Commit Graph
58 Commits
Author SHA1 Message Date
wuwiandClaude Opus 4.8 9100bd5a23 Splatter feel pass: melee, homing, multi-ball, clearer MG mode
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>
2026-07-11 22:54:31 +02:00
wuwiandClaude Opus 4.8 bf9553bd49 Phase 5: horde waves + machine-gun racket
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>
2026-07-11 22:26:22 +02:00
wuwiandClaude Opus 4.8 06025bdccf Phase 4: bomb balls
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>
2026-07-11 22:13:06 +02:00
wuwiandClaude Opus 4.8 ad4c8041b9 Phase 3: procedural gore piles
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>
2026-07-11 22:06:04 +02:00
wuwiandClaude Opus 4.8 b6119c937b Phase 2: multi-kill applause + umpire appreciation
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>
2026-07-11 21:57:19 +02:00
wuwiandClaude Fable 5 943b7da9fd Zombies get faster over time; when one reaches you, you're eaten
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>
2026-07-11 19:54:09 +02:00
wuwiandClaude Fable 5 e7aab295d4 WIP splatter feedback round + HANDOFF.md for session continuation
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>
2026-07-11 19:28:00 +02:00
wuwiandClaude Fable 5 69e3a0c310 Zombie town: the match continues
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>
2026-07-11 16:26:49 +02:00