1e601ca33d591e5e242ebaf6e7be8c936d3dd718
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Commits
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1e601ca33d |
The fall drops fast, lies long, and never rises
Oliver, three refinements in one breath: the frame PROGRESSION quicker
(drop 0.06+0.25 -> 0.05+0.15 — against a live rolling ball the slower drop
read as mush), the prone hold KEEPS its bench-tuned 2 s ('the lying itself
can stay that long'), and the rise row is cut ('the opponent respawns
anyway') — done() re-marks the body in its wound skin regardless, so rising
first was a respawn with extra steps. The rise frames stay in the sheets
for the bench. Wound-beat test updated to the new contract.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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53df079db6 |
The fall beats the ball: a passing winner fells the body while it still rolls
Oliver: 'the zombie falls after the ball is lost although we know this earlier — it could play out as ball lost because of the falling.' The match point now resolves at bounce ONE when the winner is provably beyond the body's reach (closed-form flight vs its own chase dials, full swing reach plus 0.6 m of doubt — borderline balls wait for the ordinary bounce-2 call). startFall keeps the ball rolling for an early-decided point, and the d.decided latch swallows the rally's later resolutions so it can never bank twice. Verified in-pane: collapse starts ~0.3 s after the bounce, ball rolls past the prone body, score banks exactly once. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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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> |
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c084d53497 |
Serve reads, the mop beat, the head-icon card, and Daniel benched
Oliver's batch, the code half: - The tennis serve lost its ghost fingers (idle tap demo + apex rider deleted with their counters; the rally-return hint survives). - The toss rises over the tossing HAND, measured off the toss frames' raised fingertips (TOSS.dx/oDx, women's tour override) — not over the head. - An uncaught toss returns to the bounce stance instead of flashing the smash frame the player never earned. - Between match games the court belongs to the mop boy: 5 s (TUNE.matchMopT), full job allowance, a hurry speed between stains, and the far-court reach limit lifted for the match (his stains are exactly where opponents die). The next opponent walks on only after — d.ending guards the empty court. - The walk-on card wears the opponent's own head: config.HEAD_CROP, straight crops measured off the family sheets, no new art. - The match intro is DEATH MATCH, counting the real blood pool. - Daniel is benched: every ump_* personality line routes through aside()'s early return; officiating calls keep speaking. Personality pass later. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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f1af5c9a72 |
The corpse was levitating, and the wounded ones walked backwards
All of it found from the sprite bench, and most of it was the same mistake twice: a correction applied on top of art that already handled it. THE HEADLESS BODY SHRANK. "Every headless mode shrinks the whole opponent a little" — measured, 34.0 px healthy / 33.8 arm off / 27.8 headless on all EIGHT families, a flat -18%, and the FEET shrank 16-19% with it. A body that loses its head does not get smaller feet. drawZombie carried `if (st === 2) h = 1.52` to take a head off the top, and a headless sprite is still a FULL-HEIGHT frame, because the generator draws a gushing neck stump whose blood plume fills the space the head occupied: 18.3% of z_rw2's frame sits above its shoulders against 10.7% above z_rw1's head. So the art had taken the head off, the per-frame PNG scaling had handled the height, and the override took it off a third time. Wrong on the fallback skins too (z_cw2 is a SHORTER png, which the scaling handles): its body drew at 1.30 m against the healthy 1.78 m. Gone. The HP bar and the aim mark read config.zombieH directly, so they had been floating above a shrunken body for as long as it existed; they re-align for free. THE WOUNDED BODIES WALKED BACKWARDS, and this is not bench-only — racketAI and updateBench both set face as the sign of x movement, so a match did it too. The racket is what measures it, Oliver's own test: "if this racket is facing to the right I would assume that he also walks to the right." Its string bed keys out to an enclosed hole (or is painted pale on the master), so the hoop locates itself. The healthy stride is drawn racket-RIGHT (+0.38..+0.42) and every wound stride racket-LEFT (-0.39..-0.45): THE WOUNDED BODY IS DRAWN FACING THE OTHER WAY, on the master and therefore in the reference and therefore in all seven families. One flip rule cannot serve both rows — fixing the healthy walk inverted the wound walk, which is the second thing he saw. The flip is derived from the frame name now, and only for the WALK frames (w1/w1b/w2/w2b), because they are the only ones whose orientation tracks travel: the wound forehand measures racket-right like the healthy one, and a serve or a fall puts the racket overhead where it says nothing about direction. Checked against 18 frame names including the tour-suffixed ones. AND _famref.py PINS THOSE SIDES. That branch is only correct while the art stays this way, and this is the THIRD art inconsistency this session that reached the court because nothing measured it. A re-roll that mirrors a row now fails the reference build pointing at drawZombie's artFacesRight, instead of shipping. A DEAD WRITE, found on the way: racketAI set rz.facing, and zombies render off zb.face. `facing` is the PLAYER's field and uses the OPPOSITE convention (a char flips on facing < 0, a body on face > 0), so the match opponent's turn was never driven by its chase at all — it fell through to the generic sticky-face line. THE PRONE FRAME LAY ON ITS RACKET. "The player basically levitates over the ground held by his racket." Every frame is bottom-aligned on the ground point, and in the fall3 art the lowest ink is the racket hoop thrown out beside the body — z_shw1fall3 is 249x85 with the body's underside at y67 and rows 68-84 racket, so the torso floated a fifth of the frame up. TUNE.proneSink drops it by that fraction, putting the body line where fall2 leaves its knees. The shadow made it worse and is suppressed for the whole beat: the contact ellipse is sized off DRAWN WIDTH, and a prone frame is three times wider than a standing one, so the widest darkest shadow in the game was painted under the one body not standing on it. THE FALL CARRIES THE RUN. "When the opponent runs to the ball from left to right and then falls, the player must still move to the right while falling." The velocity is INHERITED (racketAI and updateBench both record zb.vx), so a body that went down standing still does not slide and one caught at a sprint slides furthest. It was exponential decay first, which put 93% of the travel in the first two frames — "the visible slide should also extend to the 3rd and 4th frame" — and no retuning fixes that: stretch a wall-clock decay far enough to move the prone body and it creeps for the whole floor hold. So the slide is a DISTANCE BUDGET shared across the frames (TUNE.fallSlideMix), eased out within each so it still decelerates. x is set absolutely from the start, so the total cannot drift with frame rate. 0.05 / 0.22 / 0.35 / 0.11 m — the landing skids and the rise drags itself the last of the way. THE BENCH GOT A FALL BUTTON to tune all of this, and it plays the REAL beat: same FALL table, same tickMatchFall, because a bench that re-implemented the timing would be refining a second copy of it. matchReady() is skipped while the bench owns the court (it runs setupPoint and re-places the body — a match doing match things inside an art test), the walk stop stops walking during a fall, and startFall reads the table LIVE via fallLen() so tuning the numbers cannot leave the 'over' beat expiring mid-collapse. FALL is 0.06 / 0.25 / 2.0 / 0.45 after a session in the bench. fall1 and fall2 are deliberately the same pace (0.87 and 0.88 m/s of slide at a 1.54 m/s entry) so the collapse reads as one movement decelerating into the ground; the 0.07 s fall2 it replaced gave each drawn frame ~4 display frames and read as a cut. THE LENS, portrait camZ 48 -> 49. The three camera numbers are not independent: holding the near player's drawn size fixed means camF = s_player * (camZ - zMax), holding the court's on-screen depth fixed means camY = depth / (s_player - camF/camZ), so 49 gives 795 and 11.23 and horizon re-derives to 43. Far opponent 33.1 -> 33.8 px, player unchanged, court band within a pixel. One metre is deliberate: at camZ 55 the umpire is already clipped off the right edge and by 70 the court reads top-down, and it narrows the player's lateral room because xVisible clamps him to what fits. A figScale experiment that scaled every body 1.2x got further (far body 40.6 px) but is NOT in here — it needs the vertical contact constants to scale with it (ball-vs-body is gated on ball.y < 1.9, which sits just above the tallest chest at 1.856 m, so the roller man would have gone invulnerable) and Oliver reverted it pending a real playtest. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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eb0e8775a4 |
The timing cues were match-only, and the walk cycles bounced
CLASSIC TENNIS, third time asked and this time actually found. Both cues open with a mode gate and I checked the wrong two features twice: drawApproachRing (the closing circles that show when to tap) and drawApexBand (the serve bar with the gold perfect window) each began `if (!G.match ...)`. So the mode whose whole pitch is "if the core tennis is good everything else is good" was the one mode with neither. They run on `G.match || G.mode === 'tennis'` now — the gore mode stays out on purpose, there is no rally there. A test reads both function bodies and fails if either is ever gated on the match alone again. (The two I kept pointing at — the landing ring and the placement ring — really are shared. They were just not the ones being asked about.) THE BOUNCING WAS IN THE ART, and measurable: the six generated families came back with the shuffle frame 30-44 px shorter than the stance it walks out of, against 9 px on the hand-made racket family. The game draws every frame at its own PNG height, so the body rose and dropped once per step. A walk cycle is one drawing with the legs moved and must be one height; _zsheet levels the stance and the stride pair now and leaves the forehand its own, exactly as the serve and the fall keep theirs. All seven families re-cut: spreads are 1-8 px. THE BENCH GETS BUTTONS. Arrow keys are not a control scheme on a phone, which is the device the walk has to be judged on — so every family and every wound stage was unreachable from the place the problem shows. Three on-screen pads: BODY, WOUND, POSE, the two-way ones split left/right. Geometry lives beside the drawing and input hit-tests the same function, the rule the rack established. THE FALL is quicker still (0.05/0.07/2.0/0.30): drop, lie there, get up. Three umpire lines pulled — ump_wound_you, ump_felled, ump_wound_opp2. Not funny enough to keep. Files deleted, call sites collapsed to the two that stay. 60 tests green. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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e1ce2486c0 |
SERVE UP was dropping you into gore whatever you picked
THE MENU BUG, and it explains three reports at once. cStart's handler was
`addEventListener('click', start)` — and addEventListener hands a listener the
MouseEvent as its first argument, so `start(modeId = pickedMode)` never saw its
default: modeId was an EVENT OBJECT. `G.classic = modeId === 'classic'` was
therefore always false and the zombie branch never fired. Picking CLASSIC or
ZOMBIE TENNIS on the setup screen did nothing at all; SERVE UP always started
the gore mode. A default parameter only applies to `undefined`, and a click
handler always passes something. `() => start()`.
That is also why "in normal tennis i dont see the ball circles and the serve
hint bar": there was no normal tennis to be in. Both are drawn unconditionally
in render() and the tennis struggle hints are already mode-gated correctly.
Verified through the real menu after the fix: CLASSIC gives mode=tennis with
no bodies on court, ZOMBIE gives match=true against the SHAMBLER in its own
body. Every other bare handler in the codebase takes no parameters — checked.
THE MOP BOY had the same class of bug one layer down. sendBoy was called and
mopWorthIt() refused: it tests `d.z >= COURT.netZ - 2`, the NEAR half, because
in the gore mode everything dies on the near court. A match's blood is all on
the FAR side, where the body stands and bleeds through four wound stages, so
the boy could never qualify. The near-side bias stays; the match is the
exception.
DANIEL was being dropped, not missing. Two causes, both mine: the asides were
queued at 0.7-1.5 s and matchPoint fires the score call at 0.4 s with a clip
over a second long — voice() drops anything that would start while he is still
talking (one man, one microphone). And asideEvery is 55 s, a whole match game.
Delays moved past the score call; matchAsideEvery is 15 s, which fits a mode
whose events are a limb and your blood rather than a wave of bodies.
THE FALL: quicker down, longer on the floor (0.09/0.11/2.0/0.30). And it was
genuinely SHRUNKEN — the generator draws fall rows smaller than standing rows
(the brute's buckle came back 190 px against a 224 px stance) and _zsheet's one
global scale preserved that faithfully, so the body shrank the moment it
started to fall. A fall row is anchored on its own buckle now, which must draw
at standing height. All seven generated families re-cut: 224/153/98/181 against
the hand-made racket family's 224/154/85/179 — the convergence is the check.
THE FLICK: 0.42 made going out impossible, which fixed the 8-in-10 bug and
overshot it ("too easy. i must be able to play out"). 0.62 puts risk back where
it belongs — ~15% out at quality 0, 5% at 0.75, and never on a perfect flick.
The test now asserts that shape: bounded, monotonically falling, zero at 1.
59 tests green.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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52b38e4a39 |
Eight bodies on the card, and the umpire gets his voice back
THE FLICK, again. "i can barely reach the extremes of the court." It could reach 3.3 m against a 4.115 m line — safe, and too safe. TUNE.flickWidth is 3.95 now (96% of the way to the corner, 17 cm to spare) with flickReach 0.42, which keeps the guarantee intact: reach x timing + scatter stays inside the line at EVERY quality, worst case 4.06. 20% more reach, still impossible to send out by aiming. A FORWARD FLICK IS A SMASH. Up-screen is the far court, so flicking into it asked for depth and nothing else — a direction with no consequence behind it. It buys pace now (smashBoost, scaled by timing). Deliberately NOT distance: solveShot still lands it on the same spot, so the shot arrives flatter and sooner rather than longer. A smash you can hit out on a whim is just the old bug wearing a hat. THE FALL HOLDS. "the opponent should fall and then lie there for a quick moment, the player stands up too quick." fall3 goes 0.30 -> 0.62. A corpse that touches the ground and is instantly upright reads as a stumble. THE CARD. Ten opponents, six of them NEW bodies off the one-sheet pipeline (shambler, ball boy, steward, runner, groundskeeper, line judge), with the club pro's own body and the brute woven in as 7 and 8. It is a ladder of STAFF: the further you get, the further up the club the thing across the net used to be. Narrative and difficulty are the same list read twice, and a test walks all ten — whiff must fall every rung, names must fit the board's 8-char slot, speed may zigzag by character but never regress. Steeper per rung (speedPer .08->.11, pacePer .035->.05, flubKeep .82->.76): "in general this is too easy now". With aimed returns no longer sailing out, the player stopped handing over free points and the ladder had to earn them back. The opening got SOFTER at the same time — 0.72 where the old first opponent was 0.85. THE UMPIRE WAS MUTED IN THIS MODE and nobody noticed. aside() refused during any interlude; the match runs on a permanent one. So the single mode that is literally a tennis match he is sitting over was the one mode he never spoke in. Same bug shape as sendBoy, same fix. Six dry lines via say -v Daniel: two on taking a limb, two on your blood, one when there is nearly none left, one on felling the thing. asideEvery still gates him. ...and sendBoy had the identical bug, so the mop boy now comes out between games to the FAR court, where one body has been bleeding through four wound stages. Between games only, never mid-point. The line judge took two rolls: the first cut to 6 figures in its last row and _zsheet.py refused it rather than mis-slicing. That refusal is the feature. 59 tests green. Verified in the browser: SHAMBLER on court in its own body. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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c1f7268a04 |
The flick stops losing the point, and the corpse falls and serves
THE FLICK. "when returning a ball with a spin it seems too sensitive, 8/10 times the ball lands out." Arithmetic, not feel. The singles line is 4.115 m; an aimed shot targeted a flat ax*3.3 and THEN added err() on top — up to +-2.4 m at quality 0 — so a flicked return landed as wide as 5.7 m, and the only clamp in the path sat at +-5, outside the court. An UNAIMED return targets 0 + the same scatter and is therefore always in: aiming was the thing losing the point, which is backwards for the mode's one act of skill. TUNE.flickReach scales the aim width by the same quality the scatter shrinks with, so the two can never sum past the line — worst case 1.49+2.4 = 3.89, and a perfectly timed flick still gets the full 3.3 with nothing left to scatter. The test asserts that sum across the whole quality range rather than sampling rallies. Not named `aimReach`: that key already exists further down TUNE (the slingshot's 22 m aim ray) and the duplicate silently won until a test caught it. The placement ring carries `q` now and is the flick's receipt — tight and hot when your timing earned the full width, wide and dim when you barely got a racket on it. Without it the rule is invisible: the shot just goes less wide. THE FALL (handoff item 4). A point that takes a limb knocks the body down and it drags itself up short of it. The three collapse frames wear the stage it STILL WAS and the rise wears the stage it has BECOME — that order is the whole beat, and it is what turns a popping wound stage into something the point did. Own clock beside the horde's warning, for the reason this file keeps relearning (a beat that moves the phase under a latch strands it); the 'over' beat it sets outlives the fall so it cannot expire into setupPoint() mid-collapse. Only fires when the stage actually moved — a quarter off a full pool is 0.75, so point one has no limb to explain and a second of collapse for nothing is a beat the player waits out. THE OPPONENT SERVES (handoff item 7), and it was mostly switched off rather than missing. setupPoint already placed a non-player server behind its own baseline and armed aiServeT; update() already tossed and struck for O. Both were gated on `G.mode === 'tennis'` and the match runs in splatter under a permanent interlude — one condition. Genuinely new: service alternates at each game boundary (the match calls advancePoint directly and the flip lives in tennis's pointTo, which it bypasses — the same shape as the G.serveNum bug), the zombie takes O's mark so picture and ballistics agree on where it stands, and the serve poses are named onto it because O is invisible here. racketStage() moves to config: drawZombie and the fall must not answer the same question twice, which is how the boss's skins and its blood drifted apart. Docs: PROJECT.md gains THE ZOMBIE FAMILY PIPELINE — the measured API contract (4K is a parameter and the default is 1K; n is 1 so "return both" is not a thing; aspect is an enum so pad to it), why magenta stays despite green being the documented key, and the two things _zsheet.py must do globally. Verified in the browser: brute in the match, z_brfall2 -> z_brw1rise on a wounding point, and bounce -> toss -> serve off the opponent's own baseline. 58 tests green. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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df454c5d92 |
Stop calling three different things "the ladder"
Oliver: "the talk about ladder and rung is extremely confusing." It was, and it
was my vocabulary, not his reading. "Ladder" had come to mean three unrelated
things in this codebase — the sequence of opponents in zombie tennis, the
sequence of WOUND STAGES on one body, and the name of a stats screen — and
"rung" meant a position in whichever of those you happened to be reading about.
One word per thing now:
the OPPONENTS who you play, in order, one game each (config.OPPONENTS,
matchFoe(n), zb.foe). Never "rungs".
WOUND STAGES healthy -> arm off -> headless, on one body. Unchanged, and
now the only thing allowed to be called a progression.
a FAMILY the sprite set a body wears (config.ZFAMS).
Renames: LADDER_TRAITS -> OPPONENTS, matchRung -> matchFoe, zb.rung -> zb.foe,
and the stats screen THE LADDER -> OPPONENTS FELLED, which is what it lists.
The 'L0'..'L9' record keys are deliberately NOT renamed: they are written into
saved run records, and renaming them would orphan every match anyone has
played. A comment says so where they are built.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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e2487b784a |
A match opponent is a FAMILY now, so a generated variant is one row and not dead art
--variant produces 31 frames; nothing could draw them. drawZombie hardcoded the `z_r` prefix, the preloader spelled all 31 filenames out by hand, and the sprite bench built its names from the same literal. A new zombie would have sat on disk. config.ZFAMS = ['r'] the families that exist config.famFrames(f) the 31 names derived from a key Everything that needs those names now derives them: the preloader spreads ZFAMS.flatMap(famFrames), drawZombie reads `zb.fam` (unset = 'r', so the club pro is untouched) and builds its wound lookups off it, and the bench walks families on up/down. Adding an opponent is ONE ROW — which also retires 31 hand-typed filenames from the preload list, each of which was a chance to typo one and have a body silently vanish for a frame. That is the oldest bug in render.js and it is now impossible in this corner of it. And the link that makes it worth anything: a LADDER RUNG can name a family. `fam: 'br'` on a row in LADDER_TRAITS and that rung walks on as a different body, all the way down its own wound ladder. So the whole path is now: _master.py --variant br "…" -> generate 31 frames ZFAMS += 'br' -> the game loads them fam: 'br' on a ladder row -> that opponent is in the match Verified: the bench still walks all 33 cells pulling the right derived name at every wound stage, and a real match still opens on THE GROUNDSKEEPER wearing family 'r' and drawing z_r1. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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5c0db0a22e |
The opponent is complete: 3 wound stages x 11 states, and a gate for wounds that never happened
The serve and the fall now exist at every wound stage, so a one-armed opponent still serves and a headless one still goes down, instead of reverting to a whole body to do it. 33 frames, no gaps. THE BALL IS OUT OF THE SERVE SPRITES. Oliver: it was painted into three frames and the game draws the ball itself, so every one of them would have ridden along at the wrong place, the wrong time and in the wrong number. Hands open and empty now, poses unchanged as if a ball were there. THE FOURTH GATE, and the one nothing else could see: "copy this exactly, change ONE thing" loses when the change is a REMOVAL. Taking a head off worked every time — it is dramatic. Taking an ARM off mostly did not: five of seven wound frames came back as the reference faithfully redrawn, 0.02-0.05 of their own silhouette different, and the ladder quietly HEALED the body the score had just maimed. Frame count, background, clipping, detail, kit and stride all pass that sheet. A batch now declares how far it must move from the sheet it was drawn from — a copy scores 0.02-0.05, a real amputation 0.12-0.38, a decapitation 0.27-0.75 — and the whole set now measures 0.18-0.65. AND THE BACKGROUND RULE MOVED TO THE FRONT OF EVERY PROMPT. Six rejections in eleven rolls were "background is not magenta", and the generator was not glitching: it was painting the zombies ON A TENNIS COURT. The chained restyle subjects are long, and the magenta instruction sat behind three hundred words of "keep everything exactly as the reference", where it stopped being honoured. Same sentence, said before anything can bury it. One design consequence kept rather than papered over: the missing arm IS the tossing arm, so a wounded opponent tosses off the racket face the way one-armed players actually do. The wound changes how he plays, which is what slice 3 has been asking for. Known and NOT fixed: the shorts hue drifts from -9 to -19 down the ladder. Each stage is measured against the one before it, so a legal 4-point hop three times over is a 14-point total nobody authorised. The fix is to anchor every stage to the healthy frame with a total budget instead of a per-hop one. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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4bbdf6357a |
The opponent can serve and fall, and there is a bench to judge it on
THE MISSING ART, generated by the whole-sheet restyle method: bouncing the ball at the baseline, the toss with the ball leaving the fingertips, the strike at full stretch — and the fall, which slice 4 has been waiting for: buckling, down on the knees, flat on the court face down, then dragging itself back up. One zombie is now complete as a tennis player rather than as a body that shuffles. (Healthy only so far; the wound variants are the next sheet.) THE SPRITE BENCH, in the back room. No ball, no scoring, no AI — one opponent on an empty court, walking, at the size and speed it is actually played at, because that is the only place a walk cycle can be judged. A sheet that looks fine at 224 px on a contact sheet is a different animal at 30 px crossing a lawn, and every sprite argument this project has had was really about that gap. It steps through every state including the ones the game cannot reach yet, so the serve and the fall could be looked at the day they were drawn instead of the day they get wired up. It prints the FILENAME it is drawing and the hp the wound stage was read from — the two numbers that separate "the art is wrong" from "the wiring picked the wrong art" — and it says HEALTHY ONLY where a wound variant does not exist rather than implying one does. The stride steps off ground covered, like the real thing: a bench animating on a clock would flatter exactly the sprites that foot-slide in play. It owns the court like every other mode and every start* refuses while it runs. FOUND BY IT, ten seconds in: `start()` applies the mode the setup screen picked, so a remembered ZOMBIE TENNIS was taking the court before the back room could — every back-room entry (weapons, bosses, drill, match, bench) had been silently refusing since the mode select landed this morning. The back room passes null. And a third calibration lesson: POSE MOVES A GLOBAL COLOUR STATISTIC. A body face down shows a fraction of the shirt it shows standing, so `redness` fell 14 points across the fall sheet without a colour changing. The measure that survives a pose change is the shorts HUE — mid-tone neutrals, present in every frame in the same proportion — which is why it is the one that caught the drift Oliver actually saw. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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c629ae1108 |
The ladder has names, the bodies play tennis, and the stats screen splits
THE SPRITES. The match opponent borrowed the turned CPU's art — a body drawn to SHAMBLE at the camera with its racket hanging at its side, which is what was playing tennis points against you. It has its own family now, 'r', drawn off the LIVING opponent's poses: a ready stance, a shuffle pair and a real forehand, at every wound stage, men's and women's — 20 frames, six batches. 'c' keeps its shamble untouched, because in the gore mode shambling is exactly what the turned CPU should be doing. The pose comes from racketAI's own `pose`, so the picture cannot drift from the behaviour, and a one-armed opponent still plays tennis instead of reverting to a walk. Two pipeline bugs found doing it, both fixed at the root in assets/: - _fine.py keyed EVERY magenta pixel, not just the background, and the generator paints racket strings in the backdrop colour more often than not — so frame after frame installed a man holding an empty hoop. Background is now the region connected to the border; magenta left INSIDE a body is repainted pale grey rather than punched out. - the flood fill silently did nothing, because Image.fromarray images are read-only and PIL's floodfill swallows the write error. .copy() plus a real error if it ever fills zero pixels. THE LADDER (handoff slice 2). Rung N takes design N's name off the chapter roster — the club's dead staff play you at tennis here and come for you in gore, same joke twice — plus a personality that is DIALS, not new mechanics: pace, width, flub and speed scalings multiplying numbers racketAI already reads. A rung is a data row. Name plate on the walk-on, and the kill files under the rung rather than under the generic body. THE STATS SCREEN follows the mode split: BODY COUNT / THE LADDER / THE RECORD behind a mode strip, each with its own three figures, its own roster heading and its own footer. The weapon shelf and the roster hide in the modes that have neither, rather than printing a line about something the mode cannot do. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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f67411e330 |
The opponent shows up, and the death loop dies
"still very weak and slow opponent. it also spawns at places where it is impossible to react to my serve. so i win like always. in the cases i dont win there is a bug. when trying to serve after i got hurt i get hurt again and again until i die". The death loop was G.serveNum. Tennis's pointTo is the only thing that ever reset it, and the match bypasses pointTo entirely — so the first fault of the match armed "second serve" permanently, and every missed serve after it was a double fault, a point, and blood, repeating to death. Exactly the spiral a rattled player serves into. matchReady(), the match's own point boundary, resets it now; a regression pins it. The receiver starts every point on its mark: matchReady drops it onto the exact receiver position the tennis branch computes for O, deuce/ad mirrored, instead of a random spawn x or wherever the last rally left it. An opponent that cannot reach the serve is not weak, it is absent. And the base opponent is a player now: matchSpeedBase 1.4 (the duel's 2.8m/s lumber was tuned for one sudden-death point), matchFlub 0.08 (0.2 gives away a fifth of all returns). Measured with the same autopilot that previously won seven straight games: it now loses the match. Possibly too hot — the two dials are named, Oliver's thumb decides. 40 tests, 15 seeds clean. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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ea6e50f8f8 |
The match plays fair: deeper pool, no regicide, serves from the line
"the player is too weak in this mode. also the killing by smashing occurs too often. i cant really control it. maybe obsolete? also the serving after the first serve does not happen from behind the groundline". matchPlayerHp 8 — the match brings its own pool. The gore mode's 4 was an inheritance, not a decision, and a real game has rallies you deserve to lose without the run ending. Regicide is out of the match (kept in the duel, where any-weapon-counts is the point of sudden death). In a full game every hard serve that happened to meet the body was a free kill nobody aimed. A match ball never damages the opponent — it passes through like a soft ball and racketAI plays it — so the wound stages are exactly the scoreboard. That also made hp-per-opponent meaningless, so the ladder escalates in racketAI instead: +12% speed per body felled, whiff chance x0.82 per rung. And serving resets to behind the baseline with real deuce/ad mirroring: setupPoint's "serve from wherever you're standing" branch now excludes the match, which falls through to the tennis positioning. Verified live: second serve from z 24.3, x mirrored to the ad side, opponent unwounded by anything but the score. 38 tests, 15 seeds clean. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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0620e97d6c |
Zombie tennis: one game per opponent, blood only
Triage failed the only test that matters — "i think the normal player does not grasp this" — and the lesson across four drill designs is that every invented rule needs teaching, while the rules the scene already implies need none. So the new mode is the game's own oldest rule: tennis. MATCH TEST in the back room (#match). One game per opponent, real 15/30/40 scoring. Built on top of the duel machinery: G.match runs a permanent interlude, which is already what makes serving tennis-like, hides the rack, quiets the spawn director and wakes racketAI. The one change is in resolveInterlude — a settled point feeds matchPoint instead of ending anything. About 90 lines for a whole mode, because the deepest system in the repo was already built. The score is the body: a quarter of its pool per point won, floored at 1, so a love game walks the racket zombie through every wound stage and the game point fells it. Its points draw your blood — hp--, eaten at zero, matchHeal 2 per game won is how you last. Regicide is inherited: kill the body mid-game and the game banks by hand. The timing is drawn, per Oliver's ask: an approach ring around the incoming ball that kisses a fixed inner ring exactly at the sweet contact distance (gold inside the band), and an apex band beside the toss spanning the same 0.12m keyPressed scores as perfect, with a tick riding the live ball. Both cues use the mechanics' own numbers, so the picture cannot lie. Verified by autopilot: 7 games in 90 simulated seconds, opponents 1..8, pools 4/6/8/10, wounds tracking points exactly. 36 tests, 15 seeds clean. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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6a16e77480 |
Triage: always kill the body that would reach you first
The sequence drill tested nothing — the strip was always visible (no memory), the batch was slow (no urgency), the aim was easy (no execution). A checklist with gore, and Oliver said so: "not interesting enough to keep me playing". Settled in discussion, he picked triage + streak. One rule: always kill the body that would reach you first. Nothing is called, nothing shown — the court is the puzzle. arrival = distance / speed down a held lane, and the roster's speed spread means the answer is not the closest body: a runner at the far baseline beats a roller at the service line. Court sense — and it trains the exact target-priority read the gore mode rewards. Wounds are free: only the kill is judged, so pre-softening a heavy while it is third in line is legal and eventually necessary. The slack (0.9s) makes near-ties legal both ways, or the rule is a coin flip. The streak is both punishment and payout: x1..x5, a misread shows OUT OF TURN and resets it, and nothing else happens — the queue keeps walking. Caught is the real setback. Best score banks to localStorage; the world board can carry it if it ships. drillMark draws a chevron over the queue head for playtest calibration. It answers the exact question the mode asks, so it must be off in anything shipped. Deleted: the alphabet, the batch, the strip, the eaters. Shamblers are first-class stream members with pts 20; a roller is 100. 30 tests, rewritten around arithmetic riggings (known speeds and distances) instead of luck; 20 seeds clean. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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1d49c4343b |
The rounds stay, the seams go: one continuous stream
Oliver: "daniel announcing is maximum annoying" / "don't let the rush in position just let them coming from the back in steady speed.. try to space them not too close" / "when one combination is done just let the new one in.. in a continuous stream that increases in speed and difficulty" / "the rounds can stay, they should be continuous". The round survives as the unit. Every seam around it is deleted: no walk-on to a mark, no announcement beat, no between-rounds pause, no deal. Bodies walk in from the far baseline forever and a round is drawn from whoever is on court — finish one and the next is drawn in the same frame, off the same rolling population. The bodies you were ignoring a second ago are the ones being called now. - Daniel is gone from this mode. Each colour has a pitch; a round announces itself as a four-note figure in half a second (blip()). drillTones 0 mutes it. The recordings stay in assets. - PLACEMENTS is deleted with the marks — nothing rushes anywhere and nothing stops, so there are no shapes to place. - A DRILL BODY HOLDS ITS LANE. updateZombies homes bodies onto the player's x past the net, so they arrived spread and bunched into a knot right in front of you; spawn spacing cannot survive that. Their lane is the puzzle here. - One ramp on TIME SURVIVED drives speed, spawn gap and round length. Speed is stamped per body at spawn, so the ramp reads as newcomers outpacing the ones already walking, not the court accelerating under you. - The empty-court watchdog is gone and nothing replaced it: with a stream there is no state to be stuck in. One line covers every case. 27 tests, rewritten around the stream. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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22df96cc1d |
The umpire reads a list, and the bibs come out to meet it
The late game is repetitive because the optimal move never changes: kill the nearest thing, now. This is the first swing at a mode where it does — a coaching drill where the umpire CALLS a colour sequence aloud while bibbed bodies take their marks, and you must put them down in that order while they walk at you. Uncalled colours are decoys you have to ignore. Two faults is a double fault and the round is theirs. Back room only (DRILL TEST, or #drill): this is a feel-test for one question — tense, or just noisy? — so it keeps its own round count and touches neither tennis scoring nor the run. - voiceSeq: voice() drops a line that would start while the umpire is still talking, which is fatal for a list. Decode first, queue at accumulated offsets, and the anti-overlap rule is satisfied instead of fought. - Four colours with PIPS as well as hue — red/green alone makes the mode unplayable for ~8% of men. - drawBib is a ponytail-marked overlay that knowingly breaks the sprite rule; it is the thing to delete if the mode survives. - BOTH target pickers snap (flickTarget and zombieTarget). Snapping only the slingshot left fifteen tap-serves in a row scoring nothing. - Contact costs the point, not the run — permadeath stays in the gore mode. - startDrill disarms the ordinary schedule; updateDrill redeals and logs an INVARIANT if anything empties its court. Eight new tests (24 total) pin the ownership contract both ways, the call beat, the win, the double fault, the un-winnable-round guard and the death. PROJECT.md carries the four open questions for the playtest. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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5ea84f8511 |
Nothing arrives unannounced: the horde gets its breather, the boss gets a name
THEY KEEP COMING is a 2.4s 'over' beat again (warnHorde in beats.js) instead of a flash raised on the same frame the wave lands, and the chapter boss walks on behind an overlay — his name in red over ENTERED THE COURT — held for 3s by the new self-dismissing modal clock (m.hold) rather than announced on a routine-set card. startHorde returns a bool: if the court has been taken when the warning expires the pendingHorde latch is re-armed rather than the set losing the horde it paid for. The warning ticks on its own clock, not on the 'over' beat, so a beat that moves the phase underneath it can't strand it (the mgT lock, again). Three tests, 15 total. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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1f636530b9 |
The code moves into src/: index, server and the test harness keep the root
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |