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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wuwiandClaude Opus 5 committed 2026-07-30 17:43:48 +02:00
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