Let the player walk between points, and fix seven retest gripes
All eight issues from Oliver's 35-game retest. The freeze (1 and 6 — one root cause): the movement block, pose update included, lived inside `if (G.phase === 'rally')`, so every 'over' beat and every pretoss stranded the player mid-animation while the zombies walked on. It now also runs whenever splatter is in any phase but 'toss' — 'toss' is the aim, and the thumb is busy. Tennis keeps its old gating. The rest: - the mop boy is waved off the sudden-death duel and barred for its duration - triple-serve clones inherit the serve's topspin gravity, so the wings stop floating while the centre ball dives - "Time." belongs to the changeover's own countdown, not to whatever beat happened to expire while the breather ran - the tutorial illustration is a finger pressing and pulling back now, not a curved arrow that read as a scroll - aiming holds the pretoss stance; the smash plays when the shot fires - GAME N sits on the scoreboard permanently HANDOFF records all eight as closed with what the fix was, plus two ways a soak rig lies to you and why the CPU-return benchmark can't be reproduced from the number alone. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -681,6 +681,10 @@ export function render() {
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ctx.font = F(8); ctx.fillStyle = bd.cream; ctx.fillText(String(score.games[i]), 90, cy); // games
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ctx.font = F(8); ctx.fillStyle = svr ? bd.gold : bd.cream; ctx.fillText(ptTxt(i), 126, cy); // points, in the art's slot
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}
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if (splat) { // which game you're in, permanently — the 1.1s GAME N flash was the only place it showed
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ctx.textAlign = 'right'; ctx.font = F(6, 0); ctx.fillStyle = bd.dim;
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ctx.fillText('GAME ' + (G.runGames + 1), bW, bH + 7);
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}
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if (splat && TUNE.killPips && TUNE.killsPerPoint > 1) { // kills-to-next-point pips, just under the board — no box
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ctx.textAlign = 'left'; ctx.font = F(6, 0); ctx.fillStyle = bd.dim; ctx.fillText('NEXT', 2, bH + 7);
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for (let k = 0; k < TUNE.killsPerPoint; k++) {
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