He died at every chapter boss because he could not move, and there were two
independent reasons for it. The movement block is 'rally'-only — a settled feel
decision the six boss AI styles were written around — and a boss is fought from
'pretoss'. On top of that canAimServe() is true through a boss fight, so his one
finger was already spent on the slingshot: there was no gesture left over that
could have meant "move".
So it is a SIDESTEP, not a walk. One committed step on a cooldown, carrying
invulnerability that beats both damage channels — the chip damage in hurtPlayer
and the instant-death contact test. The rule about walking stands untouched.
The gesture is picked by WHICH WAY the drag leaves the deadzone, decided once and
never revisited for that touch: down-ish is the pull the game already teaches,
sideways is the step. No timing window, no invisible mode, so "one gesture means
one thing" still holds. The finger-steer modes are untouched — stick.aimable is
false in a horde, so the drag is the absolute steer it always was. The apron demo
now alternates PULL DOWN and SWIPE TO DODGE, and Marvin has a page for it.
The rest of the playtest list:
- Bangers is bundled beside Silkscreen, and the register IS the category. The
quiet face keeps the HUD, the rack, the control hints and RESUMING IN; the loud
one takes SET, CHAPTER, EPIC!, PERFECT and every free-floating flash. Floating
text gets one shared y and a drop shadow, so it survives crowd, clay and blood.
- Modals queue instead of being dropped. That was why the trainer and the weapon
had to be crammed into one card after a won duel; the heal gets its own popup
with the x_cross tin over it — a sprite loaded since that merge and drawn by
nothing.
- weaponModal's first-sight gate moved inside the function. The barrels gated
themselves and the tin ladder did not, so four weapons re-explained themselves
every three games while a barrel weapon explained itself once.
- Ten rack slots. Past five it grows a second row upward rather than shrinking
ten tiles under the thumb target; slots 0-4 stay welded to the bottom edge.
- The boss win holds for its own 3.6s and says EPIC!, with no GAME n NEXT line —
the bar under the scoreboard already prints that permanently. That bar went
from 6px to 7px, which is the smallest type in the game becoming words.
- The turn punches the camera in on him and the ground shakes harder at each beat.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The blinking was drawZombie validating its frame count against the LAST frame
only: a set with (say) z_h2 missing but z_h4 present kept N = 4, the walk cycle
stepped onto a name that had never loaded, and drawStatic silently drew nothing.
The body vanished for that frame of the cycle and came back on the next one,
forever. One cached 404 -- this project's oldest trap -- is enough to cause it.
It holds frame one now: a body that stops animating is a bug you can see, one
that flickers in and out reads as the game breaking. SPRV bumped to flush
whatever his phone has cached.
And no ctx.filter anywhere. The cut line was briefly the sprite redrawn clipped
to a band and flattened by a canvas filter, which put it exactly on the
silhouette -- and on the iPhone the line did not draw at all. Unsupported or
leaking past its restore, a rendering feature that fails silently on the target
device is not worth a pixel of polish. It is a plain bar again, brighter, and it
crosses the odd gap between the legs, which is the trade.
The cone gets the reference's look: a horizontal gradient across the width with a
near-white core down the centre line falling to blue at the edges, plus the depth
falloff along its length, plus stroked outer edges. Canvas has no 2D gradient, so
it is filled in eight slices each carrying its own across-gradient -- enough that
the seams vanish, which is what the old nested wedges got wrong.
Test mode: barrels gone (the rack already holds everything they would give you)
and the crowd raised to 16 bodies at a spawn every 0.9s, so it does not run dry
between kills.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
A burnt body does not burst. Fire kills by cooking, so there is nothing left to
spray: a body that dies alight -- flamethrower or flame ball -- leaves dark grey
ash instead of blood. Same decal, mound and particles, recoloured and smaller,
with a puff of smoke and a dull thud instead of the wet splat and the headshot
crack. The flame BALL has to mark itself, because that kill lands before the body
ever catches.
The flamethrower is a lighter, not a gun: no impact damage at all, it pierces,
and it only IGNITES -- the burn does the killing, so a lit crowd walks a few
steps and goes down together. 26 m of reach against a 22.8 m court, so it
crosses to the far baseline. The guard matters: hp -= 0 fell straight through to
killZombie, which made the cone delete the crowd on contact.
Every burst weapon had no progress bar and the cause was the spend. Arming spent
the tin at once, so the rack entry vanished -- and the bar draws on the slot
holding G.gunId, which no longer existed. The tin is spent when the burst ENDS
now, so icon, count and bar are all there while it runs, and every path that
ends a burst routes through endBurst or it would hand out free ammo.
Auto-fire movement again: the previous fix read moving as mx||mz||assist, and
finger-steering zeroes mx/mz, so sliding left and right still counted as standing
still. And the oval on his back was the mg racket -- its head projected almost
exactly onto the sprite; offset by facing it reads as held out beside him.
The laser's far edge is pinned in SCREEN space to the middle of the ad strip
rather than running out to beamLen on the ground, which landed on their top line.
beamLen goes back to being the kill range instead of a number tuned to one camera.
Beacon thumps, rocket swooshes.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The auto-fire jog was one guard. gameplay skipped the pose update in mgSteer mode,
so the pose stuck on 'idle' -- and render covered for it by faking a run cycle off
G.idleT, which animated whether he was moving or not. That fake is what read as
"this hectic run animation... odd all the time". The pose follows MOVEMENT in every
mode now and the fake is deleted, so auto-fire, the horde and the melee racket all
use the ordinary run animation and standing still is standing still. The comment
that justified the fake -- two rackets when idle -- was solving a smaller problem
than it caused; at sprite scale the overlap does not read.
The laser, second pass, all of it "it must read as light he fired":
- it draws AFTER the net and every body. It was drawn before the far-side pass,
so the net and the crowd painted over it, which is exactly why it looked like
it was lying on the floor and sitting under the net.
- beamLen 26 -> 34: at 26 it stopped just past the far baseline and read as cut
off in mid-court. It carries into the courtside ads now.
- beamW0 0.35 -> 0.06, a POINT at the strings. At 0.35 it left the racket as a
0.7 m bar hanging in mid-air instead of something emitted from it.
- it DELETES ordinary bodies, hp irrelevant. A plane of light that left a roller
man standing made it a worse ball, not a weapon. A boss is the exception and
takes dmgBeam 8 -- severe, survivable.
- four nested wedges composited 'lighter' (violet bloom, blue, cyan, white core),
each fading along its length. One quad with a gradient was a coloured shape.
Rocket: speed 17 -> 38, and a real jet plume laid tight ON the flight line rather
than scattered sparks, which looked like a firework.
Beacon: a finer one-pixel thread and a much brighter ball, so the BALL is the
bright thing and the trail only says where it has been.
And the bug in the middle of that: firePellet stamps a whitelist of fields onto
the round, and jet/trailR went onto the WEAPONS rows without being added to the
list -- so the rocket flew with no plume and nothing errored. Any new pellet field
has to be added in both places.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
A test mode for trying the new content without playing twenty games to reach it.
Three taps on the scoreboard toggles it, three more turns it off, and a single
tap is still the miss-log overlay. Same shape as the umpire triple-tap cheat it
sits next to.
It OVERRIDES the difficulty director rather than editing it, so the wave is the
same whether you opened it in game 1 or game 40 and the run keeps running
underneath: 8 bodies, a fixed 1.15 m/s shamble, a spawn every 1.6 s, and
pickVariant pretending to be at game 20 so every body type can turn up. All four
barrel weapons sit on the rack and are topped back up each frame, because
committing a burst spends the whole tin and a sandbox that runs dry is not one.
A barrel rolls out every 14 s so the pickup itself is testable too.
The third tap must NOT toggle logShow: taps one and two already toggled it twice
and it is back where it started, so toggling again left the miss-log overlay
switched on behind you every single time.
Also records the trap that cost a debugging round getting here: index.html loads
main.js?v=N, and fetching 'main.js' does not bust that URL -- so main.js stayed
stale through a reload while every other module was fresh, and the tap handler
appeared to do nothing.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Oliver's playtest of the barrel weapons. Four notes, all four real defects.
"The bigger guys were way too easy to kill at the beginning." A bug, and an old
one. The ball-vs-body chain handled boss, g/m, s, f and a/b, and everything NOT
named in it fell through to "splat-quality kills outright" -- so the STEWARD has
died to one serve since the day he shipped with stewardHp 5 and a comment calling
it a brute's worth of hp, and the three new bodies inherited that the moment they
existed. Pellets and melee always read hp; only the ball skipped it. One generic
hpMax > 1 branch now, and measured after: shambler 2, steward 5, brute 5, ball
boy 3, bouncer 5, roller man 7 -- each exactly its hp.
"I have seen all of them by round 10." The new three move 3/8/15 -> 5/12/20. The
original four keep their gates: that curve was already tuned through game 12.
"The laser fired only when I tapped, that was confusing." The whole tap-per-round
kind is gone. A barrel weapon is now either the normal ball gesture made
spectacular or something that fires itself -- nothing waits for a tap.
- laser is a serve, and the RAY is the weapon: no ball anywhere in it. The
preview IS the wedge, it leaves the RACKET rather than lying on the grass, the
release erases the plane along its own path behind a bright front, and the
edges are hairlines instead of the heaviest lines on the court.
- beacon and rocket are LOBBED bursts -- `arc` turns a flat pellet into a thrown
one, solved onto the nearest body ahead, and landing is itself a hit so a
rocket that misses still goes off where it lands. The beacon changes colour
every ball and drags that colour behind it.
- flamer got "way more pronounced": 30 rounds/s, a ~10 m cone, embers.
"I got the laser almost every time." A flat 1-in-4 over four items does not feel
uniform. BARREL_WEAPONS carries weight and a `from` gate now, never repeats twice
running, and the beacon is what you meet first. Measured: laser 16-28%, rocket
unlocked at game 12 so it is genuinely a late find.
And the barrel keeps its pink halo -- that was always procedural, painted by
drawBarrel, and never went near the chroma key. Three rings and a pool on the
lawn now, because one flat disc read as a smudge.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The rack had five hardcoded slots where the index WAS the weapon, spelled out in
five places: SLOTS, slotStock, WDESC, drawRack's three parallel arrays,
deliverTin's w+1, and bare wsel === 1|2|3 / G.weapon === 4 tests across five
files. config.WEAPONS is the one table now, G.rack holds up to four {id, n} in
the order you GATHERED them, and slot 0 stays BALL. Everything reads through
slotId/slotStock/slotEntry, so nothing else knows how the rack is stored.
A fifth weapon is always allowed, per Oliver: it rides slot 0 as G.temp until
spent, then slot 0 goes back to the infinite ball. A barrel arms on the spot and
is spent quickly, so refusing it would mean a barrel you shot did nothing. And a
spent weapon LEAVES its slot -- with gathered slots, an exhausted weapon holding
one is a quarter of the rack you can never pick up into. (The old rack kept its
empties dimmed, which was right when a slot meant "BOMB goes here".)
Four new weapons, and they are all the ONE existing pellet loop. firePellet(w)
stamps the WEAPONS row onto the round -- r, dmg, hp, pierce, boom, ignite, col,
speed, life -- so the beacon cannon, flamethrower, laser and rocket needed no new
array and no new update; the break after the first body was the only thing making
a pellet single-target. All four go through the same isBoss branch, which is why
none can silently no-op on a boss the way three of five once did. Measured:
gun/beacon/laser/rocket reach past 16 m, the flamer is a ~6 m cone that ignites.
G.mgT stays the mode timer for all of them, so the eighteen !(G.mgT > 0) guards
across five files did not have to change. kind:'burst' auto-fires at its own rate
for len seconds; kind:'shot' holds the same braced stance and fires one per tap.
The barrels reuse the ball machine's shape: a rolling, shootable non-body. All
three of the registrations that fail silently are done -- blocksClear (loot must
not gate the hand-clear), the contact guard (furniture cannot eat you), and
hitR/GORE_MUL/zombieH. It scores nothing.
The pink had to become procedural. The chroma key deletes every pixel where red
and blue both beat green by 40, so a magenta drum and a magenta laser pistol both
came back as hollow outlines -- 19% and 15% solid against 50-56% for the icons in
other colours. The drum is grey steel with hazard chevrons and every bit of its
pink is the halo drawBarrel paints; the laser went electric blue. Both are solid
now (92% and 58%), and the rule is written down in HANDOFF.
tinTriples 3 -> 10 as asked, and the four dead TUNE ammo constants are gone --
nothing read them once the table landed, which is a panel value you can tune all
day for no effect.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
PACE 1.3x -> 1.2x on all four numbers: 19.2 / 14.4 rally, 22.8 / 26.4 serve.
The strength-to-velocity relationship you suspected was already there is: a
splatter serve runs 26 m/s at the minimum pull, 36 at the kill threshold and
49.2 at a full draw. The draw very nearly DOUBLES the pace (1.89x), because
serveQualitySpeed carries more of the pair than serveSpeed does. Nothing to
change unless you want it steeper, and that is the one knob.
THE RACKET-ALWAYS-UP LOOK WAS A LATCH, not the art. hitServe sets pose 'serve'
with poseT 0; that only expires after POSE_TIME (0.38 s); and p_pull, the
wind-up frame, is only ever selected from pose 'idle'. So firing faster than
0.38 s reset the timer before it could expire, he never returned to idle, the
pull frame was never drawn once, and he stayed welded into p_smash — arm
extended overhead with balls appearing out of the strings. Exactly the late
game, because that is where the fast successions are.
serveToss now clears a stale 'serve' pose: a new wind-up ends the last shot's
follow-through. At ~4.6 shots/sec the cycle is now pull x5 frames, smash x8,
pull x5 — a real swing. Slow fire still plays the whole ritual: bounce, pull,
smash, idle, bounce.
Caveat: past roughly 8 shots/sec each pose gets 1-2 frames and will read as a
flicker rather than a swing. There is no fix for that short of drawn
follow-through frames; the poses are stills.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
THE BALL WAS SOLVED TO THE GROUND. solveShot's terminal height was a hardcoded
0.08 — ball-on-the-grass — so a splatter serve came down past the shambler and
registered at the ankles however the mark was drawn. It now takes an arrival
height, and a lane shot aims at the body: zombieH x Z_CHEST, scaled off the
same height table render draws with, so a brute is struck on the brute rather
than at the height a shambler's chest happens to be. Measured at the frame the
wound registers: shambler 1.11 m of 1.8, brute 1.64 m of 2.7, and an empty lane
still lands on the grass. The aim mark reads the same `ty`, so mark, arc end
and impact are now one point instead of three guesses.
AND A BUG FOUND ON THE WAY. The net-clearing loop ran for shots that never
reach the net. A shambler on your own side sits short of the tape, so `tN` is
still positive — the net is ahead in the direction of travel, the ball simply
lands first — the height test there is far below the tape, and the loop spent
all twelve cuts. Every same-side shot left the racket at 28% of nominal pace as
a slow loop. That is exactly the shot that needs to be fast: those are the ones
about to eat you. Guarded on the shot actually crossing the net, in serveArc
and in doHit's copy. Flight time to a body at z=16 drops 0.71 s -> 0.20 s.
THIS ONE IS A FEEL CHANGE YOU DID NOT ASK FOR — near shots are now fast and
flat where they used to loop. Say if you want the lob back.
Tennis and the duel still serve into the box, far-side shots still clear the
tape, 900 frames of splatter render clean.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Two bugs, one report.
THE MARK WAS DRAWN UNDER THE SPRITE. The whole band, target mark included, is
painted before the sprite pass — which is right for the arc, since a nearer
shambler should occlude the part of the flight behind it. But the mark is a
mark ON a shambler, so it went down first and the body was then drawn straight
over the top of it. It has never once been visible. Split out as drawAimMark
and called after the near-side actors, which is the only place a highlight on
a body can go.
THE YELLOW CIRCLE WAS G.outMarker, not the aim at all. It is the tennis in/out
call — "did that land in?" — and splatter never asks: `out` could not be true
there, so it was an unconditional yellow ring on the grass carrying no
information, sitting under the shambler for 1.3 s. That is longer than the gap
before the next pull, which is why it was there "most of the time" and why it
looked like the aim marking the feet. Now set only in tennis, from both the
serve and the rally swing.
Checked: tennis keeps its ring on serves AND rally shots, splatter has none
anywhere, and the mark now draws over the torso at every pull strength.
Note this leaves a splatter VOLLEY with no landing feedback at all. It had a
ring that said nothing before, so nothing was lost, but say if the volley now
feels blind.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Four things from the phone.
THE BAND NO LONGER BLINKS OUT. Cutting it at the instant of release made a
fast rally strobe — band, gone, band, gone. hitServe now records the arc it
actually fired (error included, so the ball tracks what it is consuming to
within a centimetre) and the ball eats it from behind as it flies. The aim
resolves into the shot instead of vanishing. It ends early when the ball does,
because a shambler swallowing the shot is a cut you want.
THE TARGET MARK SITS ON THE BODY. A ring on the grass pointed at the one part
of a shambler the shot has nothing to do with — the ball strikes anywhere under
1.9 m and the wound lands on the torso. So the mark rides at chest height when
there is a body to hit and lies flat only when the lane is empty. Filled and
washed out in the band's own colour instead of a hard 2px ring, which stops it
reading as a decal stuck to the lawn.
x_howto REDRAWN for the current gesture: thumb dragging back to a print, the
shot leaving as a curved band onto the shambler's chest, shadow dots beneath.
The old one still taught a straight arrow.
MACH_H 1.15 -> 1.55. Waist high read as a prop you could ignore.
Verified on a cache-busted build (the pane was serving a stale config.js, so
the first pass measured nothing): preview velocity and gravity still identical
to the fired ball, same flight time in the trail, unravel smooth to the hit.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The reticle was a chevron trail on the ground and a draw meter across the
bottom. The trail was a RAY — it pointed at the target but said nothing about
the ball getting over the net — and the meter sat in the apron, which is
exactly where your thumb is while you pull, so the one readout that mattered
mid-gesture spent the whole gesture underneath your hand.
Now the aim IS the flight. previewServe runs the same targeting and the same
loft solve hitServe fires with (both extracted, neither duplicated), so the arc
you see is bit-identical to the ball you get — verified: vx/vy/vz/g all match
to zero at quality 1.0, where the aim error vanishes. A preview drawn from a
second copy of the maths is worse than no preview; it lies with confidence.
One object now carries all three readings, up-court where you are looking:
the parabola is WHERE, the colour is WHETHER (cool blue still means it only
staggers), and the band's thickness and opacity are HOW MUCH — which is the
part a hue cannot carry on its own. Because the arc ends at the auto-picked
target, a weak pull and a full one at the same shambler draw the same curve in
different colours: "pulling further does not reach further" made visible.
A shadow tracks the arc along the lawn. An arc hanging in the air is ambiguous
about where it comes down, and that trail is what pins it.
The apron is left to the gesture demo alone, drawn bigger now that it owns the
space, with its chevrons lifted clear of the player's legs.
Tennis and the duel still serve to the box, not at shamblers — checked both.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The lane used to come from the pull's own direction, so aiming up-court was
always a downward drag. Every shot ended lower than it began, the next touch
starts where the last one ended, and over a horde the thumb walks itself into
the iOS bottom edge — where a pull down is Reachability and the system takes
the gesture out from under you. A web page cannot refuse that.
So touch-down picks the lane now (a ray from his chest through the thumb) and
the pull after it is power and nothing else, in whatever direction there is
room for. Aiming is what drags the thumb UP the screen, because that is where
the shamblers are.
The cost, and the thing to feel: the lane locks when the thumb lands. You can
no longer sweep the aim while drawn.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The slingshot pulled back, which meant every shot ended with the thumb lower
than it started — and the next touch begins where the last one ended. Over a
horde it walks itself into the bottom edge strip, where a pull down is
Reachability and iOS takes the gesture. A web page cannot refuse that.
So the drag now points AT the target: the thumb ends high and drifts up-screen,
away from the edge. It also matches the flick-swing, which always aimed this way.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The menu stage was the same logo on the same backdrop with two buttons, so it
read as the title screen failing to advance. The buttons move onto the title
screen in place of the control list, which is the tutorial's job now.
Death no longer reloads the page. The reload was an honest full reset, but it
also tore down the AudioContext — so the theme restarted from silence every
time you died, when it should carry straight on from the death summary into the
title screen. restartRun() puts G, P, O, ball and score back from a
structuredClone taken at module load (all plain data, so the clone is the whole
job and a field added later is covered for free), and the two modules with
timers of their own reset themselves: every zombies array plus spawnT/moanT/
mgTick, and input's held keys and half-finished drags, which would otherwise be
inherited by the next run's first frame.
The overlay is hidden rather than removed so it can come straight back, which
needs its own [hidden] rule to beat the display:grid on #intro.
The theme starts on the first tap and never restarts: loopBed's beds.has guard
already makes every later menuMusic() a no-op.
Verified: one background-music fetch across launch -> run -> death -> title ->
second run, and a full second run through the transition after the in-place
reset.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
background-music.wav loops under the title screen and the court picker, ducks
out when a court is picked, and fades back in at the death summary — the end
screen is a menu too, so the zombie bed ducks out as this one comes in.
It starts at BOOT, not on the first tap, so the title screen already has music.
That needed loopBed to call audio() before its already-started early return: the
theme plays into a context the autoplay policy holds suspended, and the call
that wakes it is a second menuMusic() from the first tap, which used to return
at the beds.has guard without reaching AC.resume().
fadeBed also now records a duck for a bed that is still loading, and loopBed
starts that bed silent. An 8 MB file ducked mid-fetch would otherwise come up at
full level, seconds later, over the match. Same latent bug applied to zombieDuck.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The racket kept changing hands because the art disagreed with itself: p_idle,
p_bounce and p_toss held it in his LEFT hand while p_smash and p_swing used his
right, so every new frame copied whichever reference it was handed. The idle, the
bounce pair, the toss and the four wind-up frames are all regenerated with the
side named — drawn from behind, his right hand is the right-hand side of the
image, and only the racket HEAD crosses behind his back.
What separates the four wind-up stages is how far the racket has fallen, and that
needed the racket head pinned to a body landmark per frame — above his head,
beside his ear, between his shoulder blades, at the back of his thighs. Described
as "further into it each time" it drew four near-identical poses twice running.
They are wired late in the pull, Oliver's call: frame 1 owns the first half and
the three coiled frames are packed into the top half.
assets/_derive.py is deleted. Fixing generated art by mangling it afterwards is
always worse than regenerating; three guards in _regen.py turn the bad rolls that
used to install silently into automatic re-rolls — a portrait reference canvas
(the generator answered with a 2x2 grid), a non-magenta background (a green sheet
keyed away four racket heads), and a mirrored frame.
The bounce pair is one drawing from one sheet now, differing only in the free
hand, so BOUNCE_IDLE moved to his left side and was re-measured off the sprite.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Three from the playtest, all code:
Every side-on sprite is DRAWN facing left, and nothing ever mirrored them, so a
zombie walking right moonwalked — obvious the moment they close on you across
your own half. They face where they last walked now. The front-facing ones (the
turned CPU, the machine, a chapter boss) have no left or right and are left alone.
The racket zombie holds a position and only moves when the ball makes him, so a
time-driven walk cycle flicked him between two frames on the spot. His stride
steps off ground covered, like the brute's — standing still is standing still.
And the pack no longer stands on the body twitching for as long as the summary is
up: once it appears they break up and shamble away up-court. Measured — feeding
at 3s, dispersed to 3m by 6.5s.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The old death was a red tint and a shake for half a second, then a puff of gore.
That reads as the sprite having a moment, not as being eaten.
Now it takes four and a half seconds and it is a crowd doing it. You are dragged
to your knees fighting it (new frames, p_die1/p_die2, alternating), blood coming
out of you the whole time — a constant spray and a stain that keeps widening,
with the wet work on a loop underneath. Every body on court drops what it was
doing and converges: each claims a spot in a ring around you, kept from wherever
it was standing, so they crowd in from all sides instead of stacking on one
pixel. Then you are pressed flat into the ground while the ring closes over you —
you are drawn INSIDE the crowd's z order, so the ones between you and the camera
hide you exactly as they arrive — and what is left is the mound, with them still
feeding over it when the summary finally fades in.
Also: the wounded shamblers were stepping their two frames at half the cadence of
the healthy four, which reads as frozen next to the crowd they walk in. Same
clock now. (They were animating — verified frame by frame — just too slowly.)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The pulse was drawStatic being told a height instead of reading one. _slice.py
common-scales a sheet, so a crouched frame is genuinely shorter — 211 px against
its neighbours' 224 — and forcing every frame to the same on-screen height
stretched it back up, so the body swelled and shrank once per stride. Worst on
the brute because it is the biggest and slowest. The rule already existed for the
wound stages; it now applies to every frame, once, which also settles the
shamblers and the steward (their cycles vary by up to 9%).
A chapter boss now dies in its own beat instead of under the card announcing it:
the world drops to a third speed for 1.2 s, the screen kicks, a shockwave ring
blows out through 90 extra particles and six stains, and the CHAPTER DOWN card
holds off until the pieces have landed — about 1.4 s, measured.
Cards can hold off in general now (`wait`). First cut only delayed the card's
countdown while still drawing it, which is worse than no delay: caught it in a
screenshot before it shipped.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Game 30 is both a set and the third chapter boss. pendingHorde is a LATCH: the
set arms it and the next 'over' beat to expire cashes it — and with the boss
outranking the set at that clear, the next beat to expire was the chapter card.
The wave arrived on top of the boss.
The latch is now left alone while a boss fight or a duel is running, so the beat
after the fight cashes it: the set still gets its horde, just not on top of the
thing that outranked it. Verified both halves — ten seconds of boss fight with
the latch armed and no spawn, then the wave arriving once the boss is down.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The run ended on the second wave every time: the gun fired 6 flat rounds a
second, hit one body each, and every shambler soaked one — while hordeGrow
made each wave longer and denser. Doubled the rate and scaled it with the
wave (14/s at one set banked, 21/s at four), gave a round 0.5m of extra
reach, a wider cone, and enough damage to drop a shambler outright. Raised
the spawn rate to match, so surviving a wave still leaves a standing crowd
on your half — that pressure is the point of it.
Also: he no longer carries a second racket at his hip while holding one
forward (the run frames are the racket-less art), the umpire stopped talking
over himself and saying "remain seated" twice, and a timed freeze now shows
what it is counting down to instead of reading as dead controls.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The portrait canvas is adaptive now. A fixed 270x480 is 9:16 while a modern
iPhone is taller, so width bound the fit and ~150 CSS px of screen went unused
at the bottom. Height is derived from the device aspect, and TUNE.horizon rides
with it — proj() places the court in absolute pixels, so leaving horizon fixed
just grew a dead green band between the court and the rack instead of moving
the court down. RES 3 to 4 for the extra pixels: an iPhone gives ~1125 device
px across and we were rendering 810. That is the first knob to turn back down
if the phone stutters.
The swish cooldown scales with how swarmed you are — 1.00s at one body, 0.47 at
four, 0.22 from fourteen. Oliver died on every game-20 horde because the wave
grows with hordeGrow while the panic button stayed a flat second; he chose
scaling the melee over shrinking the horde. The first version measured the
crowd after meleeSwipe had already killed it, so it counted survivors and
barely moved.
Winning a duel while wounded lost the weapon popup entirely: showModal never
clobbers an open modal, so the heal modal opened first and the tin's was
dropped. One popup carries both now.
And the mop boy stays off the court unless a stain actually passes the test
mopRound uses to pick a target. He was walking on, finding nothing reachable,
and walking straight off again.
Tennis untouched: 50 hits / 0 whiffs. 45-game soak clean, all four chapters.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The umpire is situational again. Each line is tied to the thing that justifies
it — a new variant appearing, the court filling, one crossing your baseline, a
game lost, a horde, a changeover — behind one shared cooldown, so several
triggers at once still yield one remark. The random timer pool is gone, the
interval went 26s to 55s, and ump_out_of_order, ump_let and ump_no_appeal are
deleted.
"Visually the ball is not yet at the player but somehow the player already is
hit" was real and measurable. The hostile-ball hit test reused the parry's
hypot(dx, dz*0.8), and weighting depth shrinks it: contact fired while the ball
was still 0.68 m up-court and drawn up around his head. It has its own
unweighted test now, and contact lands at 0.25 m with the ball on his chest.
The parry keeps its weighting — a racket sweep really is wider than it is deep.
On "everything is a tad too small": measured first, because higher-resolution
sprites are only half the answer. At RES 3 the player rasterises into 170
device pixels from a 112px source — upscaled 1.5x — while a far shambler is
downscaled to 78. So near bodies needed resolution and far bodies needed the
camera.
Camera: pushed back and lengthened (camZ 42->48, camF 580->760) to flatten the
perspective so distant bodies grow relative to near ones rather than everything
zooming, camY raised for a steeper look-down, horizon re-centred. Far shambler
26->30px, boss 39->45px, player unchanged, court in the same band.
Sprites: the original sheets were still in the repo at full resolution, so
nothing needed regenerating — IDLE_TARGET_H went to 224 and every sheet was
re-sliced. The sheet-to-output mapping was never recorded, so it was recovered
by matching sliced frames to existing assets by image signature: 58 came back
from sheets, the 29 without a confident match were 2x-upscaled to stay on the
shared scale, since a sprite off that scale renders at half height.
Tennis untouched: 50 hits / 0 whiffs. 45-game soak clean, all four chapters.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Five reports from Oliver's second playtest.
The parry was too generous — at 6 m of arm with a 0.34 s window the shot flew
into reach on its own, so any tap once it was vaguely close worked. 3.4 m /
0.2 s / 1.7 m reach now: a tap at 4.5 m is rejected and costs blood, 3.2 m and
in returns. The boss telegraphs in 0.5 s against the machine's 0.9 and throws
harder, because a boss should be worse than furniture.
His three balls were decoration: fanned ±1.9 m across space, so only the middle
one could ever reach you. They are a timed salvo now — three shots 0.42 s apart,
each aimed at where you are at that moment. hurtGrace still caps a whole volley
at one point of damage, which is what it is for.
Every chapter was the same boss. Three designs cycling now, each with its own
sheet, stride, throw pose, wrecked skin and wrecked-throw skin: the
GROUNDSKEEPER, the LINE JUDGE, the CHAIR UMPIRE with his chair strapped on. The
chapter card names them. Designs are data in BOSS_ART, so a fourth is a sheet
plus a row.
Healing announces itself with a first-aid tin and a red cross instead of a 1.4 s
flash. And 14 new umpire lines: ten sarcastic asides on a jittered timer, four
hooked to specific beats. He still has not acknowledged that the match became a
massacre, so he keeps officiating it.
Two traps found and written into the pipeline notes. Sprite loads now carry
?v=SPRV, because python http.server sends no cache headers and the browser
caches 404s — a name added before its PNG exists stays permanently missing for
that browser. And a scripted replace that silently didn't match left drawZombie
on the old hardcoded boss names while everything else moved to BOSS_ART; the
built-in fallback hid it perfectly, all four designs rendering as design 1 with
no error. Assert your rewiring edits matched.
Tennis untouched: 30 tapped points, 50 hits / 0 whiffs. 45-game soak clean.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Six reports from Oliver's first playtest of the boss build. Two mattered.
A boss sprite turned up in the shambler crowd because z_B1.png and z_b1.png
are the same file on a case-insensitive filesystem — writing the boss frames
silently overwrote the 'b' shambler's first two frames, and `ls` only ever
showed the original lowercase name. Restored from HEAD~1, boss frames renamed
z_boss*, and the rule is now in the asset pipeline notes.
The parry was unreachable, which killed the entire new mechanic: P.swingT is
only set in keyPressed's `phase === 'rally'` branch, and splatter sits in
pretoss almost all the time, so every tap aimed at an incoming shot tossed the
serve ball instead of swinging. An incoming shot inside parryArm now owns the
tap in every phase, with its own generous reach and window — this is a phone,
one thumb, against something aimed at you. The three fail cases (too early,
too late, no tap) are what keep it a timing skill. The swish no longer eats
shots: it runs first in keyPressed and was swallowing the very ball the parry
was about to return.
One flame ball killed a 16 hp boss, and that was a bug rather than tuning. A
flame ball is not consumed on contact (full pierce, so it can cut a lane) but a
boss is not removed when hit, so the same ball re-wounded it every frame. Boss
bodies now take a contact cooldown and flame spends itself on them. Chapter 1
costs 4 flame balls or 16 clean smashes, and bossHp goes 10 to 16.
The boss had no wounded state while throwing — correct, the wound skins were
standing poses only. New sheet gives all four damage states their own overarm
pitch. The ball machine's four painted rects are replaced with a real sheet,
idle and firing, keeping only the muzzle glow procedural because the telegraph
has to read at 20px tall. And the player's blood no longer sits on him as a
painted layer: live drip and the screen-edge wash, nothing else.
Tennis untouched: 30 tapped points, 50 hits / 0 whiffs. 45-game soak clean,
all four chapters firing.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Steps 4 and 5 of the late-game depth plan.
The ranged channel. A rogue ball machine gets wheeled onto the far court every
four games: it never walks, never crosses your baseline and never scores, so
it is a standing threat you choose when to deal with — the target-priority
decision the game was missing. Its shot is a real arc solved like a serve, not
a flat bolt, so it reads coming in and the swing window has something to meet.
Three outcomes: a swing inside the volley window returns it as your own ball
flying up-court (an extras clone, so "a parry is a weapon" cost nothing to
build), the panic swish bats it away, and letting it reach you costs blood.
The swish path is load-bearing, not politeness: in pretoss the player is
rooted and cannot swing at all.
Contact still kills outright — that stays a separate channel, and killPlayer()
is now the single death path for both causes so the run summary and the best-run
write cannot drift. Health is drawn on the man: procedural spatter at fixed
anchors, a live trickle, and a red wash from the screen edges. No bar. Healing
is winning a duel, which finally gives the duel a reason to be wanted.
Chapter bosses every ten games, with their own sheet — a colossal zombie
groundskeeper hauling a ball hopper, coming apart through arm-off, ribs-out and
headless-still-throwing. Chapter 1 is 10 hp and 2.7 m, chapter 4 is 34 hp and
3.67 m. It outranks the set and duel beats at a clear, because a boss walking
into a standing wave is unreadable. And it fixes the economy: a chapter-4 boss
costs 12 bombs or 100 rounds or 34 side balls against a per-type cap of 9, so
no single weapon can take one and a banked mixed arsenal is mandatory.
The racket zombie is demoted to an occasional opponent, as asked — appearing
every won game is exactly why he read as the boss.
Five silent bugs found on the way, all in HANDOFF: a blast deleted a 34 hp boss
outright (isBoss() exists to stop that class recurring), the machine's hp did
nothing because it fell through to the one-shot fallback, the boss both scored
and fired its card, the machine gated the hand-clear, and a boss died with a
shambler-sized gore burst.
Tennis untouched: 30 tapped points still 50 hits / 0 whiffs. 45-game soak clean
with all four chapters firing.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Steps 1-3 of the late-game depth plan, after Oliver's 50+ game playtest.
"Sometimes the racket zombie doesn't seem harmable" was real, not a feeling.
Three of the five rack slots did nothing at all to him and said nothing about
it: TRIPLE side balls skipped him, GUN and horde pellets skipped him, fire
couldn't ignite him. BOMB meanwhile deleted him outright ignoring his hp. All
of it now routes through one wound() with a TUNE.dmg* table, so damage is
proportional to the body and a future 20 hp boss needs no new code. Fractional
damage banks on zb.chip so whole points only come off hp — the wound skins
switch on hp thresholds. His contact radius goes to 0.7 m, because part of
"unharmable" was just missing him. Melee still skips him and that's correct:
he's on the far side of the net and melee can't span it.
The HP bar is gone. It was the only floating UI on a body, it was on screen
for nearly the whole run, and nobody knew what it meant — while the wound
skins already say the same thing in the language every other multi-hit enemy
uses. A one-per-run modal explains what he is instead. Skins and bleed anchors
now read a fraction of hpMax, since his hp scales with the run.
And the plateau: every difficulty dial bottomed out by about game 12, so games
12-50 were arithmetically identical. Body cap, spawn gap, shamble speed,
variant mix, boss hp and horde size all keep climbing now, calibrated to track
the old curve through game 12 rather than replace it. One deliberate exception:
shamble speed was time-based and maxed during game 2, so the early game is
genuinely gentler now — zSpeedPerGame if that reads flabby.
HANDOFF carries the full spec for steps 4 and 5 (ranged attacks with player
damage, then chapter bosses) including the decisions we settled, so the next
session can pick it up cold.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
m.in (0..1 over TUNE.modalIn, 0.34 s) is the entrance clock, ticked inside
update()'s modal early-return — the one thing that animates while the world
is frozen. Icon and title fly in from the right trailing two ghost copies as
a speed streak, the body lines cascade in from the left one after another,
everything on easeOutBack so it overshoots and settles rather than
decelerating politely into place. The dim washes in over the first third. A
descending noise sweep on arrival (swish is parameterised now — same six
lines of Web Audio, opposite reading) and a low pock as it lands.
Every x is rounded: a fractional x on a nearest-neighbour scaled image
re-snaps its pixel columns, which is the boiling that once read as HUD
flicker.
Dismissal is gated on the entrance: while m.in < 1 dismissModal swallows the
gesture but doesn't clear the modal, so a tap already in the air when a popup
appears can't skip it — and swallowing rather than returning false is what
keeps that tap from falling through into a serve.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Oliver vetoed the free movement between points on sight: he never walks
freely during play, so being able to only between points reads as the game
breaking, not as a fix. Reverted to 'rally' only, and the rule is written into
the settled-feel list so it doesn't get re-invented.
The frozen changeover is answered his other way instead — the dead wait too.
`held` in updateZombies stops their advance, their steering and the eat check
for the breather; they still bleed and burn, they just stand there, because
the umpire called time and it is still a tennis match. The path where this
actually bit: losing a duel scheduled on a changeover beat spawns five fresh
shamblers and THEN starts five seconds you have no agency in.
The stuck pose was never about movement — 'run' is the one pose expirePose
doesn't expire, and runT stops advancing outside the block, so a beat that
began mid-stride welded him to a single frame. Reset it and it's fixed for
every phase.
And he could walk off the screen in ordinary play, not just during the beat I
had added: P_BOUNDS.x is 6.5 m, portrait shows about ±4 m at the baseline.
The xVis clamp already existed but only applied during auto-fire; it now
always applies, floored at the sideline so every legal ball stays catchable.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
All eight issues from Oliver's 35-game retest.
The freeze (1 and 6 — one root cause): the movement block, pose update
included, lived inside `if (G.phase === 'rally')`, so every 'over' beat and
every pretoss stranded the player mid-animation while the zombies walked on.
It now also runs whenever splatter is in any phase but 'toss' — 'toss' is the
aim, and the thumb is busy. Tennis keeps its old gating.
The rest:
- the mop boy is waved off the sudden-death duel and barred for its duration
- triple-serve clones inherit the serve's topspin gravity, so the wings stop
floating while the centre ball dives
- "Time." belongs to the changeover's own countdown, not to whatever beat
happened to expire while the breather ran
- the tutorial illustration is a finger pressing and pulling back now, not a
curved arrow that read as a scroll
- aiming holds the pretoss stance; the smash plays when the shot fires
- GAME N sits on the scoreboard permanently
HANDOFF records all eight as closed with what the fix was, plus two ways a
soak rig lies to you and why the CPU-return benchmark can't be reproduced
from the number alone.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
- The crowd sat in the dark, worst of all in splatter mode where you spend the
game. Both crowd frames get an identical gamma lift (means 30/14/39 ->
42/22/56) and the rot tint drops 0.5 -> 0.26. The curve MUST stay identical
across the two frames or the clap swap flashes brightness; _sheet_crowd1.png
keeps the pre-lift original.
- The splatter hint led with the tap when pulling is the whole gesture. It now
reads PULL BACK TO AIM - RELEASE TO FIRE, and after 1.5s of sitting in the
serve stance untouched a ghost thumb slides back while chevrons grow up-court
on a loop. Pull back, shoot forward is an inverse relationship that a line of
text cannot carry on its own.
- The mop boy has three sheets instead of two: the push cycle now plays ONLY
while he is stopped and working, a new carry sheet walks him upright with the
mop shouldered, and the run sheet stays for the tennis-mode ball fetch. He was
mopping thin air the entire way to the stain.
Sheet note: frames 2 and 3 of the carry sheet merged (a mop handle bridging the
gap), so it is cut at the true column gaps plus the thinnest column inside the
merged pair, then common-scaled — same technique as the brute stride sheet.
26-game soak clean. Serve returns 133/150 = 88.7% +/-2.6%, 30 human-tapped
points = 50 hits / 0 whiffs.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
- The draw meter is a fixed bar across the bottom, ~90% of the width and 10px
tall, with the kill notch on it. It was a 26x4 stub floating on the apron by
the player's feet, which is nothing under a thumb at arm's length. The serve
hint is suppressed while pulling since they share the slot. pullFull 95 -> 130:
at 95 every pull maxed out by accident, so the meter never meant anything.
- The aim magnet took the nearest body ALONG the lane, so a close shambler a
little off-axis stole shots clearly aimed past it. It now picks the best
ALIGNED body, with TUNE.aimTie of slack in which a nearer one still wins — a
straight-ahead lane still eats the nearest body first, which is the settled
feel. aimTie: 1 restores the old behaviour exactly, for A/B.
- Bomb radius 2.5 -> 4.2 (2 kills -> 5 in a scattered ten-wave), a 120-particle
eruption, a ring of thrown stains and a full-size pile. The blinding white
frame is now a brief warm bloom — it was hiding the very gore it announced.
- Rack tiles 22 -> 30 tall, and the touch band is padded above and runs to the
screen edge below. At 22 logical px they were ~30 CSS px on a phone, well under
the ~44 a thumb expects; now ~62.
26-game soak clean with heavy bomb use, arrays stay bounded. Serve returns
136/150 = 90.7% +/-2.4%, 30 human-tapped points = 50 hits / 0 whiffs.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The freeze first: G.mgT only counted down inside `G.phase === 'rally'`, so
anything that moved the phase mid-burst — a scheduled duel calling setupPoint —
stranded it above zero forever. mgT > 0 is one of keyPressed's early returns, so
no tap could serve again, and the yellow shape over the player's head was
drawMgRacket's muzzle flash still being drawn. Fixed at the root (the clock ticks
in every phase, only the pellets are gated on rally) and semantically: starting a
duel cancels any burst, because the duel is tennis.
The mop boy now does an actual round: walk to the biggest nearby stain, stand on
it and push the mop while the cycle animates in place, scrub it out, move to the
next, then leave. Gore fades ~3.5x faster while he is stopped and working than
when walking past, so the stain dies under him instead of fading as he drifts by.
boyMaxJobs caps the round so a kill streak can't employ him forever.
Applause: the clip is 4.16s and always plays in full, but every cheer() passed a
shorter beat, so the stand sat down while it was still audible. Floored at the
clip length. New, much bolder clap frame — the re-roll came back brighter and
bluer, which would have flashed the whole stand, so it is colour-matched to frame
one per channel on mean and sd before quantising.
Net and umpire were both wrong since forever: netW was the singles-stick width
(10.06) against a court drawn to the doubles lines, so the net stopped 0.46m
short each side; the chair's near legs stood 0.45m inside the sideline. Both now
sit exactly on the doubles line.
26-game soak clean, no stalls. Serve returns 134/150 = 89.3% +/-2.5% with the
wider net (the bar is inside one sigma), 30 human-tapped points = 50 hits /
0 whiffs.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Every animation in this round gets real frames. The procedural squash-and-sway
on the wounded brute read as fake on sight, and that gait is where the comedy
lives.
- Each brute wound stage now has its own 2-frame lurch (z_gw/z_gwb, z_gw2/z_gw2b,
...). The generator gave every B frame a dragged pole that only stage 1
actually carries, so it would have blinked in and out each step — stripped by
keeping the largest blob, and where the pole touched the body, by cutting on
column density (a torso is dense, a dragged pole is a thin diagonal).
- Frames step off DISTANCE COVERED, never elapsed time — boy.dist for ball boys,
z/bruteStride for brutes. A time-driven cycle moonwalks the moment speed and
frame rate disagree, which is exactly what "he slides faster than the animation
suggests" was. Change a speed now and the legs keep up on their own.
- One boy, one slot. sendBoy no longer replaces a boy already on court: that was
the appearing and disappearing, since every kill teleported him back to the
wing mid-stride. New mess is appended to his round instead. He now walks for
10.5s a crossing, and there is a lot of mopping to do.
- The applauding crowd is a real two-frame animation (seated / arms up), swapped
per column on its own phase. The old "smooth wave" still shifted each column by
a FRACTIONAL dy, and nearest-neighbour resampling at a fractional y re-snaps a
column's pixel rows every frame — that boiling beside the HUD is what read as
the scoreboard flickering. The board art is 99.9% opaque; nothing was ever
showing through it. With the crowd calm the frame delta is now 0.0%.
Benchmarks: 136/150 serve returns (90.7% ±2.4%, the 11/12 bar is inside one
sigma), 30 human-tapped points = 50 hits / 0 whiffs.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
- Fire never spread in play. The flame ball's full pierce wiped its own lane, so
the bodies that would have caught were already gone. It now ignites everything
it FLIES PAST (TUNE.burnBallR), with a wider ignition and spread radius. One
flame serve into a scattered 10-wave kills 9, nine burning at once.
- Wounded brutes slid along like decals: every wound stage is a single frame and
the brute now spends most of its life wounded. They get a procedural lumber
instead of eight more sprites — translate + squash, no rotation, so the pixels
stay on the grid, and the amplitudes scale with the projection or the whole
thing goes sub-pixel at range.
- The "scoreboard flicker" was the crowd: the cheer bounce was per-column
Math.random() every frame, i.e. TV static, showing through the scoreboard art's
transparent ornate edges. Now a smooth per-column sine on idleT.
- Ball boys: mopping is the default in splatter mode now, and the boy is half
again as tall — at 1.2m he read as a distant speck. The running fetch-boy
survives for tennis, where there is nothing on the grass but a ball.
- Changeover 7s -> 5s, with the mop crossing timed to fill it.
- Save-to-homescreen: a bloody tennis ball, wired up as apple-touch-icon +
favicon + webmanifest. The Dockerfile now ships the manifest and gives it its
own MIME type via an exact-match location (a bare `types {}` block would have
replaced nginx's whole map and broken .js and .png with it).
Benchmarks re-run: CPU returns 67/72 serves (93.1%, above the 11/12 bar — a
20/24 sample in between was flub noise), 30 human-tapped points = 50 hits /
0 whiffs.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The three foundations first, since everything else leans on them:
- G.modal is the only thing that stops the world. update() early-returns on it
so no zombie steps, no ball flight, no spawn timers run while a popup is on
screen — you can read it without being eaten. Dismissal swallows the gesture;
the pointerdown dismisser is registered only on pointer:fine, because on touch
pointerdown beats touchstart and a shared handler cleared the modal and then
served with the same thumb.
- UI in config.js is the accent palette. The arcade primaries were shouting over
the artwork; the gore reds deliberately stay loud.
- Every canvas font string now goes through F(). Bare `monospace` resolved to
Courier — a slab serif — which was the "generic serif" bug, not taste.
Then: weapons are only ever WON. deliverTin() has exactly one caller now
(resolveInterlude('P')); the old game schedule calls the DUEL instead, fired off
proceedAfterClear() where the court is guaranteed empty. Four popups (splatter
tutorial with a generated illustration, first duel, weapon received, horde),
wCap 9 with the tin amounts tunable, a 5-hp brute that comes apart over four
wound skins, fire that ignites the neighbours and chains outward, a three-stage
death where you become the biggest gore mound on the court, and a 7s changeover
with a ball boy who finally has a mop.
New art: assets/logo.png, x_howto, z_gw2-4, x_boymop1-4, plus assets/_key.py for
standalone art (chroma-key + crop, no frame splitting, no forced sprite height).
Benchmarks re-run and holding: CPU returns 23/24 serves, 30 human-tapped points
= 50 hits / 0 whiffs, 26 simulated games with no exceptions.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The chevrons were stepped along the SCREEN line at a fixed size, so they read as
a flat sticker over a 3D court. They now step through world space and take their
size from their own projection scale — near ones roughly twice the far ones —
and they fade IN toward the target so the eye is walked up the lane instead of
being handed a uniform stripe. The arrowhead scales with the target's own depth
too. (proj is a true projective map, so the screen direction stays constant
along the line; only size and alpha needed to vary.)
Hard shots now fly hard: serve pace is weighted onto quality (19 base + 22×q,
so 21 -> 41 m/s) instead of 21 -> 28. Two things had to give way for it.
Serve topspin was a fixed 1 + 0.35q, which meant a fast flat ball could not
both clear the tape and land on a target, so the net-loft loop throttled every
smash back to walking pace — measured 21.8 m/s whether you drew 60px or 95px.
TUNE.serveSpin 1.3 lets it leave flat and DIVE, which is what a smash is.
And the loft loop's margin was doHit's quality cushion, which taxed exactly the
shots meant to hurt. It's now sized to the real error it exists to cover: the
sim samples the net plane once a frame, so a diving ball can test below the tape
when the closed form clears it. Margin = descent rate × the dt clamp. A flat
drive pays almost nothing, a lob pays what it must.
Measured, target 20m out: 24.7 / 32.2 / 41 m/s for weak / mid / full draw. At
the net it's 9.6 / 11.2 / 11.6 — still the slow floaty lob, as it should be.
Ball-vs-shambler contact gets a crude sweep (radius + half a frame's travel),
because a 41 m/s ball steps 0.7m per frame at 60fps and 1.6m at main.js's dt
clamp, both wider than a shambler. Verified the full smash connects at both.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Three things from the phone test.
The drag meant two different things depending on invisible state: aiming from
pretoss, but walking the player around while the last ball was still in the
air. That "mode between the hits" read as a bug, so it's gone — canAimServe now
covers every phase of splatter, and firing over a live ball is allowed again
(the old one flies on as a ballistic clone). That was the mid-rally re-toss
that used to be the spam vector, and it's safe now because the brake moved into
the pull: a rhythm of lazy 30px pulls fires 100 shots in 30s and kills NOTHING
(the court fills up instead), while 85 committed full pulls kill 11.
hitServe never had doHit's net-clearance loop, so every shot at a shambler
hugging the tape died in the net — not balance, a missing loop. Both paths now
trade pace for arc until the ball is genuinely over, and the ceiling goes 8 ->
12 tries because a target right behind the net needs a near-vertical drop
(measured: clears the tape by 0.20m and connects). The trade is real: the loft
arrives slower and the walk-lead was computed for the original pace, so a lob
is honestly the less reliable shot.
And the camera now rises and leans back a little while the slingshot is drawn.
That steeper look is what makes the gap between the net and the bodies behind
it readable — the shot that used to be blind. Eased once per frame before
anything projects, since one sheared frame would be visible.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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>
The touch serve drag now inverts: pull toward yourself to launch up-court.
The first pull past the deadzone starts the real toss animation (serveToss),
dragServe fires straight from the toss phase without banishing its own fresh
toss, and a held aim keeps the toss airborne instead of dropping. Render shows
an Angry-Birds dotted trajectory racket->target (red = zombie locked). Two-stage
tap serve, mid-rally re-toss/banish, and keyboard serve+arrow-aim unchanged.
Co-Authored-By: Claude Opus 4.8 <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>
Tins now accumulate on a courtside rack (cap 3) instead of replacing each other; a PLAIN slot banks specials for later, and GUN is a charge you pop for an auto-fire burst. Tap the rack or press 1-5 to choose what your serve throws. A fresh delivery auto-equips but never overrides a deliberate PLAIN, and the 1:1 sudden-death duel forces plain balls.
HUD gets real art: generated pixel-art weapon icons, an ornate Wimbledon scoreboard PNG backing the live text (no more code-drawn boxes on top), and a bundled Silkscreen pixel font replacing the system serif. Rack tiles get padding, count-over-label alignment, and an infinity marker on the ball.
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>