A burst fires for its whole window, and the countdown is the tile itself
The gun, beacon, flamer and rocket fell silent the moment they cleared the court: firing and steering were both gated on phase 'rally', and every beat raised by the kill that empties the court (a point, a won game, the mop-up) parks the phase in 'over'. A burst is its own control mode for its whole len, like a horde — its own clock is the only thing that ends it. Not fixed by forcing the phase back to rally: a parked 'over' beat that never expires is how pendingHorde gets stranded. The countdown moved off the tile's bottom edge (the rounded frame, and the bottom of the screen) into the tile: the armed slot's well drains as a gold wash, clipped to its own rounded path, under the icon and labels. 16 tests. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -1236,7 +1236,12 @@ export function update(dt) {
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// and vetoed on feel: you never walk freely during play, so suddenly being able to between points
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// reads as the game breaking, not as a fix. The frozen-changeover complaint is answered by
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// holding the DEAD instead (see updateZombies), and the stuck pose by the reset below.
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if (G.phase === 'rally') {
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// ...and a live BURST is the exception, for the same reason the horde forces 'rally': it is an
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// auto-fire control mode that owns the finger for its whole window, and the beats that fire when
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// it clears the court (a point, a won game, the mop-up) park the phase in 'over'. Gating the
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// steer on the phase froze the player mid-burst the moment he was winning. The settled "no
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// walking between points" rule is untouched — nothing arms a burst except the player.
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if (G.phase === 'rally' || G.mgT > 0) {
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if (G.mode === 'tennis' && ball.active && ball.lastHit === 'O') { // closest approach, for never-swung passes
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const d = Math.hypot(ball.x - P.x, (ball.z - P.z) * 0.8);
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if (!G.rallyNear || d < G.rallyNear.d) G.rallyNear = { d, y: ball.y, bz: ball.z, px: P.x, pz: P.z };
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