Commit Graph
509 Commits
Author SHA1 Message Date
wuwiandClaude Fable 5 9e6e686cff Landing rings, ball-boy fetching, 2x sprite density, assist flicker fix
- 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>
2026-07-11 13:56:18 +02:00
wuwiandClaude Fable 5 dc1e12b9b6 Recorded umpire voice, court staff, out-zone borders, intro overlay, no-cache deploys
- 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>
2026-07-11 13:38:28 +02:00
wuwiandClaude Fable 5 d69896ddb8 Assist predicts the interception point instead of chasing the ball
Same predictive brain as the CPU: simulate the trajectory, run to where the
ball will be hittable (x and z), and drift back to home position after your
own shot. Full speed while chasing, 55% while recovering.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 10:45:36 +02:00
wuwiandClaude Fable 5 9268529c8f Generated idle/serve animation sprites; assist runs at full speed with animation
- 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>
2026-07-11 10:22:10 +02:00
wuwiandClaude Fable 5 65bd187633 CPU returns clear the net; serve/idle/run animations; iOS speech unlock
- doHit now trades pace for loft when contact is low, margin scales with
  shot quality; AI prefers waist-high interception instead of ankle-height
- serve stance held through toss, run cycle with bob, receiver split-step,
  server bounces the ball while waiting
- speechSynthesis unlocked inside first touch gesture for iOS

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 10:12:48 +02:00
wuwiandClaude Fable 5 c176ff6950 Fix CPU never returning: gate/contact radius mismatch caused guaranteed early whiff
The AI armed its swing at aiReach+0.4 but contact required aiReach, so it
always swung one guaranteed-whiff too early and the 0.4s cooldown consumed
the whole approach window. Also: predictive interception instead of ball-chasing,
shorter whiff recovery, slightly faster legs.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 10:02:47 +02:00
wuwiandClaude Fable 5 05c7d636d8 Portrait mode and one-handed touch controls (drag/flick/tap)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 09:51:21 +02:00
wuwiandClaude Fable 5 c2ba256b3b Add touch controls and nginx Dockerfile for Coolify deploy
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 09:30:26 +02:00
wuwi 7bedb2d215 initial commit 2026-07-11 09:23:01 +02:00