A single shot that splatters ≥2 zombies now escalates: DOUBLE KILL /
TRIPLE KILL / MASSACRE ×N flash, louder crowd, and a new umpire line
(double_kill / triple_kill / unbelievable m4a, recorded say -v Daniel).
ball.kills tracks the streak, reset on every fresh shot (doHit + hitServe).
zombies.js imports cheer (now exported from gameplay). The splatter pace
cut is now TUNE.zPierce (0.75, was hardcoded 0.5) so a hot ball plows
through a lined-up lane instead of stalling on the first kill.
Verified via window.T: a low ball down a one-side lane kills 3→TRIPLE and
5→MASSACRE ×5 with escalating flash, streak resets on the next serve, the
three new lines serve 200 and match the existing m4a format, no crash when
the ball dies mid-streak, no console errors.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Win your first game and the applause cuts off mid-clap. The palette drains,
the umpire lowers his voice ('Quiet... please'), your opponent turns — torn
red polo, dragging his racket — and shamblers come over the billboard wall.
The scoreboard rewrites CPU to THEM. 'Play.'
- zombies.js: shamblers walk your way; quality shots splatter them (gore
decal + particle burst + wet synth splat), weak sitters only stagger them
back; one crossing your baseline is a point for THEM
- tennis scoring machinery keeps running untouched: fifteen, thirty, deuce,
and 'Game, set... massacre' on a game win, all in recorded umpire English
- ball boys mop the gore they pass (their destiny fulfilled)
- transition: palette lerp, scripted spawns incl. the turned opponent,
new recorded lines (quiet_dark, remain_seated, play, new_balls)
- moan ambience, drained splatter palette, all zombie params in TUNE
Verified: transition triggers on first game win, splat/stagger/baseline
scoring all correct, dead-ball flow feeds fresh serves, tennis mode
regression clean (6/6 returns, 6/6 points resolved).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- p_bounce/p_bounce2 re-extracted from Oliver's corrected _sheet_pbounce.png
(racket properly in the right hand)
- bounce ball offset 0.4 -> 0.32 so it sits under the reaching hand
- landing rings draw with integer-snapped center/radii and a solid 2px
stroke — the sub-pixel anti-aliasing shimmer read as flickering
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- boy runs on a proper 4-phase cycle (stride, pass, mirrored stride, pass)
- server holds the crouched bounce stance through pretoss instead of
flickering to standing idle; hand-down/hand-up frames sync with the ball,
which now bounces floor-to-hand height
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- fake topspin: quality shots dive under extra effective gravity, so real pace
(up to 28 m/s) can clear the net AND land in — without it the net-clearance
loop silently slowed every shot to a coverable lob, which is why the CPU
returned everything regardless of aim
- no grass-scraping: balls below ankle height (0.24m) are past you, both sides
- CPU: 0.45s shot-read delay, 4.3 m/s legs, half-speed recovery between shots.
Verified gradient: perfect/good corner shots are winners, center balls and
weak shots still come back
- player aimed shots go wider (3.3m vs 2.7m)
- ball boy: nano-banana mirrored stride frames (was stride-vs-hop), height
1.2m, z-ordered against umpire and CPU (no more running over the chair)
- umpire voice through a synthesized convolver reverb — center-court PA echo
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- intercept() now picks a point the runner can actually reach in time
(travel-time feasibility), falling back to the deepest hittable point
- tapping no longer slows the auto-run: anticipating a shot doesn't lose it
- assist legs slightly superhuman (1.15x) so positioning is guaranteed
- ball boy run frames regenerated with contrasting stride/gather poses
(previous pair was near-identical, which read as no animation)
Verified: 10/10 CPU shots end inside the honest 1.3m contact radius with
zero manual movement.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- ball boy redesign: spawns at the sideline on point end, sprints across at
the ball's depth with a proper side-view run animation, scoops the ball
mid-run, despawns off the other side (no more net-post idling/sliding)
- hit feel: ball snaps to the racket at the contact frame so hits visually
connect; contact radius tightened 1.7 -> 1.3 (assist does the positioning,
the tap must be honest); missed swings now play an audible swish
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- white ring shows where the incoming ball will land; yellow/red ring shows
where your shot will land (red = going out) — Mario-Tennis-style feedback
- ball boys wait at the net posts, fetch every dead ball, and trot home
- canvas renders at 2x density, all sprites re-sliced at 112px; run/swing
sheets regenerated in the finer style
- assist: 0.35m deadzone + facing hysteresis kills the left/right flicker;
player reach 1.5 -> 1.7
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- 23 pre-recorded umpire lines (macOS say, en-GB Daniel) played via WebAudio,
works on mobile; speechSynthesis stays as fallback only
- umpire chair + two ball boys (generated sprites) dress the court
- court redrawn: doubles alleys, white perimeter border, clearly darker out area
- intro overlay with control symbols; first tap dismisses it and unlocks audio
- nginx now serves everything Cache-Control: no-cache so a reload always
revalidates and picks up new deploys
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- new 5-pose sheets per character: idle weight-shift x2, ball-bounce crouch,
serve trophy pose (toss), overhead smash
- serve shows toss stance through the ball toss, smash frame on contact
- auto-assist: full player speed, adds depth tracking after the bounce,
and drives the run animation + facing like manual movement
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>