diff --git a/config.js b/config.js index ad015d5..b4e565c 100644 --- a/config.js +++ b/config.js @@ -247,8 +247,19 @@ export const TUNE = { sliceHops: 2, // extra bodies one perfect serve hooks to. 2 => TRIPLE KILL is the ceiling sliceR: 6.5, // m the hook reaches for the next body. Wider reads as the game aiming for you; // much narrower and a spread-out crowd never chains at all - sliceTurn: 11, // rad/s the ball swings onto the next one, and THE knob for how it looks: past - // ~30 it snaps like a ricochet, under ~6 it sails wide before finishing the turn + sliceTurn: 11, // rad/s the ball swings onto the next one: a FLOOR, not the rate. It is the knob + // for how the shot LOOKS when there is room — past ~30 it snaps like a ricochet, + // under ~6 it sails wide. The rate actually used is whatever the geometry needs + // (see the hook), because a fixed rate has a fixed turn radius (v/w = 2 m here) + // and ANY body inside that circle is unreachable: the ball flew a closed loop + // around it forever, never arriving, never falling. A crowd is all close bodies, + // so the one place the weapon should shine was the one place it hung. + sliceArc: 120, // deg: the widest bearing off the ball's heading that can be hooked at all. No + // single tangent arc reaches a body directly BEHIND the ball at any turn rate, + // so past this the chain just ends and it plows on + sliceHookT: 0.7, // s a hook may steer before it lets go. The geometry above is solved fresh every + // frame and still cannot promise an arrival when the target WALKS, so this is the + // backstop that makes an endless orbit impossible by construction, not by maths // The schedule calls the DUEL, not the tin: weapons are only ever won, but a duel comes round // on its own so there is always a chance at one. Fires off the next hand-cleared wave. duelFirst: 2, // game after which the first scheduled sudden-death duel is called diff --git a/gameplay.js b/gameplay.js index f25c0d5..0f951fd 100644 --- a/gameplay.js +++ b/gameplay.js @@ -1581,12 +1581,23 @@ export function update(dt) { // 1 px, so the ball stays the bright thing and the line reads as the cut, not as a second ball. if (ball.hook) { const dx = ball.hook.x - ball.x, dz = ball.hook.z - ball.z; - if (dx * dx + dz * dz < 0.09) ball.hook = null; // arrived (or it moved) — gravity has it back + ball.hook.t -= dt; + // arrived, or out of time. The timer is not a polish detail: without it a ball that cannot + // close on a walking body steers forever, and with vy pinned at 0 nothing else ever ends it. + if (dx * dx + dz * dz < 0.09 || ball.hook.t <= 0) ball.hook = null; // gravity has it back else { const sp = Math.hypot(ball.vx, ball.vz) || 1; const cur = Math.atan2(ball.vx, ball.vz), want = Math.atan2(dx, dz); const da = ((want - cur + Math.PI * 3) % (Math.PI * 2)) - Math.PI; // shortest way round - const a = cur + Math.sign(da) * Math.min(Math.abs(da), TUNE.sliceTurn * dt); + // THE RATE COMES FROM THE GEOMETRY. An arc that starts along the current heading and passes + // through a body at distance d, bearing da, has radius d / (2 sin da) — so the ball must be + // able to turn at 2 v sin(da) / d or it can never arrive, however long it steers. sliceTurn + // is only the floor (turning FASTER than needed is safe: the aim is re-solved every frame, + // so it simply finishes the turn early and flies straight in). Solved live rather than + // frozen at the kill, because the body it is hooking to is walking while the ball travels. + const d = Math.max(0.6, Math.hypot(dx, dz)); // floored: d -> 0 would demand an infinite rate + const w = Math.max(TUNE.sliceTurn, 2 * sp * Math.abs(Math.sin(da)) / d); + const a = cur + Math.sign(da) * Math.min(Math.abs(da), w * dt); ball.vx = Math.sin(a) * sp; ball.vz = Math.cos(a) * sp; ball.vy = 0; parts.push({ x: ball.x, y: ball.y, z: ball.z, vx: 0, vy: 0, vz: 0, t: 0.28, fine: true, spark: '#f2f2e6' }); diff --git a/zombies.js b/zombies.js index a9df8db..fc5ba64 100644 --- a/zombies.js +++ b/zombies.js @@ -637,12 +637,14 @@ function splatter(i, fanfare = true) { // the MAIN ball hit a zombie // ball pays for plowing through meat, and a cut ball does not plow — it leaves. Only a kill gets // here, so a wound ends the chain on its own and no brute, steward or boss ever extends one. if (ball.chain > 0) { - const nx = nearestTo(zx, zz, TUNE.sliceR); + const nx = nearestTo(zx, zz, TUNE.sliceR, ball, TUNE.sliceArc * Math.PI / 180); if (nx) { ball.chain--; const k = sp0 / (Math.hypot(ball.vx, ball.vz) || 1); ball.vx *= k; ball.vz *= k; - ball.hook = { x: nx.x, z: nx.z }; // a POINT, not the body: the hook must not pin a corpse alive + // a POINT, not the body: the hook must not pin a corpse alive. `t` is its licence to steer — + // see the hook in gameplay, and sliceHookT for why it cannot be left open-ended. + ball.hook = { x: nx.x, z: nx.z, t: TUNE.sliceHookT }; G.trail = null; // the fired band is the parabola this ball has just STOPPED flying — leaving // it up draws a streak peeling away from the ball, which is the one thing // the band exists to avoid. From here the chalk thread is the trail. @@ -711,15 +713,22 @@ export function firePellet(w = WEAPONS.gun) { else if (++mgTick % 2 === 0) pock(0.25, w.ignite ? 300 : 1400); } const HUES = ['#ff6b6b', '#ffd166', '#7bffa0', '#6bd5ff', '#c08bff', '#ff8bd5']; -// the next body a slice hooks onto: nearest live thing to the kill it just made, in any direction — -// a cut ball can come BACK down-court, and the shot that curls round into something behind the body -// you aimed at is the one worth earning. Furniture and barrels are not bodies and never a target. -function nearestTo(x, z, maxD) { +// The next body a slice hooks onto: nearest live thing to the kill it just made, and it may well be +// off to the side or short of it — that curl is the whole shot. What it may NOT be is something the +// ball cannot physically turn onto. A ball travelling at `b` can only reach a body within `arc` of +// its heading; past that there is no tangent arc at any turn rate, and steering at one anyway is +// what made the ball fly circles round a body two metres away instead of ever hitting it. +// Furniture and barrels are not bodies and are never a target. +function nearestTo(x, z, maxD, b, arc) { + const head = Math.atan2(b.vx, b.vz); let best = null, bd = maxD; for (const zb of zombies) { if ('mo'.includes(zb.variant)) continue; const d = Math.hypot(zb.x - x, zb.z - z); - if (d < bd) { bd = d; best = zb; } + if (d >= bd) continue; + const da = ((Math.atan2(zb.x - b.x, zb.z - b.z) - head + Math.PI * 3) % (Math.PI * 2)) - Math.PI; + if (Math.abs(da) > arc) continue; // behind the ball: no arc gets there, so the chain ends + bd = d; best = zb; } return best; }