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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wuwiandClaude Opus 5 committed 2026-08-21 14:21:12 +02:00
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@@ -388,6 +388,17 @@ zombie (now an occasional opponent, `TUNE.racketEvery`, not the every-game fixtu
`assets/_sheet_crowd1.png` is the pre-brightening original of the FIRST crowd, kept for history.
## Settled feel decisions — do not regress silently
- **The frame is dark at BOTH ends.** The run-off apron already took the bottom of the screen down
to near-black below the near baseline; `TUNE.standTop` does the same at the top, so the stand fades
UP out of the dark instead of being cut off at y = 0. Oliver, 2026-08-21: "the bottom of the screen
falls off into a black tone.. please make the top come out of a black tone." It also gives the
scoreboard something to sit on.
- **Every HUD element on top of the picture carries a drop shadow** (`render.hudShadow`, and the same
numbers in CSS on the quit chip): the board, the game/sets panel, the BLOOD panel and each rack
tile. They sit on a crowd, and half the overlay lifting off the backdrop while the other half does
not is worse than neither. Canvas shadow offsets are NOT scaled by the transform — they are device
pixels — so `hudShadow` multiplies by `RES`, or a 3 px shadow reads as three quarters of a logical
pixel on a 4x phone. It is sticky state: turn it off the moment the element is drawn.
- **Far bodies draw off a flattened scale curve; the camera holds still.** `TUNE.farK` 0.25
(render.js `farB`): the court projects true, bodies grow toward the far baseline (~20% at the
back), anchored so the near player never changes. Oliver: *"new perspective is really good —