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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@@ -163,6 +163,13 @@ export const TUNE = {
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backstopKeep: 0.55, // pace a ball keeps after the rebound — still lethal, slower
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backstopPop: 1.8, // m/s of lift off the fence, so the rebound travels back instead of dying at the net posts
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meleeCool: 1.0, // s between racket swishes — melee is the panic button, not the default
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meleeCrowd: 0.38, // ...but the panic button PANICS. The cooldown shortens with how many bodies are
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// actually on top of you, so a late horde stops outrunning your only close-range
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// answer: cool = meleeCool / (1 + (near-1)*meleeCrowd), floored at meleeCoolMin.
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// 1 body 1.00s, 4 bodies 0.47s, 8 bodies 0.28s.
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meleeCoolMin: 0.22,
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meleeCrowdR: 3.4, // m — the radius that counts as "on top of you" for that scaling (> meleeRange,
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// so the swish speeds up as they close in, not only once they are already on you)
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zPierce: 0.75, // pace a ball keeps after a splatter — hot balls plow through lined-up pairs
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// The schedule calls the DUEL, not the tin: weapons are only ever won, but a duel comes round
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// on its own so there is always a chance at one. Fires off the next hand-cleared wave.
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