Phase 2: multi-kill applause + umpire appreciation
A single shot that splatters ≥2 zombies now escalates: DOUBLE KILL / TRIPLE KILL / MASSACRE ×N flash, louder crowd, and a new umpire line (double_kill / triple_kill / unbelievable m4a, recorded say -v Daniel). ball.kills tracks the streak, reset on every fresh shot (doHit + hitServe). zombies.js imports cheer (now exported from gameplay). The splatter pace cut is now TUNE.zPierce (0.75, was hardcoded 0.5) so a hot ball plows through a lined-up lane instead of stalling on the first kill. Verified via window.T: a low ball down a one-side lane kills 3→TRIPLE and 5→MASSACRE ×5 with escalating flash, streak resets on the next serve, the three new lines serve 200 and match the existing m4a format, no crash when the ball dies mid-streak, no console errors. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -23,6 +23,7 @@ export const TUNE = {
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zSplatQ: 0.5, // min shot quality to splatter; below = stagger pushback
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zPushback: 1.4, // m a staggered zombie is knocked back
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splatterOverT: 0.1, // s the spent-ball 'over' beat lasts before the next serve is armed
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zPierce: 0.75, // pace a ball keeps after a splatter — hot balls plow through lined-up pairs
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missHud: 1, // show the last miss reason on screen (full log: T.G.missLog)
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};
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+3
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@@ -78,6 +78,7 @@ function doHit(ch, quality, aim) {
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ball.lastHit = ch.side; ball.bounces = 0; ball.firstLand = null;
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G.wasServe = false; // a serve volleyed back pre-bounce must not fault-check the return
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ball.pow = quality; // carried pace: zombies splatter only above zSplatQ
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ball.kills = 0; // fresh shot: multi-kill streak restarts
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if (ch.side === 'P') { // shot marker: where this will land — red means it's going out
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const ok = G.mode !== 'tennis' || (Math.abs(tx) <= COURT.W / 2 + 0.02 && tz >= -0.02 && tz <= COURT.netZ);
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G.outMarker = { x: tx, z: tz, out: !ok, t: 1.3 };
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@@ -118,6 +119,7 @@ function hitServe(sv, quality, aim = null) {
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ball.vx = v.vx; ball.vy = v.vy; ball.vz = v.vz;
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ball.lastHit = sv.side; ball.bounces = 0;
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ball.pow = quality;
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ball.kills = 0; // fresh serve: multi-kill streak restarts
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if (sv.side === 'P') G.outMarker = { x: boxX, z: tzs, out: G.mode === 'tennis' && !inServeBox(boxX, tzs), t: 1.3 };
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G.phase = 'rally'; pock(1, 1100);
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sv.pose = 'serve'; sv.poseT = 0;
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@@ -136,7 +138,7 @@ function scoreKey() {
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return N[s[0]] + '_' + N[s[1]];
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}
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function cheer(seconds, vol) {
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export function cheer(seconds, vol) {
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applause(seconds, vol);
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crowd.cheer = Math.max(crowd.cheer, seconds);
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}
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@@ -5,7 +5,7 @@ import { HOME } from './config.js';
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export const P = { x: 1.3, z: 22.8, side: 'P', pose: 'idle', poseT: 0, swingT: -1, facing: 1, runT: 0 };
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export const O = { x: -1.3, z: 1.0, side: 'O', pose: 'idle', poseT: 0, swingT: -1, facing: 1, runT: 0 };
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export const ball = { x: 0, y: 1, z: 20, vx: 0, vy: 0, vz: 0, g: 9.2,
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active: false, lastHit: 'P', bounces: 0, firstLand: null, collected: false };
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active: false, lastHit: 'P', bounces: 0, firstLand: null, collected: false, kills: 0 };
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export const score = { pts: [0, 0], games: [0, 0], server: 'P' }; // pts index 0=P 1=O
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export const crowd = { cheer: 0, dots: [] }; // dots are (re)built by render.buildCrowd
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+7
-2
@@ -6,7 +6,7 @@
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import { TUNE, COURT } from './config.js';
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import { G, P, ball, sendBoy } from './state.js';
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import { splat, moan, pock, voice } from './audio.js';
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import { splatPoint } from './gameplay.js';
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import { splatPoint, cheer } from './gameplay.js';
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export const zombies = []; // {x, z, v, walkT, variant: 'a'|'b'|'c'}
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export const gore = []; // lawn decals {x, z, r, a}
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@@ -22,6 +22,7 @@ export function spawnZombie(x, z, variant) {
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function splatter(i) {
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const zb = zombies[i];
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zombies.splice(i, 1);
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ball.kills++; // this shot's running streak
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gore.push({ x: zb.x, z: zb.z, r: 0.45 + Math.random() * 0.35, a: 0.85 });
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if (gore.length > 40) gore.shift();
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for (let k = 0; k < 14; k++) parts.push({
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@@ -30,9 +31,13 @@ function splatter(i) {
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t: 0.4 + Math.random() * 0.4,
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});
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splat();
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ball.vx *= 0.5; ball.vz *= 0.5; // the kill takes pace off the ball
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ball.vx *= TUNE.zPierce; ball.vz *= TUNE.zPierce; // keep enough pace to plow through the next
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sendBoy(zb.x, zb.z); // a boy sprints out to mop
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splatPoint('P');
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// escalating multi-kill fanfare — one shot, ≥2 zombies
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if (ball.kills === 2) { G.flash = { text: 'DOUBLE KILL', t: 0.9 }; cheer(1.6, 0.45); voice('double_kill', 0.4); }
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else if (ball.kills === 3) { G.flash = { text: 'TRIPLE KILL', t: 0.9 }; cheer(2.2, 0.6); voice('triple_kill', 0.4); }
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else if (ball.kills >= 4) { G.flash = { text: `MASSACRE ×${ball.kills}`, t: 0.9 }; cheer(2.8, 0.7); voice('unbelievable', 0.4); }
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}
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export function updateZombies(dt) {
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