2 Commits
Author SHA1 Message Date
wuwiandClaude Opus 5 d71a26831a The game gets a shell: it buzzes in your hand, never turns sideways, and a swipe walks you back
A Capacitor iOS project (`npm run ios`), and the first three bullets of LATER item 2 built. The web
build is untouched and stays primary: every line here degrades to a no-op in a browser.

- HAPTICS ride the sound map, as the plan said they would: six call sites, all of them places an
  sfx already fires — your racket contact, the serve strike, `killZombie` (the one funnel every
  weapon routes through), `explode`, `hurtPlayer`, `killPlayer`, the weapon swap. The restraint
  rule lives in `haptics.js`, not at the call sites: a minimum gap per kind, so a bomb that kills
  twelve bodies is felt twice and the machine gun is a metronome rather than one long rumble.
  Pinned by a test. Untested on hardware — the simulator has no Taptic Engine.
- The plugin is reached through the INJECTED bridge, `Capacitor.nativePromise('Haptics', ...)`.
  `Capacitor.Plugins.Haptics` reads like the zero-dependency answer and is silently empty without
  @capacitor/core's registerPlugin — it would have fallen through to the web path inside the app
  and looked exactly like a phone with haptics switched off. No package JS ships.
- PORTRAIT is enforced where it can be: one orientation in Info.plist, so the app never rotates.
  That retires landscape as a surface rather than fixing it (OPEN 6). The web half is best-effort —
  `orientation` in both manifests and one guarded `screen.orientation.lock()`.
- SWIPE LEFT GOES BACK. The gesture finds the screen's one visible chevron and clicks it, so the
  shape of the wizard stays in the handlers that already own it. Not passive on purpose: a swipe
  inside a poster card also fires that card's click, and preventDefault is what stops the screen
  answering forward in the frame the chevron walked it back.
- The app has no server behind it, so `config.API` and one branch in `net.js` point the shell at the
  live host by name. Consequence: the app always talks to PROD, never staging.

`node test.js` green (105) over four seeds; builds, launches and reaches the native plugin on the
iOS 26.5 simulator; swipe-back walks the whole wizard in the browser pane.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-20 17:00:36 +02:00
wuwiandClaude Opus 5 8011186cda The blood you have left, the bodies behind you, and a face for staging
Three things, all in service of the match reading as its own mode:

BLOOD, COUNTED. The vignette says "worse" and never says "how many". One pip
per hit left, top-right beside the board, in the panel language the game/sets
bar already uses; the last two breathe. Pips rather than a bar on purpose —
the pool is 4 or 8, and a smooth readout of a small integer is the exact
ambiguity being fixed.

OPPONENTS FELLED IS THE MEASURE (handoff slice 1). Blood-only scoring means a
lost game costs nothing but the blood already spent, so games survived is not
the achievement. The in-play bar prints OPPONENT n · m FELLED instead of the
game/sets line, the death screen says BLED OUT / FELLED n OPPONENTS · m GAMES,
and it keeps its own matchBest — drillBest's pattern. The kills-to-next-point
pips are hidden in a match: nothing there is killed for points, and they were
colliding with the new line anyway.

STAGING WEARS A DIFFERENT ICON. Both builds live on the same phone and two
identical bloody tennis balls is a coin toss. Driven by HOSTNAME, not by the
branch — the block is identical on staging and main, so it never conflicts on
a merge and never has to be remembered.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-12 08:53:02 +02:00