Splatter: invert the aim camera, and make the pull's angle actually matter

The aim camera now drops and pushes IN while you draw instead of lifting and
leaning back — you crouch into the shot. Both knobs just flip sign, so the old
behaviour is a sign change away in the T panel.

And the reason the pull's angle felt like it did nothing: aimCone 0.45 meant a
lane half-width of ±10 m at the far baseline, which is the entire court. Every
downward pull locked the same body, so the indicator's angle was decoration.
At 0.10 (±2.9 m out there, ±0.9 m at your feet) the angle picks a lane for
real — swept in 4° steps against three shamblers 18 m out, each one owns a
~12° window and past ±20° the ball flies into an empty lane. Thumb-sized, but
you have to point.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
wuwiandClaude Opus 5 committed 2026-07-26 15:57:24 +03:00
1 parent b61004a18d
commit e85345e0d8
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+11 -6
+11 -6
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@@ -26,7 +26,7 @@ export const TUNE = {
changeoverT: 4.5, // s the changeover breather lasts (after odd games, as the rules demand)
gameBeatT: 1.6, // s the game-end beat lasts on even (non-changeover) games
eatenR: 0.9, // m a shambler must close to eat you — matches the visual sprite overlap
zSnap: 1.4, // m free-aim magnetism: a zombie this close to your flick's landing point is the target
zSnap: 0.9, // m of lateral slack at zero range — the aim cone's base width (fat-thumb forgiveness)
killsPerPoint: 3, // splatter: zombie kills to score ONE tennis point (1 = every kill scores, old behavior)
zSplatQ: 0.5, // min shot quality to splatter; below = stagger pushback
zPushback: 1.4, // m a staggered zombie is knocked back
@@ -38,12 +38,17 @@ export const TUNE = {
pullFull: 95, // px of pull for a full-power shot. Keep this well inside one thumb's travel.
pullQMin: 0.12, // shot quality at pullMin, scaling to 1.0 (= PERFECT) at pullFull. Below
// zSplatQ it only staggers, so a lazy flick can't kill: THE anti-spam knob.
aimCone: 0.45, // lane half-width per meter of range — the aim cone widens with distance
aimCone: 0.10, // lane half-width added per meter of range. This is what makes the pull's ANGLE
// mean something: at 0.45 the cone was ±10 m at the far baseline — the whole
// court — so every downward pull picked the same body and the angle felt inert.
// 0.10 gives ±2.9 m out there: you have to actually point at a lane.
aimReach: 22, // m the aim ray runs when no shambler stands in the lane
aimCamY: 1.2, // m the camera rises while you're drawing — a steeper look, so the gap between
aimCamZ: 1.2, // m it also leans back, so the lift doesn't push the near court off-screen.
// Together: you can read the depth behind the net, which is exactly the shot
// that used to be blind. Set both to 0 for the old fixed camera.
// How the camera moves while you're drawing the slingshot. NEGATIVE (the default) drops it and
// pushes in — you crouch into the shot. POSITIVE lifts it and leans back for a steeper, more
// top-down look, which reads the depth behind the net better but feels less like aiming.
// Both 0 = the old fixed camera.
aimCamY: -1.2, // m of camera height change
aimCamZ: -1.2, // m of camera dolly (negative = closer)
backstopZ: -1.8, // z of the far backstop — must sit IN FRONT of the -2 retire line, or balls die before they reach it
backstopKeep: 0.55, // pace a ball keeps after the rebound — still lethal, slower
backstopPop: 1.8, // m/s of lift off the fence, so the rebound travels back instead of dying at the net posts