diff --git a/PROJECT.md b/PROJECT.md index 6ec9bb9..4d63ab8 100644 --- a/PROJECT.md +++ b/PROJECT.md @@ -559,6 +559,12 @@ bin ich auf deinen Input angewiesen."* Two cheap effects in the existing registe Both are panel-tunable (`trailMin` 0 kills both). Not tried, on the shelf if these fail the phone: a one-frame lean/skid sprite on hard direction changes (needs drawn frames, per the draw-frames rule), and court-colored skid streaks on the ground behind a hard stop. +**First verdict, same day** (*"dezenter, schneller ausfaden — teilweise bleiben die doppelten +ghosts länger sichtbar"*): the lingering was a real bug — racketAI's `!incoming` return kept the +last chase's `vx/vz` on the body, so the ghosts trailed a zombie that had already stopped; the +velocity now dies with the chase (and a test pins it). The look was then halved with it: ghost +alphas 0.22/0.10 -> 0.11/0.05, `trailK` 0.05 -> 0.035. The trail must read as motion, never as +residue or a second body. ## Session log: THE LOB (BUILT, THEN CUT) AND TWO THINGS THE MULTIPLAYER TEST FOUND (2026-08-22, same day) diff --git a/index.html b/index.html index 6dae971..f3d4d88 100644 --- a/index.html +++ b/index.html @@ -675,6 +675,6 @@ if (location.hostname !== 'splatter-tennis.wuwi.one' && !window.Capacitor?.isNat - + diff --git a/src/config.js b/src/config.js index 36e234c..ba4b66a 100644 --- a/src/config.js +++ b/src/config.js @@ -622,7 +622,8 @@ export const TUNE = { // back along the velocity). Procedural register only — dust and afterimage, never painted into // a sprite, and nothing draws at walking pace: trailMin sits above every shamble. trailMin: 3.6, // m/s of ground speed before a body earns dust + ghosts (0 = both off) - trailK: 0.05, // s each ghost trails behind along the velocity (two samples: 1x and 2x) + trailK: 0.035, // s each ghost trails behind along the velocity (two samples: 1x and 2x). + // 0.05 on the first cut — "der Effekt sollte dezenter sein": shorter smear runDustEvery: 0.5, // m of ground covered per dust puff while sprinting fps: 60, // frame cap — 30 halves battery/heat but Oliver felt it; smoothness wins (0 = uncapped) lowPower: 1, // >= 0.5 caps RES at 3 (−44% of pixels painted per frame) — the battery saver, diff --git a/src/gameplay.js b/src/gameplay.js index 0592253..f11d544 100644 --- a/src/gameplay.js +++ b/src/gameplay.js @@ -1425,7 +1425,10 @@ function racketAI(rz, dt) { rz.swingCool -= dt; const incoming = ball.active && ball.lastHit === 'P' && ball.vz < 0 && (G.interlude || (ball.pow || 0) < TUNE.zSplatQ); // in the duel it plays EVERY ball — it's tennis now - if (!incoming) { if (rz.pose === 'run') rz.pose = 'idle'; return; } + // ...and the sprint velocity dies WITH the chase. This return kept the last chase's vx/vz on + // the body, so the speed ghosts trailed a zombie that had already stopped ("teilweise bleiben + // die doppelten ghosts länger sichtbar") — the trail must read as motion, never as residue. + if (!incoming) { rz.vx = 0; rz.vz = 0; if (rz.pose === 'run') rz.pose = 'idle'; return; } // ANTICIPATION. He used to run at the ball's LIVE position, and against a serve that is a // trap: for the first third of the flight the ball is still up by YOUR baseline, so he ran // deep and straight while the ball was already leaving sideways, and only started sliding diff --git a/src/render.js b/src/render.js index 6a62424..2337412 100644 --- a/src/render.js +++ b/src/render.js @@ -814,7 +814,9 @@ function drawZombie(zb, ghost) { // during a named frame — a collapsing corpse must not smear on stale velocity. if (!ghost && TUNE.trailMin && !zb.showFrame && Math.hypot(zb.vx || 0, zb.vz || 0) > TUNE.trailMin) { - for (const [k, a] of [[2, 0.10], [1, 0.22]]) { + // alphas halved from 0.10/0.22 on the first phone verdict ("dezenter"): a hint of speed in + // the corner of the eye, never a second body + for (const [k, a] of [[2, 0.05], [1, 0.11]]) { ctx.save(); ctx.globalAlpha *= a; drawZombie({ ...zb, x: zb.x - zb.vx * TUNE.trailK * k, z: zb.z - (zb.vz || 0) * TUNE.trailK * k }, true); ctx.restore(); @@ -1801,7 +1803,7 @@ function drawChar(ch, ghost) { // MOVEMENT READS: the same two-ghost speed streak the bodies wear (see drawZombie) — gameplay's // mover writes P.vx/vz, so only a genuine sprint (auto-run chase, horde steer) ever draws one. if (!ghost && TUNE.trailMin && Math.hypot(ch.vx || 0, ch.vz || 0) > TUNE.trailMin) { - for (const [k, a] of [[2, 0.10], [1, 0.22]]) { + for (const [k, a] of [[2, 0.05], [1, 0.11]]) { // halved with drawZombie's — one look, both bodies ctx.save(); ctx.globalAlpha *= a; drawChar({ ...ch, x: ch.x - ch.vx * TUNE.trailK * k, z: ch.z - ch.vz * TUNE.trailK * k }, true); ctx.restore(); diff --git a/test.js b/test.js index dcaa33b..16837aa 100644 --- a/test.js +++ b/test.js @@ -2102,6 +2102,11 @@ test('THE READ: a habit is learned by repetition and a break wrong-foots the rac hit(1); // the break assert.ok(d.surprised && !d.expected, 'the break wrong-foots him for this one flight'); assert.equal(d.laneRun, 1, '...and the new lane starts its own book'); + // ...and the sprint dies with the chase: the rig just deactivated the ball, so one tick later + // the body carries no velocity — a stale vx kept the speed ghosts on a zombie that had already + // stopped ("teilweise bleiben die doppelten ghosts länger sichtbar") + update(DT); + assert.equal(zb.vx || 0, 0, 'no chase, no velocity — the ghost trail cannot outlive the sprint'); G.modal = null; G.modalQ.length = 0; endMatch(); // the dials must MATTER at the top and vanish at the bottom — pinned so they cannot drift: