The menu text reduction: the design handoff, built

Sixty words on the wall became a dozen. The handoff's own summary of the rule:
Jersey 15 NAMES (screen titles, rooms, cards), Bangers CALLS exactly once per
screen (the fixture, the primary button, a modal headline), Silkscreen INFORMS
(numbers, labels, chips) — and a sentence survives only where it carries a
decision. Everything else moved into a bar, a pip or the modal that opens with
the mode.

  · Jersey 15 bundled subset (9 KB) and Bungee retired after one afternoon
  · SPLASH: the plaque is one row, the goal line is gone (the fixture button
    below said it already), the two doors carry a number each
  · PICK A GAME: rooms are one word, posters are their names, the fixture is a
    hero with the only second line — the whole wall fits one screen now
  · MATCH SETUP: unnumbered blocks, the meters' legend once instead of a
    description per court, no summary footer
  · DIFFICULTY: three pips instead of three sentences
  · TRAINING: the revanche is a full-width row, rungs are numbers, the list
    ends on the league that opens the rest of the ladder
  · VS: three paragraphs became YOU / HOST / JOIN
  · MODALS: one rule per row (the sub was the lead again in other words), the
    blood pool as pips on that same line, and the walk-on's two levels in ONE
    face at ONE size — a comparison drawn at two sizes is a headline with a
    footnote (Oliver)

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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wuwiandClaude Fable 5 committed 2026-08-31 14:41:25 +02:00
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@@ -124,15 +124,21 @@ const modeSub = document.getElementById('modeSub');
// checkbox and a button combined"). Every poster is full-bright and equal — all of them are live
// answers — and the only memory shown is the LAST tag, an indicator rather than a selection. The
// select-and-confirm border lives solely on the final screen, where SERVE UP actually confirms.
const banner = (card, cls, last) => {
// `opts.line` is the ONE second line the wall still carries (the fixture, under the hero's name);
// `opts.chip` is a fact that changes what a mode IS rather than describing it (18 RUNGS).
const banner = (card, cls, last, opts = {}) => {
const b = document.createElement('button');
b.className = cls;
// JUST THE ART. The scrim used to ride in this background stack as a hard linear-gradient; the
// caption sits on a BLURRED veil now (index.html, button.mode::after) that fades in out of
// nothing from above, and stacking the old gradient under it only doubled the darkening.
// caption sits on a veil now (index.html, button.mode::after) that rises out of the bottom edge,
// and stacking the old gradient under it only doubled the darkening.
b.style.backgroundImage = `url(assets/${card.art}.png?v=${SPRV})`;
b.innerHTML = `<span class="cb"><b>${card.name}</b><i>${card.sub}</i></span>`
// THE POSTER IS ITS NAME (2026-08-31, the text reduction). The mode's one-line rule used to sit
// under every name on the wall — sixty words to make one choice. The rules live in the modal
// that opens with the mode; MODES.sub is still their source, it just no longer prints here.
b.innerHTML = `<span class="cb"><b>${card.name}</b>${opts.line ? `<i>${opts.line}</i>` : ''}</span>`
+ (last ? '<u class="last">LAST</u>' : '')
+ (opts.chip ? `<u class="last chip">${opts.chip}</u>` : '')
// the standing answer to "how do I advance", worn by the poster it is true of (config MODES)
+ (card.tag ? `<u class="way">${card.tag}</u>` : '');
return b;
@@ -145,23 +151,26 @@ function buildSub(top) {
modeSub.innerHTML = '';
const t = top || topOf(pickedMode);
document.getElementById('subTitle').textContent = t.diffs ? 'DIFFICULTY' : (t.name || '');
if (t.diffs) for (const d of DIFFS) {
// THE DIFFICULTY IS A COUNT, not a paragraph (2026-08-31, the text reduction): the name, and
// three pips of which as many are lit as the chip is hard. Nothing else — the CPU explains
// itself in the first rally, and it always did.
if (t.diffs) DIFFS.forEach((d, i) => {
const b = document.createElement('button');
b.className = 'chip';
b.innerHTML = d.name + (d.id === pickedDiff ? '<u class="last">LAST</u>' : '');
b.className = 'chip' + (i === DIFFS.length - 1 ? ' hot' : '');
b.innerHTML = `<b>${d.name}</b><span class="pips">`
+ [0, 1, 2].map(k => `<i${k <= i ? ' class="on"' : ''}></i>`).join('') + '</span>'
+ (d.id === pickedDiff ? '<u class="last">LAST</u>' : '');
b.addEventListener('click', () => {
pickedDiff = d.id;
try { localStorage.setItem('diff', d.id); } catch {}
summary();
go('setup');
});
modeSub.appendChild(b);
}
});
else if (t.kids) for (const id of t.kids) {
const b = banner(modeOf(id), 'mode', id === pickedMode);
b.addEventListener('click', () => {
pickMode(id);
summary();
go('setup');
});
modeSub.appendChild(b);
@@ -177,12 +186,18 @@ function buildTops() {
// merely floats above a stack is a label, and the wall needs three rooms, not three labels.
if (t.group) {
shelf = document.createElement('section');
shelf.className = 'mgroup';
shelf.innerHTML = `<header><b>${t.group}</b><i>${t.sub}</i></header>`;
shelf.className = 'mgroup ' + (t.layout || '');
shelf.innerHTML = `<header><b>${t.group}</b></header><div class="shelf"></div>`;
modeList.appendChild(shelf);
shelf = shelf.querySelector('.shelf'); // the posters live in the row, not the section
continue;
}
const b = banner(t.mode ? modeOf(t.mode) : t, 'mode', topOf(pickedMode) === t);
const fx = cupFixture(profile.prof.lg, profile.prof.ch);
const b = banner(t.mode ? modeOf(t.mode) : t, 'mode', topOf(pickedMode) === t,
// the fixture is the hero and carries the only second line on the wall; the training court
// carries the one fact that is not a description — how much of the club it holds
{ line: t.mode === 'cup' ? 'LEAGUE ' + fx.lg + ' · ' + fx.line : null,
chip: t.mode === 'train' ? LADDER + ' RUNGS' : null });
b.addEventListener('click', () => {
// the netplay poster opens THE LOBBY and never touches pickedMode — it is not a run mode
// the stats screen or the summary could name, and the lobby starts the game itself
@@ -190,7 +205,6 @@ function buildTops() {
// a group remembers which child you were on; entering it fresh lands on its first card
pickMode(t.mode || (t.kids.includes(pickedMode) ? pickedMode : t.kids[0]));
buildSub();
summary();
go(t.diffs || t.kids ? 'modesub' : 'setup');
});
shelf.appendChild(b);
@@ -286,7 +300,6 @@ for (const t of TOURS) {
pickedTour = t.id;
for (const el of tourList.children) el.classList.toggle('on', el === b);
refreshLook();
summary();
});
tourList.appendChild(b);
}
@@ -398,15 +411,17 @@ function syncSetup() {
document.getElementById('cStart').textContent = cupMode ? 'ENTER THE CUP' : 'SERVE UP';
document.getElementById('who').style.display = cupMode || climbMode ? 'none' : 'flex';
document.getElementById('lgPanel').style.display = cupMode || climbMode ? 'block' : 'none';
// THE TEXT REDUCTION: two blocks on one screen, not two numbered steps
document.getElementById('s01').textContent =
cupMode ? '01 · YOUR LEAGUE' : climbMode ? '01 · THE CLIMB' : '01 · PLAYER';
cupMode ? 'YOUR LEAGUE' : climbMode ? 'THE CLIMB' : 'PLAYER';
if (cupMode) buildLeaguePanel(); else if (climbMode) buildClimbPanel();
if (!courtUnlocked(picked)) picked = leagueOf(profile.prof.lg).court;
// the COURT section: the CUP is the league fixture — one ringed row, the home venue, no choice
// (Oliver: a league HAS its court). The climb and every other mode keep the full pickable list.
const homeCourt = leagueOf(profile.prof.lg).court;
// ...and the meters get their legend ONCE, in the heading, instead of a line under every court
document.getElementById('s02').innerHTML = cupMode
? '02 · HOME COURT<span>SET BY YOUR LEAGUE</span>' : '02 · COURT';
? 'HOME COURT<span>SET BY YOUR LEAGUE</span>' : 'COURT<span>PACE · BOUNCE</span>';
courtList.classList.toggle('fixed', cupMode);
for (const el of courtList.children) {
const c = COURTS.find(x => x.id === el.dataset.id), l = courtLeague(el.dataset.id);
@@ -415,8 +430,11 @@ function syncSetup() {
el.classList.toggle('on', cupMode ? el.dataset.id === homeCourt
: open && el.dataset.id === picked);
el.style.display = cupMode && el.dataset.id !== homeCourt ? 'none' : '';
// the sub line carries the lock and names the price — the tile stays visible, as a goal should
el.querySelector('i').textContent = open ? c.sub : 'LOCKED — REACH ' + l.name;
// an OPEN court says nothing — its two meters say it wordlessly (the text reduction). A locked
// one names the league that opens it, and nothing else: the tile stays visible, as a goal should
const sub = el.querySelector('i');
sub.textContent = open ? '' : 'LEAGUE ' + l.id;
sub.hidden = open;
}
for (const el of tourList.children) el.classList.toggle('on', el.dataset.id === pickedTour);
for (const [rowId, nameId, table, cur] of [['kitRow', 'kitName', KITS, pickedKit],
@@ -425,8 +443,7 @@ function syncSetup() {
el.classList.toggle('on', el.dataset.id === cur);
document.getElementById(nameId).textContent = (table.find(e => e.id === cur) || table[0]).name;
}
refreshLook(); summary();
}
refreshLook();}
// --- THE IDENTITY SCREEN (the leagues, phase 1). First boot only: name + tour + colours, then
// ENTER THE CLUB. It writes the SAME stores the setup screen reads (pickedTour/Kit/Skin, their
@@ -477,8 +494,10 @@ pName.addEventListener('keydown', e => { if (e.key === 'Enter') document.getElem
// SPEED how much pace survives the bounce — bounceXZ, grass .84 fastest, clay .70 slowest
// BOUNCE how much of it comes back UP — bounceY, clay .66 highest, grass .50 lowest
// The two divisors just stretch those narrow real ranges across a full bar; they carry no physics.
// the label is a TITLE, not a printed word (the text reduction): the legend stands once over the
// list — two bars in a fixed order need naming once, not on every row
const meter = (label, v, cls = '') =>
`<div class="meter ${cls}"><u>${label}</u><s><i style="width:${
`<div class="meter ${cls}" title="${label}"><s><i style="width:${
Math.round(Math.min(1, Math.max(0.08, v)) * 100)}%"></i></s></div>`;
const courtList = document.getElementById('courtList');
// THE LEAGUES lock the courts: a court belongs to its league and unlocks for EVERY mode the
@@ -491,7 +510,7 @@ for (const c of COURTS) {
b.className = 'court' + (c.id === picked ? ' on' : ''); // your last court comes up pre-picked
b.dataset.id = c.id;
b.innerHTML = `<img src="assets/${c.tile}.png?v=${SPRV}" alt=""><span class="cb">`
+ `<b>${c.name}</b><i>${c.sub}</i>`
+ `<b>${c.name}</b><i hidden></i>` // the sub only ever carries a LOCK now (syncSetup)
+ meter('SPEED', (c.bounceXZ - 0.62) / 0.26)
+ meter('BOUNCE', (c.bounceY - 0.44) / 0.28, 'b')
+ '</span>';
@@ -502,7 +521,6 @@ for (const c of COURTS) {
if (!courtUnlocked(c.id)) return; // locked: the row itself says which league opens it
picked = c.id;
for (const el of courtList.children) el.classList.toggle('on', el === b);
summary();
});
courtList.appendChild(b);
}
@@ -538,18 +556,38 @@ function buildTrain() {
// in its own right — a practice list where every rung looks the same is a shelf, and this one
// room in the game has an obvious reason to exist the moment you have just been put out.
const out = profile.prof.out;
const rungs = [];
for (let n = 1; n <= top; n++) rungs.push(n);
if (out >= 1 && out <= top) rungs.splice(rungs.indexOf(out), 1), rungs.unshift(out);
for (const n of rungs) {
const rung = n => {
const f = matchFoe(n), b = document.createElement('button');
const put = n === out;
if (put) b.className = 'put';
b.innerHTML = `<img src="${foeArt(f)}" alt=""><b>${f.name}</b>`
+ `<i>${put ? 'PUT YOU OUT OF THE CUP' : 'No. ' + n}</i>`;
b.addEventListener('click', () => { trainRung = n; start('train'); });
return [f, b];
};
// THE REVANCHE IS A ROW, not a tile in the grid (the text reduction): it is one body out of
// eighteen and the only one with a reason, so it gets the width to say so — and says it in
// three words, because the screen it sits on is already called TRAINING.
if (out >= 1 && out <= top) {
const [f, b] = rung(out);
b.className = 'put';
b.innerHTML = `<img src="${foeArt(f)}" alt=""><span><b>${f.name}</b><i>PUT YOU OUT</i></span>`
+ '<em>&gt;</em>';
trainList.appendChild(b);
}
for (let n = 1; n <= top; n++) {
if (n === out) continue;
const [f, b] = rung(n);
// the rung is a NUMBER on a list of numbers — two digits, no "No."
b.innerHTML = `<img src="${foeArt(f)}" alt=""><b>${f.name}</b>`
+ `<i>${String(n).padStart(2, '0')}</i>`;
trainList.appendChild(b);
}
// ...and the list ENDS somewhere: the next league's band is drawn as the goal it is, not left
// to stop dead at the cap with no explanation (the handoff's "Ziel, keine Liste")
if (top < LADDER) {
const next = LEAGUES.find(l => l.band[0] > top);
const goal = document.createElement('div');
goal.className = 'goal';
if (next) goal.innerHTML = `<b>LEAGUE ${next.id}</b><i>${next.band[0]} — ${next.band[1]}</i>`;
trainList.appendChild(goal);
}
}
document.getElementById('trBack').addEventListener('click', () => go('setup'));
@@ -679,62 +717,36 @@ const boardFor = m => m === 'zombie' || m === 'cup' || m === 'train' ? stats.MOD
: m === 'classic' ? stats.MODE_CLASSIC : stats.MODE_GORE;
// what the setup footer says you are about to play, and what it is worth beating
function summary() {
const t = TOURS.find(x => x.id === pickedTour) || TOURS[0];
const lg = leagueOf(profile.prof.lg);
const cupMode = pickedMode === 'cup';
const c = COURTS.find(x => x.id === (cupMode ? lg.court : picked)) || COURTS[0];
const m = MODES.find(x => x.id === pickedMode) || MODES[0];
// the mark to beat is the PICKED MODE's own, because the three of them do not measure the same
// thing — see the record-shape note in stats.endRun. The cup banks through endRun as MODE_MATCH
// (see cupWon), so its summary reads the same book it writes.
const best = stats.read('all', undefined, boardFor(m.id)).longest;
const unit = m.id === 'zombie' || m.id === 'cup' ? ' FELLED'
: best === 1 ? ' GAME' : ' GAMES';
const name = m.id === 'classic'
? m.name + ' · ' + (DIFFS.find(d => d.id === pickedDiff) || DIFFS[1]).name : m.name;
document.getElementById('sSum').innerHTML =
`<span>${name} · ${t.name.replace(' SINGLES', '')} · ${c.name}${cupMode
? ' · LEAGUE ' + lg.id : ''}</span>`
// training banks nothing, so there is no mark to beat and the footer must not invent one
+ `<span>${m.id === 'train' ? 'NO RUN, NO DEATH — REPS PAY ¼ XP'
: best ? best + unit + ' TO BEAT' : 'FIRST RUN'}</span>`;
}
// The splash carries ONE number, on the STATS button. A boxed BEST RUN / WORLD RANK bar across the
// top came out of the mockup and went again: it sat on the best part of the art and said twice what
// the two buttons underneath already say. Re-read whenever the splash comes back up, because a run
// has just ended and the count has moved.
function refreshSplash() {
document.getElementById('mKills').textContent = stats.total().kills.toLocaleString('en-GB') + ' KILLS';
// THE TEXT REDUCTION (2026-08-31): the two secondary doors carry a NUMBER each instead of a
// description — what you have done, and your own best on the board they open. The board figure
// is read locally on purpose: the splash does not fetch the world board.
document.getElementById('mKills').textContent = stats.total().kills.toLocaleString('en-GB');
document.getElementById('mBest').textContent =
'BEST ' + stats.bestScore(boardFor(pickedMode)).toLocaleString('en-GB');
// THE PLAQUE — the meta identity, re-read whenever the splash comes back because a run has just
// moved it (same rule as the kill count above). The goal line is the standing answer to "what
// do I do to advance": win the CURRENT league's cup, become champion, or rest on the crown.
// moved it (same rule as the kill count above). One row now: crest, name and level, and the bar
// under them wearing the level it fills toward. The goal LINE is gone — the fixture button below
// says what to do, and it said it twice.
const pr = profile.progress(), lg = leagueOf(profile.prof.lg);
document.getElementById('plBadge').src = `assets/badge_l${lg.id}.png?v=${SPRV}`;
document.getElementById('plName').textContent = stats.savedName() || 'YOUR PLAYER';
document.getElementById('plLv').textContent = 'LEVEL ' + pr.level + ' · LEAGUE ' + lg.id;
document.getElementById('plFrom').textContent = pr.level;
document.getElementById('plLv').textContent = 'LEVEL ' + pr.level;
document.getElementById('plTo').textContent = pr.need ? pr.level + 1 : 'MAX';
document.getElementById('plFill').style.width = Math.round(pr.frac * 100) + '%';
// ...and the goal line carries THE RECORD now (THE SEASON): the fixture button below already
// says what to do, so repeating "win the cup to advance" over it was the same sentence twice.
// What the plaque can say that nothing else does is how far you have ever got.
const bestR = profile.cupBest(profile.prof.lg);
document.getElementById('plGoal').textContent = profile.prof.ch
? 'CHAMPION OF THE DEAD CLUB — DEFEND THE NAME'
: bestR
? 'THIS CUP · BEST SO FAR: ' + cupRoundName(profile.prof.lg, bestR)
: 'THE CUP IS THE WAY UP — NEVER ENTERED';
// THE FRONT DOOR (THE SEASON): the fixture, in the same words the summary and the promotion use
// (config.cupFixture). The record rides the sub line when there is one — a lost cup is the only
// thing the club has to say about your last attempt, and it belongs where the next one starts.
// (config.cupFixture) — minus the round count, which lives in the tournament's own modal now.
const fx = cupFixture(profile.prof.lg, profile.prof.ch);
document.getElementById('msTitle').textContent = fx.title;
document.getElementById('msLine').textContent = fx.line;
summary();
}
// `modeId` is the mode to drop into. It defaults to what the setup screen picked — but the BACK
// ROOM passes null, because those entries bring their own mode and a remembered ZOMBIE TENNIS was
// taking the court before startDrill/startBench/toggleTestMode could, so every one of them silently
@@ -785,7 +797,7 @@ const goMode = () => {
// confirmation page with nothing on it to confirm
document.getElementById('mStart').addEventListener('click', () => {
if (!profile.prof.setup) { buildPlayer(); go('player'); return; } // the club wants a name first
pickMode('cup'); summary(); start('cup');
pickMode('cup'); start('cup');
});
document.getElementById('mOther').addEventListener('click', goMode);
document.getElementById('mStats').addEventListener('click', openStats);
@@ -1106,7 +1118,7 @@ const maybeRestart = e => {
if (run && run.newKillBest && run.score > 0) { askName(run); return; }
// the fixture button restarts the canonical path without a detour through the menus; PLAY AGAIN
// re-deals the mode that just ended (pickedMode is what started it, cup included)
if (door === 'next') { pickMode('cup'); summary(); start('cup'); return; }
if (door === 'next') { pickMode('cup'); start('cup'); return; }
if (door === 'again') { start(pickedMode); return; }
go('splash');
};