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>
This commit is contained in:
wuwiandClaude Opus 5 committed 2026-07-31 22:46:19 +02:00
1 parent 67a410e707
commit e4c59e2c26
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@@ -155,7 +155,7 @@ export function proj(x, y, z) {
// ---------------------------------------------------------------- sprites ----
// assets/<name>.png; game falls back to code-drawn figures until sprites load.
const SPRV = 64; // asset cache-buster — bump with main.js?v=N (see the img.src note below)
const SPRV = 65; // asset cache-buster — bump with main.js?v=N (see the img.src note below)
const SPR = {};
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',
'o_idle1','o_idle2','o_bounce','o_bounce2','o_toss','o_smash','o_run1','o_run2','o_swing1','o_swing2',
@@ -889,7 +889,10 @@ export function render() {
// server idly bouncing the ball while waiting
if (G.phase === 'pretoss') {
const sv = score.server === 'P' ? P : O;
const bx = sv.x - BOUNCE_IDLE.dx * (sv.side === 'P' ? 1 : -1);
// The ball goes where the sprite reaches for it. Drawn from behind, the player bounces it beside
// his RIGHT foot, which is the viewer's right — the old sign put it on his left while the new art
// reached the other way, so the ball and the hand disagreed.
const bx = sv.x + BOUNCE_IDLE.dx * (sv.side === 'P' ? 1 : -1);
const by = Math.abs(Math.sin(G.idleT * BOUNCE_IDLE.tempo)) * BOUNCE_IDLE.apex;
drawBall(bx, by, sv.z);
}