Phase 9: weapons ride the new-balls rule — kill meter retired

- Deliveries are scheduled by the rules of tennis: game ballChangeFirst (3),
  then every ballChangeEvery (4) games; the tin lands at the NEXT changeover
  (a due tin survives hordes and even-game endings until a changeover comes)
- Fresh tin = bombMax (3) bombs; boy run + 'new balls, please' + NEW BALLS flash
- Shame rule: zombies took a game since the last delivery -> NO NEW BALLS,
  slate wiped either way
- killMeter/bombEvery deleted from state/config/zombies

Verified: delivery at game 3 (bombs 3); due-but-even games hold the tin until
the next changeover; NO NEW BALLS withholds and clears shame; bomb serve still
arms and detonates; killMeter gone; no console errors.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
wuwiandClaude Fable 5 committed 2026-07-12 10:00:10 +02:00
1 parent a3bd45e2f1
commit eb66376033
4 files changed
+15 -10

No files matched your search

+3 -2
View File
@@ -28,8 +28,9 @@ export const TUNE = {
zPushback: 1.4, // m a staggered zombie is knocked back
splatterOverT: 0.1, // s the spent-ball 'over' beat lasts before the next serve is armed
zPierce: 0.75, // pace a ball keeps after a splatter — hot balls plow through lined-up pairs
bombEvery: 8, // splatter kills between bomb-ball rewards
bombMax: 3, // bomb balls you can stock at once
ballChangeFirst: 3, // game of the first new-balls delivery (real rule: 7, then every 9 — too sparse here)
ballChangeEvery: 4, // games between deliveries after the first
bombMax: 3, // bomb balls in a fresh tin
bombRadius: 2.5, // m blast radius of a bomb ball
hordeLen: 12, // s a horde wave lasts
hordeRate: 2.5, // zombies spawned per second during a horde