The ball economy made it harder in the wrong way: waiting for a ballboy is
friction, not difficulty, and walking with the finger was one gesture too many
for anyone to discover. Both are out — a spent ball hands you a fresh one
again, and the thumb only ever does the slingshot.
The brake moves into the gesture instead. The pull's LENGTH is now the shot's
power and nothing else: under TUNE.zSplatQ it merely staggers, at full draw
it's quality 1.0 with the PERFECT flash and hitstop. A lazy rhythm of short
pulls can't kill anything, so tempo stops being a strategy.
The pull's DIRECTION is a ray, not a landing point, which is the ergonomic fix
for having to drag off the bottom of the phone: distance to the target no
longer costs drag length. The first shambler standing in the lane eats the
ball, whether it's 5 or 21 metres away, and the cone widens with range so
distant lanes stay pickable. Full power now sits at 95px of travel.
Also gone: the free predictive auto-lock on a directionless aim (zombieTarget
returns null with no direction, and a bare hold no longer fires at all). Melee
goes back to cleaving the cluster — it's the panic button — with the 1s
cooldown left in as the brake. The reticle reads power throughout: cool blue
only staggers, hot red kills, the drawn band grows behind you, and the pull
clicks the moment it crosses the kill threshold.
Verified by simulated touch gestures: 10px cancels, 35px = 0.31 (stagger),
60px = 0.60, 95px = 1.00; the same 60px pull reaches shamblers at 5m, 21m and
diagonally; 22 serves in 30s, so the pace is back.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The slingshot serve didn't fix the gameplay because four things were free at
once: pure-hold auto-target with predictive lead, a hardcoded 0.62 serve
quality, infinite ammo with an instant mid-rally re-toss, and a melee swish on
every single tap that cleaved the whole cluster. Perfecting the pretoss/toss
rhythm beat the game; no skill required.
The ball is scarce now. A spent ball LIES where it died (G.loose, ringed on
court) and there is no serve until it's back in your hand: walk it down
(instant, and the only reason to leave the baseline), let a boy scoop it, wait
out TUNE.looseMax, or watch a shambler swallow it — the one real punishment.
Fire rate is a positioning decision instead of a thumb-tempo one.
Also: the far backstop rebounds a ball with pace left, still lethal on the way
home and volleyable (trySwing lets P re-hit their own ball in splatter); melee
drops to nearest-one-only on a 1s cooldown; and the mid-rally re-toss is gone.
With no ball in hand the thumb-drag steers your legs instead of the reticle —
without that, walking your ball down is impossible on touch.
TUNE.looseMax is the fire-rate knob. Measured: ~4s per serve standing still,
~0.4s if you go and get it. 600 taps in 10s now yield exactly one serve.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Feedback batch from a phone playtest:
- Winning a game no longer auto-sweeps the court. The survivors stay and must
be killed by hand (no new spawns, no scoring during the mop-up); only once the
court is clear does play advance to the changeover / next game / set. Replaces
sweepCourt() with a G.clearing gate + proceedAfterClear(). "CLEAR THE COURT".
- Classic shamblers (a/b) now soak one splat-quality wound before they drop
(shamblerHp=2) — swapping to new z_aw/z_bw wound skins that bleed the thin
dynamic trickle plus a small impact pop. Only the runner stays one-shot glass;
brute/boss unchanged. Ball, pellets and triple side-balls all respect hp.
- Winning a SET shows a centered milestone card (a real pause) before the horde;
one reusable drawCard() now backs both it and the reworded sudden-death card.
- Player is no longer pinned to the baseline: free to advance up-court on
keyboard (bounded at the net); touch keeps the baseline (drag is the serve-aim)
and the horde/GUN burst re-brace there.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Serve:
- Reverts the single-tap auto-serve. Firing a ball still needs the two-stage
toss+fire gesture — but a tap mid-rally now RE-ARMS the toss (throws a new
ball up) with the previous ball flying on as a ballistic clone, so you can
toss the next serve without waiting for the last to leave play.
Blood:
- Wound bleed cut further: sparse (most frames emit nothing), thinner spread,
lower rise, short-lived, capped low — a fine trickle, not a spray.
- Repainted z_gw / z_cw1 with clean stumps and almost no painted blood (the
torso gash and shirt spatter are gone), so the dynamic trickle is the blood.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- Bleed dialed way down — thin, steady trickles (a fine spurt from the neck
stump) instead of the gushing cloud; tighter spread, shorter-lived, capped low.
- Rapid serve is easier to reach: a plain tap MID-RALLY now fires at the
auto-target too (not only flick/drag/hold), so you can pump the screen while
the last ball's still up. Pretoss keeps its toss ritual; the duel stays tennis.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- Stand at the baseline: in splatter the player is pinned to the baseline
(a turret, side-to-side only) — the duel is exempt so it keeps free depth.
- Zombie 1:1 duel now plays like real tennis: no free-aim flick, no drag
reticle; lane aim + the toss-then-hit serve (gate on !G.interlude in
doHit/hitServe/keyPressed/canAimServe).
- Rapid serves: the two-stage reticle serve now fires mid-rally too — a ball
still in flight is banished to a ballistic clone so the next serve launches
at once. Serve as fast as you can drag-release.
- Wounded skins for multi-hit foes: brute (arm off) and racket boss (arm off,
then headless) swap by remaining hp, with a graceful fallback to the healthy
sprite. The headless boss is drawn a head shorter so the shoulders line up.
- Dynamic gore: the blood is NOT painted in — open wounds gush live particles
every frame (arm stumps + a neck geyser on the headless boss), absurdly, and
bounded so it self-regulates.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- Personal lane offset (homeOff ±0.8m) + a per-zombie shamble wobble so
on your half they fan around you instead of stacking into one column.
- Eaten check weights depth by 0.75 (z is foreshortened in the projection),
so a head-on shambler kills you when it LOOKS on top of you — fixes
"they touch me and I don't die." Lateral reach unchanged.
- Revert aiFlub 0.14 -> 0.09 (undo the CPU weakening).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Wire the new assets/audio/*.wav samples over the synth SFX:
- Ball hits: per-side tennis-player / tennis-opponent on serve & return,
now with a stadium reverb tail (same convolver as umpire/aww).
- Crowd: tennis-applaus on your points/games (louder on big moments);
tennis-aww when the opponent scores or you're eaten (reverb tail).
- Ambient bed: tennis-ambient-loop from first tap, 500Hz lowcut, low vol.
- Zombie music: zombie-mode loop when splatter kicks in (800Hz lowcut),
fades out for the 1:1 sudden-death duel and back in after.
- Headshots: random headshot-1/-2 on every zombie kill (killZombie).
audio.js: sfx() one-shot player w/ rate+reverb opts, loopBed() beds with
duck/fade, aww() wrapper, hotter reverb send on the umpire voice.
Also: normal opponent aiFlub 0.09 -> 0.14 (a little easier to beat).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- start screen: SPLATTER TENNIS logo + slogan, controls kept
- scoreboard redrawn as a real broadcast board (server ball, name, sets,
games, highlighted points cell); weapon stock moved to a status strip
- kills-to-next-point pips (NEXT ○○○) so the K-kill gate is visible;
TUNE.killPips toggles it
- miss-debug HUD off by default (TUNE.missHud 0), dev-only now
- eaten screen crows "NEW BEST" when the run beats the stored high score
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Runner counter (no new weapon needed — one you don't hold when it shrieks
can't save you): the sprinter is now a GLASS CANNON — any ball contact at
any quality bursts it (main ball and triple-serve side balls; melee and
pellets already killed it). The hold-to-aim auto-lock targets the most
advanced zombie = the charging runner, so touch-and-release is the panic
button. Plus runnerVMax 4.2: the late-game speed ramp is capped so runners
stay humanly reactable.
Battery (iPhone drain):
- TUNE.fps = 30 (T-panel tunable, 0/60 = uncapped): frame-skip cap in the
RAF loop — halves paint work on a 810x1440 canvas, the dominant cost.
dt clamp raised 0.033 -> 0.04 so 30fps doesn't run 1% slow-motion.
- Gore piles pre-rendered to per-pile cached canvases (rebuilt on growth /
orientation change): 1 drawImage per pile per frame instead of ~26
ellipse paths — late-game courts had ~800 path fills per frame.
- matchMedia('(pointer: coarse)') hoisted out of the render loop (was
allocating a MediaQueryList every pretoss frame).
Verified: weak (pow .05) ball kills a runner; max-ramp runner v = 4.2
exactly; piles render from cache (screenshot, pl.cv set); frame-cap
arithmetic yields clean every-other-tick at 60Hz RAF (RAF itself is paused
in this pane — logic deterministic); tennis serve benchmark 30/36 across
runs (flub-band; diff is provably tennis-neutral); no console errors.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- RES 2 -> 3: phone screens now DOWNSCALE the canvas (crisp pixels) instead
of upscaling it (soft). Umpire-tap coords un-hardcoded from RES=2.
- Flatter lens: camZ 36 -> 42 with camF scaled per orientation (406/580) so
the PLAYER stays the same size — far-court zombies render ~25% bigger and
finally read as individuals from the baseline.
- Smoother animation: 4-frame walk cycles for both classic shamblers and the
runner's sprint (new sheets, same style anchor; z_a1-4, z_b1-4, z_f1-4).
Same cycle frequency — frames subdivide the stride. Render falls back to
2 frames per variant until its sheet loads.
- Tiered gore (GORE_MUL): the more advanced the zombie, the more absurd the
mess — classics 1x (base bumped 24 -> 30 particles), runner 1.8x, shield
2.5x, racket boss 3x, brute 4x (120 particles, a scatter of stains, an
instant size-3 mound).
Verified: fresh origin, canvas 1440px, umpire triple-tap works at RES 3,
all 4 anim frames cycle at the old stride rate, brute kill = 120 parts /
2 stains / size-3 pile, far-court lineup screenshot clearly readable,
portrait layout numbers correct (810x1440, camF 580), tennis 11/12,
no console errors.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
THE FREEZE (root cause found): the game-winning kill fires INSIDE the zombie
update loop — killZombie -> splatPoint -> gameOver -> sweepCourt guts the
zombies array mid-iteration, the loop reads zombies[i] === undefined, throws,
and the un-rescheduled RAF chain dies: a permanent hard freeze. Crowded courts
(later games, brutes) make the mid-loop game-winner likelier — hence 'freezes
around game 3 when the fat zombies arrive'. Fixed at the root (null guards in
every loop whose body can cascade into a sweep: zombie walk loop, meleeSwipe,
explode, pellet + extras inner loops) AND made frame() reschedule RAF FIRST so
no single bad frame can ever kill the loop again.
Aim awareness: the reticle now appears the moment the thumb lands (mag 0 =
auto-target the most advanced zombie, red lock immediately). A pure HOLD
(>250ms, no drag) releases into the auto-target serve; dragging aims as
before; the serve prompt switches to 'RELEASE TO SERVE / RELEASE FIRES THE
BOMB - DRAG BACK TO CANCEL' while aiming.
Duel presentation: the interlude now opens with a 2.4s intro beat — serving
blocked, centered card (SUDDEN DEATH / ONE POINT - THE LINES ARE LIVE / WIN
IT FOR THE NEXT TIN), and the palette lerps back to the TENNIS colors for
the duration of the duel (duelLerp, 0.8s each way) — order visibly restored,
then the rot returns.
Machine-gun steering: absolute now — the finger x IS the player x, zero lag
(was sign-quantized velocity). Clamped to what the camera can see
((W/2-14)/proj-scale — portrait's world bounds are wider than its viewport),
keyboard steering clamped the same during auto-fire.
Verified: the exact pre-fix crash scenario (game-winning kill mid-loop,
9 zombies + brute) survives and sweeps clean; intro blocks taps then the
duel plays; hold-release fired at the auto-lock and won a tin end-to-end;
screenshot shows tennis-green court + centered card + GAME 2; MG jumps
P.x to the finger in one frame, clamped; tennis 12/12; no console errors.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Oliver's six complaints, addressed:
1. Opponent never came — a racket zombie now spawns on EVERY game you win
(if none alive); endHorde no longer double-spawns
2. No wave-cleared feeling — sweepCourt: at game end the surviving wave
collapses, every game gets a real beat (gameBeatT 1.6 / changeover 4.5),
and 'GAME N' announces the next wave when play re-arms
3. Serve-posture lockup during machine gun — root cause: any 'over' beat
expiring into setupPoint() -> pretoss during auto-fire (no movement outside
rally, no serving during horde/GUN). The over-expiry now returns auto-fire
modes to 'rally', never the serve loop
4. Forced bomb spending — specials commit ONLY on deliberate serves: flick
(or arrow-aimed keyboard serve) fires the tin, plain tap keeps it; serve
prompt teaches it ('FLICK FIRES THE BOMB - TAP KEEPS IT')
5. Auto-aim — free-aim: the flick vector maps to a landing point (length =
depth, up to 22m), zombies within zSnap 1.4 magnet the shot, otherwise the
ball lands exactly where flicked; taps keep the old auto-target assist;
flicks now also work at the toss apex
6. Zombies walking through you — option (a): touch is honest. eatenR 0.9
(brute +0.2) matches the visual sprite overlap
Phase 13 — SUDDEN DEATH interlude: court clear + un-dueled racket zombie +
about to serve -> 'Quiet, please. Play will resume.' / 'Sudden death.' One
point under REAL tennis rules (line calls live, the boss plays every ball,
spawns paused). Win (line call, double bounce, or regicide by any weapon) =
the next tin delivered on the spot; lose (out, or its return passes you) =
a game on their scoreboard + an instant 5-shambler surge. One duel per
opponent. New lines: play_resume.m4a, sudden_death.m4a.
Verified in browser: horde 'over' beat -> rally (lockup dead); game win ->
sweep + boss + beat -> SUDDEN DEATH chains naturally; duel lose path (GAME.
THEM., surge 5, scoreboard), no re-duel, fresh-boss duel, bomb regicide ->
tin on the spot; tap serve keeps stock, real touch-flick consumes + lands
at the flicked point, magnet snaps when near; eaten at 0.85m; tennis 11/12;
no console errors. PLAN.md/HANDOFF updated: plan v2 complete.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Deliveries cycle BOMB -> TRIPLE -> FIRE -> GUN (G.deliveries indexes the
ladder); one tin at a time, a fresh delivery replaces unspent stock. All
weapons stay one-thumb: the serve auto-consumes, zero new inputs.
- Triple serve (x3): one real serve fans two ballistic clones +-6deg (extras[]
in zombies.js — NOT the reverted rapid-fire: each fan costs a proper serve).
Side balls respect variant rules (wound brutes, clank off chairs, pass the boss)
- Flame ball (x3): kills on ANY contact regardless of pow, chair ignored,
full pierce (splatter pace tax undone), ember trail, white-hot render
- Machine gun (8s): horde auto-fire as a pickup — no serving, drag steers,
no assist, spawner keeps running, ammo bar drains on the HUD, then the
serve loop resumes
- HUD pips per type (black/yellow/orange) at the bomb slot; flash names the
tin ('NEW BALLS: FIRE')
Verified: ladder cycles across 5 deliveries; triple spawns 2 extras and the
fan kills flanked targets; pow-0.1 flame ball clears shambler+shield+brute in
one pass with TRIPLE KILL chaining; GUN tin arms at changeover, blocks taps,
streams pellets (kill in 5 frames), expires back to pretoss; tennis 11/12;
no weapon-flag leaks into tennis; no console errors.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- Spawn mix (pickVariant): roster grows one type per set — runner from set 1
game 3+ (12% slot, at most one alive, shriek on spawn = the fairness contract),
brute from set 2 (15%), shield from set 3 (15%); classics fill the rest
- Runner ('f'): 3.2x shamble speed, faster leg cycle; new shriek() synth in audio
- Brute ('g'): hp 2 vs splat-quality balls AND pellets, 0.55x speed, 0.75m target,
pushback-immune, 0.9m eaten radius, dies to double gore + size-2 pile, towers
at 1.5x height
- Shield ('s'): blocks front balls with the chair (clank, ball spent), the block
drops the chair for shieldDown 1.5s — any splat-quality ball kills in the
window (z_s3 staggered pose renders); chair recovers after; always dies to
bombs, melee, pellets
- TUNE: runnerSpeed 3.2, bruteHp 2, shieldDown 1.5
Verified in browser: per-variant stats; brute soft-ball immunity, 2-hit kill,
2-pellet kill, size-2 pile; shield block->window kill->chair recovery->blocks
again; melee kills f/s but not the racket boss; tier-2 spawn mix over 1500
spawns = 14/15/8/63%; all five sprites render with correct scale+occlusion;
tennis regression 11/12; no console errors.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- Deliveries are scheduled by the rules of tennis: game ballChangeFirst (3),
then every ballChangeEvery (4) games; the tin lands at the NEXT changeover
(a due tin survives hordes and even-game endings until a changeover comes)
- Fresh tin = bombMax (3) bombs; boy run + 'new balls, please' + NEW BALLS flash
- Shame rule: zombies took a game since the last delivery -> NO NEW BALLS,
slate wiped either way
- killMeter/bombEvery deleted from state/config/zombies
Verified: delivery at game 3 (bombs 3); due-but-even games hold the tin until
the next changeover; NO NEW BALLS withholds and clears shame; bomb serve still
arms and detonates; killMeter gone; no console errors.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- Camera shake (G.shake, decays over 0.35s; HUD stays steady via transform reset)
- One white flash frame (G.boomFlash overlay)
- Scorch crater: near-black stain the boys mop 10x slower — the lawn scars
- Hitstop 0.1 -> 0.18
- Umpire loses composure: 'Order. Order, please.' (new order.m4a), rate-limited
so bomb chains don't spam him
Verified: explode kills cluster of 4 (MASSACRE x4 chains), shake/flash set and
decay clean, 2nd bomb order-call suppressed, 1s of mopping erases blood (0.9->0)
but not the crater (1->0.84); screenshot mid-shake; no console errors.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- Spawn director: gap and court cap scale with games finished (runGames);
game 1 is three lonely shamblers, late runs approach zSpawnMin/zMaxCap
- Changeover after odd games: 4.5s forced breather, no spawns, no serving
(melee still works), boys mop, umpire calls 'Time.' (new time.m4a)
- 6 games = a set; set end launches the horde (replaces the splatGames>=2 trigger)
- Zombies taking a game sets shameGame (phase 9 withholds the delivery)
- Eaten = the run is over: GAME, SET, MASSACRE summary with games/sets survived
and best run (localStorage); HUD shows sets in splatter (SETS·GAMES PTS)
- spentBall() helper so dead-ball paths can't clobber a changeover's beat
- T surface: splatPoint + explode exposed for verify scripts
Verified: game-1 cap 3 held 25s; changeover blocks taps+spawns then resumes;
6 games -> set+horde -> racket zombie; runGames=6 tempo ~6 spawns/10s;
eaten writes best; tennis regression 11/12 CPU returns; no console errors.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Survive a horde and a racket zombie takes up residence on the far court
(variant 'r', one per horde survived) — the tennis rally skill lives on
inside zombie mode. It reuses the turned-CPU z_c sprite (already holds a
racket) and a slimmed copy of the tennis AI: holds station deep, chases a
ball laterally at TUNE.racketSpeed (2.8), and returns your SOFT shots
(pow < zSplatQ) as live lastHit:'O' balls with quality capped at
racketQMax (0.55) and racketFlub (0.2) whiffs. trySwing gained an
optional quality-cap arg (defaulted, so tennis is untouched).
It's a mini-boss with TUNE.racketHp (3): only splat-quality balls hurt it
(-1 hp, staggers the ball; the killing blow runs the full splatter). Soft
balls pass through for it to rally; melee and pellets don't touch it. Its
return that gets past your baseline is a point for THEM; you can rally it
back with the existing player hit. A red HP bar floats over its head.
Verified via window.T: endHorde spawns exactly one (hp 3, z 3.5); three
splat hits kill it (2→1→dead); a pow-0.3 ball is returned toward you; an
'O' ball past your baseline scores for THEM; melee spares the boss but
cleaves the shambler beside it; tennis still 12/11/12 and a normal
shambler is still one-shot; renders with its HP bar; no console errors.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Oliver's feedback on the feel pass:
1. Rapid-fire serving was way too easy. Reverted splatter serving to the
proper model: a tap does the toss ritual (apex timing = quality), a
flick is a quick aimed serve. Dropped the multi-ball barrage and
removed the extraBalls plumbing (array, update, render, hooks). Melee
swish and zombie homing stay. If multi-ball is wanted back, it should
require a proper serve per ball.
2. The player was stuck in the serve/swing pose when a horde started
(the triggering shot's pose lingered) — startHorde now clears it.
3. A horde re-triggered immediately: machine-gun kills scored points, so
games were won mid-horde and the next kill after it ended won another
game → instant new horde. A horde is now survival: it doesn't score
(splatPoint skipped while G.horde), so it can't chain. After a horde
you must win a full game again to summon the next.
Verified via window.T: a tap tosses (not an instant serve) and the full
toss→serve→rally completes; melee still kills adjacent shamblers; pose is
idle/-1 at horde start; no scoring during a horde and the next kill after
scores 15 without restarting it; tennis 11/12, bomb consume, homing all
still green; no console errors.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The x=±6 side spawns forced you to machine-gun targets off the edge of
your view/pellet lane. Now every horde zombie enters from the far
baseline across the court like the normal spawns, so the whole swarm
comes down in front of you.
Verified via window.T: a full 12s horde spawns ~29 zombies, all at the
far baseline (z -1.5..-2.5, |x| ≤ 4.9), zero side spawns.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
From Oliver's feedback round:
- Racket melee: any swish (tap) in splatter cleaves shamblers within
TUNE.meleeRange (1.7m) — a close-range survival tool. Works during a
horde too (tap = swish only, still no serve). The racket-zombie boss
(Phase 6, not built) is immune by design.
- Zombies home in on you: on YOUR half (z > netZ) they now drift toward
P.x instead of walking a straight lane; far half stays an aimless
shamble.
- Multi-ball / rapid fire: splatter is now a shooter — every tap/flick
fires immediately (dropped the toss ritual there), and serving while a
ball still flies stashes the old one into a new extraBalls array so it
keeps arcing and killing (cap 6). Refactored the kill into a shared
killZombie() with no ball coupling, used by ball hits, pellets, melee,
and extra balls.
- Machine-gun mode clarity: confirmed free-walk (drag/arrows move you,
auto-assist off) and tap-doesn't-serve during a horde; added a
code-drawn "rambo" racket held forward with a muzzle flash over the
player, and a splatter-specific serve prompt.
REVIEW on your phone — two opinionated calls, both easy to revert:
1. Dropped the toss in splatter (tap = instant quick-serve, pow 0.62).
Rapid fire, but no apex-timing quality/pierce. Want the toss back as
an option?
2. MG posture is a code-drawn forward racket, not a real body sprite —
good enough, or worth a proper p_mg sprite later?
Also: each rapid serve still auto-consumes a stocked bomb, so bombs
deplete fast now — flag if that feels wrong.
Verified via window.T: melee kills a 1.0m zombie and spares a 4.5m one;
a near-half zombie drifts x 3→1.9 toward you; firing twice leaves 1
stashed ball + a fresh serve (barrage screenshot); extra balls kill and
pierce; free-walk during a horde (x 0→2.7); horde-tap melees without
serving; tennis toss-serve and Phase-4 bomb consume still work; no
console errors.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Winning your 2nd splatter game (G.splatGames) — or triple-tapping the
umpire in splatter (forceZombies now calls startHorde) — launches a 12s
horde (TUNE.hordeLen). During a horde: the match ball is gone and taps do
nothing; the racket auto-fires pellets straight up-court at TUNE.mgRate
(6/s, ±4° spread, 26 m/s, flat, 1.2s life) and the thumb DRAG steers you
(auto-assist disabled). Zombies pour in at TUNE.hordeRate (2.5/s) from the
far baseline and the sides, ignoring zMax; the speed ramp still applies.
Pellets live in a new zombies.js `pellets` array, kill on contact (always
splatter-quality). splatter() gains a fanfare flag — pellet kills make
gore/piles/points but skip the multi-kill streak so a horde doesn't spam
MASSACRE. splatPoint() gains a quiet flag: during a horde the umpire only
calls a score every >2s (game-win lines always speak); the HUD score keeps
ticking. Horde ends → setupPoint() resumes serving, voice('quiet_dark');
leftover zombies stay for you to mop up. Eaten stays lethal during hordes
(a zombie reaching you ends it and clears the swarm). Pellets render as
2×2 yellow tracers with a ground shadow; serve prompt suppressed while
G.horde. window.T exposes pellets + forceZombies.
NOTE for Oliver: per spec every game won after the 2nd triggers a horde,
and games won by the machine gun mid-horde count too, so play gets very
horde-heavy after game 2 — flag if you want a cooldown or a knob.
Verified via window.T: cheat + 2nd-game both launch the horde (1st does
not); ~29 spawns over exactly 12s; pellets stream (7 in flight) and clear
a lane, building piles/gore; 4 points scored but the umpire speaks once
(rate-limited); horde ends cleanly back to pretoss; eaten still fires
mid-horde; regression ladder green — tennis 11/12, Phase 1 flick-serve,
Phase 2 DOUBLE→TRIPLE, Phase 4 MASSACRE ×4; no console errors.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Ball boys deliver a bomb ball every TUNE.bombEvery (8) splatter kills, up
to TUNE.bombMax (3) in stock (G.bombs / G.killMeter in state). The next
serve auto-consumes one (hitServe, splatter-only) — no extra input, keeping
one-handed play. A bomb detonates on first zombie contact (regardless of
pace) or, if it misses everyone, on its first bounce: explode() splatters
everything within TUNE.bombRadius (2.5m), each kill feeding ball.kills so
the Phase-2 fanfare escalates naturally, and leaves a crater — big stain,
size-3 pile, 40 particles, 0.1s hitstop, boom(). New synth boom() in
audio.js. Bomb ball renders black with a flickering orange fuse; the HUD
shows stocked bombs as black/orange pips by the YOU line. Both explode
sites set phase='over' so the serve loop doesn't stall on the killed ball.
Alternative delivery ideas Oliver floated but not built: umpire throws it,
or court pickup.
Verified via window.T: 8th kill earns a bomb (meter resets); a serve
consumes one and renders #111 black + orange fuse; a pow-0 bomb amid 4
clustered zombies kills all 4 with 'MASSACRE ×4', boom, hitstop 0.1,
crater stain (r1.4) + size-4 pile; a bomb that misses still craters on
first bounce; bombs never leak into tennis (mode guard); 3 HUD pips; no
console errors.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Kills now grow 3D-ish gore mounds, not just flat stains. zombies.js gains
a piles array {x,z,size,seed}: a kill within 0.6m of a pile grows it
(size +1, cap 4), else starts a new one (cap 30, oldest shifts out).
Ball boys shave overlapping piles at size -= dt*0.25 — far slower than
stain mopping (dt*1.6) — so net growth wins over a long match. Splatter
particles bumped 14→24, ~1/3 dark and longer-lived (settling gore),
render reads pt.dark for colour.
render.js draws each pile as seeded pixel-art blobs (mulberry32 from
p.seed): N=6+size*5 blobs, offset within size*0.28m, lifted up to
size*0.14m so the pile has visible height, weighted gore colours + ~10%
bone flecks. Blobs are built once and rebuilt only when the pile GROWS
(builtSize guard) — never on the per-frame mop-shrink — and each pile
costs a single proj() call (blob screen positions offset from the base).
Piles draw split far/near of the net like zombies so height occludes
right. window.T exposes render/piles/gore/parts for verification.
Verified via window.T: clustered kills build tall dense mounds while
singles stay small (screenshot), avg render 0.61ms with 10 piles, 0 blob
rebuilds across 120 frames, mop shrinks a size-4 pile at exactly 0.25/s,
no console errors.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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>
splatT now ticks while in splatter mode and scales spawn speed by
1 + min(1.5, splatT/70). A zombie within 0.7m of the player ends the
run: gore burst, 'game, set, massacre', dark EATEN. overlay with final
games and a tap-to-restart (gated 0.7s so death-spam doesn't skip it).
Zombies keep shambling on the end screen but no longer score. Also
verified the two prior unverified items: quick-serve cadence (0.25s
between balls, flick = instant aimed serve) and flick aiming across
the net (far/near lane selection works as designed). HANDOFF updated.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Done (unverified): faster serve cadence in splatter (overT 0.25, serve from
where you stand, flick = instant aimed quick serve), aim-anywhere targeting
relative to the player. Not done: zombie speed ramp (G.splatT exists but is
never incremented), eaten-on-touch death + restart screen. Full state and
plans in HANDOFF.md.
Co-Authored-By: Claude Fable 5 <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>