Feedback round: fire actually spreads, brutes lurch, crowd stops flickering
- Fire never spread in play. The flame ball's full pierce wiped its own lane, so
the bodies that would have caught were already gone. It now ignites everything
it FLIES PAST (TUNE.burnBallR), with a wider ignition and spread radius. One
flame serve into a scattered 10-wave kills 9, nine burning at once.
- Wounded brutes slid along like decals: every wound stage is a single frame and
the brute now spends most of its life wounded. They get a procedural lumber
instead of eight more sprites — translate + squash, no rotation, so the pixels
stay on the grid, and the amplitudes scale with the projection or the whole
thing goes sub-pixel at range.
- The "scoreboard flicker" was the crowd: the cheer bounce was per-column
Math.random() every frame, i.e. TV static, showing through the scoreboard art's
transparent ornate edges. Now a smooth per-column sine on idleT.
- Ball boys: mopping is the default in splatter mode now, and the boy is half
again as tall — at 1.2m he read as a distant speck. The running fetch-boy
survives for tennis, where there is nothing on the grass but a ball.
- Changeover 7s -> 5s, with the mop crossing timed to fill it.
- Save-to-homescreen: a bloody tennis ball, wired up as apple-touch-icon +
favicon + webmanifest. The Dockerfile now ships the manifest and gives it its
own MIME type via an exact-match location (a bare `types {}` block would have
replaced nginx's whole map and broken .js and .png with it).
Benchmarks re-run: CPU returns 67/72 serves (93.1%, above the 11/12 bar — a
20/24 sample in between was flub noise), 30 human-tapped points = 50 hits /
0 whiffs.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -97,9 +97,10 @@ export function setupPoint() {
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G.aiServeT = score.server === 'O' ? 1.4 : 0;
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}
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// fetch a dead ball — or, with mop, come out to CLEAN: a different sprite sheet and a
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// slower walk, because mopping is not sprinting. The gore-fading pass is the same either way.
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export function sendBoy(tx = ball.x, tz = ball.z, mop = false) {
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// fetch a dead ball — or, in splatter, come out to CLEAN: a different sprite sheet and a slower
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// walk, because mopping is not sprinting. Mopping is the DEFAULT once the gore starts; the plain
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// running fetch-boy survives for tennis mode, where there is nothing on the grass but a ball.
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export function sendBoy(tx = ball.x, tz = ball.z, mop = G.mode === 'splatter') {
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if (tz < -3 || tz > 27) return; // target left the field lengthwise, let it go
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const dir = tx > 0 ? 1 : -1; // enter from the opposite side so the pickup is mid-run
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G.boy = { x: dir > 0 ? -13 : 13, z: tz, dir, runT: 0, mop };
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