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{
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"version": "0.0.1",
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"configurations": [
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{
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"name": "splatter-tennis",
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"runtimeExecutable": "python3",
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"runtimeArgs": ["-m", "http.server", "8641"],
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"port": 8641
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}
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]
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}
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.env
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After Width: | Height: | Size: 1013 KiB |
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After Width: | Height: | Size: 538 KiB |
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After Width: | Height: | Size: 3.0 KiB |
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After Width: | Height: | Size: 2.8 KiB |
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After Width: | Height: | Size: 2.8 KiB |
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After Width: | Height: | Size: 3.7 KiB |
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After Width: | Height: | Size: 3.0 KiB |
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After Width: | Height: | Size: 3.2 KiB |
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After Width: | Height: | Size: 2.5 KiB |
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After Width: | Height: | Size: 2.1 KiB |
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After Width: | Height: | Size: 2.4 KiB |
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After Width: | Height: | Size: 3.2 KiB |
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After Width: | Height: | Size: 2.7 KiB |
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After Width: | Height: | Size: 2.5 KiB |
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'use strict';
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// Splatter Tennis — phase 1: a rally that feels right. Super Tennis (SNES) reference.
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// World units: meters. z axis = court depth, 0 at FAR baseline, 23.77 at NEAR baseline.
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// The near player is you. Pseudo-3D: ball has court pos (x,z) + height y, drawn with a shadow.
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// ---------------------------------------------------------------- tuning ----
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// Every feel-relevant number lives here; press T in game for live sliders.
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const TUNE = {
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camZ: 36, camY: 9, camF: 280, horizon: 40,
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gravity: 9.2, // slightly floaty vs 9.8 for readability
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bounceY: 0.58, bounceXZ: 0.78,
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playerSpeed: 5.4, aiSpeed: 4.4,
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reach: 1.5, aiReach: 1.6,
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swingWindup: 0.06, // s before contact window opens
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swingWindow: 0.16, // s contact window length
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baseShotSpeed: 15, qualityShotSpeed: 9, // horizontal m/s = base + q*quality
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serveSpeed: 21, serveQualitySpeed: 7,
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aimError: 2.4, // m of scatter at quality 0
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perfectMs: 45, // |offset from window center| for PERFECT
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aiQualityMin: 0.5, aiQualityMax: 0.95, aiFlub: 0.06,
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};
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const COURT = { L: 23.77, W: 8.23, netZ: 11.885, netH: 0.914, netW: 10.06, serviceD: 6.4 };
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// far service line z = netZ - serviceD... service boxes: far side z in [5.485, netZ], near [netZ, 18.285]
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COURT.svcFar = COURT.netZ - 6.4; // 5.485
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COURT.svcNear = COURT.netZ + 6.4; // 18.285
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// ---------------------------------------------------------------- canvas ----
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const cv = document.getElementById('c'), ctx = cv.getContext('2d');
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const W = cv.width, H = cv.height;
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ctx.imageSmoothingEnabled = false;
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function proj(x, y, z) {
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const d = TUNE.camZ - z, s = TUNE.camF / d;
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return { x: W / 2 + x * s, y: TUNE.horizon + (TUNE.camY - y) * s, s };
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}
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// ----------------------------------------------------------------- input ----
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const keys = {};
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addEventListener('keydown', e => {
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if (['ArrowUp','ArrowDown','ArrowLeft','ArrowRight',' '].includes(e.key)) e.preventDefault();
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if (e.key === 't' || e.key === 'T') togglePanel();
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if (!keys[e.code]) keyPressed(e.code);
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keys[e.code] = true;
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});
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addEventListener('keyup', e => keys[e.code] = false);
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const axisX = () => (keys.ArrowRight || keys.KeyD ? 1 : 0) - (keys.ArrowLeft || keys.KeyA ? 1 : 0);
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const axisZ = () => (keys.ArrowUp || keys.KeyW ? -1 : 0) + (keys.ArrowDown || keys.KeyS ? 1 : 0);
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// ----------------------------------------------------------------- audio ----
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let AC = null;
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const audio = () => AC || (AC = new (window.AudioContext || window.webkitAudioContext)());
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function noiseBuf(ac, len) {
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const b = ac.createBuffer(1, ac.sampleRate * len, ac.sampleRate), d = b.getChannelData(0);
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for (let i = 0; i < d.length; i++) d[i] = Math.random() * 2 - 1;
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return b;
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}
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function pock(vol = 0.8, freq = 900) { // racket contact / bounce thock
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try {
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const ac = audio(), t = ac.currentTime;
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const src = ac.createBufferSource(); src.buffer = noiseBuf(ac, 0.06);
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const bp = ac.createBiquadFilter(); bp.type = 'bandpass'; bp.frequency.value = freq; bp.Q.value = 1.2;
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const g = ac.createGain();
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g.gain.setValueAtTime(vol, t); g.gain.exponentialRampToValueAtTime(0.001, t + 0.07);
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src.connect(bp).connect(g).connect(ac.destination); src.start();
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const o = ac.createOscillator(), og = ac.createGain(); // low thump body
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o.frequency.setValueAtTime(180, t); o.frequency.exponentialRampToValueAtTime(70, t + 0.08);
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og.gain.setValueAtTime(vol * 0.5, t); og.gain.exponentialRampToValueAtTime(0.001, t + 0.09);
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o.connect(og).connect(ac.destination); o.start(t); o.stop(t + 0.1);
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} catch (e) {}
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}
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function applause(seconds = 2.4, vol = 0.5) { // ponytail: synthesized claps; swap for a sample if it reads flat
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try {
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const ac = audio(), t0 = ac.currentTime, n = 90 * seconds;
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crowd.cheer = Math.max(crowd.cheer, seconds);
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for (let i = 0; i < n; i++) {
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const t = t0 + Math.random() * seconds;
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const env = Math.min(1, 4 * (1 - Math.abs(2 * (t - t0) / seconds - 1))); // fade in/out
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const src = ac.createBufferSource(); src.buffer = noiseBuf(ac, 0.025);
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const bp = ac.createBiquadFilter(); bp.type = 'bandpass';
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bp.frequency.value = 1000 + Math.random() * 1600; bp.Q.value = 2.5;
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const g = ac.createGain();
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g.gain.setValueAtTime(vol * env * (0.3 + Math.random() * 0.7), t);
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g.gain.exponentialRampToValueAtTime(0.001, t + 0.03);
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src.connect(bp).connect(g).connect(ac.destination); src.start(t);
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}
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} catch (e) {}
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}
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let voice = null;
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function say(text, delay = 0) { // ponytail: speechSynthesis umpire; swap for recorded lines if it reads flat
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try {
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if (!voice) voice = speechSynthesis.getVoices().find(v => v.lang.startsWith('en-GB')) || null;
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const u = new SpeechSynthesisUtterance(text);
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if (voice) u.voice = voice; u.rate = 0.88; u.pitch = 0.75; u.volume = 0.9;
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setTimeout(() => speechSynthesis.speak(u), delay * 1000);
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} catch (e) {}
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}
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// ---------------------------------------------------------------- sprites ----
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// assets/<name>.png; game falls back to code-drawn figures until sprites load.
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const SPR = {};
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for (const n of ['p_idle','p_run1','p_run2','p_swing1','p_swing2','p_serve',
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'o_idle','o_run1','o_run2','o_swing1','o_swing2','o_serve']) {
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const img = new Image();
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img.onload = () => SPR[n] = img;
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img.src = 'assets/' + n + '.png';
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}
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// ---------------------------------------------------------------- state ----
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const P = { x: 1.3, z: 22.8, side: 'P', pose: 'idle', poseT: 0, swingT: -1, facing: 1, runT: 0 };
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const O = { x: -1.3, z: 1.0, side: 'O', pose: 'idle', poseT: 0, swingT: -1, facing: 1, runT: 0 };
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const ball = { x: 0, y: 1, z: 20, vx: 0, vy: 0, vz: 0, active: false, lastHit: 'P', bounces: 0, firstLand: null };
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const score = { pts: [0, 0], games: [0, 0], server: 'P' }; // pts index 0=P 1=O
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const PTS = ['Love', 'Fifteen', 'Thirty', 'Forty'];
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let phase = 'pretoss'; // pretoss | toss | rally | over
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let serveNum = 1, overT = 0, hitstop = 0, flash = null; // flash = {text,x,y,t}
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let aiServeT = 0, aiSwingCool = 0;
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const crowd = { cheer: 0, dots: [] };
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for (let row = 0; row < 16; row++) for (let i = 0; i < 60; i++) crowd.dots.push({
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x: 4 + i * 8 + (row % 2) * 4 + Math.random() * 3, y: 8 + row * 5.5 + Math.random() * 2,
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c: ['#c9b18f','#8f6f4f','#d9c6a5','#5f7f9f','#9f5f5f','#7f9f5f','#e0d0b0','#b0a0c0'][(i * 7 + row) % 8]
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});
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const deuceSide = () => (score.pts[0] + score.pts[1]) % 2 === 0; // even points → deuce (right) side
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function setupPoint() {
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phase = 'pretoss'; ball.active = false; ball.bounces = 0; ball.firstLand = null;
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const sv = score.server === 'P' ? P : O, rc = score.server === 'P' ? O : P;
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const sx = deuceSide() ? 1.3 : -1.3;
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sv.x = sv.side === 'P' ? sx : -sx; // deuce side mirrors across the net
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sv.z = sv.side === 'P' ? 24.3 : -0.5;
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rc.x = -sv.x; rc.z = rc.side === 'P' ? 22.5 : 1.2;
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P.pose = O.pose = 'idle'; P.swingT = O.swingT = -1;
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aiServeT = score.server === 'O' ? 1.4 : 0;
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}
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// ------------------------------------------------------------- ballistics ----
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// Launch ball from (x0,y0,z0) so it lands at (tx, tz) with horizontal speed s. Returns velocity.
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function solveShot(x0, y0, z0, tx, tz, s) {
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const dx = tx - x0, dz = tz - z0, dist = Math.hypot(dx, dz), T = dist / s;
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return { vx: dx / T, vz: dz / T, vy: (0.08 - y0 + 0.5 * TUNE.gravity * T * T) / T };
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}
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function doHit(ch, quality, aim) {
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// aim: {ax: -1|0|1, az: -1|0|1} from held keys at contact (az -1 = deep, 1 = short/drop)
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const toFar = ch.side === 'P';
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const err = () => (Math.random() * 2 - 1) * TUNE.aimError * (1 - quality);
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let tx = aim.ax * 2.7 + err();
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let tzBase = aim.az < 0 ? 3.0 : aim.az > 0 ? 8.6 : 5.4; // depth from target baseline
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let tz = (toFar ? tzBase : COURT.L - tzBase) + err() * 0.8;
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tx = Math.max(-5, Math.min(5, tx));
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const s = TUNE.baseShotSpeed + quality * TUNE.qualityShotSpeed;
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const v = solveShot(ball.x, ball.y, ball.z, tx, tz, s);
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ball.vx = v.vx; ball.vy = v.vy; ball.vz = v.vz;
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ball.lastHit = ch.side; ball.bounces = 0; ball.firstLand = null;
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pock(0.9, 950);
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if (quality > 0.999) { hitstop = 0.05; flash = { text: 'PERFECT', t: 0.7 }; pock(0.5, 1600); }
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ch.pose = 'swing'; ch.poseT = 0;
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}
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// ----------------------------------------------------------------- serve ----
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function tossBall(sv) {
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ball.active = true; ball.bounces = 0; ball.firstLand = null;
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ball.x = sv.x + 0.35 * (sv.side === 'P' ? 1 : -1); ball.z = sv.z; ball.y = 1.8;
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ball.vx = 0; ball.vz = 0; ball.vy = 4.6;
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phase = 'toss';
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}
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function serveApexY() { return 1.8 + 4.6 * 4.6 / (2 * TUNE.gravity); } // ~2.95
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function hitServe(sv, quality) {
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const toFar = sv.side === 'P';
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// target: diagonal service box. Serving from deuce side → target box is across.
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const boxX = (deuceSide() ? -1 : 1) * (toFar ? 1 : -1) * 2.0 + (Math.random() * 2 - 1) * TUNE.aimError * 0.8 * (1 - quality);
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const boxZ = toFar ? COURT.svcFar + 1.6 : COURT.svcNear - 1.6;
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const s = TUNE.serveSpeed + quality * TUNE.serveQualitySpeed;
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const v = solveShot(ball.x, ball.y, ball.z, boxX, boxZ + (Math.random() * 2 - 1) * (1 - quality) * 1.5, s);
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ball.vx = v.vx; ball.vy = v.vy; ball.vz = v.vz;
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ball.lastHit = sv.side; ball.bounces = 0;
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phase = 'rally'; pock(1, 1100);
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sv.pose = 'serve'; sv.poseT = 0;
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if (quality > 0.999) { flash = { text: 'PERFECT', t: 0.7 }; hitstop = 0.05; }
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}
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// ---------------------------------------------------------------- scoring ----
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function callScore() {
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const s = score.server === 'P' ? [score.pts[0], score.pts[1]] : [score.pts[1], score.pts[0]];
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if (s[0] >= 3 && s[1] >= 3) {
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if (s[0] === s[1]) return 'Deuce';
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return 'Advantage ' + ((s[0] > s[1]) === (score.server === 'P') ? 'player' : 'receiver');
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}
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if (s[0] === s[1]) return PTS[s[0]] + ' all';
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return PTS[s[0]] + ', ' + PTS[s[1]];
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}
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function pointTo(side, reason) {
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const i = side === 'P' ? 0 : 1, j = 1 - i;
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score.pts[i]++;
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let gameOver = false;
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if (score.pts[i] >= 4 && score.pts[i] - score.pts[j] >= 2) {
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score.games[i]++; score.pts = [0, 0]; gameOver = true;
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}
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phase = 'over'; overT = gameOver ? 3.2 : 2.2;
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if (reason) say(reason);
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if (gameOver) {
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say('Game. ' + (side === 'P' ? 'Player' : 'Opponent') + ' leads ' + Math.max(score.games[0], score.games[1]) + ' games to ' + Math.min(score.games[0], score.games[1]) + '.', 0.6);
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applause(2.8, 0.6);
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score.server = score.server === 'P' ? 'O' : 'P';
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} else {
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say(callScore(), 0.7);
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if (side === 'P') applause(1.2, 0.3);
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}
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serveNum = 1;
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}
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function fault() {
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if (serveNum === 1) { serveNum = 2; say('Fault'); phase = 'over'; overT = 1.4; }
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else pointTo(other(score.server), 'Double fault');
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}
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const other = s => s === 'P' ? 'O' : 'P';
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function inCourt(x, z) { return Math.abs(x) <= COURT.W / 2 + 0.02 && z >= -0.02 && z <= COURT.L + 0.02; }
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function inServeBox(x, z) {
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const toFar = score.server === 'P';
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const xOK = deuceSide() ? (toFar ? x <= 0.02 : x >= -0.02) : (toFar ? x >= -0.02 : x <= 0.02);
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const zOK = toFar ? (z >= COURT.svcFar - 0.02 && z <= COURT.netZ) : (z >= COURT.netZ && z <= COURT.svcNear + 0.02);
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return xOK && Math.abs(x) <= COURT.W / 2 + 0.02 && zOK;
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}
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function onBounce() {
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ball.bounces++;
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pock(0.35, 500);
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if (ball.bounces === 1) {
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ball.firstLand = { x: ball.x, z: ball.z };
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const wasServe = phaseWasServe; phaseWasServe = false;
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if (wasServe) {
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if (!inServeBox(ball.x, ball.z)) { ball.active = false; fault(); }
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return;
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}
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// must land on the side opposite the hitter
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const okSide = ball.lastHit === 'P' ? ball.z < COURT.netZ : ball.z > COURT.netZ;
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if (!inCourt(ball.x, ball.z) || !okSide) {
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ball.active = false; pointTo(other(ball.lastHit), 'Out');
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}
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} else if (ball.bounces === 2) {
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ball.active = false; pointTo(ball.lastHit, null);
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}
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}
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let phaseWasServe = false;
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// ---------------------------------------------------------------- update ----
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function trySwing(ch, isAI) {
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// Contact happens if the ball is inside reach while the swing window is open.
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const reach = isAI ? TUNE.aiReach : TUNE.reach;
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const t = ch.swingT;
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if (t < TUNE.swingWindup || t > TUNE.swingWindup + TUNE.swingWindow) return;
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if (!ball.active || phase !== 'rally') return;
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if (ball.lastHit === ch.side) return;
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const dx = ball.x - ch.x, dz = ball.z - ch.z;
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if (Math.hypot(dx, dz * 0.8) > reach || ball.y > 2.3) return;
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// quality: how centered in the window the contact lands
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const center = TUNE.swingWindup + TUNE.swingWindow / 2;
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const off = Math.abs(t - center) / (TUNE.swingWindow / 2);
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let q = Math.max(0.05, 1 - off);
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if (Math.abs(t - center) * 1000 < TUNE.perfectMs) q = 1;
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ch.facing = dx >= 0 ? 1 : -1; // forehand right (righty), backhand left → mirrored sprite
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const aim = isAI
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? { ax: [ -1, 0, 1 ][Math.floor(Math.random() * 3)], az: Math.random() < 0.25 ? -1 : 0 }
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: { ax: axisX(), az: axisZ() * (ch.side === 'P' ? 1 : -1) };
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if (isAI) q = Math.min(q, TUNE.aiQualityMin + Math.random() * (TUNE.aiQualityMax - TUNE.aiQualityMin));
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doHit(ch, q, aim);
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ch.swingT = -1;
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}
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function keyPressed(code) {
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if (code !== 'Space') return;
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audio(); // unlock on first gesture
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if (phase === 'pretoss' && score.server === 'P') { tossBall(P); return; }
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if (phase === 'toss' && score.server === 'P') {
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// serve timing: distance from apex = quality
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const dy = Math.abs(ball.y - serveApexY());
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if (ball.y < 2.0) return; // too low, let it drop (re-toss)
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let q = Math.max(0.05, 1 - dy / 0.9);
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if (dy < 0.12) q = 1;
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phaseWasServe = true;
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hitServe(P, q); if (q >= 1) flash = { text: 'PERFECT', t: 0.7 };
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return;
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}
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if (phase === 'rally' && P.swingT < 0) { P.swingT = 0; P.pose = 'swing'; P.poseT = 0; }
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}
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function update(dt) {
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if (hitstop > 0) { hitstop -= dt; return; }
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if (flash) { flash.t -= dt; if (flash.t <= 0) flash = null; }
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crowd.cheer = Math.max(0, crowd.cheer - dt);
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// --- player movement (near half only, generous margins)
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if (phase === 'rally' || phase === 'toss' || phase === 'pretoss') {
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const slow = P.swingT >= 0 ? 0.35 : 1;
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const mx = axisX(), mz = axisZ();
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if (phase === 'rally') {
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P.x += mx * TUNE.playerSpeed * slow * dt;
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P.z += mz * TUNE.playerSpeed * slow * dt;
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P.x = Math.max(-6.5, Math.min(6.5, P.x));
|
||||
P.z = Math.max(COURT.netZ + 1.2, Math.min(26, P.z));
|
||||
P.runT += (Math.abs(mx) + Math.abs(mz)) * dt;
|
||||
if (P.pose !== 'swing' && P.pose !== 'serve') P.pose = (mx || mz) ? 'run' : 'idle';
|
||||
if (mx) P.facing = mx > 0 ? 1 : -1;
|
||||
}
|
||||
}
|
||||
if (P.swingT >= 0) { P.swingT += dt; trySwing(P, false); if (P.swingT > 0.4) P.swingT = -1; }
|
||||
if (P.pose === 'swing' || P.pose === 'serve') { P.poseT += dt; if (P.poseT > 0.38) P.pose = 'idle'; }
|
||||
|
||||
// --- AI
|
||||
if (score.server === 'O' && phase === 'pretoss') {
|
||||
aiServeT -= dt;
|
||||
if (aiServeT <= 0) tossBall(O);
|
||||
} else if (score.server === 'O' && phase === 'toss') {
|
||||
if (ball.vy < 0 && ball.y < serveApexY() - 0.1) { phaseWasServe = true; hitServe(O, 0.6 + Math.random() * 0.35); }
|
||||
}
|
||||
if (phase === 'rally') {
|
||||
const incoming = ball.active && ball.lastHit === 'P';
|
||||
const tx = incoming ? ball.x : 0;
|
||||
const tz = incoming ? Math.max(0.5, Math.min(9.5, ball.z)) : 2.5;
|
||||
const dx = tx - O.x, dz = tz - O.z, d = Math.hypot(dx, dz);
|
||||
if (d > 0.1) {
|
||||
O.x += dx / d * Math.min(TUNE.aiSpeed * dt, d);
|
||||
O.z += dz / d * Math.min(TUNE.aiSpeed * dt, d) * 0.7;
|
||||
O.pose = O.pose === 'swing' ? 'swing' : 'run'; O.runT += dt;
|
||||
if (dx) O.facing = dx > 0 ? 1 : -1;
|
||||
} else if (O.pose === 'run') O.pose = 'idle';
|
||||
aiSwingCool -= dt;
|
||||
if (incoming && aiSwingCool <= 0 && O.swingT < 0) {
|
||||
const near = Math.hypot(ball.x - O.x, (ball.z - O.z) * 0.8) < TUNE.aiReach + 0.4 && ball.y < 2.3 && ball.vz < 0;
|
||||
if (near) {
|
||||
if (Math.random() < TUNE.aiFlub) aiSwingCool = 0.5; // whiff: hesitates and misses
|
||||
else { O.swingT = TUNE.swingWindup + TUNE.swingWindow / 2; trySwing(O, true); O.swingT = -1; aiSwingCool = 0.4; }
|
||||
}
|
||||
}
|
||||
}
|
||||
if (O.pose === 'swing' || O.pose === 'serve') { O.poseT += dt; if (O.poseT > 0.38) O.pose = 'idle'; }
|
||||
|
||||
// --- ball physics
|
||||
if (ball.active) {
|
||||
ball.vy -= TUNE.gravity * dt;
|
||||
const oldZ = ball.z;
|
||||
ball.x += ball.vx * dt; ball.y += ball.vy * dt; ball.z += ball.vz * dt;
|
||||
// net: plane at netZ, only during rally flight
|
||||
if (phase === 'rally' && (oldZ - COURT.netZ) * (ball.z - COURT.netZ) < 0 && Math.abs(ball.x) < COURT.netW / 2) {
|
||||
const tCross = (COURT.netZ - oldZ) / (ball.z - oldZ);
|
||||
const yAt = ball.y - ball.vy * dt * (1 - tCross); // approx height at crossing
|
||||
if (yAt < COURT.netH) {
|
||||
ball.z = COURT.netZ + (oldZ < COURT.netZ ? -0.05 : 0.05);
|
||||
ball.vz *= -0.08; ball.vx *= 0.3; ball.vy = Math.min(ball.vy, 0);
|
||||
pock(0.4, 300);
|
||||
}
|
||||
}
|
||||
if (ball.y <= 0 && ball.vy < 0) {
|
||||
ball.y = 0; ball.vy = -ball.vy * TUNE.bounceY;
|
||||
ball.vx *= TUNE.bounceXZ; ball.vz *= TUNE.bounceXZ;
|
||||
onBounce();
|
||||
if (ball.active && Math.abs(ball.vy) < 0.8) { // rolled out — dead ball
|
||||
ball.active = false;
|
||||
if (ball.bounces === 1) pointTo(ball.lastHit, null);
|
||||
}
|
||||
}
|
||||
if (phase === 'toss' && ball.y <= 1.4 && ball.vy < 0) { // uncaught toss → retoss
|
||||
ball.active = false; phase = 'pretoss';
|
||||
if (score.server === 'O') aiServeT = 0.8;
|
||||
}
|
||||
}
|
||||
|
||||
if (phase === 'over') { overT -= dt; if (overT <= 0) setupPoint(); }
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------- render ----
|
||||
function courtXZ(x, z) { return proj(x, 0, z); }
|
||||
function line(x1, z1, x2, z2, w = 1) {
|
||||
const a = courtXZ(x1, z1), b = courtXZ(x2, z2);
|
||||
ctx.strokeStyle = '#e8e8dc'; ctx.lineWidth = w;
|
||||
ctx.beginPath(); ctx.moveTo(a.x, a.y); ctx.lineTo(b.x, b.y); ctx.stroke();
|
||||
}
|
||||
function quadXZ(x1, z1, x2, z2, color) { // filled court-plane rect (screen trapezoid)
|
||||
const a = courtXZ(x1, z1), b = courtXZ(x2, z1), c = courtXZ(x2, z2), d = courtXZ(x1, z2);
|
||||
ctx.fillStyle = color; ctx.beginPath();
|
||||
ctx.moveTo(a.x, a.y); ctx.lineTo(b.x, b.y); ctx.lineTo(c.x, c.y); ctx.lineTo(d.x, d.y); ctx.fill();
|
||||
}
|
||||
|
||||
function drawChar(ch) {
|
||||
const p = proj(ch.x, 0, ch.z);
|
||||
const hpx = 1.88 * p.s;
|
||||
// pick sprite
|
||||
const pre = ch.side === 'P' ? 'p_' : 'o_';
|
||||
let name = pre + 'idle';
|
||||
if (ch.pose === 'run') name = pre + (Math.floor(ch.runT * 8) % 2 ? 'run1' : 'run2');
|
||||
if (ch.pose === 'swing') name = pre + (ch.poseT < 0.15 ? 'swing1' : 'swing2');
|
||||
if (ch.pose === 'serve') name = pre + 'serve';
|
||||
const img = SPR[name];
|
||||
// shadow
|
||||
ctx.fillStyle = 'rgba(0,0,0,0.28)';
|
||||
ctx.beginPath(); ctx.ellipse(p.x, p.y, hpx * 0.22, hpx * 0.06, 0, 0, 7); ctx.fill();
|
||||
if (img) {
|
||||
const k = hpx / 56; // sprites share one scale; idle pose is 56px tall
|
||||
const w = img.width * k, h = img.height * k;
|
||||
ctx.save();
|
||||
ctx.translate(p.x, p.y);
|
||||
if (ch.facing < 0) ctx.scale(-1, 1);
|
||||
ctx.drawImage(img, -w / 2, -h, w, h);
|
||||
ctx.restore();
|
||||
} else drawFallbackChar(ch, p, hpx);
|
||||
}
|
||||
function drawFallbackChar(ch, p, h) { // ponytail: replaced by generated sprites; kept as loading fallback
|
||||
const you = ch.side === 'P';
|
||||
const u = h / 16, x = p.x, y = p.y; // 16-unit tall blocky figure
|
||||
const skin = '#e8b88a', shirt = you ? '#e8e8e8' : '#d04848', shorts = you ? '#3858a8' : '#404040';
|
||||
ctx.fillStyle = skin; ctx.fillRect(x - 2 * u, y - 16 * u, 4 * u, 4 * u); // head
|
||||
ctx.fillStyle = you ? '#804820' : '#282828'; ctx.fillRect(x - 2 * u, y - 16 * u, 4 * u, 1.2 * u); // hair
|
||||
ctx.fillStyle = shirt; ctx.fillRect(x - 2.6 * u, y - 12 * u, 5.2 * u, 6 * u); // torso
|
||||
ctx.fillStyle = shorts; ctx.fillRect(x - 2.4 * u, y - 6 * u, 4.8 * u, 3 * u); // shorts
|
||||
ctx.fillStyle = skin; ctx.fillRect(x - 1.8 * u, y - 3 * u, 1.4 * u, 3 * u); ctx.fillRect(x + 0.4 * u, y - 3 * u, 1.4 * u, 3 * u); // legs
|
||||
const f = ch.facing, swing = ch.pose === 'swing';
|
||||
ctx.strokeStyle = skin; ctx.lineWidth = u;
|
||||
ctx.beginPath(); ctx.moveTo(x + f * 2.6 * u, y - 11 * u);
|
||||
ctx.lineTo(x + f * (swing ? 5 : 3.6) * u, y - (swing ? 13 : 8) * u); ctx.stroke(); // arm
|
||||
ctx.strokeStyle = '#c02020'; ctx.lineWidth = 1;
|
||||
const rx = x + f * (swing ? 5.5 : 4) * u, ry = y - (swing ? 14 : 7.5) * u;
|
||||
ctx.beginPath(); ctx.ellipse(rx, ry, 1.6 * u, 2.2 * u, f * 0.5, 0, 7); ctx.stroke(); // racket
|
||||
}
|
||||
|
||||
function render() {
|
||||
// stands: tiered crowd from top of screen down to just above the far court
|
||||
const standsBottom = proj(0, 0, 0).y - 12;
|
||||
ctx.fillStyle = '#232e42'; ctx.fillRect(0, 0, W, standsBottom);
|
||||
for (let r = 0; r < 16; r++) { // tier shading
|
||||
ctx.fillStyle = r % 2 ? '#2a3750' : '#26324a';
|
||||
ctx.fillRect(0, 6 + r * 5.5, W, 5.5);
|
||||
}
|
||||
for (const d of crowd.dots) {
|
||||
const jx = crowd.cheer > 0 ? (Math.random() * 2 - 1) : 0;
|
||||
const jy = crowd.cheer > 0 ? -Math.random() * 1.5 : 0;
|
||||
ctx.fillStyle = d.c; ctx.fillRect(d.x + jx | 0, d.y + jy | 0, 2, 2);
|
||||
}
|
||||
// courtside billboard wall
|
||||
ctx.fillStyle = '#0e5c2e'; ctx.fillRect(0, standsBottom - 10, W, 10);
|
||||
ctx.fillStyle = '#dfe8d0'; ctx.font = 'bold 7px monospace'; ctx.textBaseline = 'top';
|
||||
ctx.fillText('· SPLATTER OPEN · NEW BALLS PLEASE · SPLATTER OPEN ·', W / 2 - 128, standsBottom - 9);
|
||||
|
||||
// ground + court (Super Tennis lawn)
|
||||
quadXZ(-14, -6, 14, 30, '#2f7a35'); // surround
|
||||
quadXZ(-COURT.W / 2 - 1.6, -2.5, COURT.W / 2 + 1.6, COURT.L + 2.5, '#3f9a45'); // apron
|
||||
quadXZ(-COURT.W / 2, 0, COURT.W / 2, COURT.L, '#4cae52'); // court
|
||||
// mow stripes
|
||||
for (let z = 0; z < COURT.L; z += 2.97) quadXZ(-COURT.W / 2, z, COURT.W / 2, z + 1.49, '#46a54c');
|
||||
// lines
|
||||
line(-COURT.W / 2, 0, COURT.W / 2, 0, 2); line(-COURT.W / 2, COURT.L, COURT.W / 2, COURT.L, 2);
|
||||
line(-COURT.W / 2, 0, -COURT.W / 2, COURT.L, 1.5); line(COURT.W / 2, 0, COURT.W / 2, COURT.L, 1.5);
|
||||
line(-COURT.W / 2, COURT.svcFar, COURT.W / 2, COURT.svcFar, 1);
|
||||
line(-COURT.W / 2, COURT.svcNear, COURT.W / 2, COURT.svcNear, 1);
|
||||
line(0, COURT.svcFar, 0, COURT.svcNear, 1);
|
||||
line(0, 0, 0, 0.35, 1); line(0, COURT.L - 0.35, 0, COURT.L, 1); // center marks
|
||||
|
||||
// entities far→near, net between
|
||||
drawChar(O);
|
||||
// net
|
||||
const nl = proj(-COURT.netW / 2, 0, COURT.netZ), nr = proj(COURT.netW / 2, 0, COURT.netZ);
|
||||
const nlt = proj(-COURT.netW / 2, COURT.netH, COURT.netZ), nrt = proj(COURT.netW / 2, COURT.netH, COURT.netZ);
|
||||
ctx.fillStyle = 'rgba(20,26,34,0.72)';
|
||||
ctx.beginPath(); ctx.moveTo(nl.x, nl.y); ctx.lineTo(nr.x, nr.y); ctx.lineTo(nrt.x, nrt.y); ctx.lineTo(nlt.x, nlt.y); ctx.fill();
|
||||
ctx.strokeStyle = '#eeeeee'; ctx.lineWidth = 1.5;
|
||||
ctx.beginPath(); ctx.moveTo(nlt.x, nlt.y); ctx.lineTo(nrt.x, nrt.y); ctx.stroke();
|
||||
ctx.fillStyle = '#333'; ctx.fillRect(nl.x - 1, nlt.y, 2, nl.y - nlt.y); ctx.fillRect(nr.x - 1, nrt.y, 2, nr.y - nrt.y);
|
||||
|
||||
// ball shadow + ball
|
||||
if (ball.active || phase === 'over') {
|
||||
const sh = proj(ball.x, 0, ball.z);
|
||||
ctx.fillStyle = 'rgba(0,0,0,0.3)';
|
||||
ctx.beginPath(); ctx.ellipse(sh.x, sh.y, Math.max(1.5, sh.s * 0.1), Math.max(1, sh.s * 0.04), 0, 0, 7); ctx.fill();
|
||||
const bp = proj(ball.x, ball.y, ball.z);
|
||||
const r = Math.max(1.5, bp.s * 0.09);
|
||||
ctx.fillStyle = '#e8f03a'; ctx.beginPath(); ctx.arc(bp.x, bp.y, r, 0, 7); ctx.fill();
|
||||
ctx.fillStyle = '#f8f8d0'; ctx.fillRect(bp.x - r * 0.3, bp.y - r * 0.5, Math.max(1, r * 0.5), Math.max(1, r * 0.5));
|
||||
}
|
||||
drawChar(P);
|
||||
|
||||
// HUD — scoreboard
|
||||
ctx.fillStyle = 'rgba(12,16,24,0.82)'; ctx.fillRect(6, 6, 132, 30);
|
||||
ctx.strokeStyle = '#5a6a85'; ctx.strokeRect(6.5, 6.5, 131, 29);
|
||||
ctx.font = 'bold 9px monospace'; ctx.textBaseline = 'top';
|
||||
const ptTxt = i => score.pts[i] >= 3 && score.pts[0] >= 3 && score.pts[1] >= 3
|
||||
? (score.pts[i] === score.pts[1 - i] ? '40' : (score.pts[i] > score.pts[1 - i] ? 'AD' : '40'))
|
||||
: ['0', '15', '30', '40'][Math.min(score.pts[i], 3)];
|
||||
ctx.fillStyle = score.server === 'P' ? '#f8e048' : '#c8d0dc';
|
||||
ctx.fillText('YOU ' + score.games[0] + ' ' + ptTxt(0), 12, 10);
|
||||
ctx.fillStyle = score.server === 'O' ? '#f8e048' : '#c8d0dc';
|
||||
ctx.fillText('CPU ' + score.games[1] + ' ' + ptTxt(1), 12, 22);
|
||||
if (phase === 'pretoss' && score.server === 'P') {
|
||||
ctx.fillStyle = '#f8e048'; ctx.font = 'bold 8px monospace';
|
||||
ctx.fillText(serveNum === 2 ? 'SECOND SERVE — SPACE' : 'SPACE TO TOSS, SPACE TO SERVE', W / 2 - 80, H - 16);
|
||||
}
|
||||
if (flash) {
|
||||
ctx.font = 'bold 14px monospace'; ctx.fillStyle = '#ffffff';
|
||||
ctx.fillText(flash.text, W / 2 - 30, 60 + Math.sin(flash.t * 20) * 1);
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------- debug panel ----
|
||||
let panel = null;
|
||||
function togglePanel() {
|
||||
if (panel) { panel.remove(); panel = null; return; }
|
||||
panel = document.createElement('div');
|
||||
panel.style.cssText = 'position:fixed;top:8px;right:8px;background:#141a26;color:#cdd6e4;font:11px monospace;padding:8px;border:1px solid #3a4a66;max-height:90vh;overflow:auto';
|
||||
for (const k of Object.keys(TUNE)) {
|
||||
const row = document.createElement('div');
|
||||
const v = TUNE[k];
|
||||
row.innerHTML = `<label>${k} <input type="number" step="${v < 2 ? 0.02 : 1}" value="${v}" style="width:60px;background:#0c1018;color:#fff;border:1px solid #333"></label>`;
|
||||
row.querySelector('input').oninput = e => TUNE[k] = parseFloat(e.target.value) || 0;
|
||||
panel.appendChild(row);
|
||||
}
|
||||
document.body.appendChild(panel);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------ loop ----
|
||||
let last = performance.now();
|
||||
function frame(now) {
|
||||
const dt = Math.min(0.033, (now - last) / 1000); last = now;
|
||||
update(dt); render();
|
||||
requestAnimationFrame(frame);
|
||||
}
|
||||
setupPoint();
|
||||
say('Quiet please. Ready? Play.');
|
||||
requestAnimationFrame(frame);
|
||||
|
||||
// exposed for in-browser sanity checks
|
||||
window.T = { TUNE, ball, P, O, score, solveShot, inServeBox, inCourt, proj, setupPoint,
|
||||
get phase() { return phase; }, set phase(v) { phase = v; } };
|
||||
@@ -0,0 +1,19 @@
|
||||
<!doctype html>
|
||||
<html lang="en">
|
||||
<head>
|
||||
<meta charset="utf-8">
|
||||
<title>Splatter Tennis</title>
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1">
|
||||
<style>
|
||||
html, body { margin: 0; height: 100%; background: #10141c; display: grid; place-items: center; }
|
||||
canvas { image-rendering: pixelated; width: min(96vw, calc(96vh * 16 / 9)); aspect-ratio: 16/9; }
|
||||
#hint { position: fixed; bottom: 8px; width: 100%; text-align: center;
|
||||
font: 12px monospace; color: #6b7688; }
|
||||
</style>
|
||||
</head>
|
||||
<body>
|
||||
<canvas id="c" width="480" height="270"></canvas>
|
||||
<div id="hint">move: WASD/arrows · serve/swing: SPACE · aim: hold a direction while swinging · T: tuning panel</div>
|
||||
<script src="game.js"></script>
|
||||
</body>
|
||||
</html>
|
||||