Three verdicts from the phone
The PERFECT spark ring is out — the hitstop, the click and the praise word already carry the moment. The net-cord wobble drops to ~1 px. And the floodlight stutter is gone entirely: on the iPhone a random dark dip over the stands reads as the crowd flickering black — a rendering bug, not ambience. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -1301,7 +1301,6 @@ function drawModal(m) {
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// ------------------------------------------------------------------ frame ----
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const ballHist = []; // hot-ball ghost trail positions (render-owned, see the streak block in render)
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let flickAt = 14; // idleT of the next floodlight stutter (splatter ambience, see render)
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const AD_H = 14; // px tall the courtside ad strip is drawn — also the ceiling for centred HUD text
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const FLASH_Y = 68; // the ONE slot every free-floating message uses. Clear of the scoreboard block
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// (6 + 42 + 15 = 63 at its tallest), which the old 60 was not in portrait —
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@@ -1331,18 +1330,9 @@ export function render() {
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// stands, ads, rot tint, court, lines and the run-off, as one cached blit (see paintBackdrop);
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// the clap ripple is overlaid live inside. The ad strip sits flush on the court's back edge (the
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// out-area quad reaches z=-6), which keeps the boards clear of the lawn in BOTH orientations.
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const standsBottom = drawBackdrop(pal, pt);
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// floodlight stutter (splatter only): every 8-15 s the stadium lights dip for a tenth of a second
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// — "the lights went wrong", made ambient. An overlay over the stands, so it never invalidates
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// the backdrop cache; skipped during the duel, where the lights come back to tennis.
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if (G.mode === 'splatter' && !G.interlude) {
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if (flickAt > G.idleT + 16) flickAt = G.idleT + 8 + Math.random() * 7; // a fresh run pulled it back in
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if (G.idleT > flickAt + 0.12) flickAt = G.idleT + 8 + Math.random() * 7;
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else if (G.idleT >= flickAt) {
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ctx.fillStyle = `rgba(4,2,10,${(0.3 * Math.abs(Math.sin((G.idleT - flickAt) / 0.12 * Math.PI * 2))).toFixed(3)})`;
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ctx.fillRect(0, 0, W, standsBottom);
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}
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}
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drawBackdrop(pal, pt);
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// (a random floodlight stutter darkened the stands here for one build — on the phone it read as
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// the crowd area flickering black, i.e. as a rendering bug, not as ambience. Gone.)
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// gore decals: what remains of the visiting team (flat ground layer, then far-side mounds)
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for (const d of gore) {
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@@ -1413,7 +1403,7 @@ export function render() {
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for (let i = 0; i <= 24; i++) {
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const x = nlt.x + (nrt.x - nlt.x) * i / 24;
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const y = nlt.y + (nrt.y - nlt.y) * i / 24
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+ Math.sin((x - px) * 0.3 + rip.t * 34) * 3 * (rip.t / 0.4) * Math.exp(-Math.abs(x - px) * 0.05);
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+ Math.sin((x - px) * 0.3 + rip.t * 34) * 1.1 * (rip.t / 0.4) * Math.exp(-Math.abs(x - px) * 0.05); // ~1 px at the clip — a wobble, not a wave
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i ? ctx.lineTo(x, y) : ctx.moveTo(x, y);
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}
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} else { ctx.moveTo(nlt.x, nlt.y); ctx.lineTo(nrt.x, nrt.y); }
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@@ -1558,20 +1548,8 @@ export function render() {
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ctx.beginPath(); ctx.ellipse(p.x, p.y, p.s * 0.62 * k, p.s * 0.22 * k, 0, 0, 7); ctx.stroke();
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}
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if (G.mode !== 'eaten') drawChar(P); // ...the dying man is drawn with the crowd instead (drawDying)
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if (G.spark) { // PERFECT contact: a one-shot expanding ring + four spark pixels at the strike.
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// Light, which the procedural rule explicitly exempts — same clause as the barrel's glow.
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const s = G.spark, k = 1 - s.t / 0.3, p = proj(s.x, s.y, s.z);
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const r = Math.max(2, p.s * (0.06 + 0.4 * k));
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ctx.strokeStyle = `rgba(255,255,255,${(0.9 * (1 - k)).toFixed(3)})`;
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ctx.lineWidth = 1.5;
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ctx.beginPath(); ctx.ellipse(p.x, p.y, r, r * 0.75, 0, 0, 7); ctx.stroke();
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ctx.fillStyle = `rgba(255,250,220,${(1 - k).toFixed(3)})`;
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for (let i = 0; i < 4; i++) { // sparks fly the diagonals, riding the ring's edge outward
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const a = i * 1.5708 + 0.7854;
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ctx.fillRect(Math.round(p.x + Math.cos(a) * r * 1.35), Math.round(p.y + Math.sin(a) * r), 1.5, 1.5);
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}
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ctx.lineWidth = 1;
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}
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// (a PERFECT-contact spark ring lived here for one build — Oliver's verdict: too much. The
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// hitstop, the click and the praise word already carry the moment.)
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// The braced "rambo racket" is NOT drawn any more. It was a procedural racket laid over a sprite
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// that already holds one: straight up-court it projected onto his back as a floating oval, and
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// offset to the side it just stuck out. The pellets streaming up-court are the feedback; the man
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