The trail reads as motion, never as residue: the ghosts fade with the sprint
The lingering doubles were a real bug, not a taste problem: racketAI's !incoming return kept the last chase's vx/vz on the body, so the speed ghosts trailed a zombie that had already stopped. The velocity dies with the chase now (tested). The look is halved with it: ghost alphas 0.22/0.10 -> 0.11/0.05, trailK 0.05 -> 0.035 — a hint of speed in the corner of the eye, never a second body. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -622,7 +622,8 @@ export const TUNE = {
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// back along the velocity). Procedural register only — dust and afterimage, never painted into
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// a sprite, and nothing draws at walking pace: trailMin sits above every shamble.
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trailMin: 3.6, // m/s of ground speed before a body earns dust + ghosts (0 = both off)
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trailK: 0.05, // s each ghost trails behind along the velocity (two samples: 1x and 2x)
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trailK: 0.035, // s each ghost trails behind along the velocity (two samples: 1x and 2x).
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// 0.05 on the first cut — "der Effekt sollte dezenter sein": shorter smear
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runDustEvery: 0.5, // m of ground covered per dust puff while sprinting
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fps: 60, // frame cap — 30 halves battery/heat but Oliver felt it; smoothness wins (0 = uncapped)
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lowPower: 1, // >= 0.5 caps RES at 3 (−44% of pixels painted per frame) — the battery saver,
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@@ -1425,7 +1425,10 @@ function racketAI(rz, dt) {
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rz.swingCool -= dt;
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const incoming = ball.active && ball.lastHit === 'P' && ball.vz < 0
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&& (G.interlude || (ball.pow || 0) < TUNE.zSplatQ); // in the duel it plays EVERY ball — it's tennis now
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if (!incoming) { if (rz.pose === 'run') rz.pose = 'idle'; return; }
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// ...and the sprint velocity dies WITH the chase. This return kept the last chase's vx/vz on
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// the body, so the speed ghosts trailed a zombie that had already stopped ("teilweise bleiben
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// die doppelten ghosts länger sichtbar") — the trail must read as motion, never as residue.
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if (!incoming) { rz.vx = 0; rz.vz = 0; if (rz.pose === 'run') rz.pose = 'idle'; return; }
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// ANTICIPATION. He used to run at the ball's LIVE position, and against a serve that is a
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// trap: for the first third of the flight the ball is still up by YOUR baseline, so he ran
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// deep and straight while the ball was already leaving sideways, and only started sliding
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@@ -814,7 +814,9 @@ function drawZombie(zb, ghost) {
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// during a named frame — a collapsing corpse must not smear on stale velocity.
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if (!ghost && TUNE.trailMin && !zb.showFrame
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&& Math.hypot(zb.vx || 0, zb.vz || 0) > TUNE.trailMin) {
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for (const [k, a] of [[2, 0.10], [1, 0.22]]) {
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// alphas halved from 0.10/0.22 on the first phone verdict ("dezenter"): a hint of speed in
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// the corner of the eye, never a second body
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for (const [k, a] of [[2, 0.05], [1, 0.11]]) {
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ctx.save(); ctx.globalAlpha *= a;
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drawZombie({ ...zb, x: zb.x - zb.vx * TUNE.trailK * k, z: zb.z - (zb.vz || 0) * TUNE.trailK * k }, true);
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ctx.restore();
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@@ -1801,7 +1803,7 @@ function drawChar(ch, ghost) {
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// MOVEMENT READS: the same two-ghost speed streak the bodies wear (see drawZombie) — gameplay's
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// mover writes P.vx/vz, so only a genuine sprint (auto-run chase, horde steer) ever draws one.
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if (!ghost && TUNE.trailMin && Math.hypot(ch.vx || 0, ch.vz || 0) > TUNE.trailMin) {
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for (const [k, a] of [[2, 0.10], [1, 0.22]]) {
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for (const [k, a] of [[2, 0.05], [1, 0.11]]) { // halved with drawZombie's — one look, both bodies
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ctx.save(); ctx.globalAlpha *= a;
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drawChar({ ...ch, x: ch.x - ch.vx * TUNE.trailK * k, z: ch.z - ch.vz * TUNE.trailK * k }, true);
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ctx.restore();
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