diff --git a/HANDOFF.md b/HANDOFF.md
index 71af214..1801f5d 100644
--- a/HANDOFF.md
+++ b/HANDOFF.md
@@ -1035,6 +1035,33 @@ period is a filter, not a migration. It replaced `splatterBest`, which it migrat
- `T.stats.check()` is the runnable check: it asserts the period filter and the aggregation against
a fixture, and `read()` takes an injected array precisely so it never touches a real save.
+**THE DEADLOCK WATCHDOG** (`watchdog()` in gameplay.js) exists because a run that hard-locks costs
+the player everything, and this file has form: `mgT` was once left above zero by a beat that moved
+the phase underneath it, and `mgT > 0` blocks serving. It does NOT time how long the player has been
+blocked — a horde blocks you for fifteen honest seconds. It watches whether the CLOCK that should
+release you is moving: every legitimate wait (horde, burst, changeover, duel intro, an 'over' beat)
+counts down, so a frozen signature for `TUNE.stuckT` seconds means the state is dead. It logs the
+frozen signature into the miss log (scoreboard tap) before letting go — **a lock that unsticks
+itself and leaves no evidence is worse than one that does not.** Soaked five game-minutes to game 23
+through a horde: zero firings.
+
+- **Anything new that blocks serving must either tick a clock or be added to `watchdog`'s release.**
+- The matching root-cause fix is in input.js: `visibilitychange`/`blur`/`pagehide` drop the in-flight
+ gesture. `stick` and `G.aim` are only cleared by the touchend for the matching identifier, and iOS
+ does not guarantee that event when you switch apps mid-drag — a held `G.aim` then blocks the
+ uncaught-toss retoss (`!G.aim`) forever.
+
+**A won duel must always pay.** `deliverTin` walks the four-tin ladder, and when every rung is at
+`wCap` — which is the state from about game 20 — it now falls through to the **barrel weapons**
+(unlocked ones only, so no rocket in game three). Before that it printed RACK FULL and handed over
+nothing, which is the one thing the duel exists for. `RACK FULL` now means literally everything is
+capped.
+
+**The tin gets a CARD, not a flash.** `G.flash` is the praise channel (PERFECT, DOUBLE KILL), so a
+weapon arriving there read as another compliment. `G.card` takes an optional `icon` now and draws it
+above the title; the card does not wait for a tap. `weaponModal` still fires first-sight-only,
+because that one has rules to teach.
+
**The world board ranks KILLS IN A SINGLE RUN.** Games survived is the same information at a tenth
the resolution — most players land between 5 and 20, so a games board is a wall of ties broken by
who got there first. Games ride along as the tiebreak and as a column. The prompt to sign it appears
diff --git a/config.js b/config.js
index 661a4ea..dff986a 100644
--- a/config.js
+++ b/config.js
@@ -177,6 +177,8 @@ export const TUNE = {
zSplatQ: 0.5, // min shot quality to splatter; below = stagger pushback
zPushback: 1.4, // m a staggered zombie is knocked back
splatterOverT: 0.1, // s the spent-ball 'over' beat lasts before the next serve is armed
+ stuckT: 6, // s the deadlock watchdog waits before letting go of a frozen latch (see update)
+ tinCardT: 2.0, // s the won-duel weapon card holds (it does NOT wait for a tap)
// the slingshot: the pull's DIRECTION picks a lane, its LENGTH is power. Deliberately DECOUPLED —
// reaching a far shambler must not cost a longer drag than the screen has room for. The old
// mapping (pull length = reach) is why you had to drag off the bottom of the phone.
diff --git a/gameplay.js b/gameplay.js
index 7292a83..9362334 100644
--- a/gameplay.js
+++ b/gameplay.js
@@ -2,7 +2,7 @@
import { TUNE, UI, BOSS_ART, APPLAUSE_T, EATEN_BURST, EATEN_SUMMARY, COURT, CONTACT, VOLLEY, ZONE_DEPTH, HOME, P_BOUNDS, TOSS, SHOT_DEPTH, POSE_TIME, BOUNCE_IDLE, zombieH, Z_CHEST , WEAPONS, RACK_MAX , BARREL_WEAPONS } from './config.js';
import { P, O, ball, score, crowd, G, other, deuceSide, setupPoint, sendBoy, resetState } from './state.js';
-import { audio, pock, swish, whoosh, applause, voice, sfx, aww, zombieMusic, zombieDuck, menuDuck } from './audio.js';
+import { audio, pock, swish, whoosh, applause, voice, sfx, aww, zombieMusic, zombieDuck, menuDuck, splat, shriek, boom } from './audio.js';
import { axisX, axisZ, takeFlickAim, touchPX, resetInput } from './input.js';
import { W } from './render.js'; // runtime-only cycle (render imports gameplay), same pattern as input/zombies
import { updateZombies, spawnZombie, spawnRacketZombie, spawnMachine, spawnChapterBoss, zombies, gore, explode, meleeSwipe, extras, parts, pellets, shots, playerGore, eatenBleed, resetZombies , firePellet , spawnBarrel , fireBeam } from './zombies.js';
@@ -574,17 +574,32 @@ export function deliverTin() {
const cand = TINS[(G.deliveries + k) % TINS.length];
if (stock(cand) < TUNE.wCap) { id = cand; G.deliveries += k + 1; break; }
}
- // Every tin full is a real state and it is not a bug, so say so plainly instead of miming a
- // handover that cannot happen. No boy, no umpire line — nothing was delivered.
+ // ...and when the whole four-rung ladder is capped, PAY OUT OF THE BARREL RACK instead. Past
+ // about game 20 all four tins sit at wCap and the duel — the one thing in the run you play for —
+ // handed you nothing at all: "the duel does not always give you new weapons". The barrel weapons
+ // are the natural next rung, they already exist, and you cannot otherwise win one without
+ // shooting a barrel. Unlocked ones only, so this can never hand you a rocket in game three.
+ if (!id) {
+ const late = Object.keys(BARREL_WEAPONS)
+ .filter(w => G.runGames >= BARREL_WEAPONS[w].from && stock(w) < TUNE.wCap);
+ if (late.length) id = late[G.deliveries++ % late.length];
+ }
+ // Every tin AND every barrel weapon full is a real state and not a bug, so say so plainly instead
+ // of miming a handover that cannot happen. No boy, no umpire line — nothing was delivered.
if (!id) { G.flash = { text: 'RACK FULL', t: 1.1 }; return; }
const wasPlain = G.weapon === 0 && !G.temp; // never yank you off a deliberate PLAIN (banking)
grantWeapon(id);
if (wasPlain) G.weapon = 0;
sendBoy(); voice('new_balls', 0.6);
aside('ump_new_balls_dark', 2.0); // "...and a new opponent, apparently."
- // From the fifth delivery on, weaponModal has nothing new to explain and stays quiet — so the tin
- // needs the same free-floating label a barrel already gets, or a won duel pays out in silence.
- G.flash = { text: WEAPONS[id].label, t: 1.1 };
+ // THE PRIZE GETS ITS OWN CARD, with the tin's own icon on it. It used to borrow G.flash — the
+ // same channel as PERFECT and DOUBLE KILL — so the one thing you played the duel FOR arrived as a
+ // word in the praise slot and read as another compliment. weaponModal still fires the first time
+ // a tin is seen (it has rules to teach); every time after, this card is the announcement, and it
+ // does not want a tap: you have just won a point, not been asked a question.
+ G.card = { title: WEAPONS[id].label, sub1: 'DELIVERED TO THE RACK',
+ sub2: (WEAPONS[id].desc && WEAPONS[id].desc[0]) || '',
+ icon: WEAPONS[id].icon, color: UI.warm, t: TUNE.tinCardT };
weaponModal(id);
}
@@ -696,6 +711,38 @@ export function endBossFight() {
if (G.afterDuel) { G.afterClear = G.afterDuel; G.afterDuel = null; proceedAfterClear(); }
}
+// ---- THE DEADLOCK WATCHDOG.
+// A run that hard-locks costs the player everything, and this file has form: `mgT` was once left
+// above zero by a beat that moved the phase underneath it, and `mgT > 0` blocks serving, so the
+// game sat there with the gun racket on screen. This is the net.
+//
+// It cannot misfire on a legitimate wait, and that is the whole design: every legitimate reason you
+// cannot serve — a horde, a burst, a changeover, the duel's announcement, an 'over' beat — has a
+// CLOCK counting down toward letting you act. So the test is not "how long has the player been
+// blocked" (a horde blocks you for fifteen honest seconds); it is "is the thing that should be
+// releasing me actually moving". If none of those numbers changes for stuckT seconds while the
+// player is blocked and no popup is waiting on them, the state is dead and nothing will revive it.
+//
+// It also LOGS what was frozen, into the same miss log the scoreboard tap already shows — a lock
+// that unsticks itself and leaves no evidence is worse than one that does not.
+let stuckT = 0, stuckSig = '';
+function watchdog(dt) {
+ if (G.mode !== 'splatter' || G.modal) { stuckT = 0; return; } // a popup waits on the PLAYER: legitimate
+ const blocked = G.horde || G.mgT > 0 || G.changeover || G.phase === 'over'
+ || (G.interlude && G.interlude.introT > 0)
+ || (G.phase === 'toss' && ball.y < 2.0); // a toss on the floor: only a held aim keeps it there
+ if (!blocked) { stuckT = 0; return; }
+ const sig = [G.horde && G.horde.t, G.mgT, G.changeover, G.interlude && G.interlude.introT,
+ G.phase === 'over' && G.overT, ball.y].map(v => (+v || 0).toFixed(2)).join('|');
+ if (sig !== stuckSig) { stuckSig = sig; stuckT = 0; return; } // something is still moving — fine
+ if ((stuckT += dt) < TUNE.stuckT) return;
+ logSwing({ result: 'UNSTUCK', reason: `nothing moved for ${TUNE.stuckT}s — released a dead latch`,
+ phase: G.phase, sig, aim: !!G.aim });
+ G.horde = null; G.mgT = 0; G.changeover = false; G.interlude = false;
+ G.aim = null; endBurst(); setupPoint();
+ stuckT = 0; stuckSig = '';
+}
+
export function resolveInterlude(side) {
if (!G.interlude) return;
G.interlude = false;
@@ -806,13 +853,26 @@ function transition(dt) {
const t = (G.transT += dt);
const once = (key, at, fn) => { if (t >= at && !G.tFlags[key]) { G.tFlags[key] = true; fn(); } };
once('quiet', 1.8, () => voice('quiet_dark', 0, 0.82));
- // The turn is the moment the game tells you what it now is, and it used to happen in a wide
- // static shot at the far baseline where it was three pixels tall. The camera PUNCHES IN on him
- // for it (a flat 2D zoom, see render), and the ground goes with it. Each later beat shakes harder.
+ // THE CAMERA HAS TO BE THERE BEFORE IT HAPPENS. The zoom used to start ON the turn — and the
+ // curve render applies is `sin(p*PI)`, which is ZERO at p=0, so the punch-in only reached full
+ // magnification half a second AFTER he had already changed. You watched the aftermath every time.
+ // It starts at 1.8 with T 3.2 so the peak (p=0.5) lands exactly on the turn at 3.4, holds through
+ // it, and pulls back out as the mob walks on — which becomes the reveal of what else is coming.
+ once('closein', 1.8, () => { G.zoom = { x: O.x, z: O.z, k: 2.1, t: 0, T: 3.2 }; });
+ // ...and the turn itself is a sprite SWAP, one frame to the next, with nothing to sell it. So it
+ // lands on a beat: the world stops dead for a moment (hitstop), the screen flashes, he comes
+ // apart and puts himself back together wrong. The freeze is what makes a swap read as an EVENT
+ // rather than as a glitch — the eye is given something to blame the change on.
once('turn', 3.4, () => {
- spawnZombie(O.x, O.z, 'c'); G.hideO = true; // the opponent... turns
- G.zoom = { x: O.x, z: O.z, k: 1.9, t: 0, T: 1.15 };
- G.shake = { t: 0.45, mag: 4 };
+ G.hitstop = 0.16; // the world holds its breath
+ G.boomFlash = 0.16; G.shake = { t: 0.7, mag: 7 };
+ shriek(); splat(0.9); boom();
+ for (let k = 0; k < 40; k++) parts.push({ // he bursts, and what stands up is not him
+ x: O.x, y: 0.5 + Math.random() * 1.5, z: O.z,
+ vx: (Math.random() * 2 - 1) * 3.5, vy: 1 + Math.random() * 4, vz: (Math.random() * 2 - 1) * 3.5,
+ t: 0.5 + Math.random() * 0.7, dark: Math.random() < 0.45 });
+ gore.push({ x: O.x, z: O.z, r: 1.1, a: 0.9 });
+ spawnZombie(O.x, O.z, 'c'); G.hideO = true; // the opponent... turns
});
once('mob', 4.8, () => { spawnZombie(-3.5, -1.6, 'a'); spawnZombie(2.5, -2.1, 'b'); G.shake = { t: 0.5, mag: 6 }; });
once('seated', 5.4, () => voice('remain_seated', 0, 0.95));
@@ -1359,6 +1419,7 @@ export function update(dt) {
if (G.mode !== 'tennis') updateZombies(dt);
tickTestMode(dt); // keeps the sandbox stocked and rolls it a barrel now and then
if (G.meleeT > 0) G.meleeT -= dt;
+ watchdog(dt);
if (G.clearing && !zombies.some(blocksClear)) proceedAfterClear(); // the won-game wave is mopped up — advance
if (G.mode === 'transition') transition(dt);
diff --git a/index.html b/index.html
index 1949a99..7089c06 100644
--- a/index.html
+++ b/index.html
@@ -341,6 +341,6 @@
-
+