Draw the wind-up from the photographed serve, not from prose
Oliver's idea, and it is the fix for the process as much as for the frames: give the generator the real serve sequence as an IMAGE and let it copy the poses, instead of describing a pose in prose and re-rolling until it lands. One generation — a composite of his five photographed frames over two of our sprites — returned a magenta row of the whole serve in the game's own character and kit. The four stages are sliced straight out of it, anchored on the standing figure. _fine.py gets --defringe: its two de-fringe passes each eat a one-pixel line, and a racket frame IS a one-pixel line — that is what had been leaving the men holding a grip and nothing else. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -155,7 +155,7 @@ export function proj(x, y, z) {
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// ---------------------------------------------------------------- sprites ----
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// assets/<name>.png; game falls back to code-drawn figures until sprites load.
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const SPRV = 71; // asset cache-buster — bump with main.js?v=N (see the img.src note below)
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const SPRV = 72; // asset cache-buster — bump with main.js?v=N (see the img.src note below)
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const SPR = {};
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for (const n of ['p_idle1','p_idle2','p_bounce','p_bounce2','p_toss','p_smash','p_run1','p_run2','p_run3','p_run4','p_swing1','p_swing2','p_die1','p_die2','p_die3','p_die4','p_die5',
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'p_pull1','p_pull2','p_pull3','p_pull4', // the serve WIND-UP, one frame per quarter of the pull (see drawChar)
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