Serve:
- Reverts the single-tap auto-serve. Firing a ball still needs the two-stage
toss+fire gesture — but a tap mid-rally now RE-ARMS the toss (throws a new
ball up) with the previous ball flying on as a ballistic clone, so you can
toss the next serve without waiting for the last to leave play.
Blood:
- Wound bleed cut further: sparse (most frames emit nothing), thinner spread,
lower rise, short-lived, capped low — a fine trickle, not a spray.
- Repainted z_gw / z_cw1 with clean stumps and almost no painted blood (the
torso gash and shirt spatter are gone), so the dynamic trickle is the blood.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- Stand at the baseline: in splatter the player is pinned to the baseline
(a turret, side-to-side only) — the duel is exempt so it keeps free depth.
- Zombie 1:1 duel now plays like real tennis: no free-aim flick, no drag
reticle; lane aim + the toss-then-hit serve (gate on !G.interlude in
doHit/hitServe/keyPressed/canAimServe).
- Rapid serves: the two-stage reticle serve now fires mid-rally too — a ball
still in flight is banished to a ballistic clone so the next serve launches
at once. Serve as fast as you can drag-release.
- Wounded skins for multi-hit foes: brute (arm off) and racket boss (arm off,
then headless) swap by remaining hp, with a graceful fallback to the healthy
sprite. The headless boss is drawn a head shorter so the shoulders line up.
- Dynamic gore: the blood is NOT painted in — open wounds gush live particles
every frame (arm stumps + a neck geyser on the headless boss), absurdly, and
bounded so it self-regulates.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>