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>
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>