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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