806a739c6f0fc3f2e9d0e1a5ded478fd7cb0d4dd
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Commits
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c6218a6284 |
Exact touchdown, the boy finishes his shift, healing announces itself, 4K heads
Five of Oliver's six (the sixth is a play-mode discussion): - THE DOUBLE FAULTS WERE FRAME QUANTIZATION: the bounce registered a full integration step after true contact — ~0.75 m of travel at serve pace — so serves aimed half a metre safe were judged long. Classic enforces the service box, the match only the court, hence 'zombie tennis does not'. The bounce now rewinds to y=0 before anything reads the position. Measured in-pane: 30/40 faults on good taps before, 0/40 after (mistimed and smudged taps also 0/40; aimed hard serves keep their scatter risk). Also: the strike flick dead zone is 44 px so a smudged tap stays a tap, and the aim base clamps 0.18 m inside the lines — scatter, not the aim, is what faults. - The mop beat holds the walk-on until the boy actually LEAVES the court (ordered off at beat end, 6 s cap). - A match game win that restores blood shows the duel's WOUNDS TREATED popup; full-blood wins stay silent. - The opponent walk-on card holds 4.0 s (was 2.4). - Card heads are cut from the 4K sheets at 144 px (assets/_heads.py, z_<fam>head.png, HEAD_CROP stays as fallback) — the old 65 px crops were the 'very low res' heads. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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c847bcbfa1 |
The racket holds still: both player run cycles re-rolled steady-handed
Oliver, after the facing fix: still flashing, female worst. Film-strip diagnosis in the pane: with facing pinned the racket STILL alternated — frame 4 of the female cycle tucked it across the body, and half the frames of both player cycles lost or shrank the hoop to cut fragments (overlapping figures sliced by the even-spaced valley cuts). Both cycles re-rolled with three new prompt rules that now live in _runroll.py: the racket stays right of the midline in EVERY figure (named again for the airborne pose, where it kept vanishing), and the figures never overlap (no more sliced hoops — a debris-stripping pass was tried and removed: after the recrop a real racket is indistinguishable from a fragment, prevention beats cleanup). The model returns 2-row grids at times; a coherent band is cropped and cut. Installed: racket-side spread +0.01..+0.05 across all frames of both cycles (was a full side swap). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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35671c689b |
A facing flip must be earned: the racket stops flashing across the body
Oliver, women's tour: 'the racket she is holding flashing left and right very fast' during auto-run. The rolled cycles carry a real racket, and the mirror flip teleports it across the body — the per-frame steering flutter the old racketless art could hide. earnFlip() requires an auto-steered direction to persist TUNE.faceFlip (0.13 s) before the body mirrors, at all three steering sites (player assist, tennis CPU, match opponent); manual input stays instant. Measured over an 8 s live rally: 4 player flips, 2 opponent flips — every one an actual turn. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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e8b5c1905f |
The run cycles anchor on their feet, and stride at a real cadence
Oliver: 'the motion seems very flashy and unnatural'. Two causes, both measured: drawChar centres a frame by its total width while the racket's reach varies across the cycle, so the BODY teleported sideways up to 28 source px on a frame swap (the female player was worst) — every frame is now padded until its lower-third centroid sits at the frame centre (residuals ±0.2 px, the normalisation lives in _runroll.py's cut). And the hardcoded 4.5 cycles/s was tuned on 2-4 near-duplicate frames; on eight real phases it was a strobe — rolled sets stride at TUNE.runHz (2.4), old art keeps 4.5. In-pane: body wobble down from ~36 device px per swap to 3.2. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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9a49acff51 |
The twelve-rung ladder: director, champion, physio and mascot walk on
Oliver's four picks, each rolled off its own settled BOSS frame through the family pipeline (rows in _famroll.py) — the rung and the chapter boss are the same person. matchFoe decoupled from bossArt's cycling on his call: the match ladder is 12 with the champion capping rung 12; chapters keep their ten. The champion refused to bulk through four rolls (words lost, then a new pair-reference in char_ref only half-won), so his mass is stature: OPPONENTS rows carry an optional world height h read by zombieH — champion 2.1 m, the Bulk 2.0 m — and the serve aims at the body actually drawn. HEAD_CROP measured for all four; ramp test extended to 12 rungs. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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99a87115b3 |
Four real run cycles, rolled one-call-one-row through a new _runroll.py
The old run frames were generated one at a time and it showed: 91/110/92/98 px of body-width drift, duplicated poses drawn differently, no racket. Each character (player m/f 6 frames, opponent m/f 8) now comes from ONE 4K call anchored on a composed identity reference of its settled frames — the broken run art stayed out of the reference on purpose. Stride-gated, cut with _fine, judged by eye per roll. drawChar probes run8/run6/run4/run2. Side effect: the male opponent's old run art faced LEFT against the art-faces-RIGHT convention — he had been moonwalking right since install. Fixed by drawing the new rows to the convention. Pipeline lessons recorded in PROJECT.md (the model negotiates the count; a back view has no direction; the racket clause goes early and loud). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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de77ccfea5 |
The serve gets stakes: tight apex window, depth rides quality, the strike flick aims
Three mechanical causes of 'no serve agency', measured then fixed: - the 0.12 m perfect snap was ~0.3 s of hang time (now TUNE.apexSnap 0.05, and the gold band reads the same knob); - the fixed mid-box target depth capped every good serve at ~36 m/s in the loft loop — player serve depth now rides quality, flush aims 0.3 m inside the service line (ladder: 49 / 52 hard / 36 mistimed / 30 bad); - the strike flick was splatter-only — in tennis and the duel it now sways placement (horizontal) and buys pace (vertical, serveHard + serveHardSpin, the extra dive IS the clearance), paid for in scatter against the real fault machinery. Tap stays the safe second serve. Phone verdict pending — see the PROJECT.md session log. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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c084d53497 |
Serve reads, the mop beat, the head-icon card, and Daniel benched
Oliver's batch, the code half: - The tennis serve lost its ghost fingers (idle tap demo + apex rider deleted with their counters; the rally-return hint survives). - The toss rises over the tossing HAND, measured off the toss frames' raised fingertips (TOSS.dx/oDx, women's tour override) — not over the head. - An uncaught toss returns to the bounce stance instead of flashing the smash frame the player never earned. - Between match games the court belongs to the mop boy: 5 s (TUNE.matchMopT), full job allowance, a hurry speed between stains, and the far-court reach limit lifted for the match (his stains are exactly where opponents die). The next opponent walks on only after — d.ending guards the empty court. - The walk-on card wears the opponent's own head: config.HEAD_CROP, straight crops measured off the family sheets, no new art. - The match intro is DEATH MATCH, counting the real blood pool. - Daniel is benched: every ump_* personality line routes through aside()'s early return; officiating calls keep speaking. Personality pass later. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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0e01894f4d |
The camera holds still: the ball-follow lean zeroed on Oliver's verdict
The flattened body curve stays (farK 0.25 — 'really good, helped a ton'); the broadcast lean was 'distracting' and its knobs sit at 0 like the aimCam pair. The plumbing stays for the T panel. PROJECT.md: farK is now a settled feel decision. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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e571e46d92 |
Far bodies draw off a flattened scale curve, and the camera leans into the deep court
Oliver: the far-side opponent is barely visible in portrait, and the lens was already at its measured ceiling. TUNE.farK (0.25) grows far bodies ~20% while the court keeps the true projection — the 16-bit tennis trick, anchored so the near player is untouched. TUNE.farCamY/farCamZ add a broadcast lean while the ball is on the far half, pivoted about the player's feet (fOff) so the pull room the apron math promised never moves. Both live in the T panel; both awaiting the phone verdict — see the PROJECT.md session log. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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031a203bb4 |
Blood fountains at neck height over a body lying flat
Two notes off the bench, both about the fall. THE BLEEDING DID NOT STOP. bleed()'s wound anchors are ABSOLUTE WORLD HEIGHTS — the headless neck spurt is pinned at y = 1.5 m, the torn arm at 1.15 — so a corpse lying flat through the whole 2 s floor hold kept spraying from where its neck used to be, two metres above itself. Oliver: "the dynamic bleeding must stop during fall as this looks like blood fountains midair." The line calling it already said "open wounds bleed every frame they're STANDING" and never enforced it; now it does. Measured on the headless stage: 20 particles emitted while walking, 0 during the fall. Only the body G.matchFall owns is suppressed — everything else on court bleeds as before. THE SLIDE NOW FINISHES BEFORE THE RISE. "The slide must be finished before the rise" — a body pushing itself back onto its feet is planted, and still drifting while it stands up reads as the court moving under it. fallSlideMix goes [.10 .30 .45 .15] -> [.12 .35 .53 0], the rise's share redistributed across the first three IN PROPORTION so the total travel is unchanged: 0.06 / 0.26 / 0.41 / 0.000 m, still 0.77 m end to end. Watch fall3: it carries 0.41 m over its 2 s hold now. The ease-out front-loads it so it should still read as a skid that settles rather than a creep, and if it drags, share moves back into fall2. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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f1af5c9a72 |
The corpse was levitating, and the wounded ones walked backwards
All of it found from the sprite bench, and most of it was the same mistake twice: a correction applied on top of art that already handled it. THE HEADLESS BODY SHRANK. "Every headless mode shrinks the whole opponent a little" — measured, 34.0 px healthy / 33.8 arm off / 27.8 headless on all EIGHT families, a flat -18%, and the FEET shrank 16-19% with it. A body that loses its head does not get smaller feet. drawZombie carried `if (st === 2) h = 1.52` to take a head off the top, and a headless sprite is still a FULL-HEIGHT frame, because the generator draws a gushing neck stump whose blood plume fills the space the head occupied: 18.3% of z_rw2's frame sits above its shoulders against 10.7% above z_rw1's head. So the art had taken the head off, the per-frame PNG scaling had handled the height, and the override took it off a third time. Wrong on the fallback skins too (z_cw2 is a SHORTER png, which the scaling handles): its body drew at 1.30 m against the healthy 1.78 m. Gone. The HP bar and the aim mark read config.zombieH directly, so they had been floating above a shrunken body for as long as it existed; they re-align for free. THE WOUNDED BODIES WALKED BACKWARDS, and this is not bench-only — racketAI and updateBench both set face as the sign of x movement, so a match did it too. The racket is what measures it, Oliver's own test: "if this racket is facing to the right I would assume that he also walks to the right." Its string bed keys out to an enclosed hole (or is painted pale on the master), so the hoop locates itself. The healthy stride is drawn racket-RIGHT (+0.38..+0.42) and every wound stride racket-LEFT (-0.39..-0.45): THE WOUNDED BODY IS DRAWN FACING THE OTHER WAY, on the master and therefore in the reference and therefore in all seven families. One flip rule cannot serve both rows — fixing the healthy walk inverted the wound walk, which is the second thing he saw. The flip is derived from the frame name now, and only for the WALK frames (w1/w1b/w2/w2b), because they are the only ones whose orientation tracks travel: the wound forehand measures racket-right like the healthy one, and a serve or a fall puts the racket overhead where it says nothing about direction. Checked against 18 frame names including the tour-suffixed ones. AND _famref.py PINS THOSE SIDES. That branch is only correct while the art stays this way, and this is the THIRD art inconsistency this session that reached the court because nothing measured it. A re-roll that mirrors a row now fails the reference build pointing at drawZombie's artFacesRight, instead of shipping. A DEAD WRITE, found on the way: racketAI set rz.facing, and zombies render off zb.face. `facing` is the PLAYER's field and uses the OPPOSITE convention (a char flips on facing < 0, a body on face > 0), so the match opponent's turn was never driven by its chase at all — it fell through to the generic sticky-face line. THE PRONE FRAME LAY ON ITS RACKET. "The player basically levitates over the ground held by his racket." Every frame is bottom-aligned on the ground point, and in the fall3 art the lowest ink is the racket hoop thrown out beside the body — z_shw1fall3 is 249x85 with the body's underside at y67 and rows 68-84 racket, so the torso floated a fifth of the frame up. TUNE.proneSink drops it by that fraction, putting the body line where fall2 leaves its knees. The shadow made it worse and is suppressed for the whole beat: the contact ellipse is sized off DRAWN WIDTH, and a prone frame is three times wider than a standing one, so the widest darkest shadow in the game was painted under the one body not standing on it. THE FALL CARRIES THE RUN. "When the opponent runs to the ball from left to right and then falls, the player must still move to the right while falling." The velocity is INHERITED (racketAI and updateBench both record zb.vx), so a body that went down standing still does not slide and one caught at a sprint slides furthest. It was exponential decay first, which put 93% of the travel in the first two frames — "the visible slide should also extend to the 3rd and 4th frame" — and no retuning fixes that: stretch a wall-clock decay far enough to move the prone body and it creeps for the whole floor hold. So the slide is a DISTANCE BUDGET shared across the frames (TUNE.fallSlideMix), eased out within each so it still decelerates. x is set absolutely from the start, so the total cannot drift with frame rate. 0.05 / 0.22 / 0.35 / 0.11 m — the landing skids and the rise drags itself the last of the way. THE BENCH GOT A FALL BUTTON to tune all of this, and it plays the REAL beat: same FALL table, same tickMatchFall, because a bench that re-implemented the timing would be refining a second copy of it. matchReady() is skipped while the bench owns the court (it runs setupPoint and re-places the body — a match doing match things inside an art test), the walk stop stops walking during a fall, and startFall reads the table LIVE via fallLen() so tuning the numbers cannot leave the 'over' beat expiring mid-collapse. FALL is 0.06 / 0.25 / 2.0 / 0.45 after a session in the bench. fall1 and fall2 are deliberately the same pace (0.87 and 0.88 m/s of slide at a 1.54 m/s entry) so the collapse reads as one movement decelerating into the ground; the 0.07 s fall2 it replaced gave each drawn frame ~4 display frames and read as a cut. THE LENS, portrait camZ 48 -> 49. The three camera numbers are not independent: holding the near player's drawn size fixed means camF = s_player * (camZ - zMax), holding the court's on-screen depth fixed means camY = depth / (s_player - camF/camZ), so 49 gives 795 and 11.23 and horizon re-derives to 43. Far opponent 33.1 -> 33.8 px, player unchanged, court band within a pixel. One metre is deliberate: at camZ 55 the umpire is already clipped off the right edge and by 70 the court reads top-down, and it narrows the player's lateral room because xVisible clamps him to what fits. A figScale experiment that scaled every body 1.2x got further (far body 40.6 px) but is NOT in here — it needs the vertical contact constants to scale with it (ball-vs-body is gated on ball.y < 1.9, which sits just above the tallest chest at 1.856 m, so the roller man would have gone invulnerable) and Oliver reverted it pending a real playtest. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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e121df569c |
The reference sheet was the bug: a clipped head, five scales, frozen legs
Oliver walked the sprite bench and reported the same two faults on every family: the healthy walk loses its head, and the wounded walk's feet do not move. Both were in the ONE FILE every zombie tennis character is drawn from — and the family pipeline had copied it faithfully, which is the pipeline working. WHERE IT CAME FROM. That sheet was not composed from the sprites. It was a GENERATED RE-DRAW of the club pro, made in nine separate 4K calls, one per row band, then stacked (gen4k.py, in a session scratchpad, untracked and now gone). Nine calls returned nine scales, and call 1 came back with the shuffle frame decapitated. Measured against the sprite it was drawn from, that one figure scaled 2.341 wide and 1.996 tall where all thirty others were proportional to three decimals: 33 px missing off the top, width untouched. The local input to that call was exact at 2.000x. The sheet lost the head, not the sprite. THE FIX IS TO STOP PUTTING THE REFERENCE THROUGH THE MODEL. _famref.py composes it from the 31 z_r* frames on disk — one scale, applied once, NEAREST — and costs no tokens. That kills the head and the five scales together, and it explains two things in _zsheet.py that read like fudges: the fall1 re-anchor and the walk-frame levelling exist only to undo per-band scale drift. The levelling is also what turned a headless z_sh2 into a headless AND 13% oversized one, by reading the missing head as a height error and scaling up to compensate. THE GATE WAS MISSING ON THE INPUT. _zsheet.py checks what comes BACK from the model — band count, figure count, stacked bodies, edges, palette, heights — and nothing had ever checked the sheet handed TO it. _famref.check() re-reads the file it just wrote with _zsheet's own detection and refuses one where any figure's width and height scales disagree by 2%, or where a stride pair is frozen. THE THIRD DEFECT NEEDED NEW ART. z_rw1b had the same legs as z_rw1 (15.1% against the healthy pair's 51.1%), so the club pro has slid through both wound stages since the day he shipped, and every family inherited it. _stride.py draws the missing twin, and what made it work after words had failed for as long as they were tried is SHOWING the edit: image 2 is the healthy pair side by side, the same character performing exactly the change being asked for. The headless twin then took the ARM-OFF pair as its example — a wounded body is a closer picture of the edit, the same chaining the wound ladder already uses. Its gate measures three things and prints all three: legs moved, body above the hips did not, racket kept its bed. The thresholds are CALIBRATED on pairs that already ship, not chosen — my first guesses rejected z_e1/z_e2 and z_g1/z_g2, both accepted art. And a twin FILLS the racket bed instead of keying it out: the first rolls came back with 959 px of enclosed transparency against their base's 0, which would have flickered the racket face empty/filled once per step. AFTER, on the installed sprites — leg difference within each stride pair, where the wounded pairs used to sit between 4.8% and 19.7%: r 51.1 / 68.1 / 36.7 ru 55.9 / 59.1 / 38.7 br 40.7 / 42.0 / 26.8 gk 41.1 / 44.6 / 30.6 sh 59.4 / 71.4 / 43.9 lj 38.4 / 45.5 / 27.4 bb 56.5 / 67.1 / 43.2 st 51.6 / 66.1 / 35.7 All seven families re-rolled off the rebuilt reference, every play row with its head, and all 24 family/wound-stage states alternating a real pair — checked by instrumenting drawImage on the bench, not by eye. br and lj sit lowest on the headless pair and are worth a re-roll if they ever read as stiff; lj needed one, its first roll came back frozen on all three pairs with the headless row 31 px short. AND THE REFERENCE IS TRACKED NOW. It lived in gitignored _refcheck/, so the thing the entire pipeline rests on was unreproducible for as long as it existed. It is assets/_pose_ref_family.png, next to _pose_ref_serve.png, and the scripts that build and consume it are in the repo instead of a scratchpad. Also in here: the SHAMBLE BOB, which was a 1 px lift on a wall clock applied to every body every frame whether it was moving or not — a held pose bobbed forever and a corpse bobbed while it lay on the ground. It only happens while walking now, and it steps off ground covered, which is the same rule the strides follow. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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eb0e8775a4 |
The timing cues were match-only, and the walk cycles bounced
CLASSIC TENNIS, third time asked and this time actually found. Both cues open with a mode gate and I checked the wrong two features twice: drawApproachRing (the closing circles that show when to tap) and drawApexBand (the serve bar with the gold perfect window) each began `if (!G.match ...)`. So the mode whose whole pitch is "if the core tennis is good everything else is good" was the one mode with neither. They run on `G.match || G.mode === 'tennis'` now — the gore mode stays out on purpose, there is no rally there. A test reads both function bodies and fails if either is ever gated on the match alone again. (The two I kept pointing at — the landing ring and the placement ring — really are shared. They were just not the ones being asked about.) THE BOUNCING WAS IN THE ART, and measurable: the six generated families came back with the shuffle frame 30-44 px shorter than the stance it walks out of, against 9 px on the hand-made racket family. The game draws every frame at its own PNG height, so the body rose and dropped once per step. A walk cycle is one drawing with the legs moved and must be one height; _zsheet levels the stance and the stride pair now and leaves the forehand its own, exactly as the serve and the fall keep theirs. All seven families re-cut: spreads are 1-8 px. THE BENCH GETS BUTTONS. Arrow keys are not a control scheme on a phone, which is the device the walk has to be judged on — so every family and every wound stage was unreachable from the place the problem shows. Three on-screen pads: BODY, WOUND, POSE, the two-way ones split left/right. Geometry lives beside the drawing and input hit-tests the same function, the rule the rack established. THE FALL is quicker still (0.05/0.07/2.0/0.30): drop, lie there, get up. Three umpire lines pulled — ump_wound_you, ump_felled, ump_wound_opp2. Not funny enough to keep. Files deleted, call sites collapsed to the two that stay. 60 tests green. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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e1ce2486c0 |
SERVE UP was dropping you into gore whatever you picked
THE MENU BUG, and it explains three reports at once. cStart's handler was
`addEventListener('click', start)` — and addEventListener hands a listener the
MouseEvent as its first argument, so `start(modeId = pickedMode)` never saw its
default: modeId was an EVENT OBJECT. `G.classic = modeId === 'classic'` was
therefore always false and the zombie branch never fired. Picking CLASSIC or
ZOMBIE TENNIS on the setup screen did nothing at all; SERVE UP always started
the gore mode. A default parameter only applies to `undefined`, and a click
handler always passes something. `() => start()`.
That is also why "in normal tennis i dont see the ball circles and the serve
hint bar": there was no normal tennis to be in. Both are drawn unconditionally
in render() and the tennis struggle hints are already mode-gated correctly.
Verified through the real menu after the fix: CLASSIC gives mode=tennis with
no bodies on court, ZOMBIE gives match=true against the SHAMBLER in its own
body. Every other bare handler in the codebase takes no parameters — checked.
THE MOP BOY had the same class of bug one layer down. sendBoy was called and
mopWorthIt() refused: it tests `d.z >= COURT.netZ - 2`, the NEAR half, because
in the gore mode everything dies on the near court. A match's blood is all on
the FAR side, where the body stands and bleeds through four wound stages, so
the boy could never qualify. The near-side bias stays; the match is the
exception.
DANIEL was being dropped, not missing. Two causes, both mine: the asides were
queued at 0.7-1.5 s and matchPoint fires the score call at 0.4 s with a clip
over a second long — voice() drops anything that would start while he is still
talking (one man, one microphone). And asideEvery is 55 s, a whole match game.
Delays moved past the score call; matchAsideEvery is 15 s, which fits a mode
whose events are a limb and your blood rather than a wave of bodies.
THE FALL: quicker down, longer on the floor (0.09/0.11/2.0/0.30). And it was
genuinely SHRUNKEN — the generator draws fall rows smaller than standing rows
(the brute's buckle came back 190 px against a 224 px stance) and _zsheet's one
global scale preserved that faithfully, so the body shrank the moment it
started to fall. A fall row is anchored on its own buckle now, which must draw
at standing height. All seven generated families re-cut: 224/153/98/181 against
the hand-made racket family's 224/154/85/179 — the convergence is the check.
THE FLICK: 0.42 made going out impossible, which fixed the 8-in-10 bug and
overshot it ("too easy. i must be able to play out"). 0.62 puts risk back where
it belongs — ~15% out at quality 0, 5% at 0.75, and never on a perfect flick.
The test now asserts that shape: bounded, monotonically falling, zero at 1.
59 tests green.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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52b38e4a39 |
Eight bodies on the card, and the umpire gets his voice back
THE FLICK, again. "i can barely reach the extremes of the court." It could reach 3.3 m against a 4.115 m line — safe, and too safe. TUNE.flickWidth is 3.95 now (96% of the way to the corner, 17 cm to spare) with flickReach 0.42, which keeps the guarantee intact: reach x timing + scatter stays inside the line at EVERY quality, worst case 4.06. 20% more reach, still impossible to send out by aiming. A FORWARD FLICK IS A SMASH. Up-screen is the far court, so flicking into it asked for depth and nothing else — a direction with no consequence behind it. It buys pace now (smashBoost, scaled by timing). Deliberately NOT distance: solveShot still lands it on the same spot, so the shot arrives flatter and sooner rather than longer. A smash you can hit out on a whim is just the old bug wearing a hat. THE FALL HOLDS. "the opponent should fall and then lie there for a quick moment, the player stands up too quick." fall3 goes 0.30 -> 0.62. A corpse that touches the ground and is instantly upright reads as a stumble. THE CARD. Ten opponents, six of them NEW bodies off the one-sheet pipeline (shambler, ball boy, steward, runner, groundskeeper, line judge), with the club pro's own body and the brute woven in as 7 and 8. It is a ladder of STAFF: the further you get, the further up the club the thing across the net used to be. Narrative and difficulty are the same list read twice, and a test walks all ten — whiff must fall every rung, names must fit the board's 8-char slot, speed may zigzag by character but never regress. Steeper per rung (speedPer .08->.11, pacePer .035->.05, flubKeep .82->.76): "in general this is too easy now". With aimed returns no longer sailing out, the player stopped handing over free points and the ladder had to earn them back. The opening got SOFTER at the same time — 0.72 where the old first opponent was 0.85. THE UMPIRE WAS MUTED IN THIS MODE and nobody noticed. aside() refused during any interlude; the match runs on a permanent one. So the single mode that is literally a tennis match he is sitting over was the one mode he never spoke in. Same bug shape as sendBoy, same fix. Six dry lines via say -v Daniel: two on taking a limb, two on your blood, one when there is nearly none left, one on felling the thing. asideEvery still gates him. ...and sendBoy had the identical bug, so the mop boy now comes out between games to the FAR court, where one body has been bleeding through four wound stages. Between games only, never mid-point. The line judge took two rolls: the first cut to 6 figures in its last row and _zsheet.py refused it rather than mis-slicing. That refusal is the feature. 59 tests green. Verified in the browser: SHAMBLER on court in its own body. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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c1f7268a04 |
The flick stops losing the point, and the corpse falls and serves
THE FLICK. "when returning a ball with a spin it seems too sensitive, 8/10 times the ball lands out." Arithmetic, not feel. The singles line is 4.115 m; an aimed shot targeted a flat ax*3.3 and THEN added err() on top — up to +-2.4 m at quality 0 — so a flicked return landed as wide as 5.7 m, and the only clamp in the path sat at +-5, outside the court. An UNAIMED return targets 0 + the same scatter and is therefore always in: aiming was the thing losing the point, which is backwards for the mode's one act of skill. TUNE.flickReach scales the aim width by the same quality the scatter shrinks with, so the two can never sum past the line — worst case 1.49+2.4 = 3.89, and a perfectly timed flick still gets the full 3.3 with nothing left to scatter. The test asserts that sum across the whole quality range rather than sampling rallies. Not named `aimReach`: that key already exists further down TUNE (the slingshot's 22 m aim ray) and the duplicate silently won until a test caught it. The placement ring carries `q` now and is the flick's receipt — tight and hot when your timing earned the full width, wide and dim when you barely got a racket on it. Without it the rule is invisible: the shot just goes less wide. THE FALL (handoff item 4). A point that takes a limb knocks the body down and it drags itself up short of it. The three collapse frames wear the stage it STILL WAS and the rise wears the stage it has BECOME — that order is the whole beat, and it is what turns a popping wound stage into something the point did. Own clock beside the horde's warning, for the reason this file keeps relearning (a beat that moves the phase under a latch strands it); the 'over' beat it sets outlives the fall so it cannot expire into setupPoint() mid-collapse. Only fires when the stage actually moved — a quarter off a full pool is 0.75, so point one has no limb to explain and a second of collapse for nothing is a beat the player waits out. THE OPPONENT SERVES (handoff item 7), and it was mostly switched off rather than missing. setupPoint already placed a non-player server behind its own baseline and armed aiServeT; update() already tossed and struck for O. Both were gated on `G.mode === 'tennis'` and the match runs in splatter under a permanent interlude — one condition. Genuinely new: service alternates at each game boundary (the match calls advancePoint directly and the flip lives in tennis's pointTo, which it bypasses — the same shape as the G.serveNum bug), the zombie takes O's mark so picture and ballistics agree on where it stands, and the serve poses are named onto it because O is invisible here. racketStage() moves to config: drawZombie and the fall must not answer the same question twice, which is how the boss's skins and its blood drifted apart. Docs: PROJECT.md gains THE ZOMBIE FAMILY PIPELINE — the measured API contract (4K is a parameter and the default is 1K; n is 1 so "return both" is not a thing; aspect is an enum so pad to it), why magenta stays despite green being the documented key, and the two things _zsheet.py must do globally. Verified in the browser: brute in the match, z_brfall2 -> z_brw1rise on a wounding point, and bounce -> toss -> serve off the opponent's own baseline. 58 tests green. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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cba2fb8a8b |
One roll, one character: the whole zombie family from a single sheet
Nine sheets meant nine chances for the character to drift, and all day it took
every one of them — a brute that was three different brutes, a corpse that came
back a living man. Asking for the WHOLE family in one image removes that by
construction: one roll, one light, one palette, 31 figures.
What was missing was the way back down. _fine.py cuts a single row; a family
sheet is nine. _zsheet.py is that step and nothing else — it reuses _fine's
keyer, block detection and column cutter, and adds the two things that have to
be GLOBAL or the family breaks:
SCALE taken once from the play row's standing frame. Per-band scaling would
make the serve strike the same height as the idle stance, and the game
sizes a sprite off its own PNG height. Measured after: serve 319,
prone fall 83 — the racket family's are 307 and 85.
PALETTE taken once from the largest figure anywhere, so a wound row cannot
quantise onto slightly different colours than the row above it.
The enclosed magenta rule is INVERTED here, deliberately. _fine.py repaints
magenta trapped inside a figure because the generator used to fill string beds
with the backdrop colour by accident. This sheet asks for exactly that and gets
it, so the bed cuts to transparency and the racket is an open hoop.
_regen.py keeps three fixes found on the way: margins as a PROPORTION (an
absolute pixel margin means nothing to a model that picks its own resolution —
it clipped 3 rolls in 4), reference sheets that fill keyed-out string beds
instead of showing the model a magenta racket, and --verify, which asks the
question no gate here ever asked: is the art already on disk what it claims to
be. It found 27 of the brute's 31 frames dead — z_brw1fall was one drawing
pasted four times, 0.011 apart where a real sequence is 0.53.
The brute is live: ZFAMS gains 'br', the KEEPER wears it. Verified in #bench,
healthy and arm-off, 54 tests green.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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e2487b784a |
A match opponent is a FAMILY now, so a generated variant is one row and not dead art
--variant produces 31 frames; nothing could draw them. drawZombie hardcoded the `z_r` prefix, the preloader spelled all 31 filenames out by hand, and the sprite bench built its names from the same literal. A new zombie would have sat on disk. config.ZFAMS = ['r'] the families that exist config.famFrames(f) the 31 names derived from a key Everything that needs those names now derives them: the preloader spreads ZFAMS.flatMap(famFrames), drawZombie reads `zb.fam` (unset = 'r', so the club pro is untouched) and builds its wound lookups off it, and the bench walks families on up/down. Adding an opponent is ONE ROW — which also retires 31 hand-typed filenames from the preload list, each of which was a chance to typo one and have a body silently vanish for a frame. That is the oldest bug in render.js and it is now impossible in this corner of it. And the link that makes it worth anything: a LADDER RUNG can name a family. `fam: 'br'` on a row in LADDER_TRAITS and that rung walks on as a different body, all the way down its own wound ladder. So the whole path is now: _master.py --variant br "…" -> generate 31 frames ZFAMS += 'br' -> the game loads them fam: 'br' on a ladder row -> that opponent is in the match Verified: the bench still walks all 33 cells pulling the right derived name at every wound stage, and a real match still opens on THE GROUNDSKEEPER wearing family 'r' and drawing z_r1. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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5c0db0a22e |
The opponent is complete: 3 wound stages x 11 states, and a gate for wounds that never happened
The serve and the fall now exist at every wound stage, so a one-armed opponent still serves and a headless one still goes down, instead of reverting to a whole body to do it. 33 frames, no gaps. THE BALL IS OUT OF THE SERVE SPRITES. Oliver: it was painted into three frames and the game draws the ball itself, so every one of them would have ridden along at the wrong place, the wrong time and in the wrong number. Hands open and empty now, poses unchanged as if a ball were there. THE FOURTH GATE, and the one nothing else could see: "copy this exactly, change ONE thing" loses when the change is a REMOVAL. Taking a head off worked every time — it is dramatic. Taking an ARM off mostly did not: five of seven wound frames came back as the reference faithfully redrawn, 0.02-0.05 of their own silhouette different, and the ladder quietly HEALED the body the score had just maimed. Frame count, background, clipping, detail, kit and stride all pass that sheet. A batch now declares how far it must move from the sheet it was drawn from — a copy scores 0.02-0.05, a real amputation 0.12-0.38, a decapitation 0.27-0.75 — and the whole set now measures 0.18-0.65. AND THE BACKGROUND RULE MOVED TO THE FRONT OF EVERY PROMPT. Six rejections in eleven rolls were "background is not magenta", and the generator was not glitching: it was painting the zombies ON A TENNIS COURT. The chained restyle subjects are long, and the magenta instruction sat behind three hundred words of "keep everything exactly as the reference", where it stopped being honoured. Same sentence, said before anything can bury it. One design consequence kept rather than papered over: the missing arm IS the tossing arm, so a wounded opponent tosses off the racket face the way one-armed players actually do. The wound changes how he plays, which is what slice 3 has been asking for. Known and NOT fixed: the shorts hue drifts from -9 to -19 down the ladder. Each stage is measured against the one before it, so a legal 4-point hop three times over is a 14-point total nobody authorised. The fix is to anchor every stage to the healthy frame with a total budget instead of a per-hop one. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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4bbdf6357a |
The opponent can serve and fall, and there is a bench to judge it on
THE MISSING ART, generated by the whole-sheet restyle method: bouncing the ball at the baseline, the toss with the ball leaving the fingertips, the strike at full stretch — and the fall, which slice 4 has been waiting for: buckling, down on the knees, flat on the court face down, then dragging itself back up. One zombie is now complete as a tennis player rather than as a body that shuffles. (Healthy only so far; the wound variants are the next sheet.) THE SPRITE BENCH, in the back room. No ball, no scoring, no AI — one opponent on an empty court, walking, at the size and speed it is actually played at, because that is the only place a walk cycle can be judged. A sheet that looks fine at 224 px on a contact sheet is a different animal at 30 px crossing a lawn, and every sprite argument this project has had was really about that gap. It steps through every state including the ones the game cannot reach yet, so the serve and the fall could be looked at the day they were drawn instead of the day they get wired up. It prints the FILENAME it is drawing and the hp the wound stage was read from — the two numbers that separate "the art is wrong" from "the wiring picked the wrong art" — and it says HEALTHY ONLY where a wound variant does not exist rather than implying one does. The stride steps off ground covered, like the real thing: a bench animating on a clock would flatter exactly the sprites that foot-slide in play. It owns the court like every other mode and every start* refuses while it runs. FOUND BY IT, ten seconds in: `start()` applies the mode the setup screen picked, so a remembered ZOMBIE TENNIS was taking the court before the back room could — every back-room entry (weapons, bosses, drill, match, bench) had been silently refusing since the mode select landed this morning. The back room passes null. And a third calibration lesson: POSE MOVES A GLOBAL COLOUR STATISTIC. A body face down shows a fraction of the shirt it shows standing, so `redness` fell 14 points across the fall sheet without a colour changing. The measure that survives a pose change is the shorts HUE — mid-tone neutrals, present in every frame in the same proportion — which is why it is the one that caught the drift Oliver actually saw. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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ffc9cd3a60 |
Damage accumulates, because stage 2 is now a RESTYLE of stage 1's whole sheet
The arm kept coming back at the headless stage no matter how the prose was worded, and the reason was the picture: stage 2's character reference was the OLD two-armed headless drawing, so the model was faithfully copying two arms while the words asked for one. Prose does not win an argument with a reference. Stage 2 now takes stage 1's ENTIRE THREE-FRAME SHEET as its reference and the job becomes "redraw this sheet with ONE thing changed — the head comes off". The missing arm rides in the picture. Both tours installed FIRST TRY, where the previous wording burned twelve rolls and never once got there. The ladder finally reads: whole -> left arm gone -> headless AND still one-armed, same body, same charcoal, same shoes, all the way down. In a mode where the score IS the body that is the whole point, and it has never been true until now. --audit stays clean: all six stride pairs pass. This is Oliver's method and it is better than what it replaced. What makes it work is that each call TRANSFORMS a picture instead of describing one, so the reference does the specifying and the prose only says what changes. Fewer calls is the smaller half of it; the consistency is the point. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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4e7b26f874 |
Every stride pair now passes the gate — the legs actually move
`_regen.py --audit` is clean for the first time: racket_play z_r2/z_r3 1.00 0.157 0.565 ok racket_w1 z_rw1/z_rw1b 1.00 0.112 0.424 ok racket_w2 z_rw2/z_rw2b 1.00 0.077 0.372 ok racket_f_play z_r2_f/z_r3_f 1.00 0.049 0.552 ok racket_f_w1 z_rw1_f/…b_f 1.01 0.112 0.716 ok racket_f_w2 z_rw2_f/…b_f 1.00 0.054 0.793 ok Against the reference pairs (brute 1.00/0.000/0.638, shambler 1.00/0.070/0.520) these are the real thing: one body, same camera, legs swapped. Fifteen rolls were rejected getting here, every one for a named measurable reason — which is the whole point of the gate: none of it shipped on luck. Two calibration lessons, both from watching what the gate rejected: BRIGHT is off for the racket batches. It counts near-white pixels and was calibrated on the LIVING opponent, whose racket barely registers — these frames hold a pale-strung racket FACE-ON and it swings 3%..20% purely with how the racket is angled. It was rejecting rolls for racket geometry. Redness, shorts brightness and shorts hue are the kit, and hue is the one that caught the drift Oliver actually saw. EACH WOUND STAGE IS HELD TO THE STAGE BEFORE IT, not to the healthy frame two steps away. Stage 2 kept being rejected at hue -4.2 against the healthy -8.7 while the stage it actually follows sits at -5.0 — the roll was more consistent with its own neighbour than the gate would allow. Chained references stop drift compounding without demanding stage 2 match a frame the player never sees next to it. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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1c405f045f |
THE STRIDE GATE: a walk cycle is one drawing with the legs moved, and now something checks
Oliver, on the sprites, again: "when people on a tennis court walk or run their legs move... this pattern is almost always failing." It has failed repeatedly because NOTHING IN THE PIPELINE MEASURED IT. Frame count, magenta background, clipped edges and detail density all pass cleanly on two unrelated illustrations of the same character, which is exactly what the generator produces when asked for "the same frame with the other leg forward". Three numbers per declared pair, silhouette only, on the feet-aligned centred overlay drawStatic actually draws: HGT height ratio — off 1.00 means the body grows and shrinks once per step TOP difference ABOVE the hip — near zero for a real pair: same man, same camera LEG difference BELOW it — this is the step Calibrated on the pairs that read (brute wound lurch 1.00/0.000/0.638, shambler 1.00/0.070/0.520) against the ones that do not (TOP 0.47-0.85, or LEG 0.09). Opt-in per batch via `stride: [[i, j]]`, because the player's four-frame RUN sits at TOP 0.23 and is right — a run swings the arms too. `--audit` runs the same gate over the sprites ALREADY INSTALLED and exits non-zero on a failure: a gate that only fires on new rolls says nothing about the art already in the game, which is where this was noticed. Five of the six racket pairs fail it today. And the kit gate, which already existed and was never switched on here: Oliver spotted the headless men's trousers had changed colour. Measured — the headless set's near-white fraction DOUBLES (9.5 -> 19.5) where losing a head only accounts for ~1.3 of that, and the wounded swing drifted the other way (shorts 60.5 against its own stage's 85). palette_ref + a per-batch tolerance now catch all three drifted sets and pass the one that looked right. Fixed while in there, mine from the last commit: the wounded stride stepped off walkT, a wall clock, while the healthy one steps off ground covered — the exact foot-slide this project banned for the heavy bodies. No art regenerated yet: the gate and the audit come first, so a re-roll can be told from a lucky one. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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d5942e8aad |
The match gets its own board, and it names what is across the net
A second plate, drawn rather than tinted (assets/_board.py — _regen.py cannot do this job: it keys magenta, crops to ink and rescales figures to a common height, and a scoreboard is a full-bleed rectangle with no figure in it). The club's bottle-green board is the club's; the match is played on one nobody has cleaned in a long time, and the ink changes with it — a green 'dim' over dried blood reads as a printing fault. Two column changes go with it: the name slot says KEEPER / JUDGE / CHAMPION instead of THEM (eight characters, `short` on the ladder rows), and the SETS column is gone in the match, where it was a permanent 0 — the bar under the board already carries that mode's progress. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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c629ae1108 |
The ladder has names, the bodies play tennis, and the stats screen splits
THE SPRITES. The match opponent borrowed the turned CPU's art — a body drawn to SHAMBLE at the camera with its racket hanging at its side, which is what was playing tennis points against you. It has its own family now, 'r', drawn off the LIVING opponent's poses: a ready stance, a shuffle pair and a real forehand, at every wound stage, men's and women's — 20 frames, six batches. 'c' keeps its shamble untouched, because in the gore mode shambling is exactly what the turned CPU should be doing. The pose comes from racketAI's own `pose`, so the picture cannot drift from the behaviour, and a one-armed opponent still plays tennis instead of reverting to a walk. Two pipeline bugs found doing it, both fixed at the root in assets/: - _fine.py keyed EVERY magenta pixel, not just the background, and the generator paints racket strings in the backdrop colour more often than not — so frame after frame installed a man holding an empty hoop. Background is now the region connected to the border; magenta left INSIDE a body is repainted pale grey rather than punched out. - the flood fill silently did nothing, because Image.fromarray images are read-only and PIL's floodfill swallows the write error. .copy() plus a real error if it ever fills zero pixels. THE LADDER (handoff slice 2). Rung N takes design N's name off the chapter roster — the club's dead staff play you at tennis here and come for you in gore, same joke twice — plus a personality that is DIALS, not new mechanics: pace, width, flub and speed scalings multiplying numbers racketAI already reads. A rung is a data row. Name plate on the walk-on, and the kill files under the rung rather than under the generic body. THE STATS SCREEN follows the mode split: BODY COUNT / THE LADDER / THE RECORD behind a mode strip, each with its own three figures, its own roster heading and its own footer. The weapon shelf and the roster hide in the modes that have neither, rather than printing a line about something the mode cannot do. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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c89d4a3ff9 |
Three modes, picked up front — and CLASSIC TENNIS is one of them
The setup screen picks WHAT before WHO and WHERE. Three rows out of a table, in the court row's own markup: CLASSIC TENNIS is not the opener with the turn switched off and left there — it is the mode the other two are built on, so it gets real match scoring: six games with a two-game lead is a set, best of TUNE.classicSets is the match, the board shows the sets column (hidden until now outside splatter) and the bar under it says which set this is. The CPU stops rubber-banding and flubs less: aiFlubLoss exists to get a new player PAST the opener, and a mode whose whole promise is a real match cannot be won by an opponent that falls apart the moment he goes ahead. No tiebreak — 6-6 plays on to 8-6. Marked ponytail. That needed a second ENDING, the one with no corpse in it: G.done, the same summary and gated tap as the death screen, its own words (GAME, SET, MATCH. / BEATEN.) and the man still standing. The three endings now share one block rather than three copies of it. Caught by the first classic test: stats banked only the FIRST classic run of a session. `banked` was cleared by the next KILL, and a classic match has no kills in it at all — every later match was swallowed by the double-bank guard. beginRun() is the honest reset and restartRun calls it. ZOMBIE TENNIS from the menu is one line; the back room keeps its door. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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66fdad3d74 |
A match run is a different kind of run, and stops polluting the gore stats
The two modes share no currency: gore counts kills, multi-kills and weapons;
zombie tennis counts opponents felled and has exactly one kill per opponent,
always credited to 'bomb' (matchGameWon's explode). Every one of those was
landing in splatterRuns as a gore run, on the roster as THE CLUB PRO, and on
the KILLS world board — where a five-body match would post a row next to a
300-kill massacre and mean something else entirely by it.
One character on the record fixes all of it: `m`, absent meaning gore (which
is what every existing record is, so no migration). read() takes a mode and
so does endRun, which now compares you only against your own mode and refuses
a name prompt from a match.
The record's two headline slots carry each MODE's two headline numbers — gore
g=games s=sets, match g=felled s=games — so `g` stays the thing everything
ranks on and the match best is derived from the record instead of living in a
second key that drifts. That retires the matchBest key from the last commit.
Found on the way, pre-existing and visible: endRun returned `{...best, kills,
games}` and the later key won, so G.best.games was the run that had just died.
The gore death screen has been printing "BEST <this run> GAMES · <the record>
SETS". The return now carries the best and nothing else.
And stats.check() — the module's own fixture check — was exported and called
by nothing. Wired into the suite, with the mode split added to it.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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8011186cda |
The blood you have left, the bodies behind you, and a face for staging
Three things, all in service of the match reading as its own mode: BLOOD, COUNTED. The vignette says "worse" and never says "how many". One pip per hit left, top-right beside the board, in the panel language the game/sets bar already uses; the last two breathe. Pips rather than a bar on purpose — the pool is 4 or 8, and a smooth readout of a small integer is the exact ambiguity being fixed. OPPONENTS FELLED IS THE MEASURE (handoff slice 1). Blood-only scoring means a lost game costs nothing but the blood already spent, so games survived is not the achievement. The in-play bar prints OPPONENT n · m FELLED instead of the game/sets line, the death screen says BLED OUT / FELLED n OPPONENTS · m GAMES, and it keeps its own matchBest — drillBest's pattern. The kills-to-next-point pips are hidden in a match: nothing there is killed for points, and they were colliding with the new line anyway. STAGING WEARS A DIFFERENT ICON. Both builds live on the same phone and two identical bloody tennis balls is a coin toss. Driven by HOSTNAME, not by the branch — the block is identical on staging and main, so it never conflicts on a merge and never has to be remembered. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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78292a2d53 |
First recorded game win, and the rungs flatten
Fourth recorded session, verdict "better": he beat opponent one — the first game won in any recorded session — and reached opponent two, which took him apart with gaps of 1.66-2.13m (60Hz, accurate) while he swung at closest approach every time. The gradient is real; the step was a wall, because a rung moves three dials at once. Per-rung increments softened: matchSpeedPer .12->.08, matchWidePer .4->.25, matchOppPacePer .05->.035. Opponent one untouched — the bases stay, only the slope flattens. The contact chain is now verified end to end by recorded play: legs (matchAssist) -> destination (assistK in intercept + the anyHit short-ball chase) -> reach (matchReach). Each link was a separate defect found by a separate recorded session. 49 tests, seeds clean. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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ac588ec6a7 |
The longer racket
Third recorded session. The previous fixes did their job and exposed the last gap: he ran onto every ball (2.9-3.9m per point, was 0.2-0.5), the ball reached him (died at z 22.5-24, was 18-20), he swung every single time — and the closest approach clustered at a sampled 1.3-1.6m, centimetres outside the 1.3m post-bounce reach, point after point. The assist delivers you NEAR the ball but not inside a phone-tuned contact radius, and that also explains "not really better or I played worse": every point suddenly looked makeable and still died. matchReach 1.35 widens the contact test in the match only — the gore modes' "tight contact radius: the tap must be honest" rule stands untouched. A rally mode lives on contact feeling fair. Recorded for future sessions: a 20Hz sampler overstates closest approach by up to ~0.5m on a 20 m/s ball. The recorder samples at 60Hz now. 49 tests, 12 seeds clean. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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f37fb93875 |
The short ball gets chased, intercept gets legs, the vignette gets corners
Second recorded session: 5 wins and a deuce war to 5-6 — the mode is a contest — but all seven losses shared one signature: the ball died in court 1.4-2m short of him while he ran 0.2-0.5m. Three defects: The pace cut created dying rollers. Slow returns bounce and die at z 18-20, outside intercept's near zone, so nothing chased them, and the rolled-dead rule hands the point to the zombie. They also arrive at his feet below legal contact height — the "ball arrives right at the player" feel. intercept keeps an anyHit candidate now: the earliest reachable point on his half where the ball is still at hitting height, so the assist runs forward onto the short ball. Verified: he sprints z 23 -> 16.4 and meets it at gap ~0. intercept computed reachability with autoAssist — 0 on any fine pointer — so a desktop match's planner answered "home" every time. He had legs, his destination was always the baseline. assistK() is shared by mover and planner now. And the vignette was a radial gradient in a portrait canvas: the circle reaches the corners but hits the side edges at fraction zero — "red pulsing from below" was the bottom edge being the only place it got close. Four linear edge fades now, hugging the rectangle on any aspect. 48 tests, 12 seeds clean. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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3a789eb2e9 |
The flight recorder finds the statue with a racket
"can you watch me play in the browser pane and see why I loose". A passive 20Hz recorder sampled his real play: seven losses, and in every single one he SWUNG (his timing was fine) while the ball died 2-3m to his side and his own x never moved all game. He had no legs: autoAssist keys off pointer:coarse, the pane reports a fine pointer, so auto-run was 0 — the exact trap the verification recipe has warned about for weeks, bitten in live play. matchAssist 1.15: the match brings its own legs on every device. It is a tap-timing game; footwork is the game's job. Held keys still override. Pinned by a test that plays with autoAssist 0 and asserts he runs. The vignette curve is sqrt(damage): the match pool is 8, so hit one was a 10% alpha nobody can see. sqrt front-loads it — first blood reads at ~0.3. This also explains three rounds of disagreement between his reports and my measurements: my autopilot always had legs (it set autoAssist by hand), his pane play never did. 47 tests, 12 seeds clean. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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fdbadce94d |
Pace was the missing dial, and the reachability test finally exists
"there are still balls which are basically not reachable with auto run.. please recheck" — and, asked twice: "did you write tests for the last issues we encountered?" The straight answer: no. The unreachable-balls issue only ever had config assertions, which is why it came back twice. Pace is the ladder's fourth dial. Width alone never fixed reachability because the returns left at ~27 m/s, crossing to the baseline in ~0.6s — less than auto-run needs from the far corner. matchOppPace 0.78 puts opponent one at ~20 m/s (measured live: twelve returns, 20.0-20.7), a quarter more flight time, and matchOppPacePer hands it back per rung. The vignette deepens: dmg x 0.8, cap 0.85, and the clean centre shrinks with damage instead of only the rim darkening. And the reachability regression the issue always deserved: a headless 90s autopilot soak asserting at least 10 returns sampled and at most 15% that never came within volley reach. Sabotage-verified. Its honest limit is recorded in PROJECT.md: the autopilot attends perfectly and taps frame-precisely, so it out-covers a human — it is a floor against catastrophic regressions, not a proxy for the thumb. Oliver's playtest stays the real gate. 46 tests, 15 seeds clean. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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8ccf0a8fad |
The flick shows itself, the width is a dial, the blood stays on
Three asks. The placement ring: an aimed rally hit stamps a gold ring that fades where the shot is going — flick, watch it bite the corner, learn the cause. Not stamped for unaimed hits (marking scatter would teach noise), gone in 0.8s (a permanent ring reads as a target rather than feedback). The opponent's width is the ladder's third dial. Its returns scatter off aimError x (1 - quality), which painted lines from game one. matchWideBase 2.1 keeps opponent one inside what an auto-run player can cover — measured, 25 returns all inside +-2.2m — and matchWidePer earns 0.4m per rung, so line-painting is the late ladder. Speed, reliability, width: three dials. The blood vignette replaces the temporary border. The old wash flashed 0.3s and vanished, so between hits the screen said you were fine. A radial vignette reads G.hp directly now — its depth is your damage fraction, permanent until healed, hit pulse riding on top. Global: the hp channel is global. Same no-HP-bar philosophy one layer out; at 1 hp the frame is properly blood-rimmed and the court centre stays legible. 44 tests, 12 seeds clean. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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d6df582cd4 |
The match walks back to centre — "unreachable" was the player, not the CPU
"every second ball is basically unreachable by an auto-run player.. are there some hidden gestures I don't know about or is it just a very strong cpu?" Neither. The match inherited gore-splatter's depth-only recovery — the sidestep-protection rule — by being G.mode 'splatter'. One wide return pulled you off centre and you stayed there, so the next ball to the opposite corner was lost before it was struck. A player who never walks back experiences every rally as unreachable, and it reads as CPU strength because the balls keep landing where he isn't. The match recovers to centre now, like tennis: real footwork, and in a rally there is no artillery lane to protect. Gore splatter keeps depth-only — the sidestep it protects has no role inside a rally. matchSpeedBase 1.4 -> 1.25: it was calibrated against a player who couldn't move. The full attacking vocabulary is recorded in PROJECT.md — nothing else is hidden. The placement flick (aim during the swing) is taught nowhere on touch; flagged as a ghost-hand lesson if the mode ships. 42 tests, 12 seeds clean. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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24be613c61 |
The toss is the server's ball — the real death loop
"still when I lost a single point and try to serve again every further tap does hurt me more until I am dead". Reproduced tap-for-tap this time, and the serveNum fix was a red herring — a real bug, but not this one. tossBall never stamped ball.lastHit. After any rally the zombie touched last, the freshly tossed ball still said lastHit 'O' — and the previous pass moved the server behind the baseline, past the passing-shot line. So the moment the toss went up, the game saw an opponent ball beyond your baseline: "its passing shot ends the duel", point to them, blood. Every tap = a toss = an instant lost point, faster the more he panicked. Two fixes composed into a death loop; the stale field was harmless while serving happened inside the court. One stamp in tossBall — ball.lastHit = sv.side — fixes every caller. The duel and the gore mode carried the same latent bug for anyone tossing deep behind the line after a racket-zombie touch. Verified with the exact field shape: lose a rally the zombie touched last, then eight badly-timed panic taps — one honestly lost point, zero toss-bleeds. Before the fix every single toss bled. 41 tests, 15 seeds clean. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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f67411e330 |
The opponent shows up, and the death loop dies
"still very weak and slow opponent. it also spawns at places where it is impossible to react to my serve. so i win like always. in the cases i dont win there is a bug. when trying to serve after i got hurt i get hurt again and again until i die". The death loop was G.serveNum. Tennis's pointTo is the only thing that ever reset it, and the match bypasses pointTo entirely — so the first fault of the match armed "second serve" permanently, and every missed serve after it was a double fault, a point, and blood, repeating to death. Exactly the spiral a rattled player serves into. matchReady(), the match's own point boundary, resets it now; a regression pins it. The receiver starts every point on its mark: matchReady drops it onto the exact receiver position the tennis branch computes for O, deuce/ad mirrored, instead of a random spawn x or wherever the last rally left it. An opponent that cannot reach the serve is not weak, it is absent. And the base opponent is a player now: matchSpeedBase 1.4 (the duel's 2.8m/s lumber was tuned for one sudden-death point), matchFlub 0.08 (0.2 gives away a fifth of all returns). Measured with the same autopilot that previously won seven straight games: it now loses the match. Possibly too hot — the two dials are named, Oliver's thumb decides. 40 tests, 15 seeds clean. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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ea6e50f8f8 |
The match plays fair: deeper pool, no regicide, serves from the line
"the player is too weak in this mode. also the killing by smashing occurs too often. i cant really control it. maybe obsolete? also the serving after the first serve does not happen from behind the groundline". matchPlayerHp 8 — the match brings its own pool. The gore mode's 4 was an inheritance, not a decision, and a real game has rallies you deserve to lose without the run ending. Regicide is out of the match (kept in the duel, where any-weapon-counts is the point of sudden death). In a full game every hard serve that happened to meet the body was a free kill nobody aimed. A match ball never damages the opponent — it passes through like a soft ball and racketAI plays it — so the wound stages are exactly the scoreboard. That also made hp-per-opponent meaningless, so the ladder escalates in racketAI instead: +12% speed per body felled, whiff chance x0.82 per rung. And serving resets to behind the baseline with real deuce/ad mirroring: setupPoint's "serve from wherever you're standing" branch now excludes the match, which falls through to the tennis positioning. Verified live: second serve from z 24.3, x mirrored to the ad side, opponent unwounded by anything but the score. 38 tests, 15 seeds clean. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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0620e97d6c |
Zombie tennis: one game per opponent, blood only
Triage failed the only test that matters — "i think the normal player does not grasp this" — and the lesson across four drill designs is that every invented rule needs teaching, while the rules the scene already implies need none. So the new mode is the game's own oldest rule: tennis. MATCH TEST in the back room (#match). One game per opponent, real 15/30/40 scoring. Built on top of the duel machinery: G.match runs a permanent interlude, which is already what makes serving tennis-like, hides the rack, quiets the spawn director and wakes racketAI. The one change is in resolveInterlude — a settled point feeds matchPoint instead of ending anything. About 90 lines for a whole mode, because the deepest system in the repo was already built. The score is the body: a quarter of its pool per point won, floored at 1, so a love game walks the racket zombie through every wound stage and the game point fells it. Its points draw your blood — hp--, eaten at zero, matchHeal 2 per game won is how you last. Regicide is inherited: kill the body mid-game and the game banks by hand. The timing is drawn, per Oliver's ask: an approach ring around the incoming ball that kisses a fixed inner ring exactly at the sweet contact distance (gold inside the band), and an apex band beside the toss spanning the same 0.12m keyPressed scores as perfect, with a tick riding the live ball. Both cues use the mechanics' own numbers, so the picture cannot lie. Verified by autopilot: 7 games in 90 simulated seconds, opponents 1..8, pools 4/6/8/10, wounds tracking points exactly. 36 tests, 15 seeds clean. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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be191dba82 |
The marker stops lying, and the rule announces itself
"the marker flips all the time even during a ball being midair.. i am not sure that a player would get the mechanic intuitively let alone without the marker". The flip had a specific cause and it was a design bug, not jitter. With lanes held and speeds constant, arrival differences never change while bodies walk — the queue only reorders on a kill or an arrival. The marker flipped because it showed only q[0] while the rule accepts any near-tie within the slack: every kill made it jump between tied bodies, so the marker was stricter than the rule it was explaining. drillLegal() marks the whole slack set now, bright head and dim ties, which is stable by construction. Measured: zero head-changes across 12s of walking with no kills. Learnability, two answers. The rule gets one modal, once per run, on the mode's own calm court — CLEARANCE DRILL / DROP WHOEVER WOULD REACH YOU FIRST / FAST BEATS CLOSE / STREAKS PAY — because "most urgent first" is not guessable from a chevron alone. And the markers are training wheels that take themselves off: hidden at streak >= 8 (the streak is the evidence you can read the court), back on any fault. The teacher steps in exactly when you demonstrably need it. 31 tests, 15 seeds clean. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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6a16e77480 |
Triage: always kill the body that would reach you first
The sequence drill tested nothing — the strip was always visible (no memory), the batch was slow (no urgency), the aim was easy (no execution). A checklist with gore, and Oliver said so: "not interesting enough to keep me playing". Settled in discussion, he picked triage + streak. One rule: always kill the body that would reach you first. Nothing is called, nothing shown — the court is the puzzle. arrival = distance / speed down a held lane, and the roster's speed spread means the answer is not the closest body: a runner at the far baseline beats a roller at the service line. Court sense — and it trains the exact target-priority read the gore mode rewards. Wounds are free: only the kill is judged, so pre-softening a heavy while it is third in line is legal and eventually necessary. The slack (0.9s) makes near-ties legal both ways, or the rule is a coin flip. The streak is both punishment and payout: x1..x5, a misread shows OUT OF TURN and resets it, and nothing else happens — the queue keeps walking. Caught is the real setback. Best score banks to localStorage; the world board can carry it if it ships. drillMark draws a chevron over the queue head for playtest calibration. It answers the exact question the mode asks, so it must be off in anything shipped. Deleted: the alphabet, the batch, the strip, the eaters. Shamblers are first-class stream members with pts 20; a roller is 100. 30 tests, rewritten around arithmetic riggings (known speeds and distances) instead of luck; 20 seeds clean. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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57e96d629e |
The finishing shot is spent, and the wound skins come back
"one-shot is bad - way too easy - also we're losing all the nice gore animation sprites" and "I noticed the last kill of a game can carry to the spawn of a new zombie of the next round". drillOneShot is off. The second half of that note is the part worth remembering: a 1 hp body never passes through a wound stage, so every skin in ZWOUND — arm off, ribs out, still walking — is skipped and the roster's best art never renders at all. Kept as a switch, never a default. The carry-over was a real unfairness, not a curiosity. A ball keeps pace through a kill and travels UP-COURT, which is exactly where the next batch is born — so the shot that finished your round flew on into bodies that did not exist when you took it, and faulted you on a round you had not been shown yet. The shot that ends a round is spent now, and drillCaught does the same since it also refills the court up-court. Pierce within a batch is untouched: that is honest occlusion you could have read, this was not. Verified with real aimed serves through a whole round: round banks, ball goes inactive, the next batch walks on with 0 faults and a clean sequence, and the gang carries roster HP again (brute 5, ball boy 3). 33 tests, 15 seeds clean. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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0f524a08c9 |
Two testing switches: one-shot bodies, and the eaters off
"please make the zombie killable with a single hit for testing" and "remove the fake zombies for now". drillOneShot drops every body on a drill court to 1 hp, applied at spawn to the batch and the eaters alike. Worth knowing what it removes: the roster's HP is what makes the called ORDER matter — a roller is normally seven serves, so being told to take it third means starting on it first. At one hit that planning layer is gone and the sequence is pure recall. Flagged in PROJECT.md so it gets decided on feel rather than left on by drift. drillEaterMax 3 -> 0 switches the plain shamblers off. The mechanism is untouched — spawnEater, the wide entry away from the gang, the never-a-fault rule — so one number brings them back. The eater test now asserts whichever contract the knob describes (at 0: nothing but the puzzle ever appears; above 0: they arrive, capped, always plain shamblers) instead of being deleted and rotting. And the never-a-fault rule gets its own test with a hand-placed body, so the rule the eaters depend on stays covered while they are switched off. 31 tests, 15 seeds clean. Verified live: brute/steward/roller all at 1 hp where the roster says 5/5/7, zero strays over 40s, one aimed serve puts down the roller. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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5b2f1d55ce |
The roster is the alphabet: the sequence is the zombies themselves
Oliver's insight, and it retires a whole subsystem: "we don't need colors at
all! we already have different zombie types.. so the sequence is the zombies
themselves".
The bib and then the ground disc were both inventions bolted on to give a
body an identity it already had. A brute does not look like a runner, the
game is built on reading those silhouettes at speed, and the strip can show
the body's own walk frame instead of a swatch — no legend, no mapping, no new
art ever. It also deletes the accessibility problem outright rather than
deferring it, because a silhouette is not a hue. DRILL_COLS, drawColourRing,
drawBib, PIP_FACES, blip(), drillRingR and drillTones are all gone.
Two rules keep a type unambiguous: the plain shambler is never in the
alphabet (it is what the eaters are, so "not the puzzle" needs no marking),
and one of each type is on court at a time.
The new failure mode this created is instructive. Types move at different
speeds and drill bodies hold their lane, so one in a lane you are not in
walks the whole court and off the back untouched — stranding the sequence
asking for a body that no longer existed, i.e. the un-winnable state the mode
exists to prevent, reintroduced by a change that looked cosmetic. A batch
body crossing your baseline counts as caught now ("GOT PAST YOU"), which is
also just better design, and the speed spread is narrowed to 1.35..0.70 so a
batch stays coherent. Their real difference is HP and that is untouched: a
runner is one shot, a roller is seven.
Verified: 14400 frames of simulation, zero frames where the sequence named a
body that was not on court.
29 tests.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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3379e83efc |
Clear the court of everything that is neither the puzzle nor the threat
"remove the mob boy - make the normal zombies rarer and not so close to the color gang". sendBoy refuses during a drill, guarded at the function rather than at the call sites — same shape as its existing G.interlude guard, so every present and future caller inherits it. He is one more body crossing the lanes you are reading colours down, and unlike everything else out there he is neither the puzzle nor the threat. Measured: 0 boy-frames in 90 seconds. Gore no longer gets mopped in this mode; the existing 40/30 caps are what bound it. The eaters are rarer — every 12s falling to 5s, capped at 3 on court. At the old rate they were a second crowd rather than an interruption, and a threat you break off to deal with only works if breaking off is occasional. 8 arrivals in 90s where the old numbers gave ~13. And they enter wide of the colour gang: best-of-9 lane sampling against the bibbed bodies, the same trick the batch uses. Narrowest clearance measured across 8 spawns was 0.91 m. They still converge on you afterwards — that is what they are for — this only decides where they walk in, so they stop screening the bodies you are trying to read. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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d775ac40ec |
The colour goes on the court, and the dead go off like everyone else
"the colored zombies should also explode like they did before and make the normal splash sound on destruction.. no bleeps please.. can we make the color as a color circle the walk on? the sign they're holding is not nice. also remove the ball slicing in this mode.. this leads to unwanted hits". The silent deaths were my bug: the hook in killZombie did drillKill(zb) and then RETURNED, and everything below that return is the death — decal, pile, 36-particle burst, splat, headshot crack. It resolves after the splice and without returning now. Both halves are load-bearing and each was a bug in turn: splice first or a freshly drawn combination names the corpse; don't return, or the body simply vanishes. The colour is a disc on the court the body walks on, drawn before the sprite. The bib was a flat quad pinned to a walking sprite — UI stuck onto a character, covering the art it sat on. On the ground it takes the court's own perspective, measures 12.4px across at the spawn line against a chest patch's few, and hides none of the sprite. A hard dark rim plus a bright inner line is what keeps it from reading as another gore decal. No slicing in the drill: a cut ball leaves the corpse and strikes whatever it finds next, which in a mode where the wrong body is the failure is the game choosing your target for you, badly. And the mode has no sound of its own now, deliberately. The umpire reading the list was vetoed, the arpeggio that replaced him was vetoed. blip() is deleted. A kill bursts and splats like every other kill in this game; the strip carries the list. 28 tests. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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abd6d4f789 |
Every colour you are asked for is already on the far side
"make the game that it is actually winable meaning that all required colors are visible on the far side before when a color combination is shown.. for now no colors that are not in the current combination but occasional zombies which don't have a color and are converging to the player trying to eat him". Two rules define the file now. Every colour on court is IN the current combination — no coloured decoys, so the strip can never name a body that is not there. And a combination is only shown once its bodies are all on the far side, which is free because the batch is BORN there: it is a property of the construction rather than a check that could be wrong. The pressure moved to the eaters: plain unbibbed shamblers on their own clock, deliberately not flagged `drill` so they keep the gore mode's homing and converge on you while the bibbed batch walks its lanes. Killing one is never a fault; letting one reach you is the ordinary caught. The puzzle plays fair and the danger arrives separately, which is a better trade than a puzzle that cheats. The batch is the round: kill the last of it and the next walks in on the same frame with its combination already called. One real bug, caught by the new test: killZombie resolved the drill BEFORE splicing the body, so a combination drawn on the spot could name the corpse — a round asking for a colour that is not on court, i.e. exactly the unwinnable state this pass exists to prevent. Splice first, resolve second. 28 tests. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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586e8d4e4b |
Drop the dots, and stop handing back the dodge
"what are the dice dots for?" -> "drop them", and "the dodge swipe should not reset to the middle when firing". The pips were colourblind redundancy so the mode did not rest on hue alone, but they were noise to everyone who can separate the colours and they shrank to nothing on a body at distance — exactly where the channel had to work. Gone from the bib and the chip. Recorded in PROJECT.md as a known gap rather than pretended away: if the mode ships, the answer is bibs that differ by shape at sprite scale, not dots. The dodge one was never a drill bug. The auto-assist recovered toward HOME.P including its x, so firing walked you back to the centre line: measured, a step out to 1.94 m was dragged to 0.77 m over one ball's flight — most of a dodge, handed back for free, which is the welded-in-place complaint the sidestep exists to answer arriving slowly instead of all at once. Splatter recovers in DEPTH ONLY now and holds whatever lane you stepped to. Tennis keeps the full recovery: recovering to centre is the real sport's footwork and there is no sidestep there to protect. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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1d49c4343b |
The rounds stay, the seams go: one continuous stream
Oliver: "daniel announcing is maximum annoying" / "don't let the rush in position just let them coming from the back in steady speed.. try to space them not too close" / "when one combination is done just let the new one in.. in a continuous stream that increases in speed and difficulty" / "the rounds can stay, they should be continuous". The round survives as the unit. Every seam around it is deleted: no walk-on to a mark, no announcement beat, no between-rounds pause, no deal. Bodies walk in from the far baseline forever and a round is drawn from whoever is on court — finish one and the next is drawn in the same frame, off the same rolling population. The bodies you were ignoring a second ago are the ones being called now. - Daniel is gone from this mode. Each colour has a pitch; a round announces itself as a four-note figure in half a second (blip()). drillTones 0 mutes it. The recordings stay in assets. - PLACEMENTS is deleted with the marks — nothing rushes anywhere and nothing stops, so there are no shapes to place. - A DRILL BODY HOLDS ITS LANE. updateZombies homes bodies onto the player's x past the net, so they arrived spread and bunched into a knot right in front of you; spawn spacing cannot survive that. Their lane is the puzzle here. - One ramp on TIME SURVIVED drives speed, spawn gap and round length. Speed is stamped per body at spawn, so the ramp reads as newcomers outpacing the ones already walking, not the court accelerating under you. - The empty-court watchdog is gone and nothing replaced it: with a stream there is no state to be stuck in. One line covers every case. 27 tests, rewritten around the stream. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |