Turn the player around, point the runner at you, match the wounds
The playtest list, art side. The generator had been copying the very frames I wanted changed, so: - The player is drawn FROM BEHIND again in every pose — standing, bouncing, serving, swinging. He had turned to face the camera in the redraw, which is also why he "looked at you" in different poses. - The serve frames are back at full size. That batch had been anchored on the toss frame, so the whole serve set came out about a fifth too small. - The runner CHARGES AT YOU down the court instead of sprinting sideways across it, which is what he actually does in the game. - The brute's wound stages are drawn a pair at a time from their own A frame, so the injury stops moving between the two feet. - The bounce frames had a ball painted into them while the game draws a live one on top — he was bouncing two. The painted one is gone, and the live one now falls on the side the sprite actually reaches for. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -155,7 +155,7 @@ export function proj(x, y, z) {
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// ---------------------------------------------------------------- sprites ----
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// assets/<name>.png; game falls back to code-drawn figures until sprites load.
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const SPRV = 64; // asset cache-buster — bump with main.js?v=N (see the img.src note below)
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const SPRV = 65; // asset cache-buster — bump with main.js?v=N (see the img.src note below)
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const SPR = {};
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for (const n of ['p_idle1','p_idle2','p_bounce','p_bounce2','p_toss','p_smash','p_run1','p_run2','p_run3','p_run4','p_swing1','p_swing2','p_die1','p_die2','p_die3','p_die4','p_die5',
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'o_idle1','o_idle2','o_bounce','o_bounce2','o_toss','o_smash','o_run1','o_run2','o_swing1','o_swing2',
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@@ -889,7 +889,10 @@ export function render() {
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// server idly bouncing the ball while waiting
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if (G.phase === 'pretoss') {
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const sv = score.server === 'P' ? P : O;
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const bx = sv.x - BOUNCE_IDLE.dx * (sv.side === 'P' ? 1 : -1);
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// The ball goes where the sprite reaches for it. Drawn from behind, the player bounces it beside
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// his RIGHT foot, which is the viewer's right — the old sign put it on his left while the new art
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// reached the other way, so the ball and the hand disagreed.
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const bx = sv.x + BOUNCE_IDLE.dx * (sv.side === 'P' ? 1 : -1);
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const by = Math.abs(Math.sin(G.idleT * BOUNCE_IDLE.tempo)) * BOUNCE_IDLE.apex;
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drawBall(bx, by, sv.z);
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}
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