Aim by dragging at them, so the thumb stops walking into the iOS edge
The slingshot pulled back, which meant every shot ended with the thumb lower than it started — and the next touch begins where the last one ended. Over a horde it walks itself into the bottom edge strip, where a pull down is Reachability and iOS takes the gesture. A web page cannot refuse that. So the drag now points AT the target: the thumb ends high and drifts up-screen, away from the edge. It also matches the flick-swing, which always aimed this way. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -33,7 +33,7 @@ export const pullQuality = mag => TUNE.pullQMin + pullFrac(mag) * (1 - TUNE.pull
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export function flickTarget(ch, aim) { // exported: render draws the live reticle with it
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const q = pullQuality(aim.mag), f = pullFrac(aim.mag);
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if (aim.mag < TUNE.pullMin) return { q, f }; // barely drawn: no lane yet, so no target
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const ax = aim.fx, az = aim.fy; // unit vector; input already inverted the pull. screen up = -z
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const ax = aim.fx, az = aim.fy; // unit vector, already in SHOT direction. screen up = -z
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let zt = null, near = 1e9, bestErr = 1e9;
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for (const zb of zombies) {
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const dx = zb.x - ch.x, dz = zb.z - ch.z;
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@@ -588,7 +588,7 @@ function transition(dt) {
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// the mechanic changed under you — the one popup that gets an illustration, because it has
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// to TEACH the gesture, not just announce it
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showModal({ title: 'THE MATCH HAS CHANGED', color: UI.hot, icon: 'x_howto', iconH: 120,
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body: ['PULL BACK TO AIM — THEN LET GO', 'THE FURTHER YOU PULL, THE HARDER IT HITS',
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body: ['DRAG AT THEM TO AIM — THEN LET GO', 'THE FURTHER YOU DRAG, THE HARDER IT HITS',
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'A WEAK SHOT ONLY STAGGERS THEM'] });
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});
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}
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