Exact touchdown, the boy finishes his shift, healing announces itself, 4K heads

Five of Oliver's six (the sixth is a play-mode discussion):
- THE DOUBLE FAULTS WERE FRAME QUANTIZATION: the bounce registered a full
  integration step after true contact — ~0.75 m of travel at serve pace — so
  serves aimed half a metre safe were judged long. Classic enforces the
  service box, the match only the court, hence 'zombie tennis does not'.
  The bounce now rewinds to y=0 before anything reads the position.
  Measured in-pane: 30/40 faults on good taps before, 0/40 after (mistimed
  and smudged taps also 0/40; aimed hard serves keep their scatter risk).
  Also: the strike flick dead zone is 44 px so a smudged tap stays a tap,
  and the aim base clamps 0.18 m inside the lines — scatter, not the aim,
  is what faults.
- The mop beat holds the walk-on until the boy actually LEAVES the court
  (ordered off at beat end, 6 s cap).
- A match game win that restores blood shows the duel's WOUNDS TREATED
  popup; full-blood wins stay silent.
- The opponent walk-on card holds 4.0 s (was 2.4).
- Card heads are cut from the 4K sheets at 144 px (assets/_heads.py,
  z_<fam>head.png, HEAD_CROP stays as fallback) — the old 65 px crops were
  the 'very low res' heads.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
wuwiandClaude Fable 5 committed 2026-08-13 21:09:04 +02:00
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@@ -0,0 +1,95 @@
# _heads.py — cut the CARD HEAD ICONS from the 4K family sheets.
#
# uv run --with pillow --with numpy python assets/_heads.py # build all -> _refcheck/heads/
# uv run --with pillow --with numpy python assets/_heads.py --install # -> assets/z_<fam>head.png
#
# WHY. The walk-on card first cropped heads out of the INSTALLED 224 px frames (config.HEAD_CROP):
# a ~65 px source head drawn at 144 device px is mush, and the oldest families (sh/bb/st/ru) were
# the mushiest — "the first heads in the roster are very low res". The 4K sheets in _refcheck have
# the same heads at ~4x the pixels, so the icon is cut THERE and downscaled once, cleanly.
# drawCard prefers z_<fam>head and degrades to the HEAD_CROP crop, so a family whose 4K sheet is
# gone (they are gitignored scratch) simply keeps the old icon. Re-run after re-rolling a family.
import os, sys
import numpy as np
from PIL import Image
sys.path.insert(0, os.path.dirname(os.path.abspath(__file__)))
import _fine
from _zsheet import bands
HERE = os.path.dirname(os.path.abspath(__file__))
SCRATCH = os.path.join(HERE, '_refcheck')
OUT_H = 144 # the card draws the icon at CARD_H-14 = 48 logical px; RES caps at 3 -> 144 device
FAMS = ['br', 'sh', 'bb', 'st', 'ru', 'gk', 'lj', 'dr', 'ch', 'ph', 'ma']
# head depth as a fraction of the standing figure, where the shoulder-widening rule fails:
# the brute's shoulders start high, the keeper's hat brim is wider than his face, the champion
# wears a headwrap, and the mascot's head IS partly the ball. Same knowledge as HEAD_CROP's note.
DEPTH = {'br': 0.27, 'gk': 0.30, 'ch': 0.28, 'ma': 0.37}
def head_box(a):
"""Head region of one keyed figure: top of the silhouette down to the shoulder widening."""
op = a[..., 3] > 0
ys = np.nonzero(op.any(1))[0]
y0, y1 = ys.min(), ys.max()
h = y1 - y0 + 1
width = op.sum(1)
med = np.median(width[y0:y0 + max(6, h // 16)][width[y0:y0 + max(6, h // 16)] > 0])
yS = None
for y in range(y0 + h // 20, y1):
if width[y] > 1.9 * med: yS = y; break
yS = yS or y0 + int(h * 0.2)
band = op[y0:yS]
xs = np.nonzero(band.any(0))[0]
pad = max(3, h // 60)
return (max(0, xs.min() - pad), max(0, y0 - pad), xs.max() + pad, yS + pad)
def build(install=False):
outdir = HERE if install else os.path.join(SCRATCH, 'heads')
os.makedirs(outdir, exist_ok=True)
for k in FAMS:
sheet = os.path.join(SCRATCH, f'fam_{k}.png')
if not os.path.exists(sheet):
print(f'{k}: no 4K sheet — the card keeps its HEAD_CROP fallback'); continue
a = _fine.key(Image.open(sheet))
bs = bands(a)
band = a[bs[0][0]:bs[0][1]]
cols = (band[..., 3] > 0).any(0)
x0 = np.nonzero(cols)[0][0] # first figure of the play row
gap = 0; x1 = x0
for x in range(x0, len(cols)):
gap = gap + 1 if not cols[x] else 0
if gap > 30: x1 = x - gap; break
else: x1 = len(cols)
fig = band[:, x0:x1]
ys = np.nonzero((fig[..., 3] > 0).any(1))[0]
fh = ys.max() - ys.min() + 1
bx0, by0, bx1, by1 = head_box(fig)
if k in DEPTH: # hand depth beats the widening rule here
by1 = ys.min() + int(fh * DEPTH[k])
band2 = (fig[..., 3] > 0)[by0:by1]
xs = np.nonzero(band2.any(0))[0]
bx0, bx1 = max(0, xs.min() - 5), xs.max() + 5
crop = fig[by0:by1, bx0:bx1]
im = Image.fromarray(crop, 'RGBA')
s = OUT_H / im.height
im = im.resize((max(1, round(im.width * s)), OUT_H), Image.BOX)
# quantise to the crop's own palette so the icon stays flat pixel art, not a soft photo
arr = np.array(im).astype(int)
solid = arr[..., 3] > 110
px = crop[crop[..., 3] > 200][:, :3]
pal = np.unique((px // 8) * 8, axis=0)
flat = arr[..., :3].reshape(-1, 3)
idx = ((flat[:, None, :] - pal[None, :, :]) ** 2).sum(2).argmin(1)
arr[..., :3] = pal[idx].reshape(arr.shape[0], arr.shape[1], 3)
arr[..., 3] = np.where(solid, 255, 0)
out = os.path.join(outdir, f'z_{k}head.png')
Image.fromarray(arr.astype('uint8'), 'RGBA').save(out)
print(f'{k}: {out} {arr.shape[1]}x{arr.shape[0]}')
if __name__ == '__main__':
build('--install' in sys.argv)
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@@ -431,6 +431,6 @@ if (location.hostname !== 'splatter-tennis.wuwi.one') {
</div>
</div>
</div>
<script type="module" src="src/main.js?v=218"></script>
<script type="module" src="src/main.js?v=219"></script>
</body>
</html>
+28 -8
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@@ -417,11 +417,22 @@ export function tickMatchFall(dt) {
// on with its own intro card, exactly as it used to on the kill frame.
const d = G.match;
if (d && d.mopT > 0 && (d.mopT -= dt) <= 0) {
d.mopT = 0;
matchOpponent();
d.ending = false; // play re-opens only now that a body is on court
matchReady();
G.phase = 'over'; G.overT = 2.2; // matchReady's setupPoint re-arms pretoss; keep the old beat
// Time is up — but THE COURT IS HIS UNTIL HE LEAVES IT (Oliver: "no playing as long as the
// mopboy is on court"). He is ordered off (jobs zeroed, the half-pushed stain dropped) and
// the walk-on holds until he is clear of the playing area; the 6 s cap is a belt on top of
// the braces — nothing should ever need it, but a stalled beat must not stall the match.
const b = G.boy;
if (b && b.mop && Math.abs(b.x) < 6.5 && (d.mopHold = (d.mopHold || 0) + dt) < 6) {
b.jobs = 0; b.tx = undefined; b.tz = undefined; b.mopT = 0;
if (G.interlude && G.interlude.introT < 1) G.interlude.introT = 1; // serving stays barred
d.mopT = 0.001; // the beat re-checks next tick
} else {
d.mopT = 0; d.mopHold = 0;
matchOpponent();
d.ending = false; // play re-opens only now that a body is on court
matchReady();
G.phase = 'over'; G.overT = 2.2; // matchReady's setupPoint re-arms pretoss; keep the old beat
}
}
if (!G.matchFall) return tickMatchServe(dt);
const f = G.matchFall;
@@ -506,8 +517,10 @@ function matchOpponent() {
// so killZombie can file the kill under it without asking G which opponent we were on.
zb.foe = matchFoe(G.match.opp);
zb.fam = zb.foe.fam; // ...and the body it wears (config.ZFAMS)
// the walk-on card wears the opponent's own head (config.HEAD_CROP — a crop, not new art)
G.card = { title: zb.foe.name, sub1: zb.foe.line, color: UI.hot, t: 2.4, head: zb.fam };
// the walk-on card wears the opponent's own head (config.HEAD_CROP — a crop, not new art).
// 4.0 s: at 2.4 the head + name + punchline were gone before they were read ("the intro card
// of the player should last longer")
G.card = { title: zb.foe.name, sub1: zb.foe.line, color: UI.hot, t: 4.0, head: zb.fam };
zb.hp = zb.hpMax = TUNE.matchOppHp; // a FLAT pool: with regicide gone the body is pure
// scoreboard (a quarter per point), so a deeper pool would
// change nothing — the ladder escalates in racketAI instead
@@ -574,7 +587,14 @@ function matchGameWon(zb, banked = false) {
// on a game point) — bank the game by hand or the scoreboard drifts from the ladder.
if (!banked) { score.games[0]++; score.pts = [0, 0]; }
G.runGames++; // the ladder metric, same as every mode
G.hp = Math.min(G.hpMax, G.hp + TUNE.matchHeal); // a clean game is how you last
// a clean game is how you last — and when it actually restores blood, the trainer SAYS so
// (Oliver: "show wounds healed popup in zombie tennis when appropriate"). Same popup as the
// duel's, so healing has one face everywhere; a full-blood win stays silent.
const healed = Math.min(G.hpMax, G.hp + TUNE.matchHeal) - G.hp;
G.hp += healed;
if (healed > 0)
showModal({ title: 'WOUNDS TREATED', icon: 'x_cross', iconH: 52, color: UI.pick,
body: ['THE TRAINER PATCHED YOU UP', G.hp + ' OF ' + G.hpMax + ' BACK'] });
voice('game_player', 0.3); cheer(2.4, 0.6);
// GAME is the FLASH and the next opponent's name plate is the CARD. It used to be the other way
// round and matchOpponent's plate landed on the same slot a frame later, so 'GAME.' never drew
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@@ -379,7 +379,16 @@ function hitServe(sv, quality, aim = null, perfect = quality > 0.999) {
else {
// target: diagonal service box. Serving from deuce side → target box is across.
const scatter = (0.8 + hard * TUNE.serveHardErr) * (1 - quality);
boxX = (deuceSide() ? -1 : 1) * (toFar ? 1 : -1) * 2.0 + sx * TUNE.serveAimX
// THE AIM BASE NEVER LEAVES THE BOX. A full sway used to carry the target ACROSS the centre
// line — an aimed serve was a fault by construction, not by risk. The sway now runs from the
// box centre to 0.18 m INSIDE either line, and only the timing scatter (added after) can
// carry the ball out — which is the tennis being asked for: the line is where you aim, the
// miss is what you risked. (Classic enforces the box; see fault()'s caller.)
const side = (deuceSide() ? -1 : 1) * (toFar ? 1 : -1);
const half = COURT.W / 2;
const aim = side * 2.0 + sx * TUNE.serveAimX;
const lo = side < 0 ? -half + 0.18 : 0.18, hi = side < 0 ? -0.18 : half - 0.18;
boxX = Math.max(lo, Math.min(hi, aim))
+ (Math.random() * 2 - 1) * TUNE.aimError * scatter;
// DEPTH RIDES QUALITY (player serves only): a flush strike aims near the service line, the
// ONLY depth where flat pace survives the net-clearance loop — MEASURED with the replica
@@ -1296,7 +1305,10 @@ export function keyPressed(code) {
// unit components; mag carries the length). Keyboard: left/right sway, up = the hard one.
// A plain tap stays the safe centre-box serve — that is the second-serve decision.
const kb = { ax: axisX(), az: axisZ() };
const k = flick ? Math.max(0, Math.min(1, (flick.mag - 24) / 130)) : 0;
// the dead zone is 44 px, well above the 28 px flick threshold: a slightly smudged strike TAP
// must stay a safe serve — accidental sway was most of classic's "double fault very often",
// because classic's line call enforces the service box (the match's only checks the court)
const k = flick ? Math.max(0, Math.min(1, (flick.mag - 44) / 130)) : 0;
const sway = flick ? flick.fx * k : kb.ax * 0.75;
const hard = flick ? Math.max(0, -flick.fy) * k : (kb.az < 0 ? 0.8 : 0);
hitServe(P, q, sway || hard ? { sx: sway, hard } : null);
@@ -1688,6 +1700,17 @@ export function update(dt) {
}
}
if (ball.y <= 0 && ball.vy < 0) {
// EXACT TOUCHDOWN, not the frame after it. The integrated position lands up to one full
// step PAST the true contact — at serve pace that is ~0.75 m of travel in 1/60 s, so a
// serve aimed half a metre inside the service line was routinely JUDGED long. Oliver saw it
// as "classic tennis gives double fault very often" (the match's line call only checks the
// whole court, which is why zombie tennis seemed immune). Rewind the step to y = 0 before
// the bounce position is read by anything — the line call, the bounce dust, the mark.
const yOld = ball.y - ball.vy * dt; // where this step began (vy already g-updated)
if (yOld > 0) {
const back = dt * (1 - yOld / (yOld - ball.y)); // time spent below the ground this step
ball.x -= ball.vx * back; ball.z -= ball.vz * back;
}
ball.y = 0; ball.vy = -ball.vy * TUNE.bounceY;
ball.vx *= TUNE.bounceXZ; ball.vz *= TUNE.bounceXZ;
if (Math.abs(ball.vy) > 1.0) dustPuff(ball.x, ball.z, 3, 0.7); // a real bounce kicks up the court
+17 -7
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@@ -221,7 +221,7 @@ function farB(z) {
// Asset cache-buster — bump with main.js?v=N (see the img.src note below). EXPORTED because the
// menu screens hang <img> tags on the same files, and two copies of this number is one copy too
// many: the one that does not get bumped is the one that serves a cached 404.
export const SPRV = 111;
export const SPRV = 112;
// The boot bar in main.js watches this. Nothing here CHANGES when things load — every sprite was
// already requested at import — it just makes the wait visible and holds the menu back until the
// last sheet has landed. See the onerror note below for the other half of "sometimes missing".
@@ -273,6 +273,9 @@ for (const n of ['p_idle1','p_idle2','p_bounce','p_bounce2','p_toss','p_smash','
// filenames typed out here (each of which is a chance to typo one and have a body
// vanish for a frame — the oldest bug in this file).
...ZFAMS.flatMap(famFrames),
// the card's 4K-cut head icons (assets/_heads.py). 'r' has no fam sheet — his
// card keeps the HEAD_CROP fallback, so no file and no 404 for him.
...ZFAMS.filter(k => k !== 'r').map(k => 'z_' + k + 'head'),
'w_ball','w_bomb','w_triple','w_fire','w_gun', // weapon-rack icons
'w_beacon','w_laser','w_rocket','w_flamer', // ...and the four that come out of a barrel
'z_barrel1','z_barrel2', // the weapon barrel, two frames so it ROLLS
@@ -1711,10 +1714,16 @@ function cardBody(c, dx) {
// and boss names of any length, and Bangers 22 ran a long one off both edges of a phone. Measure
// once and shrink to the band; 22 stays 22 for everything that already fit.
// THE OPPONENT CARD CARRIES ITS HEAD (Oliver: the punchline plus a picture of his head). The
// icon is a straight crop out of the family's own healthy frame — config.HEAD_CROP, measured,
// never separate art — drawn left of the text block, which shifts right to keep the whole
// group centred as one. A family with no crop row degrades to the plain text card.
const hd = c.head && HEAD_CROP[c.head] && SPR['z_' + c.head + '1'] ? HEAD_CROP[c.head] : null;
// icon prefers the 4K-cut z_<fam>head.png (assets/_heads.py — the installed 224 px frames gave
// ~65 px heads drawn at 144 device px, which is the "very low res" he reported) and degrades
// to the HEAD_CROP crop of the healthy frame, then to the plain text card. Never separate art:
// both sources are the body already on court.
const headImg = c.head && SPR['z_' + c.head + 'head'];
const hd = headImg ? { img: headImg, w: headImg.width, h: headImg.height }
: c.head && HEAD_CROP[c.head] && SPR['z_' + c.head + '1']
? { img: SPR['z_' + c.head + '1'], box: HEAD_CROP[c.head],
w: HEAD_CROP[c.head].w, h: HEAD_CROP[c.head].h }
: null;
const ih = hd ? CARD_H - 14 : 0, iw = hd ? Math.round(hd.w * ih / hd.h) : 0;
const room = W - 24 - (hd ? iw + 8 : 0);
ctx.font = B(22);
@@ -1731,8 +1740,9 @@ function cardBody(c, dx) {
let blockW = 0;
for (const [t, f] of lines) { ctx.font = f; blockW = Math.max(blockW, ctx.measureText(t).width); }
ctx.imageSmoothingEnabled = false;
ctx.drawImage(SPR['z_' + c.head + '1'], hd.x, hd.y, hd.w, hd.h,
Math.round(cx - blockW / 2 - 8 - iw), Math.round(CARD_MID - ih / 2), iw, ih);
const hx = Math.round(cx - blockW / 2 - 8 - iw), hy = Math.round(CARD_MID - ih / 2);
if (hd.box) ctx.drawImage(hd.img, hd.box.x, hd.box.y, hd.box.w, hd.box.h, hx, hy, iw, ih);
else ctx.drawImage(hd.img, hx, hy, iw, ih);
}
for (const [t, f, rel, col] of lines) { ctx.font = f; shadowText(t, cx, y + rel, col); }
ctx.textAlign = 'center'; ctx.restore(); // the band's neighbours (flash, countdown) assume centred
+12 -5
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@@ -505,9 +505,13 @@ test('endDrill hands the court back', () => {
const startMatch = () => { const r = _startMatch(); G.modal = null; G.modalQ.length = 0; return r; };
const oppOf = () => zombies.find(z => z.variant === 'r');
// a won game now opens the MOP BEAT (TUNE.matchMopT) before the next opponent walks on —
// tests that play across a game boundary step through it here
const passMopBeat = () => { for (let i = 0; i < (TUNE.matchMopT + 1) * 60; i++) update(DT); };
// a won game now opens the MOP BEAT (TUNE.matchMopT) before the next opponent walks on — plus
// the boy's walk-off hold (he must LEAVE the court) and possibly the WOUNDS TREATED popup, which
// freezes the world until tapped. Tests that play across a game boundary step through all of it,
// dismissing popups the way a player would.
const passMopBeat = () => { // ...stopping at the walk-on: past it, the next opponent PLAYS
for (let i = 0; i < (TUNE.matchMopT + 8) * 60 && !oppOf(); i++) { G.modal = null; G.modalQ.length = 0; update(DT); }
};
test('a match owns the court like every other mode', () => {
assert.ok(startMatch(), 'a match starts on a clean court');
@@ -540,7 +544,10 @@ test('a point won tears a wound stage off the body; only the game point fells it
assert.ok(!oppOf(), 'no fresh opponent on the kill frame — the mop beat owns the court');
assert.ok(G.match.mopT > 0, 'the beat is armed');
assert.ok(G.interlude && G.interlude.introT > 0, 'and serving is barred for its whole length');
for (let i = 0; i < (TUNE.matchMopT + 1) * 10; i++) update(0.1);
// ...and the beat now also WAITS FOR THE BOY TO LEAVE the court before the walk-on
for (let i = 0; i < (TUNE.matchMopT + 2) * 10 && G.boy && Math.abs(G.boy.x) < 6.5; i++) update(0.1);
assert.ok(!oppOf(), 'still no opponent while the boy is on the court');
passMopBeat();
const next = oppOf();
assert.ok(next && next !== zb, 'a fresh opponent shambled on after the mop beat');
assert.equal(next.hpMax, TUNE.matchOppHp, 'same flat pool — the ladder escalates in speed/flub, not hp');
@@ -766,7 +773,7 @@ test('service alternates by game, and the opponent actually serves', () => {
for (let i = 0; i < 2 * 60 && G.matchFall; i++) update(DT); // let each collapse finish
}
assert.equal(score.server, 'O', 'their serve next game');
for (let i = 0; i < (TUNE.matchMopT + 1) * 60; i++) update(DT); // the mop beat holds the court first
passMopBeat(); // the mop beat (and the boy's exit) come first
// the opponent stands behind ITS baseline to serve, not on the receiving mark
const rz = zombies.find(z => z.variant === 'r');
assert.ok(rz.z < 1.0, 'it steps back to serve: z=' + rz.z.toFixed(2));