2 Commits
Author SHA1 Message Date
wuwiandClaude Fable 5 d87fbbda56 The card wears the gore-mode face: heads cut from the horde bodies
Oliver: the tennis-family sprites are optimised for movement, not gore — the
card should lead with the zombie. Each family already anchors on a horde body
(_famroll.FAMS reads its character from one), so _heads.py now cuts the icon
from THAT sprite instead of the fam_ sheet's tennis stance: the face on the
card and the monster on court are the same person, in the gorier print.

No resize, no requantise on the way: drawCard scales the PNG itself with
smoothing off and only reads the aspect, so the crop ships as a native-size
window onto art that is already flat pixel art. The top-down head detector
survives for the four bodies it works on; seven get hand boxes, because the
horde bodies carry PROPS — the keeper's ball launcher and the physio's
stretcher ride above their heads, the director holds a walkie-talkie level
with his, and the brute's and champion's shoulders are wide enough that a
full-silhouette crop at head depth came out 2.2:1 and starved the card title
of room. SPRV 113 -> 114.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-14 09:12:09 +02:00
wuwiandClaude Fable 5 c6218a6284 Exact touchdown, the boy finishes his shift, healing announces itself, 4K heads
Five of Oliver's six (the sixth is a play-mode discussion):
- THE DOUBLE FAULTS WERE FRAME QUANTIZATION: the bounce registered a full
  integration step after true contact — ~0.75 m of travel at serve pace — so
  serves aimed half a metre safe were judged long. Classic enforces the
  service box, the match only the court, hence 'zombie tennis does not'.
  The bounce now rewinds to y=0 before anything reads the position.
  Measured in-pane: 30/40 faults on good taps before, 0/40 after (mistimed
  and smudged taps also 0/40; aimed hard serves keep their scatter risk).
  Also: the strike flick dead zone is 44 px so a smudged tap stays a tap,
  and the aim base clamps 0.18 m inside the lines — scatter, not the aim,
  is what faults.
- The mop beat holds the walk-on until the boy actually LEAVES the court
  (ordered off at beat end, 6 s cap).
- A match game win that restores blood shows the duel's WOUNDS TREATED
  popup; full-blood wins stay silent.
- The opponent walk-on card holds 4.0 s (was 2.4).
- Card heads are cut from the 4K sheets at 144 px (assets/_heads.py,
  z_<fam>head.png, HEAD_CROP stays as fallback) — the old 65 px crops were
  the 'very low res' heads.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-13 21:09:04 +02:00