Two-stage serve aim: hold + drag shows the reticle, release fires

Flick-to-aim was aim-by-faith — you learned where you aimed after the ball
was gone. Now, at a serveable pretoss, touching and dragging shows a LIVE
reticle (same mapping: direction + length = landing point); release serves
there. The magnet is finally visible: within zSnap the ring turns red and
rides the locked zombie (plus a marker over its head) — you see the lock
BEFORE you commit the tin.

- Context locked at touchstart: a movement drag started mid-rally never
  morphs into a serve when the ball dies (sub-300ms releases still count
  as the rapid flick re-serve — the Phase 1 cadence survives)
- Drag back home = cancel: no serve, the tin stays in stock
- Aimed (drag) serves commit specials at fixed 0.62 quality; the tap-toss
  ritual keeps the PERFECT-timing power ceiling and the stock — placement
  vs power is now a real choice
- Rally / horde / machine gun untouched: drag steers, flick swings
- Serve prompt: 'TAP TO SERVE - HOLD + DRAG TO AIM' / 'AIMED SERVES FIRE
  THE BOMB - TAP KEEPS IT'

Verified with synthetic touch sequences: drag arms the reticle without
serving and it tracks the thumb; release serves at the marker with the bomb
committed; cancel keeps the tin; rally-started drags never morph; locked
reticle renders red on the zombie (screenshot); tennis 12/12; no console
errors.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
wuwiandClaude Fable 5 committed 2026-07-12 13:00:15 +02:00
1 parent 2f1419b1f2
commit 8cfe9fdbcd
4 files changed
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@@ -3,7 +3,7 @@
import { cv, ctx } from './dom.js';
import { TUNE, COURT, PLAYER_H, BOY_H, UMP_H, BOUNCE_IDLE, SPRITE_H } from './config.js';
import { P, O, ball, score, crowd, G } from './state.js';
import { predictLanding } from './gameplay.js';
import { predictLanding, flickTarget } from './gameplay.js';
import { zombies, gore, piles, parts, pellets, extras } from './zombies.js';
// ---------------------------------------------------------------- palette ----
@@ -295,6 +295,15 @@ export function render() {
if (l) drawRing(l.x, l.z, 'rgba(255,255,255,0.85)');
}
if (G.outMarker) drawRing(G.outMarker.x, G.outMarker.z, G.outMarker.out ? '#ff5050' : '#f8e048');
// two-stage serve aim: the reticle tracks the thumb; red = the magnet has a zombie locked
if (G.aim && G.mode === 'splatter' && G.phase === 'pretoss') {
const ft = flickTarget(P, G.aim);
if (ft.zt) { // locked: the ring rides the zombie itself, plus a marker over its head
drawRing(ft.zt.x, ft.zt.z, '#ff5050');
const hp = proj(ft.zt.x, 2.2, ft.zt.z);
ctx.fillStyle = '#ff5050'; ctx.fillRect(hp.x - 1, hp.y - 4, 3, 3);
} else drawRing(ft.tx, ft.tz, '#f8e048');
}
// far-side drawables in z order (far → near), then the net, then the near side
const farSide = [
@@ -392,8 +401,8 @@ export function render() {
const touch = matchMedia('(pointer: coarse)').matches;
const stock = G.bombs ? 'BOMB' : G.triples ? 'TRIPLE' : G.flames ? 'FIRE' : null;
const txt = G.mode === 'splatter'
? (stock ? `FLICK FIRES THE ${stock} · TAP KEEPS IT`
: touch ? 'TAP TO SERVE · FLICK TO AIM · SWISH TO MELEE' : 'SPACE SERVES · ARROWS AIM')
? (stock ? `AIMED SERVES FIRE THE ${stock} · TAP KEEPS IT`
: touch ? 'TAP TO SERVE · HOLD + DRAG TO AIM' : 'SPACE SERVES · ARROWS AIM')
: G.serveNum === 2 ? (touch ? 'SECOND SERVE — TAP' : 'SECOND SERVE — SPACE')
: (touch ? 'TAP TO TOSS, TAP TO SERVE' : 'SPACE TO TOSS, SPACE TO SERVE');
ctx.fillText(txt, W / 2, H - 16);