Splatter feel pass: melee, homing, multi-ball, clearer MG mode
From Oliver's feedback round: - Racket melee: any swish (tap) in splatter cleaves shamblers within TUNE.meleeRange (1.7m) — a close-range survival tool. Works during a horde too (tap = swish only, still no serve). The racket-zombie boss (Phase 6, not built) is immune by design. - Zombies home in on you: on YOUR half (z > netZ) they now drift toward P.x instead of walking a straight lane; far half stays an aimless shamble. - Multi-ball / rapid fire: splatter is now a shooter — every tap/flick fires immediately (dropped the toss ritual there), and serving while a ball still flies stashes the old one into a new extraBalls array so it keeps arcing and killing (cap 6). Refactored the kill into a shared killZombie() with no ball coupling, used by ball hits, pellets, melee, and extra balls. - Machine-gun mode clarity: confirmed free-walk (drag/arrows move you, auto-assist off) and tap-doesn't-serve during a horde; added a code-drawn "rambo" racket held forward with a muzzle flash over the player, and a splatter-specific serve prompt. REVIEW on your phone — two opinionated calls, both easy to revert: 1. Dropped the toss in splatter (tap = instant quick-serve, pow 0.62). Rapid fire, but no apex-timing quality/pierce. Want the toss back as an option? 2. MG posture is a code-drawn forward racket, not a real body sprite — good enough, or worth a proper p_mg sprite later? Also: each rapid serve still auto-consumes a stocked bomb, so bombs deplete fast now — flag if that feels wrong. Verified via window.T: melee kills a 1.0m zombie and spares a 4.5m one; a near-half zombie drifts x 3→1.9 toward you; firing twice leaves 1 stashed ball + a fresh serve (barrage screenshot); extra balls kill and pierce; free-walk during a horde (x 0→2.7); horde-tap melees without serving; tennis toss-serve and Phase-4 bomb consume still work; no console errors. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -8,7 +8,7 @@ import { P, O, ball, score, G, setupPoint } from './state.js';
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import { update, keyPressed, solveShot, inServeBox, inCourt, forceZombies } from './gameplay.js';
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import { fitViewport, render, proj } from './render.js';
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import { voice } from './audio.js';
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import { zombies, spawnZombie, piles, gore, parts, pellets } from './zombies.js';
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import { zombies, spawnZombie, piles, gore, parts, pellets, extraBalls } from './zombies.js';
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import { cv } from './dom.js';
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import './input.js';
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@@ -54,6 +54,6 @@ cv.addEventListener('pointerdown', e => {
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requestAnimationFrame(frame);
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// exposed for in-browser sanity checks and simulated playtests
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window.T = { TUNE, ball, P, O, score, G, zombies, spawnZombie, piles, gore, parts, pellets, solveShot, inServeBox, inCourt, proj, setupPoint, forceZombies,
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window.T = { TUNE, ball, P, O, score, G, zombies, spawnZombie, piles, gore, parts, pellets, extraBalls, solveShot, inServeBox, inCourt, proj, setupPoint, forceZombies,
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step: dt => update(dt), render, press: keyPressed,
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get phase() { return G.phase; }, set phase(v) { G.phase = v; } };
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