Aesthetics: 3x render res, flatter lens, 4-frame walk cycles, tiered gore
- RES 2 -> 3: phone screens now DOWNSCALE the canvas (crisp pixels) instead of upscaling it (soft). Umpire-tap coords un-hardcoded from RES=2. - Flatter lens: camZ 36 -> 42 with camF scaled per orientation (406/580) so the PLAYER stays the same size — far-court zombies render ~25% bigger and finally read as individuals from the baseline. - Smoother animation: 4-frame walk cycles for both classic shamblers and the runner's sprint (new sheets, same style anchor; z_a1-4, z_b1-4, z_f1-4). Same cycle frequency — frames subdivide the stride. Render falls back to 2 frames per variant until its sheet loads. - Tiered gore (GORE_MUL): the more advanced the zombie, the more absurd the mess — classics 1x (base bumped 24 -> 30 particles), runner 1.8x, shield 2.5x, racket boss 3x, brute 4x (120 particles, a scatter of stains, an instant size-3 mound). Verified: fresh origin, canvas 1440px, umpire triple-tap works at RES 3, all 4 anim frames cycle at the old stride rate, brute kill = 120 parts / 2 stains / size-3 pile, far-court lineup screenshot clearly readable, portrait layout numbers correct (810x1440, camF 580), tennis 11/12, no console errors. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -2,7 +2,7 @@
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// the exported consts below are structural values that code shares but the panel doesn't show.
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export const TUNE = {
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camZ: 36, camY: 9, camF: 280, horizon: 40,
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camZ: 42, camY: 9, camF: 406, horizon: 40, // camF/horizon are per-orientation, set in fitViewport
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gravity: 9.2, // slightly floaty vs 9.8 for readability
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spinFactor: 0.9, // extra dive on quality shots (fake topspin)
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bounceY: 0.58, bounceXZ: 0.78,
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