Commit Graph
65 Commits
Author SHA1 Message Date
wuwiandClaude Fable 5 a3bd45e2f1 Phase 8: bomb juice — the explosion is finally FELT
- Camera shake (G.shake, decays over 0.35s; HUD stays steady via transform reset)
- One white flash frame (G.boomFlash overlay)
- Scorch crater: near-black stain the boys mop 10x slower — the lawn scars
- Hitstop 0.1 -> 0.18
- Umpire loses composure: 'Order. Order, please.' (new order.m4a), rate-limited
  so bomb chains don't spam him

Verified: explode kills cluster of 4 (MASSACRE x4 chains), shake/flash set and
decay clean, 2nd bomb order-call suppressed, 1s of mopping erases blood (0.9->0)
but not the crater (1->0.84); screenshot mid-shake; no console errors.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-12 09:57:31 +02:00
wuwiandClaude Fable 5 5a7f71fdba Phase 7: the scoreboard is the progression — spawn director, changeovers, sets, permadeath
- Spawn director: gap and court cap scale with games finished (runGames);
  game 1 is three lonely shamblers, late runs approach zSpawnMin/zMaxCap
- Changeover after odd games: 4.5s forced breather, no spawns, no serving
  (melee still works), boys mop, umpire calls 'Time.' (new time.m4a)
- 6 games = a set; set end launches the horde (replaces the splatGames>=2 trigger)
- Zombies taking a game sets shameGame (phase 9 withholds the delivery)
- Eaten = the run is over: GAME, SET, MASSACRE summary with games/sets survived
  and best run (localStorage); HUD shows sets in splatter (SETS·GAMES PTS)
- spentBall() helper so dead-ball paths can't clobber a changeover's beat
- T surface: splatPoint + explode exposed for verify scripts

Verified: game-1 cap 3 held 25s; changeover blocks taps+spawns then resumes;
6 games -> set+horde -> racket zombie; runGames=6 tempo ~6 spawns/10s;
eaten writes best; tennis regression 11/12 CPU returns; no console errors.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-12 09:54:01 +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 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
wuwiandClaude Fable 5 f221ff84df Taller umpire chair; umpire proportionally smaller
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 15:58:18 +02:00
wuwiandClaude Fable 5 9d52a43d27 Umpire faces the court (profile sprite instead of front view)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 15:54:24 +02:00
wuwiandClaude Fable 5 7069723042 Re-slice corrected bounce sheet; ball under the hand; stable landing rings
- p_bounce/p_bounce2 re-extracted from Oliver's corrected _sheet_pbounce.png
  (racket properly in the right hand)
- bounce ball offset 0.4 -> 0.32 so it sits under the reaching hand
- landing rings draw with integer-snapped center/radii and a solid 2px
  stroke — the sub-pixel anti-aliasing shimmer read as flickering

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 15:11:30 +02:00
wuwiandClaude Fable 5 34f31a65a2 4-frame ball boy run cycle; steady two-frame serve bounce stance
- boy runs on a proper 4-phase cycle (stride, pass, mirrored stride, pass)
- server holds the crouched bounce stance through pretoss instead of
  flickering to standing idle; hand-down/hand-up frames sync with the ball,
  which now bounces floor-to-hand height

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 14:55:21 +02:00
wuwiandClaude Fable 5 456e168c27 Topspin pace model, beatable CPU, boy run cycle, umpire reverb, z-order fix
- fake topspin: quality shots dive under extra effective gravity, so real pace
  (up to 28 m/s) can clear the net AND land in — without it the net-clearance
  loop silently slowed every shot to a coverable lob, which is why the CPU
  returned everything regardless of aim
- no grass-scraping: balls below ankle height (0.24m) are past you, both sides
- CPU: 0.45s shot-read delay, 4.3 m/s legs, half-speed recovery between shots.
  Verified gradient: perfect/good corner shots are winners, center balls and
  weak shots still come back
- player aimed shots go wider (3.3m vs 2.7m)
- ball boy: nano-banana mirrored stride frames (was stride-vs-hop), height
  1.2m, z-ordered against umpire and CPU (no more running over the chair)
- umpire voice through a synthesized convolver reverb — center-court PA echo

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 14:41:58 +02:00
wuwiandClaude Fable 5 f3c2af4ef5 Catchability contract: every ball reachable via auto-run, timing is the skill
- intercept() now picks a point the runner can actually reach in time
  (travel-time feasibility), falling back to the deepest hittable point
- tapping no longer slows the auto-run: anticipating a shot doesn't lose it
- assist legs slightly superhuman (1.15x) so positioning is guaranteed
- ball boy run frames regenerated with contrasting stride/gather poses
  (previous pair was near-identical, which read as no animation)

Verified: 10/10 CPU shots end inside the honest 1.3m contact radius with
zero manual movement.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 14:21:52 +02:00
wuwiandClaude Fable 5 769dea8755 Ball boys sprint across the field; honest hit registration
- ball boy redesign: spawns at the sideline on point end, sprints across at
  the ball's depth with a proper side-view run animation, scoops the ball
  mid-run, despawns off the other side (no more net-post idling/sliding)
- hit feel: ball snaps to the racket at the contact frame so hits visually
  connect; contact radius tightened 1.7 -> 1.3 (assist does the positioning,
  the tap must be honest); missed swings now play an audible swish

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 14:12:11 +02:00
wuwiandClaude Fable 5 9e6e686cff Landing rings, ball-boy fetching, 2x sprite density, assist flicker fix
- white ring shows where the incoming ball will land; yellow/red ring shows
  where your shot will land (red = going out) — Mario-Tennis-style feedback
- ball boys wait at the net posts, fetch every dead ball, and trot home
- canvas renders at 2x density, all sprites re-sliced at 112px; run/swing
  sheets regenerated in the finer style
- assist: 0.35m deadzone + facing hysteresis kills the left/right flicker;
  player reach 1.5 -> 1.7

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 13:56:18 +02:00
wuwiandClaude Fable 5 dc1e12b9b6 Recorded umpire voice, court staff, out-zone borders, intro overlay, no-cache deploys
- 23 pre-recorded umpire lines (macOS say, en-GB Daniel) played via WebAudio,
  works on mobile; speechSynthesis stays as fallback only
- umpire chair + two ball boys (generated sprites) dress the court
- court redrawn: doubles alleys, white perimeter border, clearly darker out area
- intro overlay with control symbols; first tap dismisses it and unlocks audio
- nginx now serves everything Cache-Control: no-cache so a reload always
  revalidates and picks up new deploys

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 13:38:28 +02:00
wuwiandClaude Fable 5 9268529c8f Generated idle/serve animation sprites; assist runs at full speed with animation
- new 5-pose sheets per character: idle weight-shift x2, ball-bounce crouch,
  serve trophy pose (toss), overhead smash
- serve shows toss stance through the ball toss, smash frame on contact
- auto-assist: full player speed, adds depth tracking after the bounce,
  and drives the run animation + facing like manual movement

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 10:22:10 +02:00
wuwi 7bedb2d215 initial commit 2026-07-11 09:23:01 +02:00