The timing cues were match-only, and the walk cycles bounced
CLASSIC TENNIS, third time asked and this time actually found. Both cues open with a mode gate and I checked the wrong two features twice: drawApproachRing (the closing circles that show when to tap) and drawApexBand (the serve bar with the gold perfect window) each began `if (!G.match ...)`. So the mode whose whole pitch is "if the core tennis is good everything else is good" was the one mode with neither. They run on `G.match || G.mode === 'tennis'` now — the gore mode stays out on purpose, there is no rally there. A test reads both function bodies and fails if either is ever gated on the match alone again. (The two I kept pointing at — the landing ring and the placement ring — really are shared. They were just not the ones being asked about.) THE BOUNCING WAS IN THE ART, and measurable: the six generated families came back with the shuffle frame 30-44 px shorter than the stance it walks out of, against 9 px on the hand-made racket family. The game draws every frame at its own PNG height, so the body rose and dropped once per step. A walk cycle is one drawing with the legs moved and must be one height; _zsheet levels the stance and the stride pair now and leaves the forehand its own, exactly as the serve and the fall keep theirs. All seven families re-cut: spreads are 1-8 px. THE BENCH GETS BUTTONS. Arrow keys are not a control scheme on a phone, which is the device the walk has to be judged on — so every family and every wound stage was unreachable from the place the problem shows. Three on-screen pads: BODY, WOUND, POSE, the two-way ones split left/right. Geometry lives beside the drawing and input hit-tests the same function, the rule the rack established. THE FALL is quicker still (0.05/0.07/2.0/0.30): drop, lie there, get up. Three umpire lines pulled — ump_wound_you, ump_felled, ump_wound_opp2. Not funny enough to keep. Files deleted, call sites collapsed to the two that stay. 60 tests green. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -111,6 +111,18 @@ def cut(sheet, fam, outdir):
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k_row = crops[0].shape[0] / crops[i].shape[0]
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for j in range(i, i + len(row)):
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mult[j] = k_row
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# A WALK CYCLE IS ONE DRAWING WITH THE LEGS MOVED, so its frames must be the SAME HEIGHT.
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# The generator does not know that: the six new families came back with the shuffle frame
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# 30-44 px shorter than the stance it walks out of, and the game draws every frame at its own
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# height — so the body rose and dropped once per step. "the opponents are bouncing up and
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# down on the court." The hand-made racket family spreads 9 px; that is what right looks like.
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# Only the STANCE and the two shuffle frames are levelled; the forehand is a different pose
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# and keeps its own height, exactly as the serve and the fall do.
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elif not row[0].endswith('bounce'):
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n = min(3, len(row)) # stance + stride pair (wound rows: the pair)
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for j in range(i, i + n):
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if crops[j].shape[0]:
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mult[j] = crops[i].shape[0] / crops[j].shape[0]
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i += len(row)
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os.makedirs(outdir, exist_ok=True)
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