Commit Graph
13 Commits
Author SHA1 Message Date
wuwiandClaude Fable 5 954f5e15bf The mode buttons became posters: four bright banner scenes, captions on top
Oliver's design call for the setup screen: the mode buttons should POP — a
bright full-bleed background symbolising each game mode, the description
written over it. Four scenes rolled through the _famroll OpenRouter route,
each anchored on its mode's own sprite for style, no text baked in:

  CLASSIC   a sunny sports-poster serve under a blue summer sky
  ZOMBIE    the turned opponent at an acid-green floodlit night net
  CUP       the champion's silhouette looming over the gold trophy
  GORE      the horde pouring over the net into a blood-red sunset

Installed as mode_*.png at a third of the 2K roll, quantised to 128 colours
(2.1 MB of menu art became 265 KB; pixel art quantises for free). The button
is the banner now: art + scrim gradient as one background stack, caption
bottom-left with a text shadow, and the unpicked modes sit desaturated and
dimmed so the chosen one is the thing that glows — the menu's own "one bright
thing means selected" rule, applied to pictures. The sprite-tile row and its
`tile` field are gone from MODES; raw 2K rolls kept in _refcheck/modebtn for
re-cuts. SPRV 114 -> 115, main.js v229. Verified in the browser: draw, select,
summary line, no console errors.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-14 10:02:39 +02:00
wuwiandClaude Fable 5 f9b26e5380 THE TOURNAMENT, the pace-lit trail, and brighter opponents
The fourth mode: four rounds up the dead hierarchy (CUP_ROUNDS), each round
drawing a rung from its band, the champion always the final. It rides the
match machinery whole — cupDraw feeds the drawn rung through d.opp so every
ladder dial scales untouched; the body's pool spans the round (need-scaled
pool and divisor, so wounds carry between games); cupGameWon holds the same
body mid-round, kills it on the round, and past the final cupWon banks a
NOT-dead match run under CHAMPION OF THE DEAD CLUB. Blood carries; round one
is a single game; deathmatch stays as the arcade run. Full-run state test.

Sidequests: the ghost trail is pace-qualified (TUNE.trailSpeed) so both
tennis modes streak — pow>0.8 was only ever reached by the gore slingshot;
opponent sprites draw ~18% brighter via a load-time baked copy
(render.brighten, TUNE.oppBright) with no PNG touched; the cup scoreboard
line names the round instead of lying with deathmatch arithmetic; the rack
and the apron demo no longer draw under a trophy screen.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-13 22:20:10 +02:00
wuwiandClaude Opus 5 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>
2026-08-13 07:32:17 +02:00
wuwiandClaude Opus 5 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>
2026-08-12 20:07:02 +02:00
wuwiandClaude Opus 5 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>
2026-08-12 11:25:29 +02:00
wuwiandClaude Opus 5 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>
2026-08-12 09:34:26 +02:00
wuwiandClaude Opus 5 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>
2026-08-12 09:27:49 +02:00
wuwiandClaude Opus 5 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>
2026-08-12 08:58:04 +02:00
wuwiandClaude Opus 5 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>
2026-08-11 22:19:37 +02:00
wuwiandClaude Opus 5 ef8a413031 You aim it yourself now, and no two rounds are dealt alike
Oliver played it: "the auto aim just mean no skills involved at all. this
should just go away.. there is no penalty at the moment.. make some
variations of the position on the court and the color".

The first two notes are one finding. With the shot locked to the called body
it was unmissable, so the fault could never fire — there was no penalty
because there was no way to earn one. Both snaps are deleted. What replaced
them is one line: aimTie is 0 during a drill. That is not auto-aim, it is
removing the guess — the ordinary magnet lets a nearer body inside the same
cone steal a shot aimed past it, which is right for a crowd you are mowing
down and exactly wrong where hitting the wrong body IS the failure. An
unaimed tap now lands on grass.

And the variation:
- six colours (purple, white) with the court dealt three to five of them, so
  which colours turn up and how many decoys there are are live questions. At
  four out of four every round dealt every colour and only the order moved.
- PLACEMENTS: fan, cluster, column, stagger, wing — weighted, mirrored per
  round, lanes shuffled against the bib order. column stacks bodies in one
  lane, and the ball hits the first thing it touches, so feet matter.
- pips are dice faces now, shared by bib and HUD chip. A row of five dots has
  to be counted; a die is recognised.

Measured over 30 deals: all five shapes, counts even, all six colours, and
the first target screened by another body in ~10% of rounds. Verified end to
end in the browser that FAULT and DOUBLE FAULT both fire.

26 tests, including a named regression for the auto-aim staying gone.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 18:16:25 +02:00
wuwiandClaude Opus 5 22df96cc1d The umpire reads a list, and the bibs come out to meet it
The late game is repetitive because the optimal move never changes: kill the
nearest thing, now. This is the first swing at a mode where it does — a
coaching drill where the umpire CALLS a colour sequence aloud while bibbed
bodies take their marks, and you must put them down in that order while they
walk at you. Uncalled colours are decoys you have to ignore. Two faults is a
double fault and the round is theirs.

Back room only (DRILL TEST, or #drill): this is a feel-test for one question —
tense, or just noisy? — so it keeps its own round count and touches neither
tennis scoring nor the run.

- voiceSeq: voice() drops a line that would start while the umpire is still
  talking, which is fatal for a list. Decode first, queue at accumulated
  offsets, and the anti-overlap rule is satisfied instead of fought.
- Four colours with PIPS as well as hue — red/green alone makes the mode
  unplayable for ~8% of men.
- drawBib is a ponytail-marked overlay that knowingly breaks the sprite rule;
  it is the thing to delete if the mode survives.
- BOTH target pickers snap (flickTarget and zombieTarget). Snapping only the
  slingshot left fifteen tap-serves in a row scoring nothing.
- Contact costs the point, not the run — permadeath stays in the gore mode.
- startDrill disarms the ordinary schedule; updateDrill redeals and logs an
  INVARIANT if anything empties its court.

Eight new tests (24 total) pin the ownership contract both ways, the call
beat, the win, the double fault, the un-winnable-round guard and the death.
PROJECT.md carries the four open questions for the playtest.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 18:01:33 +02:00
wuwiandClaude Opus 5 5ea84f8511 Nothing arrives unannounced: the horde gets its breather, the boss gets a name
THEY KEEP COMING is a 2.4s 'over' beat again (warnHorde in beats.js) instead of a
flash raised on the same frame the wave lands, and the chapter boss walks on behind
an overlay — his name in red over ENTERED THE COURT — held for 3s by the new
self-dismissing modal clock (m.hold) rather than announced on a routine-set card.

startHorde returns a bool: if the court has been taken when the warning expires the
pendingHorde latch is re-armed rather than the set losing the horde it paid for. The
warning ticks on its own clock, not on the 'over' beat, so a beat that moves the
phase underneath it can't strand it (the mgT lock, again).

Three tests, 15 total.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 16:38:29 +02:00
wuwiandClaude Fable 5 1f636530b9 The code moves into src/: index, server and the test harness keep the root
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-11 13:45:23 +02:00