The HUD lifts off the crowd, and the frame is dark at both ends
A drop shadow under the scoreboard, the game/sets panel, the BLOOD panel and every rack tile — and the same numbers in CSS on the quit chip, because half the overlay lifting off the backdrop while the other half sits flat on it is worse than neither. Canvas shadow offsets are device pixels and are not scaled by the transform, so hudShadow multiplies by RES; without that a 3px shadow is three quarters of a logical pixel on a 4x phone. And the top of the frame now fades out of black the way the bottom already fades into it (TUNE.standTop) — Oliver: "the bottom of the screen falls off into a black tone.. please make the top come out of a black tone". The stand comes up out of the dark instead of being cut off at the top edge, which also gives the scoreboard something to sit on. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -388,6 +388,17 @@ zombie (now an occasional opponent, `TUNE.racketEvery`, not the every-game fixtu
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`assets/_sheet_crowd1.png` is the pre-brightening original of the FIRST crowd, kept for history.
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## Settled feel decisions — do not regress silently
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- **The frame is dark at BOTH ends.** The run-off apron already took the bottom of the screen down
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to near-black below the near baseline; `TUNE.standTop` does the same at the top, so the stand fades
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UP out of the dark instead of being cut off at y = 0. Oliver, 2026-08-21: "the bottom of the screen
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falls off into a black tone.. please make the top come out of a black tone." It also gives the
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scoreboard something to sit on.
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- **Every HUD element on top of the picture carries a drop shadow** (`render.hudShadow`, and the same
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numbers in CSS on the quit chip): the board, the game/sets panel, the BLOOD panel and each rack
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tile. They sit on a crowd, and half the overlay lifting off the backdrop while the other half does
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not is worse than neither. Canvas shadow offsets are NOT scaled by the transform — they are device
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pixels — so `hudShadow` multiplies by `RES`, or a 3 px shadow reads as three quarters of a logical
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pixel on a 4x phone. It is sticky state: turn it off the moment the element is drawn.
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- **Far bodies draw off a flattened scale curve; the camera holds still.** `TUNE.farK` 0.25
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(render.js `farB`): the court projects true, bodies grow toward the far baseline (~20% at the
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back), anchored so the near player never changes. Oliver: *"new perspective is really good —
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