Commit Graph
63 Commits
Author SHA1 Message Date
wuwiandClaude Opus 5 78946015b4 Give the friend's racket a sound and the duel a rematch
Two netplay-only finds from Oliver's two-phone session.

THE FRIEND'S STRIKE was silent: every other opponent is simulated locally
and cracks through gameplay's shared return path, but the friend's swing
runs on their phone alone and arrives as a 'shot' message that wrote the
ball and nothing else. netApplyShot now plays the same sample at the same
volume, pitched off the pace that was actually sent (strikeRate, read after
the ball is written). Both netplay modes, not just the death match.

THE REMATCH: the summary's only netplay door was THE CLUBHOUSE, so playing
the same friend again meant two trips through the lobby and a fresh code.
The relay cannot re-pair, so the rematch is the socket that is still open —
one 'again' frame and both phones reset the run under the decisions the room
already carries (same side, same mode, same court, host serves). netAgain
keeps G.net across restartRun(true) and replays netFresh, netStart's own
tail split out so pairing and rematch cannot drift into two courts. Applied,
never echoed; a 2 s window swallows the second frame when both tap at once;
a dead line refuses and falls through to the clubhouse.

Also: the dev server runs with SPLAT_AUTH= (server.py always said local dev
should), which the shared password had been 401-ing. audio.sfxTest is a new
test seam in netTest's shape. 146 tests.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-11 21:28:31 +02:00
wuwi a09856f8c9 Streamline mobile menus and refresh splash logo 2026-09-07 13:26:17 +02:00
wuwi fe64242090 Add opt-in phone gameplay recording and JSON export 2026-09-07 10:19:38 +02:00
wuwi ede1f48152 Sharpen league and Climb difficulty and give Gore a front door 2026-09-07 09:53:49 +02:00
wuwiandClaude Fable 5 57650160a6 The shields glint instead of burning
A chimney of rising embers on a trophy read as a fire. Three points ON the
shield now, dark for most of a long cycle and flaring for a fraction of it,
with delays and durations that share no common multiple — so a glint lands
somewhere on the row every couple of seconds and never in the same rhythm.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-31 15:56:08 +02:00
wuwiandClaude Fable 5 87833db095 The embers actually show: off the shield's top edge, not across it
They were running the whole time (0.85 opacity, measured) — they were just
flying ACROSS the artwork, where a 3px gold speck disappears into a pixel
shield. They lift off the top edge into the dark above it now, seven per badge
on a shorter delay window: spread over 2.6s the shield stood empty half the
time, which is what "ich sehe kein glimmen" was looking at.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-31 15:54:31 +02:00
wuwiandClaude Fable 5 80eb60d181 The cup board: the league ranks, the level breaks the tie
Oliver wanted to rank the level a league was taken at. The challenge held: xp
comes only from playing, so a board that rewards a low level rewards not
playing — it would pay you to avoid the three rooms the season leans on. It
also inverts every other number in the game, freezes after five entries, and
makes the player who played more look worse.

So the league ranks and the level decides between everyone who got equally far,
where "lower is better" reads naturally. BOARDS.u carries subLow; server
rank_key is the other half, and the same key decides whether a submission beats
the row already standing. The level is written once at the promotion — before
the league moves, because it is the level that WON the cup — mirrored like the
rest of the profile, and inscribed under the shield it belongs to. Earned
shields smoulder while they are on screen: five CSS embers each, no loop.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-31 15:51:38 +02:00
wuwiandClaude Fable 5 e96b4374d8 BODY COUNT loses its nine states, the board loses a mode
Three mode tabs times three period tabs, and the same three boxes meant
something different in every one — Oliver had no idea what he was looking at,
which is the correct reaction to a screen with nine states. It is one screen
now: bodies felled, best gore run, deepest climb, runs. Never anything else.

MULTI-KILLS retired (a vanity number on no board) and DEATHS with it (every run
ends in one, so it was RUNS again). The period filter went too: LAST RUN is the
summary you just tapped away, and 7 DAYS is a fitness metric in a permadeath
game. The card stops repeating the ledger and keeps the CAREER instead —
league, cups won, best cup.

The world board drops CLASSIC: that mode is out of competition by its own
room's rule now, so ranking it contradicted the wall. A classic best no longer
opens the name prompt either — it would have had nowhere to go.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-31 15:39:27 +02:00
wuwiandClaude Fable 5 5927664905 The difficulty screen drops its LAST too, and the class with it
It was the last place still breaking the wizard's own rule — a question screen
carries no memory of its own answer. Three names, three pip counts, nothing
else. `.last` has no users left, so the rule is gone from the stylesheet.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-31 15:23:40 +02:00
wuwiandClaude Fable 5 e09ce992e2 The wall drops its corner chips
LAST remembered what you played last time, which a gallery of six posters does
not need to do for you, and 18 RUNGS was a number about a mode on the screen
for choosing between modes. Both gone. The difficulty screen keeps its LAST —
there it is the only thing saying what you last set.

The dead sub-poster branch in buildSub went with them: nothing has fanned out
into sub-posters since the cup left the ZOMBIE TENNIS pocket.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-31 15:17:19 +02:00
wuwiandClaude Fable 5 a331a1ae37 The menu text reduction: the design handoff, built
Sixty words on the wall became a dozen. The handoff's own summary of the rule:
Jersey 15 NAMES (screen titles, rooms, cards), Bangers CALLS exactly once per
screen (the fixture, the primary button, a modal headline), Silkscreen INFORMS
(numbers, labels, chips) — and a sentence survives only where it carries a
decision. Everything else moved into a bar, a pip or the modal that opens with
the mode.

  · Jersey 15 bundled subset (9 KB) and Bungee retired after one afternoon
  · SPLASH: the plaque is one row, the goal line is gone (the fixture button
    below said it already), the two doors carry a number each
  · PICK A GAME: rooms are one word, posters are their names, the fixture is a
    hero with the only second line — the whole wall fits one screen now
  · MATCH SETUP: unnumbered blocks, the meters' legend once instead of a
    description per court, no summary footer
  · DIFFICULTY: three pips instead of three sentences
  · TRAINING: the revanche is a full-width row, rungs are numbers, the list
    ends on the league that opens the rest of the ladder
  · VS: three paragraphs became YOU / HOST / JOIN
  · MODALS: one rule per row (the sub was the lead again in other words), the
    blood pool as pips on that same line, and the walk-on's two levels in ONE
    face at ONE size — a comparison drawn at two sizes is a headline with a
    footnote (Oliver)

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-31 14:41:25 +02:00
wuwiandClaude Fable 5 61652a9114 The poster captions sit on a blurred veil that comes out of nothing
The scrim used to be a hard linear-gradient riding in the button's own
background stack. It is a masked backdrop-blur now: nothing at all at its top
edge, a surface by the time it reaches the words. The art stays art where the
art is, the caption gets something to sit on, and no box edge appears anywhere.
Measured on this machine it costs 0.2ms a frame — the backdrop is static while
the menu is.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-31 13:30:17 +02:00
wuwiandClaude Fable 5 3324fe9cda Every screen deals itself in, every time
The entrance is no longer a one-off on the boot: dealStage re-arms the class at
the funnel every stage change already passes, so the title screen flies its
plaque and buttons in whenever you arrive at it. The sub-menus join in — their
header, content and footer arrive one after the other instead of the panel
dropping in as one slab — and the poster wall deals its three rooms rather than
its list, since a moving child inside a moving parent starts at twice the
offset and reads as a stutter.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-31 13:25:26 +02:00
wuwiandClaude Fable 5 380f98f3a3 The boot shows nothing, and every screen opens at its top
Two things the phone found. The splash's loading state was applied by main.js —
but this is a module script, so the browser paints the markup, placeholders and
all, before it runs: LEVEL 1 stood there and then snapped to the real values.
The busy class ships in index.html now and main.js only takes it off; the
keyboard hints hide with it.

And #intro is the one scroller the menus share, so a scroll earned deep in the
stats screen outlived it: going back put the splash up scrolled, with its
buttons off screen. go() resets it, at the funnel every stage change passes.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-31 13:19:26 +02:00
wuwiandClaude Fable 5 d3f8823987 The two doors say which is which: ENTER THE CUP, and AGAIN names its mode
"The draw" was tennis for the field of entrants, and nothing has been drawn
since the cup rounds went deterministic — Oliver had to ask what the button
meant, which settled it. Beside it, an unqualified PLAY AGAIN was an
instruction without a subject: both buttons read as "start something" and only
someone who remembered how the evening began could tell them apart. It carries
the mode now — GORE AGAIN, CLIMB AGAIN, CLASSIC AGAIN, TRAIN AGAIN.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-31 13:13:08 +02:00
wuwiandClaude Fable 5 25c10b46d7 The poster wall gets rooms, not labels: three real sections
Oliver: the group headings were "sehr klein". Each group is a section now with
its posters inside it — the announcement face one size under the screen title,
a rule closing the header, and an inset band down the left. The canonical room
wears the primary's colour, because it is the one that moves your career.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-31 11:40:57 +02:00
wuwiandClaude Fable 5 5c7521f867 THE SEASON, phases 1-4: the front door is the fixture, and the club remembers
The tournament is the canonical path, so the game finally says so. The splash's
primary button names the next cup fixture and enters the draw; the poster wall
moved one tap down and deals three named rooms (the season, the training, out of
competition) with the cup at the top. Two profile fields remember every attempt
— rounds ever reached per league, and the body that put you out — so a lost cup
is a line on the board instead of a null event, and the training court offers
that body first, marked. The promotion names what waits in the new league.

Overlays consolidated in the same pass: three modal drawers became one box with
a masthead, hairline-separated rows and a real footer button (any tap still
dismisses), and the run-end summary wears the same box — headline, xp, mark, and
the fixture with ENTER THE DRAW beside PLAY AGAIN. The cup's own exit is a
ceremony now: OUT IN THE QUARTER-FINAL, your best standing beside it.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-31 11:14:25 +02:00
wuwiandClaude Fable 5 a38c804069 Training pays a quarter, and the level bar wears its endpoints
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-30 15:58:34 +02:00
wuwiandClaude Fable 5 7a9b61fc6b The boot gate learns about the profile: skeleton plaque, locked splash, a 4s cap
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-29 16:55:00 +02:00
wuwiandClaude Fable 5 04ef49ef3b The climb's sub line breaks where it means to
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-29 16:51:34 +02:00
wuwiandClaude Fable 5 dbfd085493 The draw screen retires: the league cup rolls inside the run, ENTER THE DRAW moves onto the setup button
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-29 16:46:34 +02:00
wuwiandClaude Fable 5 689550d2d5 The climb: the arcade runs the whole earned ladder, the tempo follows the territory, the court is yours
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-29 16:24:43 +02:00
wuwiandClaude Fable 5 041827c4dc The league has its court: the tournament setup shows the home venue, not a choice
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-29 16:12:20 +02:00
wuwiandClaude Fable 5 d4780de76d The setup grows a league face: badge, felled tally, the band's roster — and a bigger ribbon
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-29 16:10:31 +02:00
wuwiandClaude Fable 5 fa6db7f77b The leagues, the polish round: the way-up ribbon, upright chevrons, the breathing badges, the card counts up
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-29 15:51:59 +02:00
wuwiandClaude Fable 5 87ac3294bc The leagues, the plaque round: the meta speaks — the player plaque, the goal line, the way-up tag, the centred ceremony
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-29 15:30:24 +02:00
wuwiandClaude Fable 5 787877bce6 The leagues, phase 4: the duel learns, tin tiers by league, level buffs, the board wears the badge
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-29 12:53:12 +02:00
wuwiandClaude Fable 5 76d88030e5 The leagues, phase 3: the character card, the honours collection, the skill trail
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-29 12:48:34 +02:00
wuwiandClaude Fable 5 16bf5b9fed The leagues, phase 2: five bands, pace tiers, locked courts, the members' ground, the promotion ceremony
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-29 12:43:23 +02:00
wuwiandClaude Fable 5 9133c0d351 The leagues, phase 1: the profile clock ticks — xp, levels, the identity screen, the server mirror
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-29 12:22:33 +02:00
wuwiandClaude Fable 5 43784c5b33 The staff learn your habits, the walk-on waits for your tap, and the club opens a practice court
Four answers to one phone report:
- THE READ: repeat a lane and the opponent anticipates it; break the habit
  and it is wrong-footed for that ball — scaled by rung, so surprise is the
  weapon that opens the ladder past the HEAD COACH (TUNE block THE READ).
- The opponent walk-on is a real modal now (head, punchline, tap to dismiss)
  in arcade, tournament and training — readable without a clock.
- THE TRAINING COURT: third card under ZOMBIE TENNIS, pick any rung, one
  game at a time, the felled body walks straight back on, nothing banks,
  bleeding out is a popup instead of a death. mode_train.png rolled in the
  banner style.
- MOVEMENT READS: sprinting feet kick per-court dust and fast bodies leave
  a two-ghost speed streak (trailMin gates both; feel verdict pending).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-28 16:08:18 +02:00
wuwiandClaude Opus 5 76ea1d0d79 Sound was dead in the app because status 0 is not a failure; and back is a swipe to the RIGHT
Oliver on the first shell build: *"I don't hear any of the games sounds.. daniel the umpire is
synthesized which is horrible and no music is playing on start"* — two independent causes.

- **Opaque fetch.** Capacitor serves the bundle through a custom WKURLSchemeHandler, and `fetch`
  reports those responses as `status: 0, ok: false` with the whole body present and decoding
  perfectly. All three loads in `audio.js` guarded with `if (!r.ok) throw`, so inside the app every
  recorded sound failed at the door: the umpire fell through to the synthesized `say()`, no bed
  started, no sample played. The synthesized sfx kept working, which made it read as a mixing bug
  rather than a loader one. Fixed once, in the shared `bytes()` helper every audio fetch now routes
  through — a status of 0 is the ABSENCE of an HTTP status, so trust it only when there is one and
  a real 404 still falls back. Any future `!r.ok` on a bundle-relative fetch is this same bug.
- **The ring switch.** WKWebView's WebAudio runs in the SoloAmbient session, which the hardware
  silent switch mutes outright — a silent game on a phone that lives on silent, with nothing on
  screen to explain it. AppDelegate now sets AVAudioSession `.playback`, the games category.

Confirmed in the shell: the bed reaches PLAYING, the context is `running` with no gesture at all
(autoplay really is allowed in WKWebView, as LATER predicted), and `say()` never fires. On the web,
a genuinely missing file still falls back — checked both.

And the swipe flips: **right goes back**, the way iOS's own pop gesture goes (*"that's the iOS
way"*). Left now does nothing. Noted in PROJECT.md that on a platform gesture the platform's
convention beats the literal wording of the brief, and that is worth saying up front.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-20 17:18:47 +02:00
wuwiandClaude Opus 5 d71a26831a The game gets a shell: it buzzes in your hand, never turns sideways, and a swipe walks you back
A Capacitor iOS project (`npm run ios`), and the first three bullets of LATER item 2 built. The web
build is untouched and stays primary: every line here degrades to a no-op in a browser.

- HAPTICS ride the sound map, as the plan said they would: six call sites, all of them places an
  sfx already fires — your racket contact, the serve strike, `killZombie` (the one funnel every
  weapon routes through), `explode`, `hurtPlayer`, `killPlayer`, the weapon swap. The restraint
  rule lives in `haptics.js`, not at the call sites: a minimum gap per kind, so a bomb that kills
  twelve bodies is felt twice and the machine gun is a metronome rather than one long rumble.
  Pinned by a test. Untested on hardware — the simulator has no Taptic Engine.
- The plugin is reached through the INJECTED bridge, `Capacitor.nativePromise('Haptics', ...)`.
  `Capacitor.Plugins.Haptics` reads like the zero-dependency answer and is silently empty without
  @capacitor/core's registerPlugin — it would have fallen through to the web path inside the app
  and looked exactly like a phone with haptics switched off. No package JS ships.
- PORTRAIT is enforced where it can be: one orientation in Info.plist, so the app never rotates.
  That retires landscape as a surface rather than fixing it (OPEN 6). The web half is best-effort —
  `orientation` in both manifests and one guarded `screen.orientation.lock()`.
- SWIPE LEFT GOES BACK. The gesture finds the screen's one visible chevron and clicks it, so the
  shape of the wizard stays in the handlers that already own it. Not passive on purpose: a swipe
  inside a poster card also fires that card's click, and preventDefault is what stops the screen
  answering forward in the frame the chevron walked it back.
- The app has no server behind it, so `config.API` and one branch in `net.js` point the shell at the
  live host by name. Consequence: the app always talks to PROD, never staging.

`node test.js` green (105) over four seeds; builds, launches and reaches the native plugin on the
iOS 26.5 simulator; swipe-back walks the whole wizard in the browser pane.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-20 17:00:36 +02:00
wuwiandClaude Opus 5 491f3b97f1 The highlights shoot themselves: one command, seven vertical clips
`python3 tools/capture.py` fills promo/clips/ with 1080x1920 h264/aac takes of
the moments the campaign plan (item 4) already named — transition, horde,
flamer, mopboy, death on the gore side, boss and match on the zombie-tennis
side. capture.py serves the repo with tools/clips.js injected, opens a
throwaway-profile Chrome and converts each POSTed webm with ffmpeg; clips.js
stages every scene through the real doors on window.T and drives it with the
reachability soak's own mediocre autopilot. Nothing is faked for the camera.

The game gains four names on window.T (start, intoSplatter, startHorde,
sendBoy) and nothing else: the frame is pinned by the canvas box rather than
the window, RES 4 comes from lowPower 0 plus device-scale-factor 3, and the
audio is tapped by making BaseAudioContext's `destination` a gain node — so
audio.js needs no master bus for a tool that ships to nobody. tools/ and
promo/clips/ are ignored by git and docker alike.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-18 13:07:21 +02:00
wuwiandClaude Opus 5 2b7eb04e19 The invitation is four letters, not a link
A URL only opens the installed app on Android; on an iPhone it opened a second
copy of the game in Safari, with its own storage and none of the name picked in
the app. So the share sheet now sends "JOIN ME IN SPLATTER TENNIS — THE CODE IS
ABCD" and nothing else, and the button says SEND THE CODE.

The #net-ABCD door stays — it is exactly what a deep link will carry the day
this is a real app with universal links. Nothing sends it in the meantime.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-15 16:56:25 +02:00
wuwiandClaude Opus 5 89b2488d3c The shared message carries the code, because an iPhone cannot open the app
An Android phone opens the link in the installed app (the manifest's scope
covers the site, so its WebAPK claims these URLs). An iOS home-screen app can
claim nothing, so the link always opens in Safari — which keeps its own storage
and knows nothing about the name picked inside the app. Four letters in the same
message is the whole fix: a friend who has it installed types them instead.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-15 16:46:08 +02:00
wuwiandClaude Opus 5 425c18dcb6 A room you can share by link, a code you can type, and a name to be called
Multiplayer setup moves out of a canvas modal and a prompt() dialog into one
menu screen: your name, the two ways to host, and the friend's code. The socket
opens from the menu and the game stays parked behind the overlay until the room
fills — netHooks.paired takes the court one line before netStart writes to it —
so the room code can carry a real SHARE button and a wrong code is a typo you
fix rather than a CONNECTION LOST card over a match that never began.

The name is the world board's name (stats.saveName), crosses on the existing
look message, and the scoreboard finally names the person instead of CPU.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-15 16:20:39 +02:00
wuwiandClaude Opus 5 ad258ace97 The setup screen stops drawing the man twice, and her whites take a real colour
Oliver, on the picker: the gender tiles "themselves have the player but front
facing and that does not react to the kit and skin — so that's double somehow
and wastes space", the screen "is pretty crowded now", and the women's wash was
"a little too subtle on the white — could be more".

THE TILES ARE GONE. They were a second drawing of the same man, facing the wrong
way and deaf to every colour on the screen, and they cost the height that pushed
the court list under the fold. Who-you-are is two words now, and the live player
— which does react — stands beside every control that changes him, so a tap and
its result are a thumb apart. Four stacked sections became one block; all four
courts and SERVE UP fit a phone without scrolling.

THE WASH goes 0.30/0.93 -> 0.55/0.86: dyed from across the court, folds intact.
Past about 0.70 it stops reading as tennis whites at all.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-15 15:37:35 +02:00
wuwiandClaude Opus 5 b5838b2b24 The whites take a wash, the friend brings their own colours, and the menu shows the man
Three things off the back of the picker.

THE LIVE PLAYER on the setup screen is the real sprite through the real tint, not
a mock-up of the pick — so the menu cannot promise a colour the court will not
keep. It redraws on every tap of a tour, a kit or a skin.

THE WOMEN'S TOUR IS NO LONGER SAT OUT. Her set is drawn head to toe in whites, so
there was no hue to rotate — the answer is not a dye but a WASH: the pick laid
over her whites at a low saturation with the lightness kept, which is how you dye
a white kit in life and gives rose, powder blue, mint, lilac. Her hair and skin
fall out of it on lightness alone, which is exactly what a dye could not manage.

THE FRIEND ACROSS THE NET now wears what they picked on their own phone. Their
look crosses on pairing, and since the opponent art is red rather than blue the
kit rides its own hue arc — safe there for the one reason it would not be on the
player's own sheets: the opponent sprites carry no drawn blood. An older build
simply never sends it and the opponent draws as before; the match still plays.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-15 15:23:34 +02:00
wuwiandClaude Opus 5 3b639e743b You pick your own kit and your own skin, and the blood stays red
Testers asked for some control over how their player looks. From behind — the
only way you ever see him — there are two things worth controlling, and neither
needs a single new asset: the kit and the skin are one hue-bucket pixel pass over
the sheets already loaded, cached per frame and built on first draw.

The buckets are measured, not guessed, and three neighbours had to be fenced off
one at a time: the shirt's warm HIGHLIGHTS (which spattered the man with mud on
every dark pick), the drawn BLOOD on the death frames (which turned the pool
brown — the worst bug this file could ship), and the women's HAIR, which is the
same hue as his shorts and cannot be told apart from it by any rule. Her set is
played in whites and has no kit to dye, so it is flagged out and the row says so
rather than silently doing nothing.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-15 15:00:57 +02:00
wuwiandClaude Opus 5 3cf3e029a4 Gore opens in the gore, the theme comes back, and every mode gets a board
Splatter gore no longer makes you win a game of tennis first — the mode you
pick is the mode you get, with the man you came to play already turned. The
transition itself is untouched and still reachable; it just isn't a toll booth.

The menu theme could only ever be started, never brought back, so the first
run of a session silenced it for good while the court's ambience followed you
into the menu. Starting a bed now un-ducks it too.

Three world boards instead of one: kills, opponents felled, and games taken
off the CPU, each with its own name prompt and its own row per player.

...and the gore economy stops paying a barrel for every game won past game 16,
while the shamblers, the mix and the ball machines keep escalating past the
point they all used to stop.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-15 13:53:42 +02:00
wuwiandClaude Opus 5 9cc3ac54b3 The dead club doubles its staff, and the draw is made where you can see it
Six new opponent families (head coach, stringer, strawberry seller, chair
umpire, spectator, roller man) through the famroll/zsheet route, placed by
hierarchy into an 18-rung ladder; the champion steps up behind them.

THE DRAW: picking the tournament now rolls its own bracket in front of you —
only the final was ever settled — and what lands is what walks on.

Netplay, off Oliver's cellular report: the mid-flight early-decide was missing
its !G.net gate, so the striker judged its own outbound flight and the two
scoreboards drifted a point apart into a court nobody could serve on. The
host's court now rides the room, its scoreboard rides the pretoss stream, and
a called ball rolls to its own halt instead of freezing where the call caught it.

Plus the night court, and somebody in the stand is taking pictures.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-15 11:49:19 +02:00
wuwiandClaude Fable 5 c0b59eee90 The host names the stakes: classic tennis, or the death match
Three chips under VS A FRIEND — the host's pick rides the room and the
start message rebuilds both courts on pairing. In the death match your
opponent IS the zombie: their lost points tear its wound stages, their
won points draw your blood, and bleeding out crosses the wire as the
other phone's win. The same receiver-is-judge verdicts drive the match
machinery through resolveInterlude, so the fall, the mop beat and the
burst come along unmodified. New: gushProne — the game-winning body
bleeds out on the ground, from prone-height anchors, until it bursts.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-14 18:02:44 +02:00
wuwiandClaude Fable 5 f302354bb2 Two phones, one match: the shot is the message, the receiver is the judge
VS A FRIEND on the mode screen (host a code, join a code), a ~110-line
RFC6455 relay in server.py that holds no game state, and src/net.js: each
phone plays itself near-side and the opponent's court is this one rotated
half a turn about the net. The phone a ball flies toward makes every call
on it; the striker's copy is picture. Six tests pin the rule from both
seats. No reconnect yet — a dropped radio is a card and a reload.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-14 17:36:02 +02:00
wuwiandClaude Fable 5 40c74be4aa Two frames each: the run cycles land where the zombies always were
The live bench session's verdict, in Oliver's words: "this looks better than
anything before." Six and eight real phases at speed read as flicker on a
far-court body — the zombies never had this problem because their walks are
FOUR well-chosen frames at a calm rate, and the fix was to stop out-drawing
them. Each opponent now runs a TWO-frame true leg-swap pair — his frames 1+2
of the grid roll, hers 7+8 of the face-transplant cycle, both picked live on
the bench with SPR swaps — at TUNE.runHz2 = 1.7 (the old hardcoded 4.5 for
short cycles was most of a stride per display frame; that is the strobe).

The tuning rig ships too: TUNE.runN (frame-count override, 0 = probe),
T.SPR for live frame swaps, and the bench's living slots — the next cadence
question gets answered by watching, not rolling. Twelve run sprites become
four; the SPR list says why. SPRV 124, main.js v248.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-14 14:54:11 +02:00
wuwiandClaude Fable 5 90d7ac1096 The bench learns to host the living: two player slots for run-cycle tuning
Oliver: "add a normal player male and female to the hidden bench and let it
run there." The fam walk (up/down) now runs two slots past ZFAMS — PLAYER
MALE and PLAYER FEMALE. In a living slot the racket zombie steps outside the
frame, G.hideO lifts (splatter set it when the match turned), and the real O
runs the walk stop's own back-and-forth at the classic CPU's speed class, so
the cadence on the bench is the cadence the game plays. SK() reads the slot
for the _f suffix, so both tours review without touching the picked tour.
The HUD swaps the wound readout for the tuning one: runHz and aiSpeed, the
dials a live session turns through T.TUNE. T also gains a keyPressed alias.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-14 14:39:36 +02:00
wuwiandClaude Fable 5 11ca935ad0 Every run gets a door out: the quit chip and the LEAVE THE MATCH? ask
"all tennis screens are missing the ability to exit the game and return to
the menu — right now I need to force close the app." A quiet x chip rides the
top-right corner of every run (the scoreboard owns the left; the desktop key
hint shifts inboard). Tapping it — or Escape on desktop — freezes the world
with the existing paused flag and asks LEAVE THE MATCH?: BACK TO THE MENU in
the menu's crimson, PLAY ON underneath. Quitting is the death path minus the
death — restartRun, refreshSplash, splash — and banks nothing: an abandoned
run never happened, statistically. Verified live both ways: PLAY ON resumes
the frozen rally, quitting lands on the splash with the chip retired.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-14 12:07:10 +02:00
wuwiandClaude Fable 5 6b795f77cc A poster answers, a border promises: the question screens drop their checkbox half
Oliver named the wizard's wrongness precisely: a pre-highlighted card that
also navigates is "a checkbox and a button combined in one". The border said
"this is a setting", the tap said "this was an answer", and the screen left
before the setting-reading of it could cash out.

So the two roles live on different screens now. The question screens (PICK A
GAME, DIFFICULTY, the zombie pair) carry NO selection: every poster and chip
is full-bright and equal — the dimming went too, it read as disabled — and
tapping answers and advances. The remembered run survives only as a small
LAST tag in the card's corner: an indicator, not a selection. The final
screen keeps its acid borders honestly, because SERVE UP is a real confirm —
the rule is "a border means SERVE UP will use this; a bright poster means
tap me to answer". Question screens rebuild on entry so LAST follows what
was actually played, and the first card clears the header by the margin the
old h3 rows used to give (Oliver's padding note).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-14 11:45:50 +02:00
wuwiandClaude Fable 5 65be60b139 The setup became a wizard: one decision per screen, tap advances
"the mode setup is really overwhelming now" — three posters plus a sub-row
plus player tiles plus court meters was a wall. Discussed, Oliver picked the
wizard with tap-advance over next-buttons and the accordion: PICK A GAME
(three posters, now 148px tall — alone on a screen they get to be posters),
then the mode's own second step only when it has one (classic: DIFFICULTY
chips stacked tall; zombie tennis: ARCADE and THE TOURNAMENT as full posters;
gore skips straight through), then MATCH SETUP holding player + court +
SERVE UP with the mode riding the summary footer.

Tapping selects AND advances — one decision per screen is the wizard's whole
promise, and a NEXT under a single row of choices is a second tap for nothing.
Back walks the chain the way it came (who-and-where returns to the second
step only when the mode has one). Every step comes up pre-selected from last
time, so a returning player is three taps from serving. Three new stages on
the intro's existing data-stage switcher; splash Enter goes to 'mode' now.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-14 11:35:44 +02:00
wuwiandClaude Fable 5 e4c917e23d The menu grows a second step, classic learns difficulty, and the rally feel unifies
Oliver's restructure: mode first, then what the mode asks — classic deals
EASY / MEDIUM / HARD chips, ZOMBIE TENNIS deals two sub-mode posters (ARCADE,
the exhibition ladder as was, and THE TOURNAMENT), and SPLATTER GORE stands
alone as the third top card. config.MENU is the grouping, MODES stays the four
run modes, and pickedMode stays the run-mode id — start(), stats and the
summary never learn the menu got taller. The sub-row sits inset under the
posters; sub-cards are the poster at 2/3 height centred on their scene.

DIFFICULTY is the one real gameplay addition: config.DIFFS scales the three
dials the classic CPU already reads (flub, quality cap, aiSpeed), MEDIUM
pinned by test to the shipped classicFlub/classicQualityMax so the middle chip
IS yesterday's game. Rides on G.diff next to G.classic, so restarts keep it.

AND THE FEEL SPLIT OLIVER REPORTED IS REAL: "in classic tennis I tend to miss
balls way more often" — the match's three contact helpers (matchReach 1.35,
the matchAssist floor, the short-ball chase) were all G.match-gated, so
classic played with a 35% smaller racket and no rescue on the dying drop
shot. rallyFeel() = match || classic now carries all three; gore's opener
keeps the old prologue feel on purpose.

The ARCADE poster took two rolls: the first came back a flat sticker line-up
("very constructed, not artsy"), the second anchors on the zombie poster
itself as a MOOD reference — one challenger lit at the net, the queue receding
into purple haze. Rolls in _refcheck/modebtn. The cup's stats mapping also
joins MODE_MATCH (it banks through endRun as MATCH and read back as GORE).
SPRV 117, main.js v233, 66 tests.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-14 10:29:51 +02:00