Splatter: one gesture always, a serve that clears the net, an aim camera

Three things from the phone test.

The drag meant two different things depending on invisible state: aiming from
pretoss, but walking the player around while the last ball was still in the
air. That "mode between the hits" read as a bug, so it's gone — canAimServe now
covers every phase of splatter, and firing over a live ball is allowed again
(the old one flies on as a ballistic clone). That was the mid-rally re-toss
that used to be the spam vector, and it's safe now because the brake moved into
the pull: a rhythm of lazy 30px pulls fires 100 shots in 30s and kills NOTHING
(the court fills up instead), while 85 committed full pulls kill 11.

hitServe never had doHit's net-clearance loop, so every shot at a shambler
hugging the tape died in the net — not balance, a missing loop. Both paths now
trade pace for arc until the ball is genuinely over, and the ceiling goes 8 ->
12 tries because a target right behind the net needs a near-vertical drop
(measured: clears the tape by 0.20m and connects). The trade is real: the loft
arrives slower and the walk-lead was computed for the original pace, so a lob
is honestly the less reliable shot.

And the camera now rises and leans back a little while the slingshot is drawn.
That steeper look is what makes the gap between the net and the bodies behind
it readable — the shot that used to be blind. Eased once per frame before
anything projects, since one sheared frame would be visible.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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wuwiandClaude Opus 5 committed 2026-07-26 15:45:45 +03:00
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@@ -40,6 +40,10 @@ export const TUNE = {
// zSplatQ it only staggers, so a lazy flick can't kill: THE anti-spam knob.
aimCone: 0.45, // lane half-width per meter of range — the aim cone widens with distance
aimReach: 22, // m the aim ray runs when no shambler stands in the lane
aimCamY: 1.2, // m the camera rises while you're drawing — a steeper look, so the gap between
aimCamZ: 1.2, // m it also leans back, so the lift doesn't push the near court off-screen.
// Together: you can read the depth behind the net, which is exactly the shot
// that used to be blind. Set both to 0 for the old fixed camera.
backstopZ: -1.8, // z of the far backstop — must sit IN FRONT of the -2 retire line, or balls die before they reach it
backstopKeep: 0.55, // pace a ball keeps after the rebound — still lethal, slower
backstopPop: 1.8, // m/s of lift off the fence, so the rebound travels back instead of dying at the net posts