin fires the swing (once per gesture,
rally phase only) and the vector stays LIVE — trySwing reads G.swipe at
contact, with the released flickAim carrying the aim only when the ball
arrives after the finger lifts. The FLICK_MS deadline goes with it where
the crossing can fire; it survives where it cannot (gore free-aim, the
serve strike). Serve gesture, duel, gore and keys untouched.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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wuwiandClaude Fable 5 committed 2026-08-20 13:26:30 +02:00
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@@ -852,6 +852,34 @@ test('a gentle flick cannot be played out — only a committed one can', () => {
assert.ok(safe > 0.4 && safe < 1, 'the ring turns hot inside the swipe range, not at either end');
});
test('the flick aims from the LIVE swipe: contact reads G.swipe, no release needed', () => {
// The swing fires the moment the drag crosses flickMin now (input.js), so at contact the finger
// is usually still down and no released flickAim exists yet. The aim has to come from the live
// vector — without this, every crossing-fired flick would land flat and the latency fix (a left
// flick at the service line released too late to aim anything) would have swung at nothing.
startMatch();
G.modal = null; G.modalQ.length = 0;
const arm = () => { // one rally ball, contact at the window's centre
G.interlude.introT = 0; G.phase = 'rally';
P.x = 0; P.z = 22.8; P.swingT = -1; G.placeMark = null;
ball.active = true; ball.lastHit = 'O'; ball.bounces = 1;
ball.x = 0; ball.y = 0.7; ball.z = P.z - 4.15;
ball.vx = 0; ball.vy = 2.0; ball.vz = 14; ball.g = TUNE.gravity;
keyPressed('Space'); // what the flickMin crossing fires mid-gesture
for (let i = 0; i < 30 && ball.lastHit !== 'P'; i++) update(DT);
assert.equal(ball.lastHit, 'P', 'contact happened');
return G.placeMark;
};
G.swipe = { ax: -1, az: 0, fx: -1, fy: 0, mag: TUNE.flickFull }; // held LEFT, finger still down
const left = arm();
assert.ok(left && left.x < -2, 'the live swipe aimed it left: x=' + (left ? left.x.toFixed(2) : 'none'));
G.swipe = { ax: 1, az: 0, fx: 1, fy: 0, mag: TUNE.flickFull };
const right = arm();
assert.ok(right && right.x > 2, '...and mirrored right: x=' + (right ? right.x.toFixed(2) : 'none'));
G.swipe = null; // bare tap, no gesture at all
assert.equal(arm(), null, 'no swipe and no released flick: a flat return stamps no mark');
});
test('a wounding point knocks the body down and it gets up MINUS the limb', () => {
// The beat exists because the wound stage used to POP between points — an arm stopped being there
// and nothing said why. The contract: the collapse wears the stage it STILL WAS, the rise wears