Split the monolith into ES modules; hoist scattered magic numbers
game.js (830 lines) -> 9 modules, native ES modules so still zero build step: dom canvas handles (imports nothing; keeps cycles harmless) config TUNE (live-tunable) + structural constants state all mutable game state (G) + setupPoint/sendBoy audio sfx synthesis, recorded umpire voice, reverb, speech fallback input keyboard + touch, exports axes and takeFlickAim() gameplay ballistics, swings, serve, rules, AI, update loop render camera, viewport, sprites, crowd, all drawing panel T tuning UI main boot, loop, intro, window.T test hooks Deduped into named constants: bounce tempo (was in 3 places), contact height band, intercept zone depth, home positions, player bounds, toss params, shot depths, pose hold time, sprite scale, actor heights. Also extracted drawShadow/drawBall/expirePose from repeated code. One intentional import cycle (input <-> gameplay), safe: both sides only call functions at runtime, never during module evaluation. Regression-verified in browser sims: point cycle, CPU returns 11/12, assist contract 8/8, corner-winner gradient intact (0/12 perfect corners returned, 10/12 center balls returned). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
1 parent
f2bf21f252
commit
c506a631c2
12 files changed
+936
-824
No files matched your search
+1
-1
@@ -2,5 +2,5 @@ FROM nginx:alpine
|
||||
# no-cache => browsers revalidate every request (ETag 304s are cheap), so a new
|
||||
# deploy is picked up on plain reload. ponytail: switch to hashed filenames if traffic ever matters.
|
||||
RUN printf 'server {\n listen 80;\n root /usr/share/nginx/html;\n etag on;\n location / { add_header Cache-Control "no-cache, must-revalidate"; }\n}\n' > /etc/nginx/conf.d/default.conf
|
||||
COPY index.html game.js /usr/share/nginx/html/
|
||||
COPY index.html *.js /usr/share/nginx/html/
|
||||
COPY assets /usr/share/nginx/html/assets
|
||||
@@ -0,0 +1,101 @@
|
||||
// All sound: WebAudio context, synthesized SFX, recorded umpire lines, speech fallback.
|
||||
|
||||
let AC = null;
|
||||
export const audio = () => {
|
||||
if (!AC) AC = new (window.AudioContext || window.webkitAudioContext)();
|
||||
if (AC.state === 'suspended') AC.resume();
|
||||
return AC;
|
||||
};
|
||||
|
||||
// Umpire lines are pre-recorded files (assets/audio/*.m4a) played via WebAudio —
|
||||
// works on mobile where speechSynthesis is unreliable. say() remains the fallback.
|
||||
const VOICE = {};
|
||||
let reverbNode = null;
|
||||
function reverb(ac) { // stadium PA tail: exponentially decaying noise as impulse response
|
||||
if (reverbNode) return reverbNode;
|
||||
const len = ac.sampleRate * 1.3, ir = ac.createBuffer(2, len, ac.sampleRate);
|
||||
for (let c = 0; c < 2; c++) {
|
||||
const d = ir.getChannelData(c);
|
||||
for (let i = 0; i < len; i++) d[i] = (Math.random() * 2 - 1) * Math.pow(1 - i / len, 2.8);
|
||||
}
|
||||
reverbNode = ac.createConvolver(); reverbNode.buffer = ir;
|
||||
const wet = ac.createGain(); wet.gain.value = 0.35;
|
||||
reverbNode.connect(wet).connect(ac.destination);
|
||||
return reverbNode;
|
||||
}
|
||||
|
||||
export function voice(name, delay = 0) {
|
||||
const ac = audio();
|
||||
const play = buf => {
|
||||
const src = ac.createBufferSource(); src.buffer = buf;
|
||||
src.connect(ac.destination); src.connect(reverb(ac)); // dry + center-court echo
|
||||
src.start(ac.currentTime + delay);
|
||||
};
|
||||
if (VOICE[name]) return play(VOICE[name]);
|
||||
fetch('assets/audio/' + name + '.m4a')
|
||||
.then(r => { if (!r.ok) throw 0; return r.arrayBuffer(); })
|
||||
.then(ab => ac.decodeAudioData(ab))
|
||||
.then(buf => { VOICE[name] = buf; play(buf); })
|
||||
.catch(() => say(name.replace(/_/g, ' '), delay));
|
||||
}
|
||||
|
||||
let sysVoice = null;
|
||||
export function say(text, delay = 0) { // fallback when a recorded umpire line is missing
|
||||
try {
|
||||
if (!sysVoice) sysVoice = speechSynthesis.getVoices().find(v => v.lang.startsWith('en-GB')) || null;
|
||||
const u = new SpeechSynthesisUtterance(text);
|
||||
if (sysVoice) u.voice = sysVoice; u.rate = 0.88; u.pitch = 0.75; u.volume = 0.9;
|
||||
setTimeout(() => speechSynthesis.speak(u), delay * 1000);
|
||||
} catch (e) {}
|
||||
}
|
||||
|
||||
function noiseBuf(ac, len) {
|
||||
const b = ac.createBuffer(1, ac.sampleRate * len, ac.sampleRate), d = b.getChannelData(0);
|
||||
for (let i = 0; i < d.length; i++) d[i] = Math.random() * 2 - 1;
|
||||
return b;
|
||||
}
|
||||
|
||||
export function swish(vol = 0.3) { // racket cutting air — the sound of a whiff
|
||||
try {
|
||||
const ac = audio(), t = ac.currentTime;
|
||||
const src = ac.createBufferSource(); src.buffer = noiseBuf(ac, 0.16);
|
||||
const bp = ac.createBiquadFilter(); bp.type = 'bandpass'; bp.frequency.setValueAtTime(1600, t);
|
||||
bp.frequency.exponentialRampToValueAtTime(3200, t + 0.12); bp.Q.value = 1.5;
|
||||
const g = ac.createGain();
|
||||
g.gain.setValueAtTime(0.001, t); g.gain.exponentialRampToValueAtTime(vol, t + 0.05);
|
||||
g.gain.exponentialRampToValueAtTime(0.001, t + 0.16);
|
||||
src.connect(bp).connect(g).connect(ac.destination); src.start();
|
||||
} catch (e) {}
|
||||
}
|
||||
|
||||
export function pock(vol = 0.8, freq = 900) { // racket contact / bounce thock
|
||||
try {
|
||||
const ac = audio(), t = ac.currentTime;
|
||||
const src = ac.createBufferSource(); src.buffer = noiseBuf(ac, 0.06);
|
||||
const bp = ac.createBiquadFilter(); bp.type = 'bandpass'; bp.frequency.value = freq; bp.Q.value = 1.2;
|
||||
const g = ac.createGain();
|
||||
g.gain.setValueAtTime(vol, t); g.gain.exponentialRampToValueAtTime(0.001, t + 0.07);
|
||||
src.connect(bp).connect(g).connect(ac.destination); src.start();
|
||||
const o = ac.createOscillator(), og = ac.createGain(); // low thump body
|
||||
o.frequency.setValueAtTime(180, t); o.frequency.exponentialRampToValueAtTime(70, t + 0.08);
|
||||
og.gain.setValueAtTime(vol * 0.5, t); og.gain.exponentialRampToValueAtTime(0.001, t + 0.09);
|
||||
o.connect(og).connect(ac.destination); o.start(t); o.stop(t + 0.1);
|
||||
} catch (e) {}
|
||||
}
|
||||
|
||||
export function applause(seconds = 2.4, vol = 0.5) { // ponytail: synthesized claps; swap for a sample if it reads flat
|
||||
try {
|
||||
const ac = audio(), t0 = ac.currentTime, n = 90 * seconds;
|
||||
for (let i = 0; i < n; i++) {
|
||||
const t = t0 + Math.random() * seconds;
|
||||
const env = Math.min(1, 4 * (1 - Math.abs(2 * (t - t0) / seconds - 1))); // fade in/out
|
||||
const src = ac.createBufferSource(); src.buffer = noiseBuf(ac, 0.025);
|
||||
const bp = ac.createBiquadFilter(); bp.type = 'bandpass';
|
||||
bp.frequency.value = 1000 + Math.random() * 1600; bp.Q.value = 2.5;
|
||||
const g = ac.createGain();
|
||||
g.gain.setValueAtTime(vol * env * (0.3 + Math.random() * 0.7), t);
|
||||
g.gain.exponentialRampToValueAtTime(0.001, t + 0.03);
|
||||
src.connect(bp).connect(g).connect(ac.destination); src.start(t);
|
||||
}
|
||||
} catch (e) {}
|
||||
}
|
||||
@@ -0,0 +1,57 @@
|
||||
// All tuning and constants. TUNE is live-editable in game via the T panel;
|
||||
// the exported consts below are structural values that code shares but the panel doesn't show.
|
||||
|
||||
export const TUNE = {
|
||||
camZ: 36, camY: 9, camF: 280, horizon: 40,
|
||||
gravity: 9.2, // slightly floaty vs 9.8 for readability
|
||||
spinFactor: 0.9, // extra dive on quality shots (fake topspin)
|
||||
bounceY: 0.58, bounceXZ: 0.78,
|
||||
playerSpeed: 5.4, aiSpeed: 4.3,
|
||||
reach: 1.3, aiReach: 1.6, // tight contact radius: the assist positions you, the tap must be honest
|
||||
swingWindup: 0.06, // s before contact window opens
|
||||
swingWindow: 0.16, // s contact window length
|
||||
baseShotSpeed: 16, qualityShotSpeed: 12, // horizontal m/s = base + q*quality; perfect timing = real pace
|
||||
serveSpeed: 21, serveQualitySpeed: 7,
|
||||
aimError: 2.4, // m of scatter at quality 0
|
||||
perfectMs: 45, // |offset from window center| for PERFECT
|
||||
aiQualityMin: 0.45, aiQualityMax: 0.85, aiFlub: 0.09,
|
||||
aiReaction: 0.45, // s before the CPU reads your shot — well-aimed corners are winners
|
||||
autoAssist: matchMedia('(pointer: coarse)').matches ? 1.15 : 0, // auto-run speed factor (mobile)
|
||||
};
|
||||
|
||||
export const COURT = { L: 23.77, W: 8.23, dblW: 10.97, netZ: 11.885, netH: 0.914, netW: 10.06 };
|
||||
COURT.svcFar = COURT.netZ - 6.4; // far service line
|
||||
COURT.svcNear = COURT.netZ + 6.4; // near service line
|
||||
|
||||
// world sizes (meters)
|
||||
export const PLAYER_H = 1.88;
|
||||
export const BOY_H = 1.2;
|
||||
export const UMP_H = 2.7;
|
||||
|
||||
// contact rules: outside this height band the ball can't be hit (below = it's past you)
|
||||
export const CONTACT = { minY: 0.24, maxY: 2.3 };
|
||||
|
||||
// how deep from the far/near baseline a player's interception zone extends
|
||||
export const ZONE_DEPTH = 9.5;
|
||||
|
||||
// recovery positions between shots
|
||||
export const HOME = { P: { x: 0, z: 22.8 }, O: { x: 0, z: 2.5 } };
|
||||
|
||||
// where the near player is allowed to move
|
||||
export const P_BOUNDS = { x: 6.5, zMin: COURT.netZ + 1.2, zMax: 26 };
|
||||
|
||||
// serve toss: release height and upward speed (apex derives from these + gravity)
|
||||
export const TOSS = { y0: 1.8, vy: 4.6 };
|
||||
|
||||
// shot target depth from the receiving baseline, by aim (up = deep, none = mid, down = short)
|
||||
export const SHOT_DEPTH = { deep: 3.0, mid: 5.4, short: 8.6 };
|
||||
|
||||
// how long swing/serve poses hold before returning to idle (s)
|
||||
export const POSE_TIME = 0.38;
|
||||
|
||||
// the server's idle ball bounce: sideways offset to the free hand, apex height, tempo.
|
||||
// tempo drives the ball, the hand sprite AND the pock sound — one value, always in sync.
|
||||
export const BOUNCE_IDLE = { dx: 0.5, apex: 0.55, tempo: 3.6 };
|
||||
|
||||
// generated sprite sheets: the idle pose is this many pixels tall; all scales derive from it
|
||||
export const SPRITE_H = 112;
|
||||
@@ -0,0 +1,3 @@
|
||||
// Canvas handles — imported by everyone, imports nothing (keeps module cycles harmless).
|
||||
export const cv = document.getElementById('c');
|
||||
export const ctx = cv.getContext('2d');
|
||||
@@ -1,822 +0,0 @@
|
||||
'use strict';
|
||||
// Splatter Tennis — phase 1: a rally that feels right. Super Tennis (SNES) reference.
|
||||
// World units: meters. z axis = court depth, 0 at FAR baseline, 23.77 at NEAR baseline.
|
||||
// The near player is you. Pseudo-3D: ball has court pos (x,z) + height y, drawn with a shadow.
|
||||
|
||||
// ---------------------------------------------------------------- tuning ----
|
||||
// Every feel-relevant number lives here; press T in game for live sliders.
|
||||
const TUNE = {
|
||||
camZ: 36, camY: 9, camF: 280, horizon: 40,
|
||||
gravity: 9.2, // slightly floaty vs 9.8 for readability
|
||||
spinFactor: 0.9, // extra dive on quality shots (fake topspin)
|
||||
bounceY: 0.58, bounceXZ: 0.78,
|
||||
playerSpeed: 5.4, aiSpeed: 4.3,
|
||||
reach: 1.3, aiReach: 1.6, // tight contact radius: the assist positions you, the tap must be honest
|
||||
swingWindup: 0.06, // s before contact window opens
|
||||
swingWindow: 0.16, // s contact window length
|
||||
baseShotSpeed: 16, qualityShotSpeed: 12, // horizontal m/s = base + q*quality; perfect timing = real pace
|
||||
serveSpeed: 21, serveQualitySpeed: 7,
|
||||
aimError: 2.4, // m of scatter at quality 0
|
||||
perfectMs: 45, // |offset from window center| for PERFECT
|
||||
aiQualityMin: 0.45, aiQualityMax: 0.85, aiFlub: 0.09,
|
||||
aiReaction: 0.45, // s before the CPU reads your shot — well-aimed corners are winners
|
||||
autoAssist: matchMedia('(pointer: coarse)').matches ? 1.15 : 0, // auto-run speed factor (mobile); slightly superhuman legs
|
||||
};
|
||||
|
||||
const COURT = { L: 23.77, W: 8.23, dblW: 10.97, netZ: 11.885, netH: 0.914, netW: 10.06, serviceD: 6.4 };
|
||||
// far service line z = netZ - serviceD... service boxes: far side z in [5.485, netZ], near [netZ, 18.285]
|
||||
COURT.svcFar = COURT.netZ - 6.4; // 5.485
|
||||
COURT.svcNear = COURT.netZ + 6.4; // 18.285
|
||||
|
||||
// ---------------------------------------------------------------- canvas ----
|
||||
const cv = document.getElementById('c'), ctx = cv.getContext('2d');
|
||||
const RES = 2; // physical pixels per logical pixel — sprites keep 2x detail
|
||||
let W = 480, H = 270;
|
||||
|
||||
function fitViewport() { // landscape 480x270, portrait 270x480 with a longer lens
|
||||
const portrait = innerHeight > innerWidth;
|
||||
const [w, h] = portrait ? [270, 480] : [480, 270];
|
||||
if (cv.width !== w * RES) {
|
||||
W = w; H = h;
|
||||
cv.width = w * RES; cv.height = h * RES;
|
||||
TUNE.camF = portrait ? 400 : 280;
|
||||
TUNE.horizon = portrait ? 90 : 40;
|
||||
buildCrowd();
|
||||
}
|
||||
ctx.imageSmoothingEnabled = false; // resets on canvas resize
|
||||
const sc = Math.min(innerWidth / w, innerHeight / h);
|
||||
cv.style.width = w * sc + 'px'; cv.style.height = h * sc + 'px';
|
||||
}
|
||||
addEventListener('resize', fitViewport);
|
||||
|
||||
function proj(x, y, z) {
|
||||
const d = TUNE.camZ - z, s = TUNE.camF / d;
|
||||
return { x: W / 2 + x * s, y: TUNE.horizon + (TUNE.camY - y) * s, s };
|
||||
}
|
||||
|
||||
// ----------------------------------------------------------------- input ----
|
||||
const keys = {};
|
||||
addEventListener('keydown', e => {
|
||||
if (['ArrowUp','ArrowDown','ArrowLeft','ArrowRight',' '].includes(e.key)) e.preventDefault();
|
||||
if (e.key === 't' || e.key === 'T') togglePanel();
|
||||
if (!keys[e.code]) keyPressed(e.code);
|
||||
keys[e.code] = true;
|
||||
});
|
||||
addEventListener('keyup', e => keys[e.code] = false);
|
||||
const touchAxis = { x: 0, z: 0 };
|
||||
const axisX = () => touchAxis.x || (keys.ArrowRight || keys.KeyD ? 1 : 0) - (keys.ArrowLeft || keys.KeyA ? 1 : 0);
|
||||
const axisZ = () => touchAxis.z || (keys.ArrowUp || keys.KeyW ? -1 : 0) + (keys.ArrowDown || keys.KeyS ? 1 : 0);
|
||||
|
||||
// One-handed touch: hold-drag = run, quick FLICK = swing aimed in the flick direction,
|
||||
// plain tap = neutral swing / toss / serve. Extra finger tap still swings (two-thumb play).
|
||||
let stick = null; // {id, x0, y0, t0, moved}
|
||||
let flickAim = null; // {ax, az, t} aim override for the swing just triggered
|
||||
const DEAD = 14;
|
||||
cv.addEventListener('touchstart', e => {
|
||||
e.preventDefault(); audio();
|
||||
for (const t of e.changedTouches) {
|
||||
if (!stick) stick = { id: t.identifier, x0: t.clientX, y0: t.clientY, t0: performance.now(), moved: false };
|
||||
else keyPressed('Space');
|
||||
}
|
||||
}, { passive: false });
|
||||
cv.addEventListener('touchmove', e => {
|
||||
e.preventDefault();
|
||||
if (!stick) return;
|
||||
for (const t of e.changedTouches) {
|
||||
if (t.identifier !== stick.id) continue;
|
||||
const dx = t.clientX - stick.x0, dy = t.clientY - stick.y0;
|
||||
if (Math.hypot(dx, dy) > DEAD) stick.moved = true;
|
||||
touchAxis.x = Math.abs(dx) > DEAD ? Math.sign(dx) : 0;
|
||||
touchAxis.z = Math.abs(dy) > DEAD ? Math.sign(dy) : 0;
|
||||
}
|
||||
}, { passive: false });
|
||||
const endTouch = e => {
|
||||
e.preventDefault();
|
||||
for (const t of e.changedTouches) {
|
||||
if (!stick || t.identifier !== stick.id) continue;
|
||||
const dt = performance.now() - stick.t0;
|
||||
const dx = t.clientX - stick.x0, dy = t.clientY - stick.y0, dist = Math.hypot(dx, dy);
|
||||
if (!stick.moved && dt < 250) keyPressed('Space'); // tap
|
||||
else if (dt < 300 && dist > 28) { // flick = aimed swing
|
||||
flickAim = { ax: Math.abs(dx) > dist * 0.38 ? Math.sign(dx) : 0,
|
||||
az: Math.abs(dy) > dist * 0.38 ? Math.sign(dy) : 0, t: performance.now() };
|
||||
keyPressed('Space');
|
||||
}
|
||||
stick = null; touchAxis.x = 0; touchAxis.z = 0;
|
||||
}
|
||||
};
|
||||
cv.addEventListener('touchend', endTouch, { passive: false });
|
||||
cv.addEventListener('touchcancel', endTouch, { passive: false });
|
||||
|
||||
// ----------------------------------------------------------------- audio ----
|
||||
let AC = null;
|
||||
const audio = () => {
|
||||
if (!AC) AC = new (window.AudioContext || window.webkitAudioContext)();
|
||||
if (AC.state === 'suspended') AC.resume();
|
||||
return AC;
|
||||
};
|
||||
// Umpire lines are pre-recorded files (assets/audio/*.m4a) played via WebAudio —
|
||||
// works on mobile where speechSynthesis is unreliable. say() remains the fallback.
|
||||
const VOICE = {};
|
||||
let reverbNode = null;
|
||||
function reverb(ac) { // stadium PA tail: exponentially decaying noise as impulse response
|
||||
if (reverbNode) return reverbNode;
|
||||
const len = ac.sampleRate * 1.3, ir = ac.createBuffer(2, len, ac.sampleRate);
|
||||
for (let c = 0; c < 2; c++) {
|
||||
const d = ir.getChannelData(c);
|
||||
for (let i = 0; i < len; i++) d[i] = (Math.random() * 2 - 1) * Math.pow(1 - i / len, 2.8);
|
||||
}
|
||||
reverbNode = ac.createConvolver(); reverbNode.buffer = ir;
|
||||
const wet = ac.createGain(); wet.gain.value = 0.35;
|
||||
reverbNode.connect(wet).connect(ac.destination);
|
||||
return reverbNode;
|
||||
}
|
||||
function voice(name, delay = 0) {
|
||||
const ac = audio();
|
||||
const play = buf => {
|
||||
const src = ac.createBufferSource(); src.buffer = buf;
|
||||
src.connect(ac.destination); src.connect(reverb(ac)); // dry + center-court echo
|
||||
src.start(ac.currentTime + delay);
|
||||
};
|
||||
if (VOICE[name]) return play(VOICE[name]);
|
||||
fetch('assets/audio/' + name + '.m4a')
|
||||
.then(r => { if (!r.ok) throw 0; return r.arrayBuffer(); })
|
||||
.then(ab => ac.decodeAudioData(ab))
|
||||
.then(buf => { VOICE[name] = buf; play(buf); })
|
||||
.catch(() => say(name.replace(/_/g, ' '), delay));
|
||||
}
|
||||
function noiseBuf(ac, len) {
|
||||
const b = ac.createBuffer(1, ac.sampleRate * len, ac.sampleRate), d = b.getChannelData(0);
|
||||
for (let i = 0; i < d.length; i++) d[i] = Math.random() * 2 - 1;
|
||||
return b;
|
||||
}
|
||||
function swish(vol = 0.3) { // racket cutting air — the sound of a whiff
|
||||
try {
|
||||
const ac = audio(), t = ac.currentTime;
|
||||
const src = ac.createBufferSource(); src.buffer = noiseBuf(ac, 0.16);
|
||||
const bp = ac.createBiquadFilter(); bp.type = 'bandpass'; bp.frequency.setValueAtTime(1600, t);
|
||||
bp.frequency.exponentialRampToValueAtTime(3200, t + 0.12); bp.Q.value = 1.5;
|
||||
const g = ac.createGain();
|
||||
g.gain.setValueAtTime(0.001, t); g.gain.exponentialRampToValueAtTime(vol, t + 0.05);
|
||||
g.gain.exponentialRampToValueAtTime(0.001, t + 0.16);
|
||||
src.connect(bp).connect(g).connect(ac.destination); src.start();
|
||||
} catch (e) {}
|
||||
}
|
||||
function pock(vol = 0.8, freq = 900) { // racket contact / bounce thock
|
||||
try {
|
||||
const ac = audio(), t = ac.currentTime;
|
||||
const src = ac.createBufferSource(); src.buffer = noiseBuf(ac, 0.06);
|
||||
const bp = ac.createBiquadFilter(); bp.type = 'bandpass'; bp.frequency.value = freq; bp.Q.value = 1.2;
|
||||
const g = ac.createGain();
|
||||
g.gain.setValueAtTime(vol, t); g.gain.exponentialRampToValueAtTime(0.001, t + 0.07);
|
||||
src.connect(bp).connect(g).connect(ac.destination); src.start();
|
||||
const o = ac.createOscillator(), og = ac.createGain(); // low thump body
|
||||
o.frequency.setValueAtTime(180, t); o.frequency.exponentialRampToValueAtTime(70, t + 0.08);
|
||||
og.gain.setValueAtTime(vol * 0.5, t); og.gain.exponentialRampToValueAtTime(0.001, t + 0.09);
|
||||
o.connect(og).connect(ac.destination); o.start(t); o.stop(t + 0.1);
|
||||
} catch (e) {}
|
||||
}
|
||||
function applause(seconds = 2.4, vol = 0.5) { // ponytail: synthesized claps; swap for a sample if it reads flat
|
||||
try {
|
||||
const ac = audio(), t0 = ac.currentTime, n = 90 * seconds;
|
||||
crowd.cheer = Math.max(crowd.cheer, seconds);
|
||||
for (let i = 0; i < n; i++) {
|
||||
const t = t0 + Math.random() * seconds;
|
||||
const env = Math.min(1, 4 * (1 - Math.abs(2 * (t - t0) / seconds - 1))); // fade in/out
|
||||
const src = ac.createBufferSource(); src.buffer = noiseBuf(ac, 0.025);
|
||||
const bp = ac.createBiquadFilter(); bp.type = 'bandpass';
|
||||
bp.frequency.value = 1000 + Math.random() * 1600; bp.Q.value = 2.5;
|
||||
const g = ac.createGain();
|
||||
g.gain.setValueAtTime(vol * env * (0.3 + Math.random() * 0.7), t);
|
||||
g.gain.exponentialRampToValueAtTime(0.001, t + 0.03);
|
||||
src.connect(bp).connect(g).connect(ac.destination); src.start(t);
|
||||
}
|
||||
} catch (e) {}
|
||||
}
|
||||
let sysVoice = null;
|
||||
function say(text, delay = 0) { // fallback when a recorded umpire line is missing
|
||||
try {
|
||||
if (!sysVoice) sysVoice = speechSynthesis.getVoices().find(v => v.lang.startsWith('en-GB')) || null;
|
||||
const u = new SpeechSynthesisUtterance(text);
|
||||
if (sysVoice) u.voice = sysVoice; u.rate = 0.88; u.pitch = 0.75; u.volume = 0.9;
|
||||
setTimeout(() => speechSynthesis.speak(u), delay * 1000);
|
||||
} catch (e) {}
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------- sprites ----
|
||||
// assets/<name>.png; game falls back to code-drawn figures until sprites load.
|
||||
const SPR = {};
|
||||
for (const n of ['p_idle1','p_idle2','p_bounce','p_bounce2','p_toss','p_smash','p_run1','p_run2','p_swing1','p_swing2',
|
||||
'o_idle1','o_idle2','o_bounce','o_bounce2','o_toss','o_smash','o_run1','o_run2','o_swing1','o_swing2',
|
||||
'x_ump','x_boyrun1','x_boyrun2','x_boyrun3','x_boyrun4']) {
|
||||
const img = new Image();
|
||||
img.onload = () => SPR[n] = img;
|
||||
img.src = 'assets/' + n + '.png';
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------- state ----
|
||||
const P = { x: 1.3, z: 22.8, side: 'P', pose: 'idle', poseT: 0, swingT: -1, facing: 1, runT: 0 };
|
||||
const O = { x: -1.3, z: 1.0, side: 'O', pose: 'idle', poseT: 0, swingT: -1, facing: 1, runT: 0 };
|
||||
const ball = { x: 0, y: 1, z: 20, vx: 0, vy: 0, vz: 0, active: false, lastHit: 'P', bounces: 0, firstLand: null };
|
||||
const score = { pts: [0, 0], games: [0, 0], server: 'P' }; // pts index 0=P 1=O
|
||||
const PTS = ['Love', 'Fifteen', 'Thirty', 'Forty'];
|
||||
let phase = 'pretoss'; // pretoss | toss | rally | over
|
||||
let serveNum = 1, overT = 0, hitstop = 0, flash = null, idleT = 0, outMarker = null; // flash = {text,x,y,t}
|
||||
let boy = null; // a ball boy sprints across the field, scoops the dead ball, exits the far side
|
||||
function sendBoy() {
|
||||
if (ball.z < -3 || ball.z > 27) return; // ball left the field lengthwise, let it go
|
||||
const dir = ball.x > 0 ? 1 : -1; // enter from the opposite side so the pickup is mid-run
|
||||
boy = { x: dir > 0 ? -13 : 13, z: ball.z, dir, runT: 0 };
|
||||
}
|
||||
let aiServeT = 0, aiSwingCool = 0, aiReactT = 9;
|
||||
const crowd = { cheer: 0, dots: [] };
|
||||
function buildCrowd() {
|
||||
crowd.dots.length = 0;
|
||||
const rows = Math.floor((proj(0, 0, 0).y - 26) / 5.5), cols = Math.ceil(W / 8);
|
||||
for (let row = 0; row < rows; row++) for (let i = 0; i < cols; i++) crowd.dots.push({
|
||||
x: 4 + i * 8 + (row % 2) * 4 + Math.random() * 3, y: 8 + row * 5.5 + Math.random() * 2,
|
||||
c: ['#c9b18f','#8f6f4f','#d9c6a5','#5f7f9f','#9f5f5f','#7f9f5f','#e0d0b0','#b0a0c0'][(i * 7 + row) % 8]
|
||||
});
|
||||
}
|
||||
buildCrowd();
|
||||
|
||||
const deuceSide = () => (score.pts[0] + score.pts[1]) % 2 === 0; // even points → deuce (right) side
|
||||
function setupPoint() {
|
||||
phase = 'pretoss'; ball.active = false; ball.bounces = 0; ball.firstLand = null;
|
||||
const sv = score.server === 'P' ? P : O, rc = score.server === 'P' ? O : P;
|
||||
const sx = deuceSide() ? 1.3 : -1.3;
|
||||
sv.x = sv.side === 'P' ? sx : -sx; // deuce side mirrors across the net
|
||||
sv.z = sv.side === 'P' ? 24.3 : -0.5;
|
||||
rc.x = -sv.x; rc.z = rc.side === 'P' ? 22.5 : 1.2;
|
||||
P.pose = O.pose = 'idle'; P.swingT = O.swingT = -1;
|
||||
P.facing = O.facing = 1; // canonical righty stance — bounce/serve sprites must not render mirrored
|
||||
aiServeT = score.server === 'O' ? 1.4 : 0;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------- ballistics ----
|
||||
// Launch ball from (x0,y0,z0) so it lands at (tx, tz) with horizontal speed s under gravity g.
|
||||
function solveShot(x0, y0, z0, tx, tz, s, g = TUNE.gravity) {
|
||||
const dx = tx - x0, dz = tz - z0, dist = Math.hypot(dx, dz), T = dist / s;
|
||||
return { vx: dx / T, vz: dz / T, vy: (0.08 - y0 + 0.5 * g * T * T) / T };
|
||||
}
|
||||
|
||||
function doHit(ch, quality, aim) {
|
||||
// aim: {ax: -1|0|1, az: -1|0|1} from held keys at contact (az -1 = deep, 1 = short/drop)
|
||||
const toFar = ch.side === 'P';
|
||||
// snap the ball to the racket at the contact frame so the hit visually connects
|
||||
ball.x = ch.x + ch.facing * 0.5;
|
||||
ball.z = ch.z + (toFar ? -0.3 : 0.3);
|
||||
const err = () => (Math.random() * 2 - 1) * TUNE.aimError * (1 - quality);
|
||||
let tx = aim.ax * (ch.side === 'P' ? 3.3 : 2.7) + err(); // your aimed shots go properly wide
|
||||
let tzBase = aim.az < 0 ? 3.0 : aim.az > 0 ? 8.6 : 5.4; // depth from target baseline
|
||||
let tz = (toFar ? tzBase : COURT.L - tzBase) + err() * 0.8;
|
||||
tx = Math.max(-5, Math.min(5, tx));
|
||||
let s = TUNE.baseShotSpeed + quality * TUNE.qualityShotSpeed;
|
||||
// topspin: quality shots dive under extra effective gravity, which is what lets real
|
||||
// pace arc over the net and still land in — the core tennis trade-off
|
||||
const g = TUNE.gravity * (1 + quality * TUNE.spinFactor);
|
||||
let v = solveShot(ball.x, ball.y, ball.z, tx, tz, s, g);
|
||||
// low contact → trade pace for loft until the net is cleared; good timing gets a
|
||||
// comfortable margin, sloppy timing keeps some tape risk
|
||||
const margin = 0.06 + 0.22 * quality;
|
||||
for (let i = 0; i < 8; i++) {
|
||||
const tN = (COURT.netZ - ball.z) / v.vz;
|
||||
const yN = ball.y + v.vy * tN - 0.5 * g * tN * tN;
|
||||
if (tN <= 0 || yN >= COURT.netH + margin) break;
|
||||
s *= 0.9; v = solveShot(ball.x, ball.y, ball.z, tx, tz, s, g);
|
||||
}
|
||||
ball.g = g;
|
||||
ball.vx = v.vx; ball.vy = v.vy; ball.vz = v.vz;
|
||||
ball.lastHit = ch.side; ball.bounces = 0; ball.firstLand = null;
|
||||
if (ch.side === 'P') { // shot marker: where this will land — red means it's going out
|
||||
const ok = Math.abs(tx) <= COURT.W / 2 + 0.02 && tz >= -0.02 && tz <= COURT.netZ;
|
||||
outMarker = { x: tx, z: tz, out: !ok, t: 1.3 };
|
||||
aiReactT = 0; // CPU hasn't read the shot yet
|
||||
}
|
||||
pock(0.9, 950);
|
||||
if (quality > 0.999) { hitstop = 0.05; flash = { text: 'PERFECT', t: 0.7 }; pock(0.5, 1600); }
|
||||
ch.pose = 'swing'; ch.poseT = 0;
|
||||
}
|
||||
|
||||
// ----------------------------------------------------------------- serve ----
|
||||
function tossBall(sv) {
|
||||
ball.active = true; ball.bounces = 0; ball.firstLand = null; ball.collected = false;
|
||||
ball.x = sv.x + 0.35 * (sv.side === 'P' ? 1 : -1); ball.z = sv.z; ball.y = 1.8;
|
||||
ball.vx = 0; ball.vz = 0; ball.vy = 4.6; ball.g = TUNE.gravity;
|
||||
phase = 'toss';
|
||||
}
|
||||
function serveApexY() { return 1.8 + 4.6 * 4.6 / (2 * TUNE.gravity); } // ~2.95
|
||||
function hitServe(sv, quality) {
|
||||
const toFar = sv.side === 'P';
|
||||
// target: diagonal service box. Serving from deuce side → target box is across.
|
||||
const boxX = (deuceSide() ? -1 : 1) * (toFar ? 1 : -1) * 2.0 + (Math.random() * 2 - 1) * TUNE.aimError * 0.8 * (1 - quality);
|
||||
const boxZ = toFar ? COURT.svcFar + 1.6 : COURT.svcNear - 1.6;
|
||||
const s = TUNE.serveSpeed + quality * TUNE.serveQualitySpeed;
|
||||
const tzs = boxZ + (Math.random() * 2 - 1) * (1 - quality) * 1.5;
|
||||
const g = TUNE.gravity * (1 + quality * 0.35); // kick serves dip a little too
|
||||
const v = solveShot(ball.x, ball.y, ball.z, boxX, tzs, s, g);
|
||||
ball.g = g;
|
||||
ball.vx = v.vx; ball.vy = v.vy; ball.vz = v.vz;
|
||||
ball.lastHit = sv.side; ball.bounces = 0;
|
||||
if (sv.side === 'P') outMarker = { x: boxX, z: tzs, out: !inServeBox(boxX, tzs), t: 1.3 };
|
||||
phase = 'rally'; pock(1, 1100);
|
||||
sv.pose = 'serve'; sv.poseT = 0;
|
||||
if (quality > 0.999) { flash = { text: 'PERFECT', t: 0.7 }; hitstop = 0.05; }
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------- scoring ----
|
||||
function scoreKey() {
|
||||
const N = ['love', 'fifteen', 'thirty', 'forty'];
|
||||
const s = score.server === 'P' ? [score.pts[0], score.pts[1]] : [score.pts[1], score.pts[0]];
|
||||
if (s[0] >= 3 && s[1] >= 3) {
|
||||
if (s[0] === s[1]) return 'deuce';
|
||||
return (s[0] > s[1]) === (score.server === 'P') ? 'advantage_player' : 'advantage_receiver';
|
||||
}
|
||||
if (s[0] === s[1]) return N[s[0]] + '_all';
|
||||
return N[s[0]] + '_' + N[s[1]];
|
||||
}
|
||||
function pointTo(side, reason) {
|
||||
const i = side === 'P' ? 0 : 1, j = 1 - i;
|
||||
score.pts[i]++;
|
||||
let gameOver = false;
|
||||
if (score.pts[i] >= 4 && score.pts[i] - score.pts[j] >= 2) {
|
||||
score.games[i]++; score.pts = [0, 0]; gameOver = true;
|
||||
}
|
||||
phase = 'over'; overT = gameOver ? 3.2 : 2.2;
|
||||
sendBoy();
|
||||
if (reason) voice(reason);
|
||||
if (gameOver) {
|
||||
voice(side === 'P' ? 'game_player' : 'game_opponent', 0.7);
|
||||
applause(2.8, 0.6);
|
||||
score.server = score.server === 'P' ? 'O' : 'P';
|
||||
} else {
|
||||
voice(scoreKey(), 0.7);
|
||||
if (side === 'P') applause(1.2, 0.3);
|
||||
}
|
||||
serveNum = 1;
|
||||
}
|
||||
function fault() {
|
||||
if (serveNum === 1) { serveNum = 2; voice('fault'); phase = 'over'; overT = 1.4; sendBoy(); }
|
||||
else pointTo(other(score.server), 'double_fault');
|
||||
}
|
||||
const other = s => s === 'P' ? 'O' : 'P';
|
||||
|
||||
function inCourt(x, z) { return Math.abs(x) <= COURT.W / 2 + 0.02 && z >= -0.02 && z <= COURT.L + 0.02; }
|
||||
function inServeBox(x, z) {
|
||||
const toFar = score.server === 'P';
|
||||
const xOK = deuceSide() ? (toFar ? x <= 0.02 : x >= -0.02) : (toFar ? x >= -0.02 : x <= 0.02);
|
||||
const zOK = toFar ? (z >= COURT.svcFar - 0.02 && z <= COURT.netZ) : (z >= COURT.netZ && z <= COURT.svcNear + 0.02);
|
||||
return xOK && Math.abs(x) <= COURT.W / 2 + 0.02 && zOK;
|
||||
}
|
||||
|
||||
function onBounce() {
|
||||
ball.bounces++;
|
||||
pock(0.35, 500);
|
||||
if (ball.bounces === 1) {
|
||||
ball.firstLand = { x: ball.x, z: ball.z };
|
||||
const wasServe = phaseWasServe; phaseWasServe = false;
|
||||
if (wasServe) {
|
||||
if (!inServeBox(ball.x, ball.z)) { ball.active = false; fault(); }
|
||||
return;
|
||||
}
|
||||
// must land on the side opposite the hitter
|
||||
const okSide = ball.lastHit === 'P' ? ball.z < COURT.netZ : ball.z > COURT.netZ;
|
||||
if (!inCourt(ball.x, ball.z) || !okSide) {
|
||||
ball.active = false; pointTo(other(ball.lastHit), 'out');
|
||||
}
|
||||
} else if (ball.bounces === 2) {
|
||||
ball.active = false; pointTo(ball.lastHit, null);
|
||||
}
|
||||
}
|
||||
let phaseWasServe = false;
|
||||
|
||||
// ---------------------------------------------------------------- update ----
|
||||
// Where should a player run to? Simulate the ball forward and take the first point in
|
||||
// their half at hitting height that they can actually REACH IN TIME; otherwise chase the
|
||||
// deepest hittable point. This is the "every ball is catchable, timing is the skill" contract.
|
||||
function intercept(side) {
|
||||
const ch = side === 'O' ? O : P;
|
||||
const spd = side === 'O' ? TUNE.aiSpeed : TUNE.playerSpeed * TUNE.autoAssist;
|
||||
let { x, y, z, vx, vy, vz } = ball;
|
||||
const g = ball.g || TUNE.gravity, dt = 0.01;
|
||||
const inZone = side === 'O' ? zz => zz <= 9.5 : zz => zz >= COURT.L - 9.5;
|
||||
const home = side === 'O' ? { x: 0, z: 2.5 } : { x: 0, z: 22.8 };
|
||||
let fallback = null, deepest = null;
|
||||
for (let i = 0; i < 300; i++) {
|
||||
vy -= g * dt; x += vx * dt; y += vy * dt; z += vz * dt;
|
||||
if (y <= 0 && vy < 0) { y = 0; vy = -vy * TUNE.bounceY; vx *= TUNE.bounceXZ; vz *= TUNE.bounceXZ; }
|
||||
if (i > 5 && inZone(z) && y < 1.6 && y > 0.3) {
|
||||
const pt = { x, z: side === 'O' ? Math.max(0.8, z) : Math.min(24.5, z) };
|
||||
const reachable = Math.hypot(pt.x - ch.x, pt.z - ch.z) / spd <= i * dt;
|
||||
if (y > 0.7 && reachable) return pt; // waist-high AND arrivable in time
|
||||
if (reachable && !fallback) fallback = pt; // low but arrivable
|
||||
deepest = pt; // last resort: run at the deepest hittable point
|
||||
}
|
||||
}
|
||||
return fallback || deepest || home;
|
||||
}
|
||||
|
||||
function trySwing(ch, isAI) {
|
||||
// Contact happens if the ball is inside reach while the swing window is open.
|
||||
const reach = isAI ? TUNE.aiReach : TUNE.reach;
|
||||
const t = ch.swingT;
|
||||
if (t < TUNE.swingWindup || t > TUNE.swingWindup + TUNE.swingWindow) return;
|
||||
if (!ball.active || phase !== 'rally') return;
|
||||
if (ball.lastHit === ch.side) return;
|
||||
const dx = ball.x - ch.x, dz = ball.z - ch.z;
|
||||
if (Math.hypot(dx, dz * 0.8) > reach || ball.y > 2.3) return;
|
||||
if (ball.y < 0.24) return; // below the ankles the ball is past you — no grass-scraping saves
|
||||
// quality: how centered in the window the contact lands
|
||||
const center = TUNE.swingWindup + TUNE.swingWindow / 2;
|
||||
const off = Math.abs(t - center) / (TUNE.swingWindow / 2);
|
||||
let q = Math.max(0.05, 1 - off);
|
||||
if (Math.abs(t - center) * 1000 < TUNE.perfectMs) q = 1;
|
||||
ch.facing = dx >= 0 ? 1 : -1; // forehand right (righty), backhand left → mirrored sprite
|
||||
const fresh = flickAim && performance.now() - flickAim.t < 450;
|
||||
const aim = isAI
|
||||
? { ax: [ -1, 0, 1 ][Math.floor(Math.random() * 3)], az: Math.random() < 0.25 ? -1 : 0 }
|
||||
: fresh ? { ax: flickAim.ax, az: flickAim.az }
|
||||
: { ax: axisX(), az: axisZ() * (ch.side === 'P' ? 1 : -1) };
|
||||
if (fresh && !isAI) flickAim = null;
|
||||
if (isAI) q = Math.min(q, TUNE.aiQualityMin + Math.random() * (TUNE.aiQualityMax - TUNE.aiQualityMin));
|
||||
doHit(ch, q, aim);
|
||||
ch.swingT = -1;
|
||||
}
|
||||
|
||||
function keyPressed(code) {
|
||||
if (code !== 'Space') return;
|
||||
audio(); // unlock on first gesture
|
||||
if (phase === 'pretoss' && score.server === 'P') { tossBall(P); return; }
|
||||
if (phase === 'toss' && score.server === 'P') {
|
||||
// serve timing: distance from apex = quality
|
||||
const dy = Math.abs(ball.y - serveApexY());
|
||||
if (ball.y < 2.0) return; // too low, let it drop (re-toss)
|
||||
let q = Math.max(0.05, 1 - dy / 0.9);
|
||||
if (dy < 0.12) q = 1;
|
||||
phaseWasServe = true;
|
||||
hitServe(P, q); if (q >= 1) flash = { text: 'PERFECT', t: 0.7 };
|
||||
return;
|
||||
}
|
||||
if (phase === 'rally' && P.swingT < 0) { P.swingT = 0; P.pose = 'swing'; P.poseT = 0; }
|
||||
}
|
||||
|
||||
function update(dt) {
|
||||
if (hitstop > 0) { hitstop -= dt; return; }
|
||||
if (flash) { flash.t -= dt; if (flash.t <= 0) flash = null; }
|
||||
crowd.cheer = Math.max(0, crowd.cheer - dt);
|
||||
idleT += dt;
|
||||
if (phase === 'pretoss' && Math.sin(idleT * 3.6) * Math.sin((idleT - dt) * 3.6) < 0) pock(0.12, 420); // server bouncing the ball
|
||||
if (phase === 'toss') { const sv = score.server === 'P' ? P : O; sv.pose = 'serve'; sv.poseT = 0; }
|
||||
|
||||
// --- player movement (near half only, generous margins)
|
||||
if (phase === 'rally' || phase === 'toss' || phase === 'pretoss') {
|
||||
const slow = P.swingT >= 0 ? 0.35 : 1;
|
||||
const mx = axisX(), mz = axisZ();
|
||||
if (phase === 'rally') {
|
||||
P.x += mx * TUNE.playerSpeed * slow * dt;
|
||||
P.z += mz * TUNE.playerSpeed * slow * dt;
|
||||
let assist = 0;
|
||||
if (!mx && !mz && TUNE.autoAssist > 0 && ball.active) {
|
||||
const chasing = ball.lastHit === 'O';
|
||||
// no `slow` here: tapping must not freeze your legs, or anticipating a shot loses it
|
||||
const rate = TUNE.playerSpeed * TUNE.autoAssist * dt * (chasing ? 1 : 0.55);
|
||||
const tgt = chasing ? intercept('P') : { x: 0, z: 22.8 }; // run to the ball, then recover home
|
||||
const dx = tgt.x - P.x, dz = tgt.z - P.z, d = Math.hypot(dx, dz);
|
||||
if (d > 0.35) { // deadzone: stand ready near the spot instead of dithering over it
|
||||
P.x += dx / d * Math.min(rate, d);
|
||||
P.z += dz / d * Math.min(rate, d);
|
||||
assist = dx;
|
||||
}
|
||||
}
|
||||
P.x = Math.max(-6.5, Math.min(6.5, P.x));
|
||||
P.z = Math.max(COURT.netZ + 1.2, Math.min(26, P.z));
|
||||
const moving = mx || mz || assist !== 0;
|
||||
P.runT += moving ? dt : 0;
|
||||
if (P.pose !== 'swing' && P.pose !== 'serve') P.pose = moving ? 'run' : 'idle';
|
||||
if (mx) P.facing = mx > 0 ? 1 : -1;
|
||||
else if (Math.abs(assist) > 0.25) P.facing = assist > 0 ? 1 : -1; // hysteresis: small corrections don't flip facing
|
||||
}
|
||||
}
|
||||
if (P.swingT >= 0) {
|
||||
P.swingT += dt; trySwing(P, false); // a contact resets swingT to -1 inside trySwing
|
||||
if (P.swingT > TUNE.swingWindup + TUNE.swingWindow + 0.02) { P.swingT = -1; if (phase === 'rally') swish(); }
|
||||
}
|
||||
if (P.pose === 'swing' || P.pose === 'serve') { P.poseT += dt; if (P.poseT > 0.38) P.pose = 'idle'; }
|
||||
|
||||
// --- AI
|
||||
if (score.server === 'O' && phase === 'pretoss') {
|
||||
aiServeT -= dt;
|
||||
if (aiServeT <= 0) tossBall(O);
|
||||
} else if (score.server === 'O' && phase === 'toss') {
|
||||
if (ball.vy < 0 && ball.y < serveApexY() - 0.1) { phaseWasServe = true; hitServe(O, 0.6 + Math.random() * 0.35); }
|
||||
}
|
||||
if (phase === 'rally') {
|
||||
aiReactT += dt;
|
||||
const incoming = ball.active && ball.lastHit === 'P' && aiReactT >= TUNE.aiReaction;
|
||||
const tgt = incoming ? intercept('O') : { x: 0, z: 2.5 };
|
||||
const spd = TUNE.aiSpeed * (incoming ? 1 : 0.5); // slow recovery: wrong-footing wins points
|
||||
const dx = tgt.x - O.x, dz = tgt.z - O.z, d = Math.hypot(dx, dz);
|
||||
if (d > 0.1) {
|
||||
O.x += dx / d * Math.min(spd * dt, d);
|
||||
O.z += dz / d * Math.min(spd * dt, d);
|
||||
O.pose = O.pose === 'swing' ? 'swing' : 'run'; O.runT += dt;
|
||||
if (Math.abs(dx) > 0.25) O.facing = dx > 0 ? 1 : -1;
|
||||
} else if (O.pose === 'run') O.pose = 'idle';
|
||||
aiSwingCool -= dt;
|
||||
if (incoming && aiSwingCool <= 0 && O.swingT < 0) {
|
||||
// same radius trySwing uses for contact, so an armed swing actually connects
|
||||
const near = Math.hypot(ball.x - O.x, (ball.z - O.z) * 0.8) < TUNE.aiReach && ball.y < 2.3 && ball.y > 0.24 && ball.vz < 0;
|
||||
if (near) {
|
||||
if (Math.random() < TUNE.aiFlub) aiSwingCool = 0.5; // whiff: hesitates and misses
|
||||
else { O.swingT = TUNE.swingWindup + TUNE.swingWindow / 2; trySwing(O, true); O.swingT = -1; aiSwingCool = ball.lastHit === 'O' ? 0.4 : 0.12; }
|
||||
}
|
||||
}
|
||||
}
|
||||
if (O.pose === 'swing' || O.pose === 'serve') { O.poseT += dt; if (O.poseT > 0.38) O.pose = 'idle'; }
|
||||
|
||||
// --- ball physics
|
||||
if (ball.active) {
|
||||
ball.vy -= (ball.g || TUNE.gravity) * dt;
|
||||
const oldZ = ball.z;
|
||||
ball.x += ball.vx * dt; ball.y += ball.vy * dt; ball.z += ball.vz * dt;
|
||||
// net: plane at netZ, only during rally flight
|
||||
if (phase === 'rally' && (oldZ - COURT.netZ) * (ball.z - COURT.netZ) < 0 && Math.abs(ball.x) < COURT.netW / 2) {
|
||||
const tCross = (COURT.netZ - oldZ) / (ball.z - oldZ);
|
||||
const yAt = ball.y - ball.vy * dt * (1 - tCross); // approx height at crossing
|
||||
if (yAt < COURT.netH) {
|
||||
ball.z = COURT.netZ + (oldZ < COURT.netZ ? -0.05 : 0.05);
|
||||
ball.vz *= -0.08; ball.vx *= 0.3; ball.vy = Math.min(ball.vy, 0);
|
||||
pock(0.4, 300);
|
||||
}
|
||||
}
|
||||
if (ball.y <= 0 && ball.vy < 0) {
|
||||
ball.y = 0; ball.vy = -ball.vy * TUNE.bounceY;
|
||||
ball.vx *= TUNE.bounceXZ; ball.vz *= TUNE.bounceXZ;
|
||||
onBounce();
|
||||
if (ball.active && Math.abs(ball.vy) < 0.8) { // rolled out — dead ball
|
||||
ball.active = false;
|
||||
if (ball.bounces === 1) pointTo(ball.lastHit, null);
|
||||
}
|
||||
}
|
||||
if (phase === 'toss' && ball.y <= 1.4 && ball.vy < 0) { // uncaught toss → retoss
|
||||
ball.active = false; phase = 'pretoss';
|
||||
if (score.server === 'O') aiServeT = 0.8;
|
||||
}
|
||||
}
|
||||
|
||||
// ball boy: sprint across, scoop the ball in passing, despawn off the far side
|
||||
if (boy) {
|
||||
boy.x += boy.dir * 7.5 * dt; boy.runT += dt;
|
||||
if (!ball.collected && !ball.active) {
|
||||
const dz = ball.z - boy.z;
|
||||
boy.z += Math.sign(dz) * Math.min(Math.abs(dz), 3 * dt); // track the rolling ball a little
|
||||
if (Math.abs(boy.x - ball.x) < 0.4 && Math.abs(dz) < 1.2) ball.collected = true;
|
||||
}
|
||||
if (Math.abs(boy.x) > 13.5) boy = null;
|
||||
}
|
||||
if (outMarker && (outMarker.t -= dt) <= 0) outMarker = null;
|
||||
|
||||
if (phase === 'over') { overT -= dt; if (overT <= 0) setupPoint(); }
|
||||
}
|
||||
|
||||
function predictLanding() { // first-bounce point, closed form — exact, so the ring never jitters
|
||||
const g = ball.g || TUNE.gravity;
|
||||
const disc = ball.vy * ball.vy + 2 * g * ball.y;
|
||||
if (disc < 0) return null;
|
||||
const t = (ball.vy + Math.sqrt(disc)) / g; // time until y = 0
|
||||
return { x: ball.x + ball.vx * t, z: ball.z + ball.vz * t };
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------- render ----
|
||||
function courtXZ(x, z) { return proj(x, 0, z); }
|
||||
function line(x1, z1, x2, z2, w = 1) {
|
||||
const a = courtXZ(x1, z1), b = courtXZ(x2, z2);
|
||||
ctx.strokeStyle = '#e8e8dc'; ctx.lineWidth = w;
|
||||
ctx.beginPath(); ctx.moveTo(a.x, a.y); ctx.lineTo(b.x, b.y); ctx.stroke();
|
||||
}
|
||||
function quadXZ(x1, z1, x2, z2, color) { // filled court-plane rect (screen trapezoid)
|
||||
const a = courtXZ(x1, z1), b = courtXZ(x2, z1), c = courtXZ(x2, z2), d = courtXZ(x1, z2);
|
||||
ctx.fillStyle = color; ctx.beginPath();
|
||||
ctx.moveTo(a.x, a.y); ctx.lineTo(b.x, b.y); ctx.lineTo(c.x, c.y); ctx.lineTo(d.x, d.y); ctx.fill();
|
||||
}
|
||||
|
||||
function drawStatic(name, x, z, hMeters, bob = 0) {
|
||||
const img = SPR[name]; if (!img) return;
|
||||
const p = proj(x, 0, z);
|
||||
const h = hMeters * p.s, w = h * img.width / img.height;
|
||||
ctx.fillStyle = 'rgba(0,0,0,0.25)';
|
||||
ctx.beginPath(); ctx.ellipse(p.x, p.y, w * 0.4, Math.max(1, h * 0.04), 0, 0, 7); ctx.fill();
|
||||
ctx.drawImage(img, p.x - w / 2, p.y - h - bob, w, h);
|
||||
}
|
||||
function drawBoy(b) {
|
||||
const img = SPR['x_boyrun' + (Math.floor(b.runT * 14) % 4 + 1)]; if (!img) return;
|
||||
const p = proj(b.x, 0, b.z);
|
||||
const h = 1.2 * p.s, w = h * img.width / img.height;
|
||||
ctx.fillStyle = 'rgba(0,0,0,0.25)';
|
||||
ctx.beginPath(); ctx.ellipse(p.x, p.y, w * 0.3, Math.max(1, h * 0.04), 0, 0, 7); ctx.fill();
|
||||
ctx.save(); ctx.translate(p.x, p.y - (Math.floor(b.runT * 20) % 2));
|
||||
if (b.dir < 0) ctx.scale(-1, 1);
|
||||
ctx.drawImage(img, -w / 2, -h, w, h);
|
||||
ctx.restore();
|
||||
}
|
||||
function drawRing(x, z, color) {
|
||||
const p = proj(x, 0, z);
|
||||
// integer-snapped so the moving ring steps whole pixels instead of shimmering
|
||||
const cx = Math.round(p.x), cy = Math.round(p.y);
|
||||
const rx = Math.max(2, Math.round(p.s * 0.3)), ry = Math.max(1, Math.round(p.s * 0.12));
|
||||
ctx.strokeStyle = color; ctx.lineWidth = 2;
|
||||
ctx.beginPath(); ctx.ellipse(cx, cy, rx, ry, 0, 0, 7); ctx.stroke();
|
||||
}
|
||||
|
||||
function drawChar(ch) {
|
||||
const receiverWaiting = phase === 'pretoss' && ch.side !== score.server && ch.pose === 'idle';
|
||||
const sway = receiverWaiting ? Math.sin(idleT * 3.2) : 0;
|
||||
const p = proj(ch.x + sway * 0.12, 0, ch.z);
|
||||
const hpx = 1.88 * p.s;
|
||||
// pick sprite
|
||||
const pre = ch.side === 'P' ? 'p_' : 'o_';
|
||||
let name = pre + (Math.floor(idleT * 1.6) % 2 ? 'idle1' : 'idle2'); // idle weight shift
|
||||
if (phase === 'pretoss' && ch.side === score.server && ch.pose === 'idle') {
|
||||
const w = idleT * 3.6; // same phase as the bouncing ball
|
||||
const rising = Math.sin(w) * Math.cos(w) > 0;
|
||||
name = pre + (rising ? 'bounce2' : 'bounce'); // hand up while the ball rises, pat down exactly at the apex
|
||||
}
|
||||
if (ch.pose === 'run') name = pre + (Math.floor(ch.runT * 9) % 2 ? 'run1' : 'run2');
|
||||
if (receiverWaiting) name = pre + (sway > 0 ? 'run1' : 'run2'); // split-step shuffle
|
||||
if (ch.pose === 'swing') name = pre + (ch.poseT < 0.15 ? 'swing1' : 'swing2');
|
||||
if (ch.pose === 'serve') name = pre + (phase === 'toss' ? 'toss' : 'smash');
|
||||
if (ch.pose === 'run') p.y -= Math.floor(ch.runT * 18) % 2; // 1px run bob
|
||||
const img = SPR[name];
|
||||
// shadow
|
||||
ctx.fillStyle = 'rgba(0,0,0,0.28)';
|
||||
ctx.beginPath(); ctx.ellipse(p.x, p.y, hpx * 0.22, hpx * 0.06, 0, 0, 7); ctx.fill();
|
||||
if (img) {
|
||||
const k = hpx / 112; // sprites share one scale; idle pose is 112px tall
|
||||
const w = img.width * k, h = img.height * k;
|
||||
ctx.save();
|
||||
ctx.translate(p.x, p.y);
|
||||
if (ch.facing < 0) ctx.scale(-1, 1);
|
||||
ctx.drawImage(img, -w / 2, -h, w, h);
|
||||
ctx.restore();
|
||||
} else drawFallbackChar(ch, p, hpx);
|
||||
}
|
||||
function drawFallbackChar(ch, p, h) { // ponytail: replaced by generated sprites; kept as loading fallback
|
||||
const you = ch.side === 'P';
|
||||
const u = h / 16, x = p.x, y = p.y; // 16-unit tall blocky figure
|
||||
const skin = '#e8b88a', shirt = you ? '#e8e8e8' : '#d04848', shorts = you ? '#3858a8' : '#404040';
|
||||
ctx.fillStyle = skin; ctx.fillRect(x - 2 * u, y - 16 * u, 4 * u, 4 * u); // head
|
||||
ctx.fillStyle = you ? '#804820' : '#282828'; ctx.fillRect(x - 2 * u, y - 16 * u, 4 * u, 1.2 * u); // hair
|
||||
ctx.fillStyle = shirt; ctx.fillRect(x - 2.6 * u, y - 12 * u, 5.2 * u, 6 * u); // torso
|
||||
ctx.fillStyle = shorts; ctx.fillRect(x - 2.4 * u, y - 6 * u, 4.8 * u, 3 * u); // shorts
|
||||
ctx.fillStyle = skin; ctx.fillRect(x - 1.8 * u, y - 3 * u, 1.4 * u, 3 * u); ctx.fillRect(x + 0.4 * u, y - 3 * u, 1.4 * u, 3 * u); // legs
|
||||
const f = ch.facing, swing = ch.pose === 'swing';
|
||||
ctx.strokeStyle = skin; ctx.lineWidth = u;
|
||||
ctx.beginPath(); ctx.moveTo(x + f * 2.6 * u, y - 11 * u);
|
||||
ctx.lineTo(x + f * (swing ? 5 : 3.6) * u, y - (swing ? 13 : 8) * u); ctx.stroke(); // arm
|
||||
ctx.strokeStyle = '#c02020'; ctx.lineWidth = 1;
|
||||
const rx = x + f * (swing ? 5.5 : 4) * u, ry = y - (swing ? 14 : 7.5) * u;
|
||||
ctx.beginPath(); ctx.ellipse(rx, ry, 1.6 * u, 2.2 * u, f * 0.5, 0, 7); ctx.stroke(); // racket
|
||||
}
|
||||
|
||||
function render() {
|
||||
ctx.setTransform(RES, 0, 0, RES, 0, 0); // logical W x H coordinates at RES density
|
||||
// stands: tiered crowd from top of screen down to just above the far court
|
||||
const standsBottom = proj(0, 0, 0).y - 12;
|
||||
ctx.fillStyle = '#232e42'; ctx.fillRect(0, 0, W, standsBottom);
|
||||
for (let r = 0; r < 16; r++) { // tier shading
|
||||
ctx.fillStyle = r % 2 ? '#2a3750' : '#26324a';
|
||||
ctx.fillRect(0, 6 + r * 5.5, W, 5.5);
|
||||
}
|
||||
for (const d of crowd.dots) {
|
||||
const jx = crowd.cheer > 0 ? (Math.random() * 2 - 1) : 0;
|
||||
const jy = crowd.cheer > 0 ? -Math.random() * 1.5 : 0;
|
||||
ctx.fillStyle = d.c; ctx.fillRect(d.x + jx | 0, d.y + jy | 0, 2, 2);
|
||||
}
|
||||
// courtside billboard wall
|
||||
ctx.fillStyle = '#0e5c2e'; ctx.fillRect(0, standsBottom - 10, W, 10);
|
||||
ctx.fillStyle = '#dfe8d0'; ctx.font = 'bold 7px monospace'; ctx.textBaseline = 'top'; ctx.textAlign = 'center';
|
||||
ctx.fillText(W > 400 ? '· SPLATTER OPEN · NEW BALLS PLEASE · SPLATTER OPEN ·' : '· SPLATTER OPEN ·', W / 2, standsBottom - 9);
|
||||
ctx.textAlign = 'left';
|
||||
|
||||
// ground + court (Super Tennis lawn); everything outside the doubles court is OUT
|
||||
const dw = COURT.dblW / 2;
|
||||
quadXZ(-14, -6, 14, 30, '#295c2d'); // out area
|
||||
quadXZ(-dw - 0.15, -0.15, dw + 0.15, COURT.L + 0.15, '#e8e8dc'); // perimeter border line
|
||||
quadXZ(-dw, 0, dw, COURT.L, '#4cae52'); // lawn (doubles court)
|
||||
for (let z = 0; z < COURT.L; z += 2.97) quadXZ(-dw, z, dw, Math.min(z + 1.49, COURT.L), '#46a54c'); // mow stripes
|
||||
// lines: baselines, doubles + singles sidelines, service box
|
||||
line(-dw, 0, dw, 0, 2); line(-dw, COURT.L, dw, COURT.L, 2);
|
||||
line(-dw, 0, -dw, COURT.L, 1.5); line(dw, 0, dw, COURT.L, 1.5);
|
||||
line(-COURT.W / 2, 0, -COURT.W / 2, COURT.L, 1.5); line(COURT.W / 2, 0, COURT.W / 2, COURT.L, 1.5);
|
||||
line(-COURT.W / 2, COURT.svcFar, COURT.W / 2, COURT.svcFar, 1);
|
||||
line(-COURT.W / 2, COURT.svcNear, COURT.W / 2, COURT.svcNear, 1);
|
||||
line(0, COURT.svcFar, 0, COURT.svcNear, 1);
|
||||
line(0, 0, 0, 0.35, 1); line(0, COURT.L - 0.35, 0, COURT.L, 1); // center marks
|
||||
|
||||
// landing rings: white = incoming ball, yellow/red = your shot (red lands out)
|
||||
if (phase === 'rally' && ball.active && ball.bounces === 0 && ball.lastHit === 'O') {
|
||||
const l = predictLanding();
|
||||
if (l) drawRing(l.x, l.z, 'rgba(255,255,255,0.85)');
|
||||
}
|
||||
if (outMarker) drawRing(outMarker.x, outMarker.z, outMarker.out ? '#ff5050' : '#f8e048');
|
||||
|
||||
// far-side drawables in z order (far → near), then the net, then the near side
|
||||
const farSide = [{ z: O.z, f: () => drawChar(O) }, { z: COURT.netZ - 0.01, f: () => drawStatic('x_ump', 7.1, COURT.netZ, 2.7) }];
|
||||
if (boy && boy.z <= COURT.netZ) farSide.push({ z: boy.z, f: () => drawBoy(boy) });
|
||||
farSide.sort((a, b) => a.z - b.z).forEach(d => d.f());
|
||||
// net
|
||||
const nl = proj(-COURT.netW / 2, 0, COURT.netZ), nr = proj(COURT.netW / 2, 0, COURT.netZ);
|
||||
const nlt = proj(-COURT.netW / 2, COURT.netH, COURT.netZ), nrt = proj(COURT.netW / 2, COURT.netH, COURT.netZ);
|
||||
ctx.fillStyle = 'rgba(20,26,34,0.72)';
|
||||
ctx.beginPath(); ctx.moveTo(nl.x, nl.y); ctx.lineTo(nr.x, nr.y); ctx.lineTo(nrt.x, nrt.y); ctx.lineTo(nlt.x, nlt.y); ctx.fill();
|
||||
ctx.strokeStyle = '#eeeeee'; ctx.lineWidth = 1.5;
|
||||
ctx.beginPath(); ctx.moveTo(nlt.x, nlt.y); ctx.lineTo(nrt.x, nrt.y); ctx.stroke();
|
||||
ctx.fillStyle = '#333'; ctx.fillRect(nl.x - 1, nlt.y, 2, nl.y - nlt.y); ctx.fillRect(nr.x - 1, nrt.y, 2, nr.y - nrt.y);
|
||||
if (boy && boy.z > COURT.netZ) drawBoy(boy);
|
||||
|
||||
// server idly bouncing the ball while waiting
|
||||
if (phase === 'pretoss') {
|
||||
const sv = score.server === 'P' ? P : O;
|
||||
const bx = sv.x - 0.5 * (sv.side === 'P' ? 1 : -1), by = Math.abs(Math.sin(idleT * 3.6)) * 0.55; // floor to the reaching hand
|
||||
const sh = proj(bx, 0, sv.z);
|
||||
ctx.fillStyle = 'rgba(0,0,0,0.3)';
|
||||
ctx.beginPath(); ctx.ellipse(sh.x, sh.y, Math.max(1.5, sh.s * 0.08), Math.max(1, sh.s * 0.035), 0, 0, 7); ctx.fill();
|
||||
const bp = proj(bx, by, sv.z);
|
||||
ctx.fillStyle = '#e8f03a'; ctx.beginPath(); ctx.arc(bp.x, bp.y, Math.max(1.5, bp.s * 0.09), 0, 7); ctx.fill();
|
||||
}
|
||||
// ball shadow + ball
|
||||
if ((ball.active || phase === 'over') && !ball.collected) {
|
||||
const sh = proj(ball.x, 0, ball.z);
|
||||
ctx.fillStyle = 'rgba(0,0,0,0.3)';
|
||||
ctx.beginPath(); ctx.ellipse(sh.x, sh.y, Math.max(1.5, sh.s * 0.1), Math.max(1, sh.s * 0.04), 0, 0, 7); ctx.fill();
|
||||
const bp = proj(ball.x, ball.y, ball.z);
|
||||
const r = Math.max(1.5, bp.s * 0.09);
|
||||
ctx.fillStyle = '#e8f03a'; ctx.beginPath(); ctx.arc(bp.x, bp.y, r, 0, 7); ctx.fill();
|
||||
ctx.fillStyle = '#f8f8d0'; ctx.fillRect(bp.x - r * 0.3, bp.y - r * 0.5, Math.max(1, r * 0.5), Math.max(1, r * 0.5));
|
||||
}
|
||||
drawChar(P);
|
||||
|
||||
// HUD — scoreboard
|
||||
ctx.fillStyle = 'rgba(12,16,24,0.82)'; ctx.fillRect(6, 6, 132, 30);
|
||||
ctx.strokeStyle = '#5a6a85'; ctx.strokeRect(6.5, 6.5, 131, 29);
|
||||
ctx.font = 'bold 9px monospace'; ctx.textBaseline = 'top';
|
||||
const ptTxt = i => score.pts[i] >= 3 && score.pts[0] >= 3 && score.pts[1] >= 3
|
||||
? (score.pts[i] === score.pts[1 - i] ? '40' : (score.pts[i] > score.pts[1 - i] ? 'AD' : '40'))
|
||||
: ['0', '15', '30', '40'][Math.min(score.pts[i], 3)];
|
||||
ctx.fillStyle = score.server === 'P' ? '#f8e048' : '#c8d0dc';
|
||||
ctx.fillText('YOU ' + score.games[0] + ' ' + ptTxt(0), 12, 10);
|
||||
ctx.fillStyle = score.server === 'O' ? '#f8e048' : '#c8d0dc';
|
||||
ctx.fillText('CPU ' + score.games[1] + ' ' + ptTxt(1), 12, 22);
|
||||
ctx.textAlign = 'center';
|
||||
if (phase === 'pretoss' && score.server === 'P') {
|
||||
ctx.fillStyle = '#f8e048'; ctx.font = 'bold 8px monospace';
|
||||
const touch = matchMedia('(pointer: coarse)').matches;
|
||||
ctx.fillText(serveNum === 2 ? (touch ? 'SECOND SERVE — TAP' : 'SECOND SERVE — SPACE')
|
||||
: (touch ? 'TAP TO TOSS, TAP TO SERVE' : 'SPACE TO TOSS, SPACE TO SERVE'), W / 2, H - 16);
|
||||
}
|
||||
if (flash) {
|
||||
ctx.font = 'bold 14px monospace'; ctx.fillStyle = '#ffffff';
|
||||
ctx.fillText(flash.text, W / 2, 60 + Math.sin(flash.t * 20) * 1);
|
||||
}
|
||||
ctx.textAlign = 'left';
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------- debug panel ----
|
||||
let panel = null;
|
||||
function togglePanel() {
|
||||
if (panel) { panel.remove(); panel = null; return; }
|
||||
panel = document.createElement('div');
|
||||
panel.style.cssText = 'position:fixed;top:8px;right:8px;background:#141a26;color:#cdd6e4;font:11px monospace;padding:8px;border:1px solid #3a4a66;max-height:90vh;overflow:auto';
|
||||
for (const k of Object.keys(TUNE)) {
|
||||
const row = document.createElement('div');
|
||||
const v = TUNE[k];
|
||||
row.innerHTML = `<label>${k} <input type="number" step="${v < 2 ? 0.02 : 1}" value="${v}" style="width:60px;background:#0c1018;color:#fff;border:1px solid #333"></label>`;
|
||||
row.querySelector('input').oninput = e => TUNE[k] = parseFloat(e.target.value) || 0;
|
||||
panel.appendChild(row);
|
||||
}
|
||||
document.body.appendChild(panel);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------ loop ----
|
||||
let last = performance.now();
|
||||
function frame(now) {
|
||||
const dt = Math.min(0.033, (now - last) / 1000); last = now;
|
||||
update(dt); render();
|
||||
requestAnimationFrame(frame);
|
||||
}
|
||||
fitViewport();
|
||||
setupPoint();
|
||||
// intro overlay: first tap dismisses it, unlocks audio (iOS needs the gesture) and starts play
|
||||
const intro = document.getElementById('intro');
|
||||
function dismissIntro() {
|
||||
if (!intro.parentNode) return;
|
||||
intro.remove(); voice('quiet_please');
|
||||
}
|
||||
intro.addEventListener('pointerdown', e => { e.preventDefault(); dismissIntro(); });
|
||||
addEventListener('keydown', () => dismissIntro(), { once: true });
|
||||
requestAnimationFrame(frame);
|
||||
|
||||
// exposed for in-browser sanity checks
|
||||
window.T = { TUNE, ball, P, O, score, solveShot, inServeBox, inCourt, proj, setupPoint,
|
||||
step: dt => update(dt), press: keyPressed,
|
||||
get phase() { return phase; }, set phase(v) { phase = v; } };
|
||||
+354
@@ -0,0 +1,354 @@
|
||||
// Game logic: ballistics, swings, serves, rules/scoring, AI, and the per-frame update.
|
||||
|
||||
import { TUNE, COURT, CONTACT, ZONE_DEPTH, HOME, P_BOUNDS, TOSS, SHOT_DEPTH, POSE_TIME, BOUNCE_IDLE } from './config.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 { axisX, axisZ, takeFlickAim } from './input.js';
|
||||
|
||||
// ------------------------------------------------------------- ballistics ----
|
||||
// Launch ball from (x0,y0,z0) so it lands at (tx, tz) with horizontal speed s under gravity g.
|
||||
export function solveShot(x0, y0, z0, tx, tz, s, g = TUNE.gravity) {
|
||||
const dx = tx - x0, dz = tz - z0, dist = Math.hypot(dx, dz), T = dist / s;
|
||||
return { vx: dx / T, vz: dz / T, vy: (0.08 - y0 + 0.5 * g * T * T) / T };
|
||||
}
|
||||
|
||||
export function predictLanding() { // first-bounce point, closed form — exact, so the ring never jitters
|
||||
const g = ball.g || TUNE.gravity;
|
||||
const disc = ball.vy * ball.vy + 2 * g * ball.y;
|
||||
if (disc < 0) return null;
|
||||
const t = (ball.vy + Math.sqrt(disc)) / g; // time until y = 0
|
||||
return { x: ball.x + ball.vx * t, z: ball.z + ball.vz * t };
|
||||
}
|
||||
|
||||
function doHit(ch, quality, aim) {
|
||||
// aim: {ax: -1|0|1, az: -1|0|1} from held keys / flick at contact (az -1 = deep, 1 = short)
|
||||
const toFar = ch.side === 'P';
|
||||
// snap the ball to the racket at the contact frame so the hit visually connects
|
||||
ball.x = ch.x + ch.facing * 0.5;
|
||||
ball.z = ch.z + (toFar ? -0.3 : 0.3);
|
||||
const err = () => (Math.random() * 2 - 1) * TUNE.aimError * (1 - quality);
|
||||
let tx = aim.ax * (toFar ? 3.3 : 2.7) + err(); // your aimed shots go properly wide
|
||||
const tzBase = aim.az < 0 ? SHOT_DEPTH.deep : aim.az > 0 ? SHOT_DEPTH.short : SHOT_DEPTH.mid;
|
||||
const tz = (toFar ? tzBase : COURT.L - tzBase) + err() * 0.8;
|
||||
tx = Math.max(-5, Math.min(5, tx));
|
||||
let s = TUNE.baseShotSpeed + quality * TUNE.qualityShotSpeed;
|
||||
// topspin: quality shots dive under extra effective gravity, which is what lets real
|
||||
// pace arc over the net and still land in — the core tennis trade-off
|
||||
const g = TUNE.gravity * (1 + quality * TUNE.spinFactor);
|
||||
let v = solveShot(ball.x, ball.y, ball.z, tx, tz, s, g);
|
||||
// low contact → trade pace for loft until the net is cleared; good timing gets a
|
||||
// comfortable margin, sloppy timing keeps some tape risk
|
||||
const margin = 0.06 + 0.22 * quality;
|
||||
for (let i = 0; i < 8; i++) {
|
||||
const tN = (COURT.netZ - ball.z) / v.vz;
|
||||
const yN = ball.y + v.vy * tN - 0.5 * g * tN * tN;
|
||||
if (tN <= 0 || yN >= COURT.netH + margin) break;
|
||||
s *= 0.9; v = solveShot(ball.x, ball.y, ball.z, tx, tz, s, g);
|
||||
}
|
||||
ball.g = g;
|
||||
ball.vx = v.vx; ball.vy = v.vy; ball.vz = v.vz;
|
||||
ball.lastHit = ch.side; ball.bounces = 0; ball.firstLand = null;
|
||||
if (ch.side === 'P') { // shot marker: where this will land — red means it's going out
|
||||
const ok = Math.abs(tx) <= COURT.W / 2 + 0.02 && tz >= -0.02 && tz <= COURT.netZ;
|
||||
G.outMarker = { x: tx, z: tz, out: !ok, t: 1.3 };
|
||||
G.aiReactT = 0; // CPU hasn't read the shot yet
|
||||
}
|
||||
pock(0.9, 950);
|
||||
if (quality > 0.999) { G.hitstop = 0.05; G.flash = { text: 'PERFECT', t: 0.7 }; pock(0.5, 1600); }
|
||||
ch.pose = 'swing'; ch.poseT = 0;
|
||||
}
|
||||
|
||||
// ----------------------------------------------------------------- serve ----
|
||||
function tossBall(sv) {
|
||||
ball.active = true; ball.bounces = 0; ball.firstLand = null; ball.collected = false;
|
||||
ball.x = sv.x + 0.35 * (sv.side === 'P' ? 1 : -1); ball.z = sv.z; ball.y = TOSS.y0;
|
||||
ball.vx = 0; ball.vz = 0; ball.vy = TOSS.vy; ball.g = TUNE.gravity;
|
||||
G.phase = 'toss';
|
||||
}
|
||||
export function serveApexY() { return TOSS.y0 + TOSS.vy * TOSS.vy / (2 * TUNE.gravity); } // ~2.95
|
||||
|
||||
function hitServe(sv, quality) {
|
||||
const toFar = sv.side === 'P';
|
||||
// target: diagonal service box. Serving from deuce side → target box is across.
|
||||
const boxX = (deuceSide() ? -1 : 1) * (toFar ? 1 : -1) * 2.0 + (Math.random() * 2 - 1) * TUNE.aimError * 0.8 * (1 - quality);
|
||||
const boxZ = toFar ? COURT.svcFar + 1.6 : COURT.svcNear - 1.6;
|
||||
const s = TUNE.serveSpeed + quality * TUNE.serveQualitySpeed;
|
||||
const tzs = boxZ + (Math.random() * 2 - 1) * (1 - quality) * 1.5;
|
||||
const g = TUNE.gravity * (1 + quality * 0.35); // kick serves dip a little too
|
||||
const v = solveShot(ball.x, ball.y, ball.z, boxX, tzs, s, g);
|
||||
ball.g = g;
|
||||
ball.vx = v.vx; ball.vy = v.vy; ball.vz = v.vz;
|
||||
ball.lastHit = sv.side; ball.bounces = 0;
|
||||
if (sv.side === 'P') G.outMarker = { x: boxX, z: tzs, out: !inServeBox(boxX, tzs), t: 1.3 };
|
||||
G.phase = 'rally'; pock(1, 1100);
|
||||
sv.pose = 'serve'; sv.poseT = 0;
|
||||
if (quality > 0.999) { G.flash = { text: 'PERFECT', t: 0.7 }; G.hitstop = 0.05; }
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------- scoring ----
|
||||
function scoreKey() {
|
||||
const N = ['love', 'fifteen', 'thirty', 'forty'];
|
||||
const s = score.server === 'P' ? [score.pts[0], score.pts[1]] : [score.pts[1], score.pts[0]];
|
||||
if (s[0] >= 3 && s[1] >= 3) {
|
||||
if (s[0] === s[1]) return 'deuce';
|
||||
return (s[0] > s[1]) === (score.server === 'P') ? 'advantage_player' : 'advantage_receiver';
|
||||
}
|
||||
if (s[0] === s[1]) return N[s[0]] + '_all';
|
||||
return N[s[0]] + '_' + N[s[1]];
|
||||
}
|
||||
|
||||
function cheer(seconds, vol) {
|
||||
applause(seconds, vol);
|
||||
crowd.cheer = Math.max(crowd.cheer, seconds);
|
||||
}
|
||||
|
||||
function pointTo(side, reason) {
|
||||
const i = side === 'P' ? 0 : 1, j = 1 - i;
|
||||
score.pts[i]++;
|
||||
let gameOver = false;
|
||||
if (score.pts[i] >= 4 && score.pts[i] - score.pts[j] >= 2) {
|
||||
score.games[i]++; score.pts = [0, 0]; gameOver = true;
|
||||
}
|
||||
G.phase = 'over'; G.overT = gameOver ? 3.2 : 2.2;
|
||||
sendBoy();
|
||||
if (reason) voice(reason);
|
||||
if (gameOver) {
|
||||
voice(side === 'P' ? 'game_player' : 'game_opponent', 0.7);
|
||||
cheer(2.8, 0.6);
|
||||
score.server = other(score.server);
|
||||
} else {
|
||||
voice(scoreKey(), 0.7);
|
||||
if (side === 'P') cheer(1.2, 0.3);
|
||||
}
|
||||
G.serveNum = 1;
|
||||
}
|
||||
|
||||
function fault() {
|
||||
if (G.serveNum === 1) { G.serveNum = 2; voice('fault'); G.phase = 'over'; G.overT = 1.4; sendBoy(); }
|
||||
else pointTo(other(score.server), 'double_fault');
|
||||
}
|
||||
|
||||
export function inCourt(x, z) { return Math.abs(x) <= COURT.W / 2 + 0.02 && z >= -0.02 && z <= COURT.L + 0.02; }
|
||||
export function inServeBox(x, z) {
|
||||
const toFar = score.server === 'P';
|
||||
const xOK = deuceSide() ? (toFar ? x <= 0.02 : x >= -0.02) : (toFar ? x >= -0.02 : x <= 0.02);
|
||||
const zOK = toFar ? (z >= COURT.svcFar - 0.02 && z <= COURT.netZ) : (z >= COURT.netZ && z <= COURT.svcNear + 0.02);
|
||||
return xOK && Math.abs(x) <= COURT.W / 2 + 0.02 && zOK;
|
||||
}
|
||||
|
||||
function onBounce() {
|
||||
ball.bounces++;
|
||||
pock(0.35, 500);
|
||||
if (ball.bounces === 1) {
|
||||
ball.firstLand = { x: ball.x, z: ball.z };
|
||||
const wasServe = G.wasServe; G.wasServe = false;
|
||||
if (wasServe) {
|
||||
if (!inServeBox(ball.x, ball.z)) { ball.active = false; fault(); }
|
||||
return;
|
||||
}
|
||||
// must land on the side opposite the hitter
|
||||
const okSide = ball.lastHit === 'P' ? ball.z < COURT.netZ : ball.z > COURT.netZ;
|
||||
if (!inCourt(ball.x, ball.z) || !okSide) {
|
||||
ball.active = false; pointTo(other(ball.lastHit), 'out');
|
||||
}
|
||||
} else if (ball.bounces === 2) {
|
||||
ball.active = false; pointTo(ball.lastHit, null);
|
||||
}
|
||||
}
|
||||
|
||||
// -------------------------------------------------------------- movement ----
|
||||
// Where should a player run to? Simulate the ball forward and take the first point in
|
||||
// their half at hitting height that they can actually REACH IN TIME; otherwise chase the
|
||||
// deepest hittable point. This is the "every ball is catchable, timing is the skill" contract.
|
||||
function intercept(side) {
|
||||
const ch = side === 'O' ? O : P;
|
||||
const spd = side === 'O' ? TUNE.aiSpeed : TUNE.playerSpeed * TUNE.autoAssist;
|
||||
let { x, y, z, vx, vy, vz } = ball;
|
||||
const g = ball.g || TUNE.gravity, dt = 0.01;
|
||||
const inZone = side === 'O' ? zz => zz <= ZONE_DEPTH : zz => zz >= COURT.L - ZONE_DEPTH;
|
||||
const home = HOME[side];
|
||||
let fallback = null, deepest = null;
|
||||
for (let i = 0; i < 300; i++) {
|
||||
vy -= g * dt; x += vx * dt; y += vy * dt; z += vz * dt;
|
||||
if (y <= 0 && vy < 0) { y = 0; vy = -vy * TUNE.bounceY; vx *= TUNE.bounceXZ; vz *= TUNE.bounceXZ; }
|
||||
if (i > 5 && inZone(z) && y < 1.6 && y > 0.3) {
|
||||
const pt = { x, z: side === 'O' ? Math.max(0.8, z) : Math.min(24.5, z) };
|
||||
const reachable = Math.hypot(pt.x - ch.x, pt.z - ch.z) / spd <= i * dt;
|
||||
if (y > 0.7 && reachable) return pt; // waist-high AND arrivable in time
|
||||
if (reachable && !fallback) fallback = pt; // low but arrivable
|
||||
deepest = pt; // last resort: run at the deepest hittable point
|
||||
}
|
||||
}
|
||||
return fallback || deepest || home;
|
||||
}
|
||||
|
||||
function trySwing(ch, isAI) {
|
||||
// Contact happens if the ball is inside reach while the swing window is open.
|
||||
const reach = isAI ? TUNE.aiReach : TUNE.reach;
|
||||
const t = ch.swingT;
|
||||
if (t < TUNE.swingWindup || t > TUNE.swingWindup + TUNE.swingWindow) return;
|
||||
if (!ball.active || G.phase !== 'rally') return;
|
||||
if (ball.lastHit === ch.side) return;
|
||||
const dx = ball.x - ch.x, dz = ball.z - ch.z;
|
||||
if (Math.hypot(dx, dz * 0.8) > reach || ball.y > CONTACT.maxY) return;
|
||||
if (ball.y < CONTACT.minY) return; // below the ankles the ball is past you — no grass-scraping saves
|
||||
// quality: how centered in the window the contact lands
|
||||
const center = TUNE.swingWindup + TUNE.swingWindow / 2;
|
||||
const off = Math.abs(t - center) / (TUNE.swingWindow / 2);
|
||||
let q = Math.max(0.05, 1 - off);
|
||||
if (Math.abs(t - center) * 1000 < TUNE.perfectMs) q = 1;
|
||||
ch.facing = dx >= 0 ? 1 : -1; // forehand right (righty), backhand left → mirrored sprite
|
||||
const flick = isAI ? null : takeFlickAim();
|
||||
const aim = isAI
|
||||
? { ax: [ -1, 0, 1 ][Math.floor(Math.random() * 3)], az: Math.random() < 0.25 ? -1 : 0 }
|
||||
: flick || { ax: axisX(), az: axisZ() * (ch.side === 'P' ? 1 : -1) };
|
||||
if (isAI) q = Math.min(q, TUNE.aiQualityMin + Math.random() * (TUNE.aiQualityMax - TUNE.aiQualityMin));
|
||||
doHit(ch, q, aim);
|
||||
ch.swingT = -1;
|
||||
}
|
||||
|
||||
export function keyPressed(code) {
|
||||
if (code !== 'Space') return;
|
||||
audio(); // unlock on first gesture
|
||||
if (G.phase === 'pretoss' && score.server === 'P') { tossBall(P); return; }
|
||||
if (G.phase === 'toss' && score.server === 'P') {
|
||||
// serve timing: distance from apex = quality
|
||||
const dy = Math.abs(ball.y - serveApexY());
|
||||
if (ball.y < 2.0) return; // too low, let it drop (re-toss)
|
||||
let q = Math.max(0.05, 1 - dy / 0.9);
|
||||
if (dy < 0.12) q = 1;
|
||||
G.wasServe = true;
|
||||
hitServe(P, q);
|
||||
return;
|
||||
}
|
||||
if (G.phase === 'rally' && P.swingT < 0) { P.swingT = 0; P.pose = 'swing'; P.poseT = 0; }
|
||||
}
|
||||
|
||||
function expirePose(ch, dt) {
|
||||
if (ch.pose === 'swing' || ch.pose === 'serve') { ch.poseT += dt; if (ch.poseT > POSE_TIME) ch.pose = 'idle'; }
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------- update ----
|
||||
export function update(dt) {
|
||||
if (G.hitstop > 0) { G.hitstop -= dt; return; }
|
||||
if (G.flash) { G.flash.t -= dt; if (G.flash.t <= 0) G.flash = null; }
|
||||
crowd.cheer = Math.max(0, crowd.cheer - dt);
|
||||
G.idleT += dt;
|
||||
const w = BOUNCE_IDLE.tempo;
|
||||
if (G.phase === 'pretoss' && Math.sin(G.idleT * w) * Math.sin((G.idleT - dt) * w) < 0) pock(0.12, 420); // ball bounce
|
||||
if (G.phase === 'toss') { const sv = score.server === 'P' ? P : O; sv.pose = 'serve'; sv.poseT = 0; }
|
||||
|
||||
// --- player movement (near half only, generous margins)
|
||||
if (G.phase === 'rally') {
|
||||
const slow = P.swingT >= 0 ? 0.35 : 1;
|
||||
const mx = axisX(), mz = axisZ();
|
||||
P.x += mx * TUNE.playerSpeed * slow * dt;
|
||||
P.z += mz * TUNE.playerSpeed * slow * dt;
|
||||
let assist = 0;
|
||||
if (!mx && !mz && TUNE.autoAssist > 0 && ball.active) {
|
||||
const chasing = ball.lastHit === 'O';
|
||||
// no `slow` here: tapping must not freeze your legs, or anticipating a shot loses it
|
||||
const rate = TUNE.playerSpeed * TUNE.autoAssist * dt * (chasing ? 1 : 0.55);
|
||||
const tgt = chasing ? intercept('P') : HOME.P; // run to the ball, then recover home
|
||||
const dx = tgt.x - P.x, dz = tgt.z - P.z, d = Math.hypot(dx, dz);
|
||||
if (d > 0.35) { // deadzone: stand ready near the spot instead of dithering over it
|
||||
P.x += dx / d * Math.min(rate, d);
|
||||
P.z += dz / d * Math.min(rate, d);
|
||||
assist = dx;
|
||||
}
|
||||
}
|
||||
P.x = Math.max(-P_BOUNDS.x, Math.min(P_BOUNDS.x, P.x));
|
||||
P.z = Math.max(P_BOUNDS.zMin, Math.min(P_BOUNDS.zMax, P.z));
|
||||
const moving = mx || mz || assist !== 0;
|
||||
P.runT += moving ? dt : 0;
|
||||
if (P.pose !== 'swing' && P.pose !== 'serve') P.pose = moving ? 'run' : 'idle';
|
||||
if (mx) P.facing = mx > 0 ? 1 : -1;
|
||||
else if (Math.abs(assist) > 0.25) P.facing = assist > 0 ? 1 : -1; // hysteresis: small corrections don't flip facing
|
||||
}
|
||||
if (P.swingT >= 0) {
|
||||
P.swingT += dt; trySwing(P, false); // a contact resets swingT to -1 inside trySwing
|
||||
if (P.swingT > TUNE.swingWindup + TUNE.swingWindow + 0.02) { P.swingT = -1; if (G.phase === 'rally') swish(); }
|
||||
}
|
||||
expirePose(P, dt);
|
||||
|
||||
// --- AI
|
||||
if (score.server === 'O' && G.phase === 'pretoss') {
|
||||
G.aiServeT -= dt;
|
||||
if (G.aiServeT <= 0) tossBall(O);
|
||||
} else if (score.server === 'O' && G.phase === 'toss') {
|
||||
if (ball.vy < 0 && ball.y < serveApexY() - 0.1) { G.wasServe = true; hitServe(O, 0.6 + Math.random() * 0.35); }
|
||||
}
|
||||
if (G.phase === 'rally') {
|
||||
G.aiReactT += dt;
|
||||
const incoming = ball.active && ball.lastHit === 'P' && G.aiReactT >= TUNE.aiReaction;
|
||||
const tgt = incoming ? intercept('O') : HOME.O;
|
||||
const spd = TUNE.aiSpeed * (incoming ? 1 : 0.5); // slow recovery: wrong-footing wins points
|
||||
const dx = tgt.x - O.x, dz = tgt.z - O.z, d = Math.hypot(dx, dz);
|
||||
if (d > 0.1) {
|
||||
O.x += dx / d * Math.min(spd * dt, d);
|
||||
O.z += dz / d * Math.min(spd * dt, d);
|
||||
O.pose = O.pose === 'swing' ? 'swing' : 'run'; O.runT += dt;
|
||||
if (Math.abs(dx) > 0.25) O.facing = dx > 0 ? 1 : -1;
|
||||
} else if (O.pose === 'run') O.pose = 'idle';
|
||||
G.aiSwingCool -= dt;
|
||||
if (incoming && G.aiSwingCool <= 0 && O.swingT < 0) {
|
||||
// same radius trySwing uses for contact, so an armed swing actually connects
|
||||
const near = Math.hypot(ball.x - O.x, (ball.z - O.z) * 0.8) < TUNE.aiReach
|
||||
&& ball.y < CONTACT.maxY && ball.y > CONTACT.minY && ball.vz < 0;
|
||||
if (near) {
|
||||
if (Math.random() < TUNE.aiFlub) G.aiSwingCool = 0.5; // whiff: hesitates and misses
|
||||
else {
|
||||
O.swingT = TUNE.swingWindup + TUNE.swingWindow / 2;
|
||||
trySwing(O, true); O.swingT = -1;
|
||||
G.aiSwingCool = ball.lastHit === 'O' ? 0.4 : 0.12;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
expirePose(O, dt);
|
||||
|
||||
// --- ball physics
|
||||
if (ball.active) {
|
||||
ball.vy -= (ball.g || TUNE.gravity) * dt;
|
||||
const oldZ = ball.z;
|
||||
ball.x += ball.vx * dt; ball.y += ball.vy * dt; ball.z += ball.vz * dt;
|
||||
// net: plane at netZ, only during rally flight
|
||||
if (G.phase === 'rally' && (oldZ - COURT.netZ) * (ball.z - COURT.netZ) < 0 && Math.abs(ball.x) < COURT.netW / 2) {
|
||||
const tCross = (COURT.netZ - oldZ) / (ball.z - oldZ);
|
||||
const yAt = ball.y - ball.vy * dt * (1 - tCross); // approx height at crossing
|
||||
if (yAt < COURT.netH) {
|
||||
ball.z = COURT.netZ + (oldZ < COURT.netZ ? -0.05 : 0.05);
|
||||
ball.vz *= -0.08; ball.vx *= 0.3; ball.vy = Math.min(ball.vy, 0);
|
||||
pock(0.4, 300);
|
||||
}
|
||||
}
|
||||
if (ball.y <= 0 && ball.vy < 0) {
|
||||
ball.y = 0; ball.vy = -ball.vy * TUNE.bounceY;
|
||||
ball.vx *= TUNE.bounceXZ; ball.vz *= TUNE.bounceXZ;
|
||||
onBounce();
|
||||
if (ball.active && Math.abs(ball.vy) < 0.8) { // rolled out — dead ball
|
||||
ball.active = false;
|
||||
if (ball.bounces === 1) pointTo(ball.lastHit, null);
|
||||
}
|
||||
}
|
||||
if (G.phase === 'toss' && ball.y <= 1.4 && ball.vy < 0) { // uncaught toss → retoss
|
||||
ball.active = false; G.phase = 'pretoss';
|
||||
if (score.server === 'O') G.aiServeT = 0.8;
|
||||
}
|
||||
}
|
||||
|
||||
// ball boy: sprint across, scoop the ball in passing, despawn off the far side
|
||||
const boy = G.boy;
|
||||
if (boy) {
|
||||
boy.x += boy.dir * 7.5 * dt; boy.runT += dt;
|
||||
if (!ball.collected && !ball.active) {
|
||||
const dz = ball.z - boy.z;
|
||||
boy.z += Math.sign(dz) * Math.min(Math.abs(dz), 3 * dt); // track the rolling ball a little
|
||||
if (Math.abs(boy.x - ball.x) < 0.4 && Math.abs(dz) < 1.2) ball.collected = true;
|
||||
}
|
||||
if (Math.abs(boy.x) > 13.5) G.boy = null;
|
||||
}
|
||||
if (G.outMarker && (G.outMarker.t -= dt) <= 0) G.outMarker = null;
|
||||
|
||||
if (G.phase === 'over') { G.overT -= dt; if (G.overT <= 0) setupPoint(); }
|
||||
}
|
||||
+1
-1
@@ -35,6 +35,6 @@
|
||||
<p class="start">TAP TO START</p>
|
||||
</div>
|
||||
</div>
|
||||
<script src="game.js?v=8"></script>
|
||||
<script type="module" src="main.js?v=9"></script>
|
||||
</body>
|
||||
</html>
|
||||
@@ -0,0 +1,75 @@
|
||||
// Keyboard + one-handed touch. Exposes movement axes and the flick-aim for gameplay.
|
||||
// Note: input <-> gameplay is an intentional import cycle; both only call each other's
|
||||
// functions at runtime, never during module evaluation.
|
||||
|
||||
import { cv } from './dom.js';
|
||||
import { audio } from './audio.js';
|
||||
import { keyPressed } from './gameplay.js';
|
||||
import { togglePanel } from './panel.js';
|
||||
|
||||
const keys = {};
|
||||
addEventListener('keydown', e => {
|
||||
if (['ArrowUp', 'ArrowDown', 'ArrowLeft', 'ArrowRight', ' '].includes(e.key)) e.preventDefault();
|
||||
if (e.key === 't' || e.key === 'T') togglePanel();
|
||||
if (!keys[e.code]) keyPressed(e.code);
|
||||
keys[e.code] = true;
|
||||
});
|
||||
addEventListener('keyup', e => keys[e.code] = false);
|
||||
|
||||
const touchAxis = { x: 0, z: 0 };
|
||||
export const axisX = () => touchAxis.x || (keys.ArrowRight || keys.KeyD ? 1 : 0) - (keys.ArrowLeft || keys.KeyA ? 1 : 0);
|
||||
export const axisZ = () => touchAxis.z || (keys.ArrowUp || keys.KeyW ? -1 : 0) + (keys.ArrowDown || keys.KeyS ? 1 : 0);
|
||||
|
||||
// One-handed touch: hold-drag = run, quick FLICK = swing aimed in the flick direction,
|
||||
// plain tap = neutral swing / toss / serve. Extra finger tap still swings (two-thumb play).
|
||||
let stick = null; // {id, x0, y0, t0, moved}
|
||||
let flickAim = null; // {ax, az, t} aim override for the swing just triggered
|
||||
const DEAD = 14;
|
||||
|
||||
// gameplay consumes the flick at contact; returns null if none or expired
|
||||
export function takeFlickAim(maxAgeMs = 450) {
|
||||
if (flickAim && performance.now() - flickAim.t < maxAgeMs) {
|
||||
const aim = { ax: flickAim.ax, az: flickAim.az };
|
||||
flickAim = null;
|
||||
return aim;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
cv.addEventListener('touchstart', e => {
|
||||
e.preventDefault(); audio();
|
||||
for (const t of e.changedTouches) {
|
||||
if (!stick) stick = { id: t.identifier, x0: t.clientX, y0: t.clientY, t0: performance.now(), moved: false };
|
||||
else keyPressed('Space');
|
||||
}
|
||||
}, { passive: false });
|
||||
|
||||
cv.addEventListener('touchmove', e => {
|
||||
e.preventDefault();
|
||||
if (!stick) return;
|
||||
for (const t of e.changedTouches) {
|
||||
if (t.identifier !== stick.id) continue;
|
||||
const dx = t.clientX - stick.x0, dy = t.clientY - stick.y0;
|
||||
if (Math.hypot(dx, dy) > DEAD) stick.moved = true;
|
||||
touchAxis.x = Math.abs(dx) > DEAD ? Math.sign(dx) : 0;
|
||||
touchAxis.z = Math.abs(dy) > DEAD ? Math.sign(dy) : 0;
|
||||
}
|
||||
}, { passive: false });
|
||||
|
||||
const endTouch = e => {
|
||||
e.preventDefault();
|
||||
for (const t of e.changedTouches) {
|
||||
if (!stick || t.identifier !== stick.id) continue;
|
||||
const dt = performance.now() - stick.t0;
|
||||
const dx = t.clientX - stick.x0, dy = t.clientY - stick.y0, dist = Math.hypot(dx, dy);
|
||||
if (!stick.moved && dt < 250) keyPressed('Space'); // tap
|
||||
else if (dt < 300 && dist > 28) { // flick = aimed swing
|
||||
flickAim = { ax: Math.abs(dx) > dist * 0.38 ? Math.sign(dx) : 0,
|
||||
az: Math.abs(dy) > dist * 0.38 ? Math.sign(dy) : 0, t: performance.now() };
|
||||
keyPressed('Space');
|
||||
}
|
||||
stick = null; touchAxis.x = 0; touchAxis.z = 0;
|
||||
}
|
||||
};
|
||||
cv.addEventListener('touchend', endTouch, { passive: false });
|
||||
cv.addEventListener('touchcancel', endTouch, { passive: false });
|
||||
@@ -0,0 +1,37 @@
|
||||
// Splatter Tennis — boot, main loop, intro overlay, and the window.T test hooks.
|
||||
// World units: meters. z axis = court depth, 0 at FAR baseline, 23.77 at NEAR baseline.
|
||||
// Module map: config (tuning/constants) · state (mutable game state) · gameplay (logic/update)
|
||||
// render (camera/drawing) · input (keys/touch) · audio (sfx/umpire) · panel (T tuning UI)
|
||||
|
||||
import { TUNE } from './config.js';
|
||||
import { P, O, ball, score, G, setupPoint } from './state.js';
|
||||
import { update, keyPressed, solveShot, inServeBox, inCourt } from './gameplay.js';
|
||||
import { fitViewport, render, proj } from './render.js';
|
||||
import { voice } from './audio.js';
|
||||
import './input.js';
|
||||
|
||||
let last = performance.now();
|
||||
function frame(now) {
|
||||
const dt = Math.min(0.033, (now - last) / 1000); last = now;
|
||||
update(dt); render();
|
||||
requestAnimationFrame(frame);
|
||||
}
|
||||
|
||||
fitViewport();
|
||||
setupPoint();
|
||||
|
||||
// intro overlay: first tap dismisses it, unlocks audio (iOS needs the gesture) and starts play
|
||||
const intro = document.getElementById('intro');
|
||||
function dismissIntro() {
|
||||
if (!intro.parentNode) return;
|
||||
intro.remove(); voice('quiet_please');
|
||||
}
|
||||
intro.addEventListener('pointerdown', e => { e.preventDefault(); dismissIntro(); });
|
||||
addEventListener('keydown', () => dismissIntro(), { once: true });
|
||||
|
||||
requestAnimationFrame(frame);
|
||||
|
||||
// exposed for in-browser sanity checks and simulated playtests
|
||||
window.T = { TUNE, ball, P, O, score, solveShot, inServeBox, inCourt, proj, setupPoint,
|
||||
step: dt => update(dt), press: keyPressed,
|
||||
get phase() { return G.phase; }, set phase(v) { G.phase = v; } };
|
||||
@@ -0,0 +1,18 @@
|
||||
// Live tuning panel (T key): number inputs for every TUNE value.
|
||||
|
||||
import { TUNE } from './config.js';
|
||||
|
||||
let panel = null;
|
||||
export function togglePanel() {
|
||||
if (panel) { panel.remove(); panel = null; return; }
|
||||
panel = document.createElement('div');
|
||||
panel.style.cssText = 'position:fixed;top:8px;right:8px;background:#141a26;color:#cdd6e4;font:11px monospace;padding:8px;border:1px solid #3a4a66;max-height:90vh;overflow:auto';
|
||||
for (const k of Object.keys(TUNE)) {
|
||||
const row = document.createElement('div');
|
||||
const v = TUNE[k];
|
||||
row.innerHTML = `<label>${k} <input type="number" step="${v < 2 ? 0.02 : 1}" value="${v}" style="width:60px;background:#0c1018;color:#fff;border:1px solid #333"></label>`;
|
||||
row.querySelector('input').oninput = e => TUNE[k] = parseFloat(e.target.value) || 0;
|
||||
panel.appendChild(row);
|
||||
}
|
||||
document.body.appendChild(panel);
|
||||
}
|
||||
@@ -0,0 +1,242 @@
|
||||
// Camera, viewport, sprites and all drawing. Owns the crowd dots (visual-only state).
|
||||
|
||||
import { cv, ctx } from './dom.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 { predictLanding } from './gameplay.js';
|
||||
|
||||
// ---------------------------------------------------------------- camera ----
|
||||
export const RES = 2; // physical pixels per logical pixel — sprites keep 2x detail
|
||||
export let W = 480, H = 270;
|
||||
|
||||
export function fitViewport() { // landscape 480x270, portrait 270x480 with a longer lens
|
||||
const portrait = innerHeight > innerWidth;
|
||||
const [w, h] = portrait ? [270, 480] : [480, 270];
|
||||
if (cv.width !== w * RES) {
|
||||
W = w; H = h;
|
||||
cv.width = w * RES; cv.height = h * RES;
|
||||
TUNE.camF = portrait ? 400 : 280;
|
||||
TUNE.horizon = portrait ? 90 : 40;
|
||||
buildCrowd();
|
||||
}
|
||||
ctx.imageSmoothingEnabled = false; // resets on canvas resize
|
||||
const sc = Math.min(innerWidth / w, innerHeight / h);
|
||||
cv.style.width = w * sc + 'px'; cv.style.height = h * sc + 'px';
|
||||
}
|
||||
addEventListener('resize', fitViewport);
|
||||
|
||||
export function proj(x, y, z) {
|
||||
const d = TUNE.camZ - z, s = TUNE.camF / d;
|
||||
return { x: W / 2 + x * s, y: TUNE.horizon + (TUNE.camY - y) * s, s };
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------- sprites ----
|
||||
// assets/<name>.png; game falls back to code-drawn figures until sprites load.
|
||||
const SPR = {};
|
||||
for (const n of ['p_idle1','p_idle2','p_bounce','p_bounce2','p_toss','p_smash','p_run1','p_run2','p_swing1','p_swing2',
|
||||
'o_idle1','o_idle2','o_bounce','o_bounce2','o_toss','o_smash','o_run1','o_run2','o_swing1','o_swing2',
|
||||
'x_ump','x_boyrun1','x_boyrun2','x_boyrun3','x_boyrun4']) {
|
||||
const img = new Image();
|
||||
img.onload = () => SPR[n] = img;
|
||||
img.src = 'assets/' + n + '.png';
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------ crowd ----
|
||||
export function buildCrowd() {
|
||||
crowd.dots.length = 0;
|
||||
const rows = Math.floor((proj(0, 0, 0).y - 26) / 5.5), cols = Math.ceil(W / 8);
|
||||
for (let row = 0; row < rows; row++) for (let i = 0; i < cols; i++) crowd.dots.push({
|
||||
x: 4 + i * 8 + (row % 2) * 4 + Math.random() * 3, y: 8 + row * 5.5 + Math.random() * 2,
|
||||
c: ['#c9b18f','#8f6f4f','#d9c6a5','#5f7f9f','#9f5f5f','#7f9f5f','#e0d0b0','#b0a0c0'][(i * 7 + row) % 8]
|
||||
});
|
||||
}
|
||||
|
||||
// -------------------------------------------------------------- primitives ----
|
||||
function line(x1, z1, x2, z2, w = 1) {
|
||||
const a = proj(x1, 0, z1), b = proj(x2, 0, z2);
|
||||
ctx.strokeStyle = '#e8e8dc'; ctx.lineWidth = w;
|
||||
ctx.beginPath(); ctx.moveTo(a.x, a.y); ctx.lineTo(b.x, b.y); ctx.stroke();
|
||||
}
|
||||
function quadXZ(x1, z1, x2, z2, color) { // filled court-plane rect (screen trapezoid)
|
||||
const a = proj(x1, 0, z1), b = proj(x2, 0, z1), c = proj(x2, 0, z2), d = proj(x1, 0, z2);
|
||||
ctx.fillStyle = color; ctx.beginPath();
|
||||
ctx.moveTo(a.x, a.y); ctx.lineTo(b.x, b.y); ctx.lineTo(c.x, c.y); ctx.lineTo(d.x, d.y); ctx.fill();
|
||||
}
|
||||
function drawShadow(px, py, rx, ry, alpha = 0.28) {
|
||||
ctx.fillStyle = `rgba(0,0,0,${alpha})`;
|
||||
ctx.beginPath(); ctx.ellipse(px, py, rx, Math.max(1, ry), 0, 0, 7); ctx.fill();
|
||||
}
|
||||
function drawBall(x, y, z, glint = false) {
|
||||
const sh = proj(x, 0, z);
|
||||
drawShadow(sh.x, sh.y, Math.max(1.5, sh.s * 0.09), sh.s * 0.04, 0.3);
|
||||
const bp = proj(x, y, z);
|
||||
const r = Math.max(1.5, bp.s * 0.09);
|
||||
ctx.fillStyle = '#e8f03a'; ctx.beginPath(); ctx.arc(bp.x, bp.y, r, 0, 7); ctx.fill();
|
||||
if (glint) { ctx.fillStyle = '#f8f8d0'; ctx.fillRect(bp.x - r * 0.3, bp.y - r * 0.5, Math.max(1, r * 0.5), Math.max(1, r * 0.5)); }
|
||||
}
|
||||
|
||||
// ----------------------------------------------------------------- actors ----
|
||||
function drawStatic(name, x, z, hMeters, bob = 0) {
|
||||
const img = SPR[name]; if (!img) return;
|
||||
const p = proj(x, 0, z);
|
||||
const h = hMeters * p.s, w = h * img.width / img.height;
|
||||
drawShadow(p.x, p.y, w * 0.4, h * 0.04, 0.25);
|
||||
ctx.drawImage(img, p.x - w / 2, p.y - h - bob, w, h);
|
||||
}
|
||||
function drawBoy(b) {
|
||||
const img = SPR['x_boyrun' + (Math.floor(b.runT * 14) % 4 + 1)]; if (!img) return;
|
||||
const p = proj(b.x, 0, b.z);
|
||||
const h = BOY_H * p.s, w = h * img.width / img.height;
|
||||
drawShadow(p.x, p.y, w * 0.3, h * 0.04, 0.25);
|
||||
ctx.save(); ctx.translate(p.x, p.y - (Math.floor(b.runT * 20) % 2));
|
||||
if (b.dir < 0) ctx.scale(-1, 1);
|
||||
ctx.drawImage(img, -w / 2, -h, w, h);
|
||||
ctx.restore();
|
||||
}
|
||||
function drawRing(x, z, color) {
|
||||
const p = proj(x, 0, z);
|
||||
// integer-snapped so the moving ring steps whole pixels instead of shimmering
|
||||
const cx = Math.round(p.x), cy = Math.round(p.y);
|
||||
const rx = Math.max(2, Math.round(p.s * 0.3)), ry = Math.max(1, Math.round(p.s * 0.12));
|
||||
ctx.strokeStyle = color; ctx.lineWidth = 2;
|
||||
ctx.beginPath(); ctx.ellipse(cx, cy, rx, ry, 0, 0, 7); ctx.stroke();
|
||||
}
|
||||
|
||||
function drawChar(ch) {
|
||||
const receiverWaiting = G.phase === 'pretoss' && ch.side !== score.server && ch.pose === 'idle';
|
||||
const sway = receiverWaiting ? Math.sin(G.idleT * 3.2) : 0;
|
||||
const p = proj(ch.x + sway * 0.12, 0, ch.z);
|
||||
const hpx = PLAYER_H * p.s;
|
||||
// pick sprite
|
||||
const pre = ch.side === 'P' ? 'p_' : 'o_';
|
||||
let name = pre + (Math.floor(G.idleT * 1.6) % 2 ? 'idle1' : 'idle2'); // idle weight shift
|
||||
if (G.phase === 'pretoss' && ch.side === score.server && ch.pose === 'idle') {
|
||||
const w = G.idleT * BOUNCE_IDLE.tempo; // same phase as the bouncing ball
|
||||
const rising = Math.sin(w) * Math.cos(w) > 0;
|
||||
name = pre + (rising ? 'bounce2' : 'bounce'); // hand up while the ball rises, pat down exactly at the apex
|
||||
}
|
||||
if (ch.pose === 'run') name = pre + (Math.floor(ch.runT * 9) % 2 ? 'run1' : 'run2');
|
||||
if (receiverWaiting) name = pre + (sway > 0 ? 'run1' : 'run2'); // split-step shuffle
|
||||
if (ch.pose === 'swing') name = pre + (ch.poseT < 0.15 ? 'swing1' : 'swing2');
|
||||
if (ch.pose === 'serve') name = pre + (G.phase === 'toss' ? 'toss' : 'smash');
|
||||
if (ch.pose === 'run') p.y -= Math.floor(ch.runT * 18) % 2; // 1px run bob
|
||||
const img = SPR[name];
|
||||
drawShadow(p.x, p.y, hpx * 0.22, hpx * 0.06);
|
||||
if (img) {
|
||||
const k = hpx / SPRITE_H; // sprites share one scale; the idle pose defines it
|
||||
const w = img.width * k, h = img.height * k;
|
||||
ctx.save();
|
||||
ctx.translate(p.x, p.y);
|
||||
if (ch.facing < 0) ctx.scale(-1, 1);
|
||||
ctx.drawImage(img, -w / 2, -h, w, h);
|
||||
ctx.restore();
|
||||
} else drawFallbackChar(ch, p, hpx);
|
||||
}
|
||||
function drawFallbackChar(ch, p, h) { // shown only until sprites load
|
||||
const you = ch.side === 'P';
|
||||
const u = h / 16, x = p.x, y = p.y;
|
||||
const skin = '#e8b88a', shirt = you ? '#e8e8e8' : '#d04848', shorts = you ? '#3858a8' : '#404040';
|
||||
ctx.fillStyle = skin; ctx.fillRect(x - 2 * u, y - 16 * u, 4 * u, 4 * u);
|
||||
ctx.fillStyle = you ? '#804820' : '#282828'; ctx.fillRect(x - 2 * u, y - 16 * u, 4 * u, 1.2 * u);
|
||||
ctx.fillStyle = shirt; ctx.fillRect(x - 2.6 * u, y - 12 * u, 5.2 * u, 6 * u);
|
||||
ctx.fillStyle = shorts; ctx.fillRect(x - 2.4 * u, y - 6 * u, 4.8 * u, 3 * u);
|
||||
ctx.fillStyle = skin; ctx.fillRect(x - 1.8 * u, y - 3 * u, 1.4 * u, 3 * u); ctx.fillRect(x + 0.4 * u, y - 3 * u, 1.4 * u, 3 * u);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------ frame ----
|
||||
export function render() {
|
||||
ctx.setTransform(RES, 0, 0, RES, 0, 0); // logical W x H coordinates at RES density
|
||||
|
||||
// stands: tiered crowd from top of screen down to just above the far court
|
||||
const standsBottom = proj(0, 0, 0).y - 12;
|
||||
ctx.fillStyle = '#232e42'; ctx.fillRect(0, 0, W, standsBottom);
|
||||
for (let r = 0; r < 16; r++) {
|
||||
ctx.fillStyle = r % 2 ? '#2a3750' : '#26324a';
|
||||
ctx.fillRect(0, 6 + r * 5.5, W, 5.5);
|
||||
}
|
||||
for (const d of crowd.dots) {
|
||||
const jx = crowd.cheer > 0 ? (Math.random() * 2 - 1) : 0;
|
||||
const jy = crowd.cheer > 0 ? -Math.random() * 1.5 : 0;
|
||||
ctx.fillStyle = d.c; ctx.fillRect(d.x + jx | 0, d.y + jy | 0, 2, 2);
|
||||
}
|
||||
// courtside billboard wall
|
||||
ctx.fillStyle = '#0e5c2e'; ctx.fillRect(0, standsBottom - 10, W, 10);
|
||||
ctx.fillStyle = '#dfe8d0'; ctx.font = 'bold 7px monospace'; ctx.textBaseline = 'top'; ctx.textAlign = 'center';
|
||||
ctx.fillText(W > 400 ? '· SPLATTER OPEN · NEW BALLS PLEASE · SPLATTER OPEN ·' : '· SPLATTER OPEN ·', W / 2, standsBottom - 9);
|
||||
ctx.textAlign = 'left';
|
||||
|
||||
// ground + court (Super Tennis lawn); everything outside the doubles court is OUT
|
||||
const dw = COURT.dblW / 2;
|
||||
quadXZ(-14, -6, 14, 30, '#295c2d'); // out area
|
||||
quadXZ(-dw - 0.15, -0.15, dw + 0.15, COURT.L + 0.15, '#e8e8dc'); // perimeter border line
|
||||
quadXZ(-dw, 0, dw, COURT.L, '#4cae52'); // lawn (doubles court)
|
||||
for (let z = 0; z < COURT.L; z += 2.97) quadXZ(-dw, z, dw, Math.min(z + 1.49, COURT.L), '#46a54c'); // mow stripes
|
||||
// lines: baselines, doubles + singles sidelines, service box
|
||||
line(-dw, 0, dw, 0, 2); line(-dw, COURT.L, dw, COURT.L, 2);
|
||||
line(-dw, 0, -dw, COURT.L, 1.5); line(dw, 0, dw, COURT.L, 1.5);
|
||||
line(-COURT.W / 2, 0, -COURT.W / 2, COURT.L, 1.5); line(COURT.W / 2, 0, COURT.W / 2, COURT.L, 1.5);
|
||||
line(-COURT.W / 2, COURT.svcFar, COURT.W / 2, COURT.svcFar, 1);
|
||||
line(-COURT.W / 2, COURT.svcNear, COURT.W / 2, COURT.svcNear, 1);
|
||||
line(0, COURT.svcFar, 0, COURT.svcNear, 1);
|
||||
line(0, 0, 0, 0.35, 1); line(0, COURT.L - 0.35, 0, COURT.L, 1); // center marks
|
||||
|
||||
// landing rings: white = incoming ball, yellow/red = your shot (red lands out)
|
||||
if (G.phase === 'rally' && ball.active && ball.bounces === 0 && ball.lastHit === 'O') {
|
||||
const l = predictLanding();
|
||||
if (l) drawRing(l.x, l.z, 'rgba(255,255,255,0.85)');
|
||||
}
|
||||
if (G.outMarker) drawRing(G.outMarker.x, G.outMarker.z, G.outMarker.out ? '#ff5050' : '#f8e048');
|
||||
|
||||
// far-side drawables in z order (far → near), then the net, then the near side
|
||||
const farSide = [
|
||||
{ z: O.z, f: () => drawChar(O) },
|
||||
{ z: COURT.netZ - 0.01, f: () => drawStatic('x_ump', 7.1, COURT.netZ, UMP_H) },
|
||||
];
|
||||
if (G.boy && G.boy.z <= COURT.netZ) farSide.push({ z: G.boy.z, f: () => drawBoy(G.boy) });
|
||||
farSide.sort((a, b) => a.z - b.z).forEach(d => d.f());
|
||||
|
||||
// net
|
||||
const nl = proj(-COURT.netW / 2, 0, COURT.netZ), nr = proj(COURT.netW / 2, 0, COURT.netZ);
|
||||
const nlt = proj(-COURT.netW / 2, COURT.netH, COURT.netZ), nrt = proj(COURT.netW / 2, COURT.netH, COURT.netZ);
|
||||
ctx.fillStyle = 'rgba(20,26,34,0.72)';
|
||||
ctx.beginPath(); ctx.moveTo(nl.x, nl.y); ctx.lineTo(nr.x, nr.y); ctx.lineTo(nrt.x, nrt.y); ctx.lineTo(nlt.x, nlt.y); ctx.fill();
|
||||
ctx.strokeStyle = '#eeeeee'; ctx.lineWidth = 1.5;
|
||||
ctx.beginPath(); ctx.moveTo(nlt.x, nlt.y); ctx.lineTo(nrt.x, nrt.y); ctx.stroke();
|
||||
ctx.fillStyle = '#333'; ctx.fillRect(nl.x - 1, nlt.y, 2, nl.y - nlt.y); ctx.fillRect(nr.x - 1, nrt.y, 2, nr.y - nrt.y);
|
||||
if (G.boy && G.boy.z > COURT.netZ) drawBoy(G.boy);
|
||||
|
||||
// server idly bouncing the ball while waiting
|
||||
if (G.phase === 'pretoss') {
|
||||
const sv = score.server === 'P' ? P : O;
|
||||
const bx = sv.x - BOUNCE_IDLE.dx * (sv.side === 'P' ? 1 : -1);
|
||||
const by = Math.abs(Math.sin(G.idleT * BOUNCE_IDLE.tempo)) * BOUNCE_IDLE.apex;
|
||||
drawBall(bx, by, sv.z);
|
||||
}
|
||||
// the match ball
|
||||
if ((ball.active || G.phase === 'over') && !ball.collected) drawBall(ball.x, ball.y, ball.z, true);
|
||||
drawChar(P);
|
||||
|
||||
// HUD — scoreboard
|
||||
ctx.fillStyle = 'rgba(12,16,24,0.82)'; ctx.fillRect(6, 6, 132, 30);
|
||||
ctx.strokeStyle = '#5a6a85'; ctx.strokeRect(6.5, 6.5, 131, 29);
|
||||
ctx.font = 'bold 9px monospace'; ctx.textBaseline = 'top';
|
||||
const ptTxt = i => score.pts[i] >= 3 && score.pts[0] >= 3 && score.pts[1] >= 3
|
||||
? (score.pts[i] === score.pts[1 - i] ? '40' : (score.pts[i] > score.pts[1 - i] ? 'AD' : '40'))
|
||||
: ['0', '15', '30', '40'][Math.min(score.pts[i], 3)];
|
||||
ctx.fillStyle = score.server === 'P' ? '#f8e048' : '#c8d0dc';
|
||||
ctx.fillText('YOU ' + score.games[0] + ' ' + ptTxt(0), 12, 10);
|
||||
ctx.fillStyle = score.server === 'O' ? '#f8e048' : '#c8d0dc';
|
||||
ctx.fillText('CPU ' + score.games[1] + ' ' + ptTxt(1), 12, 22);
|
||||
ctx.textAlign = 'center';
|
||||
if (G.phase === 'pretoss' && score.server === 'P') {
|
||||
ctx.fillStyle = '#f8e048'; ctx.font = 'bold 8px monospace';
|
||||
const touch = matchMedia('(pointer: coarse)').matches;
|
||||
ctx.fillText(G.serveNum === 2 ? (touch ? 'SECOND SERVE — TAP' : 'SECOND SERVE — SPACE')
|
||||
: (touch ? 'TAP TO TOSS, TAP TO SERVE' : 'SPACE TO TOSS, SPACE TO SERVE'), W / 2, H - 16);
|
||||
}
|
||||
if (G.flash) {
|
||||
ctx.font = 'bold 14px monospace'; ctx.fillStyle = '#ffffff';
|
||||
ctx.fillText(G.flash.text, W / 2, 60 + Math.sin(G.flash.t * 20) * 1);
|
||||
}
|
||||
ctx.textAlign = 'left';
|
||||
}
|
||||
@@ -0,0 +1,47 @@
|
||||
// All mutable game state in one place, plus the point-reset that re-arms it.
|
||||
|
||||
import { HOME } from './config.js';
|
||||
|
||||
export const P = { x: 1.3, z: 22.8, side: 'P', pose: 'idle', poseT: 0, swingT: -1, facing: 1, runT: 0 };
|
||||
export const O = { x: -1.3, z: 1.0, side: 'O', pose: 'idle', poseT: 0, swingT: -1, facing: 1, runT: 0 };
|
||||
export const ball = { x: 0, y: 1, z: 20, vx: 0, vy: 0, vz: 0, g: 9.2,
|
||||
active: false, lastHit: 'P', bounces: 0, firstLand: null, collected: false };
|
||||
export const score = { pts: [0, 0], games: [0, 0], server: 'P' }; // pts index 0=P 1=O
|
||||
export const crowd = { cheer: 0, dots: [] }; // dots are (re)built by render.buildCrowd
|
||||
|
||||
// everything that used to be loose top-level lets
|
||||
export const G = {
|
||||
phase: 'pretoss', // pretoss | toss | rally | over
|
||||
serveNum: 1,
|
||||
overT: 0,
|
||||
hitstop: 0,
|
||||
flash: null, // {text, t}
|
||||
idleT: 0,
|
||||
outMarker: null, // {x, z, out, t} — where your last shot lands
|
||||
boy: null, // ball boy sprinting across: {x, z, dir, runT}
|
||||
aiServeT: 0,
|
||||
aiSwingCool: 0,
|
||||
aiReactT: 9, // time since the player's last hit; CPU reads the shot after TUNE.aiReaction
|
||||
wasServe: false, // the ball in flight is a serve (first bounce must hit the box)
|
||||
};
|
||||
|
||||
export const other = s => s === 'P' ? 'O' : 'P';
|
||||
export const deuceSide = () => (score.pts[0] + score.pts[1]) % 2 === 0; // even points → deuce (right) side
|
||||
|
||||
export function setupPoint() {
|
||||
G.phase = 'pretoss'; ball.active = false; ball.bounces = 0; ball.firstLand = null;
|
||||
const sv = score.server === 'P' ? P : O, rc = score.server === 'P' ? O : P;
|
||||
const sx = deuceSide() ? 1.3 : -1.3;
|
||||
sv.x = sv.side === 'P' ? sx : -sx; // deuce side mirrors across the net
|
||||
sv.z = sv.side === 'P' ? 24.3 : -0.5;
|
||||
rc.x = -sv.x; rc.z = rc.side === 'P' ? 22.5 : HOME.O.z - 1.3;
|
||||
P.pose = O.pose = 'idle'; P.swingT = O.swingT = -1;
|
||||
P.facing = O.facing = 1; // canonical righty stance — bounce/serve sprites must not render mirrored
|
||||
G.aiServeT = score.server === 'O' ? 1.4 : 0;
|
||||
}
|
||||
|
||||
export function sendBoy() {
|
||||
if (ball.z < -3 || ball.z > 27) return; // ball left the field lengthwise, let it go
|
||||
const dir = ball.x > 0 ? 1 : -1; // enter from the opposite side so the pickup is mid-run
|
||||
G.boy = { x: dir > 0 ? -13 : 13, z: ball.z, dir, runT: 0 };
|
||||
}
|
||||
Reference in new issue
Block a user