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>
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>