The game gets a shell: it buzzes in your hand, never turns sideways, and a swipe walks you back

A Capacitor iOS project (`npm run ios`), and the first three bullets of LATER item 2 built. The web
build is untouched and stays primary: every line here degrades to a no-op in a browser.

- HAPTICS ride the sound map, as the plan said they would: six call sites, all of them places an
  sfx already fires — your racket contact, the serve strike, `killZombie` (the one funnel every
  weapon routes through), `explode`, `hurtPlayer`, `killPlayer`, the weapon swap. The restraint
  rule lives in `haptics.js`, not at the call sites: a minimum gap per kind, so a bomb that kills
  twelve bodies is felt twice and the machine gun is a metronome rather than one long rumble.
  Pinned by a test. Untested on hardware — the simulator has no Taptic Engine.
- The plugin is reached through the INJECTED bridge, `Capacitor.nativePromise('Haptics', ...)`.
  `Capacitor.Plugins.Haptics` reads like the zero-dependency answer and is silently empty without
  @capacitor/core's registerPlugin — it would have fallen through to the web path inside the app
  and looked exactly like a phone with haptics switched off. No package JS ships.
- PORTRAIT is enforced where it can be: one orientation in Info.plist, so the app never rotates.
  That retires landscape as a surface rather than fixing it (OPEN 6). The web half is best-effort —
  `orientation` in both manifests and one guarded `screen.orientation.lock()`.
- SWIPE LEFT GOES BACK. The gesture finds the screen's one visible chevron and clicks it, so the
  shape of the wizard stays in the handlers that already own it. Not passive on purpose: a swipe
  inside a poster card also fires that card's click, and preventDefault is what stops the screen
  answering forward in the frame the chevron walked it back.
- The app has no server behind it, so `config.API` and one branch in `net.js` point the shell at the
  live host by name. Consequence: the app always talks to PROD, never staging.

`node test.js` green (105) over four seeds; builds, launches and reaches the native plugin on the
iOS 26.5 simulator; swipe-back walks the whole wizard in the browser pane.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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wuwiandClaude Opus 5 committed 2026-08-20 17:00:36 +02:00
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// All tuning and constants. TUNE is live-editable in game via the T panel;
// the exported consts below are structural values that code shares but the panel doesn't show.
// THE APP HAS NO SERVER BEHIND IT. Inside the Capacitor shell the page is served out of the app
// bundle (capacitor://localhost), so every page-relative call — the world board, the netplay socket
// — would resolve against the app's own files and 404. The shell therefore talks to the live host
// BY NAME; the web build keeps the page-relative form, which is the only reason staging, localhost
// and prod all work off one file with no switch. Consequence worth remembering: THE APP ALWAYS TALKS
// TO PROD, never to staging. Deliberately no `location` here — this module is evaluated by the
// headless test suite, which has no DOM; net.js reads the protocol inside its connect function.
export const NATIVE = !!globalThis.Capacitor?.isNativePlatform?.();
export const HOST = 'splatter-tennis.wuwi.one';
export const API = NATIVE ? 'https://' + HOST + '/api/' : 'api/';
export const TUNE = {
camZ: 42, camY: 9, camF: 406, horizon: 40, // camF/horizon are per-orientation, set in fitViewport
gravity: 9.2, // slightly floaty vs 9.8 for readability