From 9fab26eec98f17eeecaea86d2efc78e07e8c234f Mon Sep 17 00:00:00 2001 From: Oliver Rieger Date: Mon, 10 Aug 2026 22:05:32 +0200 Subject: [PATCH] The court keeps no score: the landing ring is gone Co-Authored-By: Claude Fable 5 --- gameplay.js | 18 +++--------------- index.html | 2 +- render.js | 4 ++-- state.js | 1 - 4 files changed, 6 insertions(+), 19 deletions(-) diff --git a/gameplay.js b/gameplay.js index 13efeee..88c7a68 100644 --- a/gameplay.js +++ b/gameplay.js @@ -163,17 +163,9 @@ function doHit(ch, quality, aim) { ball.bomb = false; ball.flame = false; ball.wid = 'ball'; // only a consuming serve arms these; any other hit clears them ball.chain = 0; // ...and the slice dies with the shot that earned it ball.praise = null; // a re-hit is a new shot: a stale armed word must not pop on ITS impact - if (ch.side === 'P') { // shot marker: where this will land — red means it's going out - // TENNIS ONLY. It answers "did that land in?", and splatter does not ask: `out` could never be - // true there, so it was a permanent yellow ring on the grass carrying no information — and - // sitting under the shambler for 1.3 s, which is longer than the gap before you aim again. - // That ring, not the new mark, is the circle that seemed to live under their feet. - if (G.mode === 'tennis') { - const ok = Math.abs(tx) <= COURT.W / 2 + 0.02 && tz >= -0.02 && tz <= COURT.netZ; - G.outMarker = { x: tx, z: tz, out: !ok, t: 1.3 }; - } - G.aiReactT = 0; // CPU hasn't read the shot yet - } + // (the landing ring that used to be stamped here confused testers — the umpire calls the ball, + // the court stays clean) + if (ch.side === 'P') G.aiReactT = 0; // CPU hasn't read the shot yet sfx(ch.side === 'P' ? 'tennis-player' : 'tennis-opponent', 0.9, { reverb: true }); // recorded racket strike, per side if (quality > 0.999 && ch.side === 'P') { // the rally hit: a real 45 ms window (perfectMs) G.hitstop = 0.05; pock(0.5, 1600); @@ -367,9 +359,6 @@ function hitServe(sv, quality, aim = null, perfect = quality > 0.999) { } } // (spendSlot already hands you back plain balls when the last one goes) - // tennis only, same reason as doHit's: a splatter serve lands at a shambler's feet, and the ring - // sat there in yellow for 1.3 s saying nothing — right where the aim mark is trying to be read. - if (sv.side === 'P' && G.mode === 'tennis') G.outMarker = { x: boxX, z: tzs, out: !inServeBox(boxX, tzs), t: 1.3 }; G.phase = 'rally'; sfx(sv.side === 'P' ? 'tennis-player' : 'tennis-opponent', 0.9, { reverb: true }); // recorded serve strike, per side sv.pose = 'serve'; sv.poseT = 0; if (sv.side === 'P') G.tossDrops = 0; // a served toss ends the apex lesson @@ -1657,7 +1646,6 @@ export function update(dt) { // ball boy: sprint across, scoop the ball in passing, despawn off the far side const boy = G.boy; if (boy) boy.mop ? mopRound(boy, dt) : fetchRound(boy, dt); - if (G.outMarker && (G.outMarker.t -= dt) <= 0) G.outMarker = null; if (G.phase === 'over') { G.overT -= dt; diff --git a/index.html b/index.html index f6f8b55..99e3adf 100644 --- a/index.html +++ b/index.html @@ -398,6 +398,6 @@ - + diff --git a/render.js b/render.js index 8810d5d..2a1b76c 100644 --- a/render.js +++ b/render.js @@ -1620,14 +1620,14 @@ export function render() { } drawPiles(false); // far-side piles (occluded by the net); near-side piles drawn after the net - // landing rings: white = incoming ball, yellow/red = your shot (red lands out) + // landing ring: white = incoming ball (a PREDICTION, gone the moment the ball touches down — + // the ring that lingered where the ball had already landed confused testers and is removed) if (G.phase === 'rally' && ball.active && ball.bounces === 0 && ball.lastHit === 'O') { const l = predictLanding(); // the ring CONTRACTS toward touchdown (predictLanding's closed-form t), so the static marker // becomes a timing cue: wide while the ball is high, snapping to its true size as it arrives if (l) drawRing(l.x, l.z, 'rgba(255,255,255,0.85)', Math.min(2.2, 0.55 + l.t * 1.5)); } - if (G.outMarker) drawRing(G.outMarker.x, G.outMarker.z, G.outMarker.out ? UI.hot : UI.warm); // SLINGSHOT AIM: the shot's actual flight, drawn as a band through the air. // It replaces a chevron trail on the ground plus a draw meter across the bottom. The trail was // a RAY — it pointed at the target but said nothing about the ball going over the net — and the diff --git a/state.js b/state.js index 70527d5..c3ac243 100644 --- a/state.js +++ b/state.js @@ -51,7 +51,6 @@ export const G = { boomFlash: 0, // s of white flash frame left (bomb impact) lastOrderT: -9, // idleT of the last 'Order' call — bomb chains mustn't spam the umpire idleT: 0, - outMarker: null, // {x, z, out, t} — where your last shot lands boy: null, // ball boy sprinting across: {x, z, dir, runT} aiServeT: 0, aiSwingCool: 0,