The run cycles anchor on their feet, and stride at a real cadence

Oliver: 'the motion seems very flashy and unnatural'. Two causes, both
measured: drawChar centres a frame by its total width while the racket's
reach varies across the cycle, so the BODY teleported sideways up to 28
source px on a frame swap (the female player was worst) — every frame is now
padded until its lower-third centroid sits at the frame centre (residuals
±0.2 px, the normalisation lives in _runroll.py's cut). And the hardcoded
4.5 cycles/s was tuned on 2-4 near-duplicate frames; on eight real phases it
was a strobe — rolled sets stride at TUNE.runHz (2.4), old art keeps 4.5.

In-pane: body wobble down from ~36 device px per swap to 3.2.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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wuwiandClaude Fable 5 committed 2026-08-13 18:53:22 +02:00
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commit e8b5c1905f
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@@ -41,6 +41,8 @@ export const TUNE = {
// the dive is what buys the pace its net clearance
serveHardErr: 1.6,// how much a hard serve multiplies the timing scatter: pace is paid for in
// faults, which is what makes tap = safe second serve a real decision
runHz: 2.4, // stride cycles/s for the rolled 6/8-frame run sets. The old hardcoded 4.5 was
// tuned on 2-4 near-duplicate frames; on eight real phases it strobed
serveSpin: 1.3, // extra gravity a full-power serve carries (was a fixed 0.35). Without it the
// net-clearance loop ate the whole smash: a flat fast ball can't get over the
// tape AND come down on a target, so it got throttled back to walking pace.
+6 -4
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@@ -221,7 +221,7 @@ function farB(z) {
// Asset cache-buster — bump with main.js?v=N (see the img.src note below). EXPORTED because the
// menu screens hang <img> tags on the same files, and two copies of this number is one copy too
// many: the one that does not get bumped is the one that serves a cached 404.
export const SPRV = 109;
export const SPRV = 110;
// The boot bar in main.js watches this. Nothing here CHANGES when things load — every sprite was
// already requested at import — it just makes the wait visible and holds the menu back until the
// last sheet has landed. See the onerror note below for the other half of "sometimes missing".
@@ -1445,10 +1445,12 @@ function drawChar(ch) {
name = 'p_pull';
// The run cycle at whatever count the character's sheet carries: the _runroll.py cycles are 6
// (one call, one row, one character — see assets/_runroll.py for why the old per-frame art
// flickered); un-rolled characters fall back to 4 or 2. Same CYCLE rate at every count — more
// frames subdivide the stride, they do not speed it up, exactly as ZFRAMES does for the shamblers.
// flickered); un-rolled characters fall back to 4 or 2.
const runN = SPR[pre + 'run8'] ? 8 : SPR[pre + 'run6'] ? 6 : SPR[pre + 'run4'] ? 4 : 2;
if (ch.pose === 'run') name = pre + 'run' + (Math.floor(ch.runT * 4.5 * runN) % runN + 1);
// The rolled 6/8-frame cycles run at their own STRIDE RATE (TUNE.runHz, cycles/s). The old 4.5
// was tuned on 2-4 near-duplicate frames, where it read as vigour — on eight real phases it was
// a strobe ("very flashy and unnatural"), most of a full stride every display frame.
if (ch.pose === 'run') name = pre + 'run' + (Math.floor(ch.runT * (runN >= 6 ? TUNE.runHz : 4.5) * runN) % runN + 1);
// (the receiver used to flip to run1/run2 here as a "split-step" — it read as a man sprinting on
// the spot, because the run frames are a full leaning stride, not a ready-hop. He idles now.)
if (ch.pose === 'swing') name = pre + (ch.poseT < 0.15 ? 'swing1' : 'swing2');