- 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>
PLAN.md: two-stage aiming, runner-glass, fps-60, and no-engine decisions added
to the don't-re-litigate list; PWA/App Store noted as a next-arc candidate.
HANDOFF.md: status covers the post-plan rounds; gotchas gain the synthetic-touch,
1/60-stepping, port-hold, and zombies[]-mutation lessons.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Oliver's six complaints, addressed:
1. Opponent never came — a racket zombie now spawns on EVERY game you win
(if none alive); endHorde no longer double-spawns
2. No wave-cleared feeling — sweepCourt: at game end the surviving wave
collapses, every game gets a real beat (gameBeatT 1.6 / changeover 4.5),
and 'GAME N' announces the next wave when play re-arms
3. Serve-posture lockup during machine gun — root cause: any 'over' beat
expiring into setupPoint() -> pretoss during auto-fire (no movement outside
rally, no serving during horde/GUN). The over-expiry now returns auto-fire
modes to 'rally', never the serve loop
4. Forced bomb spending — specials commit ONLY on deliberate serves: flick
(or arrow-aimed keyboard serve) fires the tin, plain tap keeps it; serve
prompt teaches it ('FLICK FIRES THE BOMB - TAP KEEPS IT')
5. Auto-aim — free-aim: the flick vector maps to a landing point (length =
depth, up to 22m), zombies within zSnap 1.4 magnet the shot, otherwise the
ball lands exactly where flicked; taps keep the old auto-target assist;
flicks now also work at the toss apex
6. Zombies walking through you — option (a): touch is honest. eatenR 0.9
(brute +0.2) matches the visual sprite overlap
Phase 13 — SUDDEN DEATH interlude: court clear + un-dueled racket zombie +
about to serve -> 'Quiet, please. Play will resume.' / 'Sudden death.' One
point under REAL tennis rules (line calls live, the boss plays every ball,
spawns paused). Win (line call, double bounce, or regicide by any weapon) =
the next tin delivered on the spot; lose (out, or its return passes you) =
a game on their scoreboard + an instant 5-shambler surge. One duel per
opponent. New lines: play_resume.m4a, sudden_death.m4a.
Verified in browser: horde 'over' beat -> rally (lockup dead); game win ->
sweep + boss + beat -> SUDDEN DEATH chains naturally; duel lose path (GAME.
THEM., surge 5, scoreboard), no re-duel, fresh-boss duel, bomb regicide ->
tin on the spot; tap serve keeps stock, real touch-flick consumes + lands
at the flicked point, magnet snaps when near; eaten at 0.85m; tennis 11/12;
no console errors. PLAN.md/HANDOFF updated: plan v2 complete.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Sheets generated with the existing zombie sheet as the style anchor (edit mode);
sliced to z_f1/2 (runner sprint), z_g1/2 (brute + net-post club), z_s1/2/3
(shield zombie, chair up / chair dropped stagger), x_tin (black new-balls tin).
assets/_slice.py is now committed (chroma-key + de-fringe + segmentation) so the
pipeline survives scratchpad wipes; HANDOFF updated.
Sprites are NOT wired into render.js yet — Phase 11 does that after Oliver
approves the sheets (plan's design checkpoint).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Five phases, each independently shippable with verify recipes: tighter
shooting loop, multi-kill umpire fanfare, procedural gore piles, bomb
balls delivered by ball boys, horde waves with machine-gun racket.
Racket zombies deferred to a design checkpoint (Phase 6, not first cut).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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>
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>