The match gets its own board, and it names what is across the net

A second plate, drawn rather than tinted (assets/_board.py — _regen.py cannot
do this job: it keys magenta, crops to ink and rescales figures to a common
height, and a scoreboard is a full-bleed rectangle with no figure in it). The
club's bottle-green board is the club's; the match is played on one nobody has
cleaned in a long time, and the ink changes with it — a green 'dim' over dried
blood reads as a printing fault.

Two column changes go with it: the name slot says KEEPER / JUDGE / CHAMPION
instead of THEM (eight characters, `short` on the ladder rows), and the SETS
column is gone in the match, where it was a permanent 0 — the bar under the
board already carries that mode's progress.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
wuwiandClaude Opus 5 committed 2026-08-12 09:37:58 +02:00
1 parent c629ae1108
commit d5942e8aad
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# _board.py — draw a SCOREBOARD PLATE. One frame, full-bleed, no figures.
#
# python3 assets/_board.py match # the zombie-tennis board -> assets/scoreboard_z.png
#
# _regen.py cannot do this job: it keys a magenta background, crops to ink and rescales every figure
# to a common 224 height, and a scoreboard is a full-bleed RECTANGLE with no figure in it. So this
# is the same generate-and-install loop with the sprite machinery taken out — generate, resize to
# the exact plate size the HUD draws (render.js draws it at 150x42 from a 300x84 source), quantise
# to flat pixel-art colours, install.
#
# It is deliberately a plate and NOT a tint of the club's board: the two boards say different things
# and one of them is the club's, so the second is drawn rather than filtered (see the settled rule —
# procedural is for blood, fire and smoke, not for art).
import os, subprocess, sys
import numpy as np
from PIL import Image
HERE = os.path.dirname(os.path.abspath(__file__))
SCRATCH = os.environ.get('SPLAT_SCRATCH', '/tmp/splatter-regen')
GEN = os.path.expanduser('~/.claude/skills/generate-image/scripts/generate_image.py')
PY = os.environ.get('SPLAT_PY', sys.executable)
MODEL = os.environ.get('SPLAT_MODEL', 'google/gemini-3-pro-image')
W, H = 300, 84 # the source size render.js halves to 150x42
STYLE = (
"Draw it as 16-BIT PIXEL ART with hard flat colours and hard edges — no gradients, no blur, no "
"anti-aliasing, no photographic texture, no lighting effects. The image is ONE SOLID PLATE that "
"FILLS THE ENTIRE CANVAS EDGE TO EDGE: no background around it, no drop shadow, no border of "
"empty space, no perspective, no rounded corners. Straight on, flat, like a UI panel in a "
"Super Nintendo sports game. ABSOLUTELY NO TEXT, NO LETTERS, NO NUMBERS AND NO LOGOS anywhere. "
)
BOARDS = {
'match': dict(
out='scoreboard_z.png', ref='scoreboard.png',
subject=(
"The reference is a tennis club's manual scoreboard panel drawn as a 16-bit UI plate: a "
"bevelled outer frame, a flat field, a coloured vertical spine down the left edge, and a "
"recessed sunken slot in the right third. Draw a DIFFERENT board with EXACTLY the same "
"layout, the same proportions and the same parts in the same places — but it is the "
"board of a court that has gone wrong: the field is a dark dried BLOOD RED-BROWN instead "
"of bottle green, the frame is tarnished pitted BRASS gone dark and green at the edges, "
"the left spine is a deep BONE-WHITE strip, and the recessed right slot is near-black "
"with a faint red glow inside it. Add fine cracks and old dark stains across the field, "
"and a few chipped patches on the frame — a board nobody has cleaned in a long time. "
)),
}
def install(name):
spec = BOARDS[name]
os.makedirs(SCRATCH, exist_ok=True)
raw = f'{SCRATCH}/board_{name}.png'
ref = os.path.join(HERE, spec['ref'])
# the reference is upscaled: a 300x84 source is small enough that the generator reads it as a
# thumbnail and answers with a thumbnail's worth of detail
Image.open(ref).convert('RGB').resize((W * 4, H * 4), Image.NEAREST).save(f'{SCRATCH}/board_{name}_ref.png')
r = subprocess.run([PY, GEN, spec['subject'] + STYLE, '--model', MODEL,
'--input', f'{SCRATCH}/board_{name}_ref.png', '--output', raw],
capture_output=True, text=True, cwd=os.path.dirname(HERE))
if not os.path.exists(raw):
print(f'[{name}] FAILED: generator returned no image\n{r.stdout[-500:]}\n{r.stderr[-500:]}')
return False
im = Image.open(raw).convert('RGB').resize((W, H), Image.BOX) # box filter: an honest downscale
# quantise to a small flat palette, the same idea _fine.py ends on — a generated plate arrives
# with hundreds of near-identical shades and reads as a photo of pixel art rather than as pixel art
a = np.array(im)
q = Image.fromarray(a).quantize(colors=24, method=Image.MEDIANCUT, dither=Image.NONE).convert('RGB')
q.convert('RGBA').save(os.path.join(HERE, spec['out']))
print(f'[{name}] installed {spec["out"]} {W}x{H}')
return True
if __name__ == '__main__':
names = sys.argv[1:] or list(BOARDS)
ok = all(install(n) for n in names)
sys.exit(0 if ok else 1)
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@@ -430,6 +430,6 @@ if (location.hostname !== 'splatter-tennis.wuwi.one') {
</div>
</div>
</div>
<script type="module" src="src/main.js?v=181"></script>
<script type="module" src="src/main.js?v=182"></script>
</body>
</html>
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@@ -677,17 +677,19 @@ export const bossArt = ch => ch % 10 === 0 ? BOSS_ART[BOSS_ART.length - 1]
// pace scale on its returns' speed wide scale on how far off centre they may land
// flub scale on its whiff chance speed scale on how fast it covers the ground
// line the personality, said once, on the name plate as it walks on
// short 8 characters, because that is the board's name slot — the match board names
// the thing you are playing instead of calling it THEM
const LADDER_TRAITS = [
{ line: 'HE MOWED THIS LAWN FOR THIRTY YEARS.', speed: 0.85, pace: 0.9, wide: 0.85 },
{ line: 'EVERY BALL OF YOURS IS OUT.', wide: 1.25, flub: 0.8 },
{ line: 'HE WILL NOT BE OVERRULED.', speed: 1.1, flub: 0.7 },
{ line: 'HE HAS SEEN YOUR BACKHAND.', pace: 1.15, wide: 1.1 },
{ line: 'HE IS HERE TO TREAT YOU.', speed: 1.2, pace: 1.1 },
{ line: 'THE CROWD LOVES HIM.', flub: 1.2, wide: 1.3 },
{ line: 'HE RESTRUNG THIS RACKET HIMSELF.', pace: 1.2, flub: 0.75 },
{ line: 'HE CAN HAVE YOU REMOVED.', speed: 1.15, wide: 1.2 },
{ line: 'WITH CREAM.', pace: 1.1, speed: 1.1, wide: 1.15 },
{ line: 'HE RETURNS EVERYTHING.', pace: 1.25, speed: 1.3, wide: 1.25, flub: 0.5 },
{ short: 'KEEPER', line: 'HE MOWED THIS LAWN FOR THIRTY YEARS.', speed: 0.85, pace: 0.9, wide: 0.85 },
{ short: 'JUDGE', line: 'EVERY BALL OF YOURS IS OUT.', wide: 1.25, flub: 0.8 },
{ short: 'UMPIRE', line: 'HE WILL NOT BE OVERRULED.', speed: 1.1, flub: 0.7 },
{ short: 'COACH', line: 'HE HAS SEEN YOUR BACKHAND.', pace: 1.15, wide: 1.1 },
{ short: 'PHYSIO', line: 'HE IS HERE TO TREAT YOU.', speed: 1.2, pace: 1.1 },
{ short: 'MASCOT', line: 'THE CROWD LOVES HIM.', flub: 1.2, wide: 1.3 },
{ short: 'STRINGER', line: 'HE RESTRUNG THIS RACKET HIMSELF.', pace: 1.2, flub: 0.75 },
{ short: 'DIRECTOR', line: 'HE CAN HAVE YOU REMOVED.', speed: 1.15, wide: 1.2 },
{ short: 'SELLER', line: 'WITH CREAM.', pace: 1.1, speed: 1.1, wide: 1.15 },
{ short: 'CHAMPION', line: 'HE RETURNS EVERYTHING.', pace: 1.25, speed: 1.3, wide: 1.25, flub: 0.5 },
];
// Rung N's identity. The chapter roster's own walk is reused wholesale (bossArt), so the champion
// lands on rung 10 exactly as he lands on chapter 10 and the two rosters can never drift apart.
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@@ -195,7 +195,7 @@ export function proj(x, y, 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 = 93;
export const SPRV = 94;
// 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".
@@ -263,7 +263,7 @@ for (const n of ['p_idle1','p_idle2','p_bounce','p_bounce2','p_toss','p_smash','
'z_c1_f','z_c2_f','z_c3_f','z_c4_f','z_cw1_f','z_cw2_f','z_cw1b_f','z_cw2b_f',
'z_r1_f','z_r2_f','z_r3_f','z_r4_f',
'z_rw1_f','z_rw1b_f','z_rw1s_f','z_rw2_f','z_rw2b_f','z_rw2s_f',
'scoreboard']) {
'scoreboard','scoreboard_z']) { // the club's board, and the one the match is played on
const img = new Image();
// ?v=SPRV, for the same reason index.html versions main.js. It is also what buys the year-long
// immutable cache in server.py: a versioned URL can never go stale, because changing the file
@@ -2057,15 +2057,24 @@ export function render() {
// sunk into a recessed slot — purple for the server, gold digits. Splatter adds a recessed
// status well (kills-to-next-point pips + weapon stock). Hard edges, no radius = retro.
const splat = G.mode !== 'tennis';
const bd = { face: '#1e5b3a', hi: '#3f9560', lo: '#0e3624',
spine: '#472a70', spineHi: '#5f3d94', cream: '#f2ead6', dim: '#89a08f', gold: UI.pick };
// ZOMBIE TENNIS HAS ITS OWN BOARD. The club's bottle-green plate is the club's; the match is
// played on a board nobody has cleaned in a long time (assets/_board.py), and its ink has to
// change with it — a green 'dim' over dried blood reads as a printing fault. Falls back to the
// club board and its palette until the plate has loaded.
const zBoard = G.match && SPR.scoreboard_z;
const bd = zBoard
? { face: '#4a1c1c', hi: '#7a4a2a', lo: '#2a0e0e',
spine: '#d9d2c4', spineHi: '#f2ead6', cream: '#f2ead6', dim: '#a8887c', gold: UI.warm }
: { face: '#1e5b3a', hi: '#3f9560', lo: '#0e3624',
spine: '#472a70', spineHi: '#5f3d94', cream: '#f2ead6', dim: '#89a08f', gold: UI.pick };
const R = (x, y, w, h, c) => { ctx.fillStyle = c; ctx.fillRect(x, y, w, h); };
const ptTxt = i => 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.save(); ctx.translate(6, 6);
const bW = 150, bH = 42; // fixed: keeps the ornate PNG undistorted (art is 300x84 = 150x42)
if (SPR.scoreboard) ctx.drawImage(SPR.scoreboard, 0, 0, bW, bH); // generated ornate board backdrop
const plate = zBoard || SPR.scoreboard;
if (plate) ctx.drawImage(plate, 0, 0, bW, bH); // generated ornate board backdrop
else { // code-drawn fallback until the PNG loads
R(0, 0, bW, bH, bd.face);
R(0, 0, bW, 1, bd.hi); R(0, 0, 1, bH, bd.hi);
@@ -2075,7 +2084,11 @@ export function render() {
// live text laid straight onto the art's own regions (spine ~x14, two rows, right slot ~x105-147),
// Silkscreen pixel font — no code-drawn slots or bevels painted on top of the art.
ctx.textBaseline = 'middle';
const names = splat ? ['YOU', 'THEM'] : ['YOU', 'CPU'];
// ...and the match names the thing across the net rather than calling it THEM. Eight characters,
// which is the name slot — see `short` on the ladder rows.
const rung = G.match && zombies.find(z => z.variant === 'r' && z.rung);
const names = G.match ? ['YOU', (rung && rung.rung.short) || 'THEM']
: splat ? ['YOU', 'THEM'] : ['YOU', 'CPU'];
for (let i = 0; i < 2; i++) {
const cy = 12 + i * 18, svr = (score.server === 'P') === (i === 0); // rows aligned to the art's two bands
if (svr) { ctx.fillStyle = bd.gold; ctx.beginPath(); ctx.arc(11, cy, 1.8, 0, 7); ctx.fill(); } // server pip on the purple spine
@@ -2084,7 +2097,9 @@ export function render() {
ctx.textAlign = 'center';
// ...and CLASSIC TENNIS shows them too: it is the one mode where a set is the thing you are
// actually playing for, and hiding the column left a match-scoring mode reading 0-0 all match.
if (splat || G.classic) { ctx.font = F(8, 0); ctx.fillStyle = bd.dim; ctx.fillText(String(G.sets[i]), 74, cy); } // sets
// the SETS column, and NOT in the match: it banks no sets, so the column was a permanent 0 —
// the bar under the board carries that mode's progress instead (OPPONENT n · m FELLED)
if ((splat || G.classic) && !G.match) { ctx.font = F(8, 0); ctx.fillStyle = bd.dim; ctx.fillText(String(G.sets[i]), 74, cy); }
ctx.font = F(8); ctx.fillStyle = bd.cream; ctx.fillText(String(score.games[i]), 90, cy); // games
ctx.font = F(8); ctx.fillStyle = svr ? bd.gold : bd.cream; ctx.fillText(ptTxt(i), 126, cy); // points, in the art's slot
}