Draw the laser like the ball's aim band, and let the two be compared
TUNE.beamBand flips between the two looks live from the T panel. 1, the new default, draws the laser the way the BALL's aim trajectory is drawn: a path down the lane whose width comes from each point's own projection scale, so it narrows into the distance like everything else on the court, with a shadow on the lawn to pin it there. 0 is the solid widening cone. The cone was a true projection, which is why it was not obviously wrong to me -- but it GROWS in world width, so on screen it opens out while the court recedes, and the eye reads that as a shape stuck to the screen rather than a plane lying in the world. The kill follows whichever look is on, in both fireBeam and drawBeamCuts. Otherwise the comparison would be a lie: a narrow band that deletes a cone-wide crowd tells you nothing about how the narrow band plays. Measured down one lane, the cone takes 9 of 9 and the band 5 of 9. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -313,7 +313,10 @@ export function fireBeam(dirX, dirZ) {
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const along = rx * ux + rz * uz; // how far down the lane it stands
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if (along < 0 || along > TUNE.beamLen) continue; // behind you, or past the end of the beam
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const off = Math.abs(rx * uz - rz * ux); // lateral offset from the lane
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const halfW = TUNE.beamW0 + (TUNE.beamW1 - TUNE.beamW0) * (along / TUNE.beamLen);
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// the kill follows whichever LOOK is on, or the A/B would be a lie: a narrow band that deletes a
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// cone-wide crowd tells you nothing about how the narrow band plays
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const halfW = TUNE.beamBand ? TUNE.beamBandW * 2
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: TUNE.beamW0 + (TUNE.beamW1 - TUNE.beamW0) * (along / TUNE.beamLen);
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if (off > halfW + hitR(zb)) continue;
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// THE BEAM DELETES ORDINARY BODIES. hp does not enter into it: a plane of light that left a
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// roller man standing was the thing that made it feel like a worse ball rather than a weapon.
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