Revert splatter rapid-fire serve; fix horde pose + re-trigger
Oliver's feedback on the feel pass: 1. Rapid-fire serving was way too easy. Reverted splatter serving to the proper model: a tap does the toss ritual (apex timing = quality), a flick is a quick aimed serve. Dropped the multi-ball barrage and removed the extraBalls plumbing (array, update, render, hooks). Melee swish and zombie homing stay. If multi-ball is wanted back, it should require a proper serve per ball. 2. The player was stuck in the serve/swing pose when a horde started (the triggering shot's pose lingered) — startHorde now clears it. 3. A horde re-triggered immediately: machine-gun kills scored points, so games were won mid-horde and the next kill after it ended won another game → instant new horde. A horde is now survival: it doesn't score (splatPoint skipped while G.horde), so it can't chain. After a horde you must win a full game again to summon the next. Verified via window.T: a tap tosses (not an instant serve) and the full toss→serve→rally completes; melee still kills adjacent shamblers; pose is idle/-1 at horde start; no scoring during a horde and the next kill after scores 15 without restarting it; tennis 11/12, bomb consume, homing all still green; no console errors. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -4,7 +4,7 @@ import { cv, ctx } from './dom.js';
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import { TUNE, COURT, PLAYER_H, BOY_H, UMP_H, BOUNCE_IDLE, SPRITE_H } from './config.js';
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import { P, O, ball, score, crowd, G } from './state.js';
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import { predictLanding } from './gameplay.js';
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import { zombies, gore, piles, parts, pellets, extraBalls } from './zombies.js';
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import { zombies, gore, piles, parts, pellets } from './zombies.js';
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// ---------------------------------------------------------------- palette ----
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// tennis palette -> drained splatter palette; the transition lerps between them
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@@ -304,8 +304,6 @@ export function render() {
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const by = Math.abs(Math.sin(G.idleT * BOUNCE_IDLE.tempo)) * BOUNCE_IDLE.apex;
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drawBall(bx, by, sv.z);
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}
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// earlier serves still in flight (multi-ball barrage)
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for (const b of extraBalls) drawBall(b.x, b.y, b.z, false, b.bomb);
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// the match ball
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if ((ball.active || G.phase === 'over') && !ball.collected) drawBall(ball.x, ball.y, ball.z, true, ball.bomb);
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// splatter particles
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@@ -351,7 +349,7 @@ export function render() {
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ctx.fillStyle = '#f8e048'; ctx.font = 'bold 8px monospace';
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const touch = matchMedia('(pointer: coarse)').matches;
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const txt = G.mode === 'splatter'
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? (touch ? 'TAP TO FIRE · FLICK TO AIM · SWISH TO MELEE' : 'SPACE FIRES · ARROWS AIM')
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? (touch ? 'TAP TO SERVE · FLICK TO AIM · SWISH TO MELEE' : 'SPACE SERVES · ARROWS AIM')
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: G.serveNum === 2 ? (touch ? 'SECOND SERVE — TAP' : 'SECOND SERVE — SPACE')
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: (touch ? 'TAP TO TOSS, TAP TO SERVE' : 'SPACE TO TOSS, SPACE TO SERVE');
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ctx.fillText(txt, W / 2, H - 16);
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