Answer the playtest: a net for the lock, and a duel that pays

The hang: I could not reproduce it or pin it on one latch, so this is two
things. A root-cause fix — iOS does not guarantee a touchend when you switch
apps mid-drag, and the held G.aim it leaves behind blocks the uncaught-toss
retoss forever — and a watchdog for whatever else is out there. The watchdog
does not time how long you have been blocked, because a horde blocks you for
fifteen honest seconds; it watches whether the clock that should release you is
moving, and logs the frozen state before letting go.

The duel: past about game 20 all four tins sit at wCap and a won duel handed
over literally nothing. It falls through to the barrel weapons now.

The prize also stops borrowing the praise channel — arriving in the same slot
as PERFECT made it read as another compliment. It gets a card with its own icon.

The turn into zombie mode was unwatchable because the zoom started ON it, and
the curve render applies is zero at t=0, so the camera only arrived half a
second after he had changed. It peaks on the turn now, and the swap lands on a
hitstop, a flash and a burst so it reads as an event rather than a glitch.

Laser down from 0.55 to 0.22 — zap() sums four voices, so its vol was never one
voice's level.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
wuwiandClaude Opus 5 committed 2026-08-04 20:02:11 +02:00
1 parent 20a742fbf3
commit a1a8a61422
7 files changed
+130 -17

No files matched your search

+12
View File
@@ -151,6 +151,18 @@ const endTouch = e => {
cv.addEventListener('touchend', endTouch, { passive: false });
cv.addEventListener('touchcancel', endTouch, { passive: false });
// A DRAG THAT NEVER ENDS LOCKS THE GAME. `stick` and `G.aim` are only cleared by the touchend for
// the matching identifier — and that event is not guaranteed: switch apps, pull the notification
// shade, take a call, and iOS tears the touch down without always delivering touchend OR
// touchcancel. What is left behind is a held slingshot: `G.aim` set forever, which keeps the
// uncaught-toss retoss from firing (see the `!G.aim` guard in update) and leaves the player in the
// toss phase with the ball on the floor, unable to serve or step. Dropping the gesture whenever the
// page stops being visible costs nothing — you cannot be mid-pull while looking at another app.
const dropGesture = () => { resetInput(); G.aim = null; };
addEventListener('visibilitychange', () => { if (document.hidden) dropGesture(); });
addEventListener('blur', dropGesture);
addEventListener('pagehide', dropGesture);
// Mouse/desktop dismissal. Registered ONLY on fine pointers: on a touch screen pointerdown
// fires before touchstart, so a shared handler would clear the modal and let the touchstart
// below it fall through into a serve — exactly the swallowed-gesture bug.