Revert "Point at them, then wind up: the lane comes from where the thumb lands"
This reverts commit 1798fc67b8.
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1798fc67b8
commit
8ea749f380
4 files changed
+17
-45
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@@ -646,23 +646,18 @@ function drawCard(title, sub1, sub2, color) {
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if (sub2) ctx.fillText(sub2, W / 2, H / 2 + 12);
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}
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// Sit in the serve stance doing nothing and the gesture demonstrates itself: a ghost thumb lands
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// OUT ON THE COURT — that is the aiming half, and it is why the anchor sits well up-court of him
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// rather than at his feet — then slides BACK while chevrons grow FORWARD up the court, and
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// releases. Both halves of the gesture in one loop; a line of text was carrying that alone.
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// Sit in the serve stance doing nothing and the gesture demonstrates itself: a ghost thumb slides
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// BACK from the player while chevrons grow FORWARD up the court, then it releases and repeats.
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// Pulling is the whole game in splatter mode, and a line of text was carrying that alone.
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function drawPullHint() {
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const cyc = 1.9, t = (G.idleHintT - TUNE.pullHintAfter) % cyc;
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const draw = Math.min(1, t / 1.15); // the pull itself, then a beat held at full
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const gone = t > 1.45; // released — the thumb lifts off
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const anchor = proj(P.x, 0, P.z - 12);
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const ax = Math.round(anchor.x), ay = Math.round(Math.min(anchor.y + 6, METER_Y() - 40));
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const anchor = proj(P.x, 0, P.z + 0.6);
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const ax = Math.round(anchor.x), ay = Math.round(Math.min(anchor.y + 6, METER_Y() - 26));
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const len = 30 * draw;
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ctx.save();
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ctx.globalAlpha = gone ? 0 : 0.85;
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// the ring is where the thumb LANDED — the aiming half, and the half nobody would guess from a
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// moving dot alone. It stays put while the thumb slides away from it.
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ctx.strokeStyle = UI.dim; ctx.lineWidth = 1;
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ctx.beginPath(); ctx.arc(ax, ay, 4, 0, 7); ctx.stroke();
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// the dotted track the thumb travels, straight down-screen = "pull back"
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ctx.fillStyle = UI.dim;
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for (let d = 6; d < 34; d += 6) ctx.fillRect(ax - 1, ay + d, 2, 2);
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@@ -1101,7 +1096,7 @@ export function render() {
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? (G.weapon === 4 ? (touch ? 'TAP TO UNLOAD THE GUN' : 'SPACE UNLOADS THE GUN')
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: G.aim ? 'PULL BACK: FURTHER = HARDER'
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: G.weapon > 0 ? `SERVE FIRES: ${sel} · ${switchHint}`
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: touch ? 'POINT AT THEM · PULL BACK TO FIRE' : 'POINT AND DRAG BACK · SPACE SERVES')
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: touch ? 'PULL BACK TO AIM · RELEASE TO FIRE' : 'DRAG BACK TO AIM · SPACE SERVES')
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: G.serveNum === 2 ? (touch ? 'SECOND SERVE — TAP' : 'SECOND SERVE — SPACE')
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: (touch ? 'TAP TO TOSS, TAP TO SERVE' : 'SPACE TO TOSS, SPACE TO SERVE');
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ctx.fillText(txt, W / 2, METER_Y()); // same slot the draw meter uses
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