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>
No files matched your search
@@ -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)
|
||||
|
After Width: | Height: | Size: 12 KiB |
|
After Width: | Height: | Size: 15 KiB |
|
After Width: | Height: | Size: 13 KiB |
|
After Width: | Height: | Size: 9.8 KiB |
|
After Width: | Height: | Size: 11 KiB |
|
After Width: | Height: | Size: 10 KiB |
|
After Width: | Height: | Size: 18 KiB |
|
After Width: | Height: | Size: 12 KiB |
|
After Width: | Height: | Size: 12 KiB |
|
After Width: | Height: | Size: 12 KiB |
|
After Width: | Height: | Size: 11 KiB |
@@ -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>
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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));
|
||||
|
||||