Trade the tutorial for a screen that counts the dead
The menus were placeholders next to the art. Three screens now: a title over an empty, dimmed, blood-stained court; a MATCH SETUP screen where each court wears meters read straight off its own bounce numbers; and BODY COUNT, which needed the game to start measuring anything at all. stats.js keeps one capped array of per-run records — all time, last match and seven days are three filters over it rather than three counters that can drift apart. Kills file under the body AND the weapon: killZombie only ever knew an index, so every damage loop stamps the cause on its way past. The tutorial is gone. Marvin explained what the in-game modals already teach, and his stage is where the stats live now. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -7,7 +7,10 @@ import { gore } from './zombies.js'; // runtime-only cycle (zombies imports stat
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export const P = { x: 1.3, z: 22.8, side: 'P', pose: 'idle', poseT: 0, swingT: -1, facing: 1, runT: 0 };
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export const O = { x: -1.3, z: 1.0, side: 'O', pose: 'idle', poseT: 0, swingT: -1, facing: 1, runT: 0 };
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export const ball = { x: 0, y: 1, z: 20, vx: 0, vy: 0, vz: 0, g: 9.2,
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active: false, lastHit: 'P', bounces: 0, firstLand: null, collected: false, kills: 0, bomb: false, flame: false };
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active: false, lastHit: 'P', bounces: 0, firstLand: null, collected: false, kills: 0, bomb: false, flame: false,
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// which weapon launched the ball in flight — the stats screen files a kill under it long after
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// the WEAPONS row itself is out of scope. Lives on the ball so PRISTINE resets it for free.
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wid: 'ball' };
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export const score = { pts: [0, 0], games: [0, 0], server: 'P' }; // pts index 0=P 1=O
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export const crowd = { cheer: 0, dots: [] }; // dots are (re)built by render.buildCrowd
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