WIP splatter feedback round + HANDOFF.md for session continuation
Done (unverified): faster serve cadence in splatter (overT 0.25, serve from where you stand, flick = instant aimed quick serve), aim-anywhere targeting relative to the player. Not done: zombie speed ramp (G.splatT exists but is never incremented), eaten-on-touch death + restart screen. Full state and plans in HANDOFF.md. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -28,6 +28,7 @@ export const G = {
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aiSwingCool: 0,
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aiReactT: 9, // time since the player's last hit; CPU reads the shot after TUNE.aiReaction
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wasServe: false, // the ball in flight is a serve (first bounce must hit the box)
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splatT: 0, // time survived in splatter mode — drives the difficulty ramp
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};
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export const other = s => s === 'P' ? 'O' : 'P';
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@@ -35,9 +36,8 @@ export const deuceSide = () => (score.pts[0] + score.pts[1]) % 2 === 0; // even
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export function setupPoint() {
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G.phase = 'pretoss'; ball.active = false; ball.bounces = 0; ball.firstLand = null;
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if (G.mode === 'splatter') { // always your serve; the receiver is... plural now
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if (G.mode === 'splatter') { // always your serve, from wherever you're standing
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score.server = 'P';
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P.x = deuceSide() ? 1.3 : -1.3; P.z = 24.3;
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P.pose = 'idle'; P.swingT = -1; P.facing = 1;
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return;
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}
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