Fill the screen, and let the swish keep up with a late horde
The portrait canvas is adaptive now. A fixed 270x480 is 9:16 while a modern iPhone is taller, so width bound the fit and ~150 CSS px of screen went unused at the bottom. Height is derived from the device aspect, and TUNE.horizon rides with it — proj() places the court in absolute pixels, so leaving horizon fixed just grew a dead green band between the court and the rack instead of moving the court down. RES 3 to 4 for the extra pixels: an iPhone gives ~1125 device px across and we were rendering 810. That is the first knob to turn back down if the phone stutters. The swish cooldown scales with how swarmed you are — 1.00s at one body, 0.47 at four, 0.22 from fourteen. Oliver died on every game-20 horde because the wave grows with hordeGrow while the panic button stayed a flat second; he chose scaling the melee over shrinking the horde. The first version measured the crowd after meleeSwipe had already killed it, so it counted survivors and barely moved. Winning a duel while wounded lost the weapon popup entirely: showModal never clobbers an open modal, so the heal modal opened first and the tin's was dropped. One popup carries both now. And the mop boy stays off the court unless a stain actually passes the test mopRound uses to pick a target. He was walking on, finding nothing reachable, and walking straight off again. Tennis untouched: 50 hits / 0 whiffs. 45-game soak clean, all four chapters. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -5,7 +5,7 @@ everything they specified is shipped, and what still matters from them is record
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long history, `~/.claude/projects/.../memory/splatter-tennis-history.md` is auto-loaded; for the
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detail of any individual change, read the git log.
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Last updated 2026-07-30, after Oliver's THIRD playtest round (the readability pass). All playtest
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Last updated 2026-07-30, after Oliver's FOURTH playtest round (viewport, horde survivability). All playtest
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rounds are closed at the bottom. Step 6 (crowd turning, ball-boy catcher) stays PARKED by his
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decision. **Awaiting his next phone playtest.**
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@@ -166,6 +166,22 @@ zombie (now an occasional opponent, `TUNE.racketEvery`, not the every-game fixtu
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"too much and not situation aware.. they seem random". Each line is now tied to the thing that
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justifies it — a new variant appearing, the court filling up, one crossing your baseline, a game lost,
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a tin delivered, a horde, a changeover, a machine, a boss, the trainer, taking a hit.
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- **The portrait viewport ADAPTS to the device, and `TUNE.horizon` must ride with it.** `fitViewport`
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picks `h = 270 * clamp(innerHeight/innerWidth, 1.6, 2.3)` — a fixed 270x480 is 9:16 while a modern
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iPhone is ~0.46, so width bound the fit and ~150 CSS px of screen went unused. `proj()` places the
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court in ABSOLUTE logical px off `horizon`, and the rack/meter hang off `H - ...`, so extra height
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lands entirely in the apron between them: leaving `horizon` fixed just grew a dead green band.
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It is computed as `45 + (h - 480) * 0.72` for that reason. `RES` is 4 (was 3) so an iPhone's ~1125
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device px across is nearly 1:1 with our 1080 — **`RES` is the first knob to turn down if the phone
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ever stutters**, it is the whole fill-rate budget.
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Note `#hint` (the desktop key legend) is already `display:none` on `pointer: coarse`; it only
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overlaps the rack in the desktop test pane, which is not a real bug.
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- **The swish cooldown scales with how swarmed you are** (`meleeCooldown()` in gameplay.js):
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`meleeCool / (1 + (near-1) * meleeCrowd)`, floored at `meleeCoolMin`, counting bodies within
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`meleeCrowdR`. 1 body 1.00 s, 4 → 0.47, 8 → 0.27, 14+ → 0.22. Oliver died on every game-20 horde
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because the wave grows with `hordeGrow` while the panic button was a flat 1 s; he chose scaling the
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melee over shrinking the horde. **Measure the crowd BEFORE calling `meleeSwipe`** — it kills
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everything in reach, so counting after counts the survivors and the cooldown barely moves.
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- **`UI` in config.js is the accent palette** (hot/warm/pick/cream/dim/bad/ball). Every HUD colour
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goes through it. Gore reds are deliberately NOT in it — the splatter stays loud.
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- **`F(size, bold)` in render.js builds every canvas font string.** Bare `monospace` resolves to
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@@ -329,6 +345,37 @@ Known generator quirks, all still true:
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---
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# CLOSED — Oliver's fourth playtest (2026-07-30)
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### The game did not use the full height of his iPhone
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Fixed by making the portrait logical height adaptive and letting `horizon` ride with it — see the
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invariant above. On a 375x812 pane: logical 270x585 (was 270x480), canvas CSS 375x812, **100% of both
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axes**. `RES` 3 -> 4 for the "extra pixels" he asked about.
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### Dying on every game-20 horde
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The swish cooldown now scales with crowding — see the invariant. Note the ordering trap recorded
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there; the first implementation measured the crowd after the swipe had already killed it, so the
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cooldown only moved once ~14 bodies were present.
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### The weapon message was lost when the heal popup fired
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`showModal` deliberately never clobbers an open modal, so winning a duel while wounded opened the
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heal modal and the weapon modal was silently dropped. `deliverTin(healLine)` now folds the trainer
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into the WEAPON popup as an extra line, so there is one popup carrying both. An unwounded duel win
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still shows the plain weapon popup.
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### The mop boy walked out with nothing to mop
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`sendBoy` now returns early when `mop` is set and no stain passes the same test `mopRound` uses to
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pick a target (`a >= 0.15 && z >= COURT.netZ - 2`) — he was walking on, finding nothing reachable,
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and walking straight off. This needs `state.js` to read `gore`, which adds a **third runtime-only
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import cycle** (state <-> zombies) alongside input<->gameplay and zombies<->gameplay; it is safe for
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the same reason, `gore` is only touched inside `sendBoy` at runtime, never during module evaluation.
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### Regression net
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30 tapped tennis points = 50 hits / 0 whiffs. 45-game soak: no exceptions, all four chapters,
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`mgT` drains, gore 40 / piles 30 / bodies capped at 34.
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---
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# CLOSED — Oliver's third playtest: audio, hit timing, readability (2026-07-30)
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### The umpire talked too much and at random
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