Commit Graph
5 Commits
Author SHA1 Message Date
wuwiandClaude Opus 4.8 ad4c8041b9 Phase 3: procedural gore piles
Kills now grow 3D-ish gore mounds, not just flat stains. zombies.js gains
a piles array {x,z,size,seed}: a kill within 0.6m of a pile grows it
(size +1, cap 4), else starts a new one (cap 30, oldest shifts out).
Ball boys shave overlapping piles at size -= dt*0.25 — far slower than
stain mopping (dt*1.6) — so net growth wins over a long match. Splatter
particles bumped 14→24, ~1/3 dark and longer-lived (settling gore),
render reads pt.dark for colour.

render.js draws each pile as seeded pixel-art blobs (mulberry32 from
p.seed): N=6+size*5 blobs, offset within size*0.28m, lifted up to
size*0.14m so the pile has visible height, weighted gore colours + ~10%
bone flecks. Blobs are built once and rebuilt only when the pile GROWS
(builtSize guard) — never on the per-frame mop-shrink — and each pile
costs a single proj() call (blob screen positions offset from the base).
Piles draw split far/near of the net like zombies so height occludes
right. window.T exposes render/piles/gore/parts for verification.

Verified via window.T: clustered kills build tall dense mounds while
singles stay small (screenshot), avg render 0.61ms with 10 piles, 0 blob
rebuilds across 120 frames, mop shrinks a size-4 pile at exactly 0.25/s,
no console errors.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-11 22:06:04 +02:00
wuwiandClaude Opus 4.8 b6119c937b Phase 2: multi-kill applause + umpire appreciation
A single shot that splatters ≥2 zombies now escalates: DOUBLE KILL /
TRIPLE KILL / MASSACRE ×N flash, louder crowd, and a new umpire line
(double_kill / triple_kill / unbelievable m4a, recorded say -v Daniel).
ball.kills tracks the streak, reset on every fresh shot (doHit + hitServe).
zombies.js imports cheer (now exported from gameplay). The splatter pace
cut is now TUNE.zPierce (0.75, was hardcoded 0.5) so a hot ball plows
through a lined-up lane instead of stalling on the first kill.

Verified via window.T: a low ball down a one-side lane kills 3→TRIPLE and
5→MASSACRE ×5 with escalating flash, streak resets on the next serve, the
three new lines serve 200 and match the existing m4a format, no crash when
the ball dies mid-streak, no console errors.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-11 21:57:19 +02:00
wuwiandClaude Fable 5 943b7da9fd Zombies get faster over time; when one reaches you, you're eaten
splatT now ticks while in splatter mode and scales spawn speed by
1 + min(1.5, splatT/70). A zombie within 0.7m of the player ends the
run: gore burst, 'game, set, massacre', dark EATEN. overlay with final
games and a tap-to-restart (gated 0.7s so death-spam doesn't skip it).
Zombies keep shambling on the end screen but no longer score. Also
verified the two prior unverified items: quick-serve cadence (0.25s
between balls, flick = instant aimed serve) and flick aiming across
the net (far/near lane selection works as designed). HANDOFF updated.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 19:54:09 +02:00
wuwiandClaude Fable 5 e7aab295d4 WIP splatter feedback round + HANDOFF.md for session continuation
Done (unverified): faster serve cadence in splatter (overT 0.25, serve from
where you stand, flick = instant aimed quick serve), aim-anywhere targeting
relative to the player. Not done: zombie speed ramp (G.splatT exists but is
never incremented), eaten-on-touch death + restart screen. Full state and
plans in HANDOFF.md.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 19:28:00 +02:00
wuwiandClaude Fable 5 69e3a0c310 Zombie town: the match continues
Win your first game and the applause cuts off mid-clap. The palette drains,
the umpire lowers his voice ('Quiet... please'), your opponent turns — torn
red polo, dragging his racket — and shamblers come over the billboard wall.
The scoreboard rewrites CPU to THEM. 'Play.'

- zombies.js: shamblers walk your way; quality shots splatter them (gore
  decal + particle burst + wet synth splat), weak sitters only stagger them
  back; one crossing your baseline is a point for THEM
- tennis scoring machinery keeps running untouched: fifteen, thirty, deuce,
  and 'Game, set... massacre' on a game win, all in recorded umpire English
- ball boys mop the gore they pass (their destiny fulfilled)
- transition: palette lerp, scripted spawns incl. the turned opponent,
  new recorded lines (quiet_dark, remain_seated, play, new_balls)
- moan ambience, drained splatter palette, all zombie params in TUNE

Verified: transition triggers on first game win, splat/stagger/baseline
scoring all correct, dead-ball flow feeds fresh serves, tennis mode
regression clean (6/6 returns, 6/6 points resolved).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 16:26:49 +02:00