Stop calling three different things "the ladder"
Oliver: "the talk about ladder and rung is extremely confusing." It was, and it
was my vocabulary, not his reading. "Ladder" had come to mean three unrelated
things in this codebase — the sequence of opponents in zombie tennis, the
sequence of WOUND STAGES on one body, and the name of a stats screen — and
"rung" meant a position in whichever of those you happened to be reading about.
One word per thing now:
the OPPONENTS who you play, in order, one game each (config.OPPONENTS,
matchFoe(n), zb.foe). Never "rungs".
WOUND STAGES healthy -> arm off -> headless, on one body. Unchanged, and
now the only thing allowed to be called a progression.
a FAMILY the sprite set a body wears (config.ZFAMS).
Renames: LADDER_TRAITS -> OPPONENTS, matchRung -> matchFoe, zb.rung -> zb.foe,
and the stats screen THE LADDER -> OPPONENTS FELLED, which is what it lists.
The 'L0'..'L9' record keys are deliberately NOT renamed: they are written into
saved run records, and renaming them would orphan every match anyone has
played. A comment says so where they are built.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -2142,9 +2142,9 @@ export function render() {
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// Silkscreen pixel font — no code-drawn slots or bevels painted on top of the art.
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ctx.textBaseline = 'middle';
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// ...and the match names the thing across the net rather than calling it THEM. Eight characters,
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// which is the name slot — see `short` on the ladder rows.
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const rung = G.match && zombies.find(z => z.variant === 'r' && z.rung);
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const names = G.match ? ['YOU', (rung && rung.rung.short) || 'THEM']
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// which is the name slot — see `short` on the opponent rows in config.
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const foe = G.match && zombies.find(z => z.variant === 'r' && z.foe);
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const names = G.match ? ['YOU', (foe && foe.foe.short) || 'THEM']
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: splat ? ['YOU', 'THEM'] : ['YOU', 'CPU'];
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for (let i = 0; i < 2 && !benchOn; i++) {
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const cy = 12 + i * 18, svr = (score.server === 'P') === (i === 0); // rows aligned to the art's two bands
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