The leagues, the plaque round: the meta speaks — the player plaque, the goal line, the way-up tag, the centred ceremony

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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wuwiandClaude Fable 5 committed 2026-08-29 15:30:24 +02:00
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@@ -491,6 +491,33 @@ zombie (now an occasional opponent, `TUNE.racketEvery`, not the every-game fixtu
`RETURNED`, `DOUBLE KILL`) is a footnote to something you already watched happen. Sharing the loud
FACE with the milestone cards is right; sharing their SIZE made every footnote read as a milestone.
## Session log: THE LEAGUES — the plaque round: the meta speaks (2026-08-29, same day, STAGING ONLY)
Oliver's first screenshot review, four items, all built. The theme: the meta layer existed but
did not TALK to the player.
- **No second bar** (his question, settled in discussion): a career bar moves ~2% a session late
and demotivates more than it informs. Total progress reads as the LEVEL NUMBER + LEAGUE
instead; the card carries the long form — "LEVEL 12 OF 50" and a thin CAREER bar (whole-curve
xp, honest about how far the cap is).
- **THE PLAYER PLAQUE** replaces the bare level strip on the splash: ONE button-styled panel —
league wappen, name, "LEVEL X · LEAGUE Y" over the bar, a chevron that says it opens (the bare
strip's tap was undiscoverable), and **the standing GOAL LINE**: "WIN THE GRAVEYARD SHIFT CUP
TO ADVANCE" / "…BECOME CHAMPION" / "CHAMPION OF THE DEAD CLUB — DEFEND THE NAME". The badge
COLLECTION deliberately stays on the card (splash real estate: the boxed-bar lesson) — now one
DISCOVERABLE tap away.
- **"How do I advance?" is answered in three standing places** (the promotion ceremony taught it
exactly once, and only AFTER the first promotion — too late): (1) the plaque's goal line;
(2) the arcade's own "what now?" moment — when the band's top body walks BACK on (`d.again`,
set by the clamp), its walk-on modal carries "NOBODY STRONGER IS LEFT / THE CUP IS THE WAY UP"
(pinned by the band-clamp test); (3) the tournament poster wears a corner tag **THE WAY UP**
(`tag` on the MODES row, rendered by banner()) and its blurb says "YOUR LEAGUE'S ROUNDS · WIN
IT TO RISE".
- **The promotion ceremony's court tile is centred** (`margin auto` + `align-self` — the .mid
column stretches block children, so the 74%-wide img sat left), and the death screen's XP line
moved to +24/+36/+50 — the pulsing ★NEW BEST★ is B(20) drawn top-baseline at +2 and overlapped
the +18 line whenever both showed.
## Session log: THE LEAGUES, PHASE 4 — the duel learns, tin tiers, the level is you (2026-08-29, STAGING ONLY)
Phase 4, the last of the built plan. STAGING ONLY — the whole feature waits on Oliver's own
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@@ -271,7 +271,8 @@ if (location.hostname !== 'splatter-tennis.wuwi.one' && !window.Capacitor?.isNat
animation: drop 0.5s ease-out 0.15s backwards; }
#prLeague { margin: 0; font: 700 12px Silkscreen, monospace; color: var(--cream);
letter-spacing: 2px; animation: drop 0.5s ease-out 0.3s backwards; }
#prCourt { width: 74%; max-width: 300px; margin-top: 10px; border: 2px solid var(--line);
#prCourt { width: 74%; max-width: 300px; margin: 10px auto 0; align-self: center;
border: 2px solid var(--line);
image-rendering: pixelated; animation: drop 0.5s ease-out 0.5s backwards; }
#prCourtName { margin: 0; font: 400 10px Silkscreen, monospace; color: var(--acid);
letter-spacing: 1.5px; animation: drop 0.5s ease-out 0.62s backwards; }
@@ -296,11 +297,34 @@ if (location.hostname !== 'splatter-tennis.wuwi.one' && !window.Capacitor?.isNat
#xpRow { display: flex; align-items: center; gap: 8px; margin: 0 0 10px; }
#xpRow u { font: 700 9px Silkscreen, monospace; color: var(--cream); text-decoration: none;
letter-spacing: 1px; white-space: nowrap; }
#xpRow { cursor: pointer; } /* the strip IS the door to the character card */
#xpRow s, #cdBar s { flex: 1; height: 6px; background: rgba(255,255,255,0.10); border: 1px solid var(--line);
text-decoration: none; display: block; }
/* THE PLAYER PLAQUE (replaces the bare level strip): ONE button-styled panel — wappen, name,
level+league over the bar, and the standing GOAL LINE ("win the X cup to advance"), with a
chevron that says it opens. The splash stays two buttons + one plaque; the badge COLLECTION
stays on the card, one (now discoverable) tap away. */
#plaque { display: flex; align-items: center; gap: 10px; width: 100%; margin: 0 0 10px;
padding: 8px 10px; background: var(--solid); border: 2px solid var(--line);
cursor: pointer; text-align: left; -webkit-tap-highlight-color: transparent; }
#plBadge { height: 34px; flex: none; image-rendering: pixelated; }
#plBody { flex: 1; min-width: 0; display: flex; flex-direction: column; gap: 4px; }
#plName { font: 700 10px Silkscreen, monospace; color: var(--cream); letter-spacing: 1.5px;
white-space: nowrap; overflow: hidden; }
#plRow { display: flex; align-items: center; gap: 8px; }
#plRow u { font: 700 8px Silkscreen, monospace; color: var(--dim); text-decoration: none;
letter-spacing: 1px; white-space: nowrap; }
#plGoal { font: 400 8px Silkscreen, monospace; font-style: normal; color: var(--acid);
letter-spacing: 1px; }
#plaque em { flex: none; font: 400 22px Bangers, cursive; font-style: normal; color: var(--acid); }
#plRow s, #cdBar s, #cdCareer s { flex: 1; height: 6px; background: rgba(255,255,255,0.10);
border: 1px solid var(--line); text-decoration: none; display: block; }
#cdBar s { height: 8px; }
#xpRow s i, #cdBar s i { display: block; height: 100%; width: 0%;
#cdCareer { display: flex; align-items: center; gap: 8px; }
#cdCareer u { font: 700 8px Silkscreen, monospace; color: var(--dim); text-decoration: none;
letter-spacing: 1px; }
/* the mode picker's WAY-UP tag: the standing answer to "how do I advance", worn by the cup */
.way { position: absolute; top: 8px; left: 8px; padding: 3px 6px; font: 700 8px Silkscreen, monospace;
font-style: normal; color: var(--ink); background: var(--acid); letter-spacing: 1px;
text-decoration: none; }
#plRow s i, #cdBar s i, #cdCareer s i { display: block; height: 100%; width: 0%;
background: linear-gradient(90deg, #3f9560, var(--acid) 55%, #e8b23a);
transition: width 0.4s ease; }
/* KIT and SKIN: a row of colour squares, under a label that names whatever is selected. That is
@@ -554,9 +578,17 @@ if (location.hostname !== 'splatter-tennis.wuwi.one' && !window.Capacitor?.isNat
you can press before the sheets have landed is how you reach the stats screen with half
the zombies missing. Swapped by #splash.busy, see main.js. -->
<div id="boot"><s><i></i></s><u>LOADING</u></div>
<!-- THE LEVEL STRIP (the leagues): the clock the whole meta-game runs on, visible on every
visit to the title. Filled by refreshSplash. -->
<div id="xpRow"><u id="xpLv">LEVEL 1</u><s><i id="xpFill"></i></s></div>
<!-- THE PLAYER PLAQUE (the leagues): wappen, name, level+league, the bar, and the
standing goal line. One tap opens the character card. Filled by refreshSplash. -->
<button id="plaque">
<img id="plBadge" alt="">
<span id="plBody">
<b id="plName"></b>
<span id="plRow"><u id="plLv">LEVEL 1</u><s><i id="plFill"></i></s></span>
<i id="plGoal"></i>
</span>
<em>&rsaquo;</em>
</button>
<button class="btn big" id="mStart">PLAY MATCH</button>
<div class="two">
<button class="btn sec" id="mStats">STATS<i id="mKills">0 KILLS</i></button>
@@ -660,6 +692,7 @@ if (location.hostname !== 'splatter-tennis.wuwi.one' && !window.Capacitor?.isNat
<u id="cdLeague"></u>
<b id="cdLevel">LEVEL 1</b>
<div id="cdBar"><s><i id="cdFill"></i></s><u id="cdXp"></u></div>
<div id="cdCareer"><u>CAREER</u><s><i id="cdCareerFill"></i></s></div>
</div>
</div>
<h3>HONOURS<span>WIN THE CUP TO CLIMB</span></h3>
@@ -795,6 +828,6 @@ if (location.hostname !== 'splatter-tennis.wuwi.one' && !window.Capacitor?.isNat
</div>
</div>
</div>
<script type="module" src="src/main.js?v=315"></script>
<script type="module" src="src/main.js?v=316"></script>
</body>
</html>
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@@ -666,7 +666,10 @@ function matchOpponent() {
const cup = G.match.cup;
showModal({ title: zb.foe.name, color: UI.hot, icon: 'z_' + zb.fam + 'head', iconH: 64,
body: [zb.foe.line].concat(cup ? [cup.rounds[cup.round].name + (cup.rounds[cup.round].need > 1
? ' · FIRST TO ' + cup.rounds[cup.round].need + ' GAMES' : '')] : []) });
? ' · FIRST TO ' + cup.rounds[cup.round].need + ' GAMES' : '')]
// the top of the band walking BACK on is the arcade's natural "what now?" moment — the
// intro answers it in place (THE LEAGUES: the cup is the only promotion)
: G.match.again ? ['NOBODY STRONGER IS LEFT', 'THE CUP IS THE WAY UP'] : []) });
// ...and a fresh body has read NOTHING yet: the habit tracker starts clean (see THE READ, config)
G.match.laneRun = 0; G.match.lastLane = undefined; G.match.surprised = G.match.expected = false;
// a FLAT pool per body: with regicide gone the body is pure scoreboard (matchPoint takes a
@@ -793,8 +796,12 @@ function matchGameWon(zb, banked = false) {
if (!G.net && !d.train) {
d.felled = (d.felled || 0) + 1; // bodies actually felled (the board's number)
// ...and the ladder climbs only inside the league's band: past its top rung the league has
// nobody stronger, so the top body walks back on (THE LEAGUES — the cup is the way up)
d.opp = Math.min(d.opp + 1, leagueOf(G.league).band[1]);
// nobody stronger, so the top body walks back on (THE LEAGUES — the cup is the way up).
// `d.again` marks exactly that moment — the felled body WAS the top — so its walk-on modal
// can answer the "what now?" the repeat would otherwise pose (see matchOpponent).
const top = leagueOf(G.league).band[1];
d.again = d.opp >= top;
d.opp = Math.min(d.opp + 1, top);
}
// ALTERNATING SERVICE, as the sport has it. The match calls advancePoint directly, which banks
// the game but never touches the server — that flip lives in tennis's own pointTo, which the
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@@ -826,7 +826,10 @@ export const COURTS = [
export const MODES = [
{ id: 'classic', name: 'CLASSIC TENNIS', sub: 'REAL TENNIS · BEST OF THREE SETS', art: 'mode_classic' },
{ id: 'zombie', name: 'ARCADE', sub: 'ONE GAME PER OPPONENT · BLOOD ONLY', art: 'mode_arcade' },
{ id: 'cup', name: 'THE TOURNAMENT', sub: 'FOUR ROUNDS · THE CHAMPION WAITS', art: 'mode_cup' },
// `tag` is the poster's corner chip (main.banner): the cup is THE WAY UP — winning your
// league's tournament is the one route to promotion, and the picker should say so standing.
{ id: 'cup', name: 'THE TOURNAMENT', sub: 'YOUR LEAGUE\'S ROUNDS · WIN IT TO RISE', art: 'mode_cup',
tag: 'THE WAY UP' },
// TRAINING (2026-08-28): pick any rung, play it one game at a time, nothing is banked. The same
// match machinery with the ladder parked — see startMatch's train parameter.
{ id: 'train', name: 'TRAINING', sub: 'PICK A BODY · ONE GAME · GO AGAIN', art: 'mode_train' },
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@@ -107,7 +107,9 @@ const banner = (card, cls, last) => {
b.style.backgroundImage =
`linear-gradient(180deg, rgba(0,0,0,0) 34%, rgba(0,0,0,0.78)), url(assets/${card.art}.png?v=${SPRV})`;
b.innerHTML = `<span class="cb"><b>${card.name}</b><i>${card.sub}</i></span>`
+ (last ? '<u class="last">LAST</u>' : '');
+ (last ? '<u class="last">LAST</u>' : '')
// the standing answer to "how do I advance", worn by the poster it is true of (config MODES)
+ (card.tag ? `<u class="way">${card.tag}</u>` : '');
return b;
};
const pickMode = id => { pickedMode = id; try { localStorage.setItem('mode', id); } catch {} };
@@ -512,10 +514,15 @@ function buildCard() {
el.textContent = `LEAGUE ${lg.id} OF ${LEAGUES.length} — ${lg.name}`;
el.style.color = lg.color;
document.getElementById('cdLevel').textContent =
'LEVEL ' + pr.level + (pr.need ? '' : ' · THE CAP');
'LEVEL ' + pr.level + ' OF ' + profile.LEVEL_CAP;
document.getElementById('cdFill').style.width = Math.round(pr.frac * 100) + '%';
document.getElementById('cdXp').textContent = profile.prof.xp.toLocaleString('en-GB') + ' XP'
+ (pr.need ? ' · ' + (pr.need - pr.into).toLocaleString('en-GB') + ' TO LEVEL ' + (pr.level + 1) : '');
+ (pr.need ? ' · ' + (pr.need - pr.into).toLocaleString('en-GB') + ' TO LEVEL ' + (pr.level + 1)
: ' · THE CAP');
// the CAREER bar is the long form the splash deliberately does not carry: whole-curve progress,
// honest about how far level 50 is
document.getElementById('cdCareerFill').style.width =
Math.min(100, Math.round(profile.prof.xp / profile.xpFor(profile.LEVEL_CAP) * 100)) + '%';
const row = document.getElementById('cdBadges');
row.innerHTML = '';
for (const l of LEAGUES) {
@@ -545,7 +552,7 @@ function buildCard() {
+ fig('RUNS', (g.matches + z.matches + c.matches).toLocaleString('en-GB'));
refreshLook();
}
document.getElementById('xpRow').addEventListener('click', () => { buildCard(); go('card'); });
document.getElementById('plaque').addEventListener('click', () => { buildCard(); go('card'); });
document.getElementById('cdBack').addEventListener('click', () => go('splash'));
let playerReturn = null; // EDIT PLAYER borrows the identity screen and comes back to the card
document.getElementById('cdEdit').addEventListener('click', () => {
@@ -613,11 +620,19 @@ function summary() {
// has just ended and the count has moved.
function refreshSplash() {
document.getElementById('mKills').textContent = stats.total().kills.toLocaleString('en-GB') + ' KILLS';
// the level strip — the meta clock, re-read whenever the splash comes back because a run has
// just moved it (same rule as the kill count above)
const pr = profile.progress();
document.getElementById('xpLv').textContent = 'LEVEL ' + pr.level;
document.getElementById('xpFill').style.width = Math.round(pr.frac * 100) + '%';
// THE PLAQUE — the meta identity, re-read whenever the splash comes back because a run has just
// moved it (same rule as the kill count above). The goal line is the standing answer to "what
// do I do to advance": win the CURRENT league's cup, become champion, or rest on the crown.
const pr = profile.progress(), lg = leagueOf(profile.prof.lg);
document.getElementById('plBadge').src = `assets/badge_l${lg.id}.png?v=${SPRV}`;
document.getElementById('plName').textContent = stats.savedName() || 'YOUR PLAYER';
document.getElementById('plLv').textContent = 'LEVEL ' + pr.level + ' · LEAGUE ' + lg.id;
document.getElementById('plFill').style.width = Math.round(pr.frac * 100) + '%';
document.getElementById('plGoal').textContent = profile.prof.ch
? 'CHAMPION OF THE DEAD CLUB — DEFEND THE NAME'
: profile.prof.lg >= LEAGUES.length
? 'WIN THE ' + lg.name.replace('THE ', '') + ' CUP — BECOME CHAMPION'
: 'WIN THE ' + lg.name.replace('THE ', '') + ' CUP TO ADVANCE';
summary();
}
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@@ -2919,10 +2919,11 @@ export function render() {
if (xd.xp > 0) {
const pr = progress();
ctx.font = F(8);
// +24/+34: clear of the NEW BEST line above, which is B(20) drawn top-baseline at +2
shadowText('+' + xd.xp + ' XP' + (xd.to > xd.from ? ' · LEVEL ' + xd.from + ' → ' + xd.to
: ' · LEVEL ' + pr.level),
W / 2, H / 2 + 18, xd.to > xd.from ? UI.pick : UI.cream);
const bw = 120, bx = Math.round(W / 2 - bw / 2), by = Math.round(H / 2 + 30);
W / 2, H / 2 + 24, xd.to > xd.from ? UI.pick : UI.cream);
const bw = 120, bx = Math.round(W / 2 - bw / 2), by = Math.round(H / 2 + 36);
ctx.fillStyle = 'rgba(255,255,255,0.14)'; ctx.fillRect(bx, by, bw, 4);
// the fill is a gradient (Oliver's call), green into gold — same ramp as the splash strip
const gr = ctx.createLinearGradient(bx, 0, bx + bw, 0);
@@ -2932,7 +2933,7 @@ export function render() {
// gated well past the animation so a panic tap can't skip it (main.js gates the restart the same)
if (dead ? G.eatenT > EATEN_RESTART : G.done.t > DONE_RESTART) {
ctx.font = F(8);
shadowText(IS_TOUCH ? 'TAP TO PLAY AGAIN' : 'PRESS ANY KEY TO PLAY AGAIN', W / 2, H / 2 + 44, UI.warm);
shadowText(IS_TOUCH ? 'TAP TO PLAY AGAIN' : 'PRESS ANY KEY TO PLAY AGAIN', W / 2, H / 2 + 50, UI.warm);
}
ctx.restore();
}
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@@ -2230,6 +2230,19 @@ test('THE LEAGUES: the arcade opens at its band, climbs inside it, and counts fe
}
assert.equal(d.opp, 8, 'the ladder clamps at the top of the band — the cup is the only way up');
assert.equal(d.felled, 6, 'every felled body counts, clamp or no clamp');
// ...and the repeat walk-on ANSWERS the "what now?" it poses: fell the top body once more and
// read its intro modal instead of wiping it
G.interlude.introT = 0;
for (let k = 0; k < 4; k++) { resolveInterlude('P'); G.modal = null; G.modalQ.length = 0; }
for (let i = 0; i < 6 * 60 && G.matchFall; i++) { G.modal = null; G.modalQ.length = 0; update(DT); }
let saw = null;
for (let i = 0; i < (TUNE.matchMopT + 8) * 60 && !saw; i++) {
update(DT);
if (G.modal && G.modal.body) saw = G.modal.body.join(' | ');
}
assert.ok(saw && saw.includes('THE CUP IS THE WAY UP'),
'the repeat walk-on carries the promotion lesson: ' + saw);
G.modal = null; G.modalQ.length = 0;
endMatch();
});