Earn the praise, and give the quiet face a shadow too

PERFECT fired on almost every serve, and it was not a threshold that had drifted
— it was the wrong test entirely. pullFrac CLAMPS at pullFull, so pullQuality is
exactly 1.0 for any pull of 130 px or more, and 130 px is an ordinary comfortable
thumb drag. "quality > 0.999" therefore meant "you pulled far enough", which is
not an achievement and is why it read as noise.

So hitServe takes `perfect` as its own argument now. The toss ritual keeps
earning it the honest way, on the 45 ms perfectMs window. The slingshot earns it
by STOPPING in a band at the top of the draw (pullFull..pullFull*perfectBand,
130-166 px) — a target you can miss, rather than a ceiling you cannot. The pull
already clicks when it crosses the splatter threshold; it clicks brighter when it
enters the band and goes silent when you pull past, so the window is learnable by
feel instead of being invisible skill.

And the word rotates: PERFECT, TEXTBOOK, IMMACULATE, OH LOVELY, UNPLAYABLE, SHOT
OF THE DAY. Cycled rather than random — the same word twice running is what makes
one read as a stuck HUD element rather than as praise. The umpire has still never
acknowledged the massacre, so a clean shot gets the line it would get at Wimbledon.

Also: the card band grew 72 -> 80 px, because the second sub line ended 4 px off
the bottom edge and looked like it had fallen out. And the quiet face floats as
much as the loud one does, so it gets the same 1 px shadow — the control hints,
the gesture-demo labels, the card subs, the modal body and prompt, the death
summary lines. The scoreboard and the rack keep theirs off: both already sit on
dark panels, and a shadow under 6 px type on a flat fill only smears it.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
wuwiandClaude Opus 5 committed 2026-08-03 22:21:56 +02:00
1 parent 55c0f75c37
commit 9c7ee42bfa
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@@ -6,7 +6,7 @@ import { cv } from './dom.js';
import { audio, pock } from './audio.js';
import { TUNE, WEAPONS } from './config.js';
import { G, score } from './state.js';
import { keyPressed, dragServe, selectWeapon, serveToss, pullQuality, dismissModal, slotId, dodge } from './gameplay.js';
import { keyPressed, dragServe, selectWeapon, serveToss, pullQuality, pullPerfect, dismissModal, slotId, dodge } from './gameplay.js';
import { rackHit } from './render.js';
import { togglePanel } from './panel.js';
@@ -110,6 +110,11 @@ cv.addEventListener('touchmove', e => {
// where the threshold is without watching the reticle
const hot = pullQuality(dist) >= TUNE.zSplatQ;
if (hot !== !!stick.hot) { stick.hot = hot; if (hot) pock(0.45, 1250); }
// ...and a second, brighter click at the top of the draw, where the shot is praised. It
// goes SILENT again when you pull past the band, so overshooting is something you hear.
// Without this the perfect window would be invisible skill — a target nothing marks.
const sweet = pullPerfect(dist);
if (sweet !== !!stick.sweet) { stick.sweet = sweet; if (sweet) pock(0.5, 1950); }
} else G.aim = { fx: 0, fy: 0, mag: 0 };
continue;
}