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>
This commit is contained in:
wuwiandClaude Opus 4.8 committed 2026-07-12 00:28:10 +02:00
1 parent 38035738ac
commit bfaafe6727
4 files changed
+20 -44

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+13 -10
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@@ -4,7 +4,7 @@ import { TUNE, COURT, CONTACT, VOLLEY, ZONE_DEPTH, HOME, P_BOUNDS, TOSS, SHOT_DE
import { P, O, ball, score, crowd, G, other, deuceSide, setupPoint, sendBoy } from './state.js'; import { P, O, ball, score, crowd, G, other, deuceSide, setupPoint, sendBoy } from './state.js';
import { audio, pock, swish, applause, voice } from './audio.js'; import { audio, pock, swish, applause, voice } from './audio.js';
import { axisX, axisZ, takeFlickAim } from './input.js'; import { axisX, axisZ, takeFlickAim } from './input.js';
import { updateZombies, spawnZombie, zombies, explode, meleeSwipe, stashExtraBall } from './zombies.js'; import { updateZombies, spawnZombie, zombies, explode, meleeSwipe } from './zombies.js';
// ------------------------------------------------------------- ballistics ---- // ------------------------------------------------------------- ballistics ----
// Launch ball from (x0,y0,z0) so it lands at (tx, tz) with horizontal speed s under gravity g. // Launch ball from (x0,y0,z0) so it lands at (tx, tz) with horizontal speed s under gravity g.
@@ -197,6 +197,7 @@ function startHorde() {
if (G.horde) return; if (G.horde) return;
G.horde = { t: TUNE.hordeLen, spawnT: 0, mgT: 0 }; G.horde = { t: TUNE.hordeLen, spawnT: 0, mgT: 0 };
ball.active = false; G.phase = 'rally'; // ball gone; 'rally' lets the movement block steer P ball.active = false; G.phase = 'rally'; // ball gone; 'rally' lets the movement block steer P
P.pose = 'idle'; P.poseT = 0; P.swingT = -1; // clear the triggering shot's serve/swing pose
voice('remain_seated', 0.3); voice('remain_seated', 0.3);
G.flash = { text: 'THEY KEEP COMING', t: 1.2 }; G.flash = { text: 'THEY KEEP COMING', t: 1.2 };
} }
@@ -375,22 +376,24 @@ function trySwing(ch, isAI) {
export function keyPressed(code) { export function keyPressed(code) {
if (code !== 'Space') return; if (code !== 'Space') return;
audio(); // unlock on first gesture audio(); // unlock on first gesture
if (G.mode === 'splatter') meleeSwipe(P.x, P.z, TUNE.meleeRange); // a swish cleaves adjacent shamblers
if (G.horde) return; // horde: the racket auto-fires; a tap only swishes, never serves
// splatter: a tap/flick during the brief 'over' beat re-arms the next serve immediately
if (G.mode === 'splatter' && G.phase === 'over') { ball.active = false; setupPoint(); }
if (G.phase === 'pretoss' && score.server === 'P') {
if (G.mode === 'splatter') { if (G.mode === 'splatter') {
// splatter is a shooter: every swish cleaves adjacent shamblers, and — outside a horde — const flick = takeFlickAim();
// fires a ball immediately. Serving while one still flies stashes it, so you can barrage. if (flick) { // flick = a quick aimed serve; a plain tap still does the full toss ritual
meleeSwipe(P.x, P.z, TUNE.meleeRange);
if (G.horde) return; // horde: MG auto-fires, the tap only swishes (no serve)
if (ball.active) stashExtraBall(); // keep the in-flight ball alive
const flick = takeFlickAim(); // flick aims; a plain tap auto-targets the nearest zombie
ball.active = true; ball.collected = false; ball.bounces = 0; ball.firstLand = null; ball.active = true; ball.collected = false; ball.bounces = 0; ball.firstLand = null;
ball.x = P.x + 0.35; ball.z = P.z; ball.y = 2.2; ball.g = TUNE.gravity; ball.x = P.x + 0.35; ball.z = P.z; ball.y = 2.2; ball.g = TUNE.gravity;
hitServe(P, 0.62, flick); hitServe(P, 0.62, flick);
return; return;
} }
// tennis: the toss ritual + rally swing (unchanged) }
if (G.phase === 'pretoss' && score.server === 'P') { tossBall(P); return; } tossBall(P); return;
}
if (G.phase === 'toss' && score.server === 'P') { if (G.phase === 'toss' && score.server === 'P') {
// serve timing: distance from apex = quality // serve timing: distance from apex = quality — a real serve, not a free tap
const dy = Math.abs(ball.y - serveApexY()); const dy = Math.abs(ball.y - serveApexY());
if (ball.y < 2.0) return; // too low, let it drop (re-toss) if (ball.y < 2.0) return; // too low, let it drop (re-toss)
let q = Math.max(0.05, 1 - dy / 0.9); let q = Math.max(0.05, 1 - dy / 0.9);
+2 -2
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@@ -8,7 +8,7 @@ import { P, O, ball, score, G, setupPoint } from './state.js';
import { update, keyPressed, solveShot, inServeBox, inCourt, forceZombies } from './gameplay.js'; import { update, keyPressed, solveShot, inServeBox, inCourt, forceZombies } from './gameplay.js';
import { fitViewport, render, proj } from './render.js'; import { fitViewport, render, proj } from './render.js';
import { voice } from './audio.js'; import { voice } from './audio.js';
import { zombies, spawnZombie, piles, gore, parts, pellets, extraBalls } from './zombies.js'; import { zombies, spawnZombie, piles, gore, parts, pellets } from './zombies.js';
import { cv } from './dom.js'; import { cv } from './dom.js';
import './input.js'; import './input.js';
@@ -54,6 +54,6 @@ cv.addEventListener('pointerdown', e => {
requestAnimationFrame(frame); requestAnimationFrame(frame);
// exposed for in-browser sanity checks and simulated playtests // exposed for in-browser sanity checks and simulated playtests
window.T = { TUNE, ball, P, O, score, G, zombies, spawnZombie, piles, gore, parts, pellets, extraBalls, solveShot, inServeBox, inCourt, proj, setupPoint, forceZombies, window.T = { TUNE, ball, P, O, score, G, zombies, spawnZombie, piles, gore, parts, pellets, solveShot, inServeBox, inCourt, proj, setupPoint, forceZombies,
step: dt => update(dt), render, press: keyPressed, step: dt => update(dt), render, press: keyPressed,
get phase() { return G.phase; }, set phase(v) { G.phase = v; } }; get phase() { return G.phase; }, set phase(v) { G.phase = v; } };
+2 -4
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@@ -4,7 +4,7 @@ import { cv, ctx } from './dom.js';
import { TUNE, COURT, PLAYER_H, BOY_H, UMP_H, BOUNCE_IDLE, SPRITE_H } from './config.js'; import { TUNE, COURT, PLAYER_H, BOY_H, UMP_H, BOUNCE_IDLE, SPRITE_H } from './config.js';
import { P, O, ball, score, crowd, G } from './state.js'; import { P, O, ball, score, crowd, G } from './state.js';
import { predictLanding } from './gameplay.js'; import { predictLanding } from './gameplay.js';
import { zombies, gore, piles, parts, pellets, extraBalls } from './zombies.js'; import { zombies, gore, piles, parts, pellets } from './zombies.js';
// ---------------------------------------------------------------- palette ---- // ---------------------------------------------------------------- palette ----
// tennis palette -> drained splatter palette; the transition lerps between them // tennis palette -> drained splatter palette; the transition lerps between them
@@ -304,8 +304,6 @@ export function render() {
const by = Math.abs(Math.sin(G.idleT * BOUNCE_IDLE.tempo)) * BOUNCE_IDLE.apex; const by = Math.abs(Math.sin(G.idleT * BOUNCE_IDLE.tempo)) * BOUNCE_IDLE.apex;
drawBall(bx, by, sv.z); drawBall(bx, by, sv.z);
} }
// earlier serves still in flight (multi-ball barrage)
for (const b of extraBalls) drawBall(b.x, b.y, b.z, false, b.bomb);
// the match ball // the match ball
if ((ball.active || G.phase === 'over') && !ball.collected) drawBall(ball.x, ball.y, ball.z, true, ball.bomb); if ((ball.active || G.phase === 'over') && !ball.collected) drawBall(ball.x, ball.y, ball.z, true, ball.bomb);
// splatter particles // splatter particles
@@ -351,7 +349,7 @@ export function render() {
ctx.fillStyle = '#f8e048'; ctx.font = 'bold 8px monospace'; ctx.fillStyle = '#f8e048'; ctx.font = 'bold 8px monospace';
const touch = matchMedia('(pointer: coarse)').matches; const touch = matchMedia('(pointer: coarse)').matches;
const txt = G.mode === 'splatter' const txt = G.mode === 'splatter'
? (touch ? 'TAP TO FIRE · FLICK TO AIM · SWISH TO MELEE' : 'SPACE FIRES · ARROWS AIM') ? (touch ? 'TAP TO SERVE · FLICK TO AIM · SWISH TO MELEE' : 'SPACE SERVES · ARROWS AIM')
: G.serveNum === 2 ? (touch ? 'SECOND SERVE — TAP' : 'SECOND SERVE — SPACE') : G.serveNum === 2 ? (touch ? 'SECOND SERVE — TAP' : 'SECOND SERVE — SPACE')
: (touch ? 'TAP TO TOSS, TAP TO SERVE' : 'SPACE TO TOSS, SPACE TO SERVE'); : (touch ? 'TAP TO TOSS, TAP TO SERVE' : 'SPACE TO TOSS, SPACE TO SERVE');
ctx.fillText(txt, W / 2, H - 16); ctx.fillText(txt, W / 2, H - 16);
+3 -28
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@@ -13,7 +13,6 @@ export const gore = []; // lawn decals {x, z, r, a} — the flat ground laye
export const piles = []; // 3D-ish gore mounds {x, z, size 1..4, seed} — grow where kills cluster export const piles = []; // 3D-ish gore mounds {x, z, size 1..4, seed} — grow where kills cluster
export const parts = []; // splatter particles {x, y, z, vx, vy, vz, t, dark} export const parts = []; // splatter particles {x, y, z, vx, vy, vz, t, dark}
export const pellets = []; // machine-gun rounds during a horde {x, y, z, vx, vz, t} export const pellets = []; // machine-gun rounds during a horde {x, y, z, vx, vz, t}
export const extraBalls = []; // earlier serves still in flight while you fire the next {x,y,z,vx,vy,vz,g,pow,bomb,bounces}
let spawnT = 1.5, moanT = 3; let spawnT = 1.5, moanT = 3;
@@ -40,7 +39,7 @@ function killZombie(i, quiet) {
}); } }); }
splat(); splat();
sendBoy(zb.x, zb.z); // a boy sprints out to mop sendBoy(zb.x, zb.z); // a boy sprints out to mop
splatPoint('P', quiet); // horde kills rate-limit the umpire so he doesn't machine-gun scores if (!G.horde) splatPoint('P', quiet); // a horde is survival — it doesn't score, so it can't chain into itself
} }
// swishing the racket cleaves any shambler in reach (the racket-zombie boss shrugs melee off) // swishing the racket cleaves any shambler in reach (the racket-zombie boss shrugs melee off)
@@ -54,14 +53,6 @@ export function meleeSwipe(x, z, range) {
return hit; return hit;
} }
// serving again while a ball still flies: stash the current one so it keeps killing (a barrage)
export function stashExtraBall() {
if (!ball.active) return;
extraBalls.push({ x: ball.x, y: ball.y, z: ball.z, vx: ball.vx, vy: ball.vy, vz: ball.vz,
g: ball.g, pow: ball.pow, bomb: ball.bomb, bounces: ball.bounces });
if (extraBalls.length > 6) extraBalls.shift(); // cap the barrage
}
function splatter(i, fanfare = true) { // the MAIN ball hit a zombie function splatter(i, fanfare = true) { // the MAIN ball hit a zombie
killZombie(i, !!G.horde); killZombie(i, !!G.horde);
ball.vx *= TUNE.zPierce; ball.vz *= TUNE.zPierce; // keep enough pace to plow through the next ball.vx *= TUNE.zPierce; ball.vz *= TUNE.zPierce; // keep enough pace to plow through the next
@@ -150,7 +141,7 @@ export function updateZombies(dt) {
splat(1); splat(1);
voice('game_set_massacre', 0.8); voice('game_set_massacre', 0.8);
G.mode = 'eaten'; ball.active = false; G.flash = null; // zombies keep shambling for ambience G.mode = 'eaten'; ball.active = false; G.flash = null; // zombies keep shambling for ambience
G.horde = null; pellets.length = 0; extraBalls.length = 0; // the swarm stops; the eaten screen takes over G.horde = null; pellets.length = 0; // the swarm stops; the eaten screen takes over
} }
if (ball.active && ball.lastHit === 'P' && ball.y < 1.9) { if (ball.active && ball.lastHit === 'P' && ball.y < 1.9) {
const d = Math.hypot(ball.x - zb.x, ball.z - zb.z); const d = Math.hypot(ball.x - zb.x, ball.z - zb.z);
@@ -165,7 +156,7 @@ export function updateZombies(dt) {
ball.vx *= 0.6; ball.vz *= 0.6; ball.lastHit = 'X'; // spent — one stagger per ball ball.vx *= 0.6; ball.vz *= 0.6; ball.lastHit = 'X'; // spent — one stagger per ball
} }
} }
if (zb.z >= COURT.L + 0.7) { zombies.splice(i, 1); if (G.mode !== 'eaten') splatPoint('O', !!G.horde); } // it reached your baseline if (zb.z >= COURT.L + 0.7) { zombies.splice(i, 1); if (G.mode !== 'eaten' && !G.horde) splatPoint('O'); } // it reached your baseline
} }
for (let i = pellets.length - 1; i >= 0; i--) { // machine-gun rounds: flat, fast, one-shot kills for (let i = pellets.length - 1; i >= 0; i--) { // machine-gun rounds: flat, fast, one-shot kills
@@ -177,22 +168,6 @@ export function updateZombies(dt) {
if (hit || pe.t <= 0) pellets.splice(i, 1); if (hit || pe.t <= 0) pellets.splice(i, 1);
} }
for (let i = extraBalls.length - 1; i >= 0; i--) { // earlier serves keep arcing and killing
const b = extraBalls[i];
b.vy -= (b.g || TUNE.gravity) * dt;
b.x += b.vx * dt; b.y += b.vy * dt; b.z += b.vz * dt;
let done = false;
if (b.y <= 0 && b.vy < 0) { b.y = 0; b.vy = -b.vy * TUNE.bounceY; b.vx *= TUNE.bounceXZ; b.vz *= TUNE.bounceXZ; b.bounces++;
if (b.bomb) { explode(b.x, b.z); done = true; } }
if (!done && b.y < 1.9) for (let j = zombies.length - 1; j >= 0; j--) {
if (zombies[j].variant === 'r' || Math.hypot(zombies[j].x - b.x, zombies[j].z - b.z) >= 0.55) continue;
if (b.bomb) { explode(b.x, b.z); done = true; }
else if ((b.pow || 0) >= TUNE.zSplatQ) { killZombie(j, !!G.horde); b.vx *= TUNE.zPierce; b.vz *= TUNE.zPierce; }
break;
}
if (done || b.bounces >= 2 || b.z < -2 || b.z > 25.5 || Math.abs(b.x) > 7.5) extraBalls.splice(i, 1);
}
for (let i = parts.length - 1; i >= 0; i--) { for (let i = parts.length - 1; i >= 0; i--) {
const p = parts[i]; const p = parts[i];
p.t -= dt; p.vy -= 14 * dt; p.t -= dt; p.vy -= 14 * dt;