Commit Graph
12 Commits
Author SHA1 Message Date
wuwiandClaude Fable 5 e75b3888de Fix the freeze; duel intro card + tennis lights; hold-to-aim; instant gun steering
THE FREEZE (root cause found): the game-winning kill fires INSIDE the zombie
update loop — killZombie -> splatPoint -> gameOver -> sweepCourt guts the
zombies array mid-iteration, the loop reads zombies[i] === undefined, throws,
and the un-rescheduled RAF chain dies: a permanent hard freeze. Crowded courts
(later games, brutes) make the mid-loop game-winner likelier — hence 'freezes
around game 3 when the fat zombies arrive'. Fixed at the root (null guards in
every loop whose body can cascade into a sweep: zombie walk loop, meleeSwipe,
explode, pellet + extras inner loops) AND made frame() reschedule RAF FIRST so
no single bad frame can ever kill the loop again.

Aim awareness: the reticle now appears the moment the thumb lands (mag 0 =
auto-target the most advanced zombie, red lock immediately). A pure HOLD
(>250ms, no drag) releases into the auto-target serve; dragging aims as
before; the serve prompt switches to 'RELEASE TO SERVE / RELEASE FIRES THE
BOMB - DRAG BACK TO CANCEL' while aiming.

Duel presentation: the interlude now opens with a 2.4s intro beat — serving
blocked, centered card (SUDDEN DEATH / ONE POINT - THE LINES ARE LIVE / WIN
IT FOR THE NEXT TIN), and the palette lerps back to the TENNIS colors for
the duration of the duel (duelLerp, 0.8s each way) — order visibly restored,
then the rot returns.

Machine-gun steering: absolute now — the finger x IS the player x, zero lag
(was sign-quantized velocity). Clamped to what the camera can see
((W/2-14)/proj-scale — portrait's world bounds are wider than its viewport),
keyboard steering clamped the same during auto-fire.

Verified: the exact pre-fix crash scenario (game-winning kill mid-loop,
9 zombies + brute) survives and sweeps clean; intro blocks taps then the
duel plays; hold-release fired at the auto-lock and won a tin end-to-end;
screenshot shows tennis-green court + centered card + GAME 2; MG jumps
P.x to the finger in one frame, clamped; tennis 12/12; no console errors.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-12 16:59:48 +02:00
wuwiandClaude Fable 5 06bd24e6ea Phase 12: the weapon ladder — every tin opens something nastier
Deliveries cycle BOMB -> TRIPLE -> FIRE -> GUN (G.deliveries indexes the
ladder); one tin at a time, a fresh delivery replaces unspent stock. All
weapons stay one-thumb: the serve auto-consumes, zero new inputs.

- Triple serve (x3): one real serve fans two ballistic clones +-6deg (extras[]
  in zombies.js — NOT the reverted rapid-fire: each fan costs a proper serve).
  Side balls respect variant rules (wound brutes, clank off chairs, pass the boss)
- Flame ball (x3): kills on ANY contact regardless of pow, chair ignored,
  full pierce (splatter pace tax undone), ember trail, white-hot render
- Machine gun (8s): horde auto-fire as a pickup — no serving, drag steers,
  no assist, spawner keeps running, ammo bar drains on the HUD, then the
  serve loop resumes
- HUD pips per type (black/yellow/orange) at the bomb slot; flash names the
  tin ('NEW BALLS: FIRE')

Verified: ladder cycles across 5 deliveries; triple spawns 2 extras and the
fan kills flanked targets; pow-0.1 flame ball clears shambler+shield+brute in
one pass with TRIPLE KILL chaining; GUN tin arms at changeover, blocks taps,
streams pellets (kill in 5 frames), expires back to pretoss; tennis 11/12;
no weapon-flag leaks into tennis; no console errors.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-12 10:58:28 +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 bfaafe6727 Revert splatter rapid-fire serve; fix horde pose + re-trigger
Oliver's feedback on the feel pass:

1. Rapid-fire serving was way too easy. Reverted splatter serving to the
   proper model: a tap does the toss ritual (apex timing = quality), a
   flick is a quick aimed serve. Dropped the multi-ball barrage and
   removed the extraBalls plumbing (array, update, render, hooks). Melee
   swish and zombie homing stay. If multi-ball is wanted back, it should
   require a proper serve per ball.
2. The player was stuck in the serve/swing pose when a horde started
   (the triggering shot's pose lingered) — startHorde now clears it.
3. A horde re-triggered immediately: machine-gun kills scored points, so
   games were won mid-horde and the next kill after it ended won another
   game → instant new horde. A horde is now survival: it doesn't score
   (splatPoint skipped while G.horde), so it can't chain. After a horde
   you must win a full game again to summon the next.

Verified via window.T: a tap tosses (not an instant serve) and the full
toss→serve→rally completes; melee still kills adjacent shamblers; pose is
idle/-1 at horde start; no scoring during a horde and the next kill after
scores 15 without restarting it; tennis 11/12, bomb consume, homing all
still green; no console errors.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-12 00:28:10 +02:00
wuwiandClaude Opus 4.8 9100bd5a23 Splatter feel pass: melee, homing, multi-ball, clearer MG mode
From Oliver's feedback round:

- Racket melee: any swish (tap) in splatter cleaves shamblers within
  TUNE.meleeRange (1.7m) — a close-range survival tool. Works during a
  horde too (tap = swish only, still no serve). The racket-zombie boss
  (Phase 6, not built) is immune by design.
- Zombies home in on you: on YOUR half (z > netZ) they now drift toward
  P.x instead of walking a straight lane; far half stays an aimless
  shamble.
- Multi-ball / rapid fire: splatter is now a shooter — every tap/flick
  fires immediately (dropped the toss ritual there), and serving while a
  ball still flies stashes the old one into a new extraBalls array so it
  keeps arcing and killing (cap 6). Refactored the kill into a shared
  killZombie() with no ball coupling, used by ball hits, pellets, melee,
  and extra balls.
- Machine-gun mode clarity: confirmed free-walk (drag/arrows move you,
  auto-assist off) and tap-doesn't-serve during a horde; added a
  code-drawn "rambo" racket held forward with a muzzle flash over the
  player, and a splatter-specific serve prompt.

REVIEW on your phone — two opinionated calls, both easy to revert:
1. Dropped the toss in splatter (tap = instant quick-serve, pow 0.62).
   Rapid fire, but no apex-timing quality/pierce. Want the toss back as
   an option?
2. MG posture is a code-drawn forward racket, not a real body sprite —
   good enough, or worth a proper p_mg sprite later?
Also: each rapid serve still auto-consumes a stocked bomb, so bombs
deplete fast now — flag if that feels wrong.

Verified via window.T: melee kills a 1.0m zombie and spares a 4.5m one;
a near-half zombie drifts x 3→1.9 toward you; firing twice leaves 1
stashed ball + a fresh serve (barrage screenshot); extra balls kill and
pierce; free-walk during a horde (x 0→2.7); horde-tap melees without
serving; tennis toss-serve and Phase-4 bomb consume still work; no
console errors.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-11 22:54:31 +02:00
wuwiandClaude Opus 4.8 bf9553bd49 Phase 5: horde waves + machine-gun racket
Winning your 2nd splatter game (G.splatGames) — or triple-tapping the
umpire in splatter (forceZombies now calls startHorde) — launches a 12s
horde (TUNE.hordeLen). During a horde: the match ball is gone and taps do
nothing; the racket auto-fires pellets straight up-court at TUNE.mgRate
(6/s, ±4° spread, 26 m/s, flat, 1.2s life) and the thumb DRAG steers you
(auto-assist disabled). Zombies pour in at TUNE.hordeRate (2.5/s) from the
far baseline and the sides, ignoring zMax; the speed ramp still applies.

Pellets live in a new zombies.js `pellets` array, kill on contact (always
splatter-quality). splatter() gains a fanfare flag — pellet kills make
gore/piles/points but skip the multi-kill streak so a horde doesn't spam
MASSACRE. splatPoint() gains a quiet flag: during a horde the umpire only
calls a score every >2s (game-win lines always speak); the HUD score keeps
ticking. Horde ends → setupPoint() resumes serving, voice('quiet_dark');
leftover zombies stay for you to mop up. Eaten stays lethal during hordes
(a zombie reaching you ends it and clears the swarm). Pellets render as
2×2 yellow tracers with a ground shadow; serve prompt suppressed while
G.horde. window.T exposes pellets + forceZombies.

NOTE for Oliver: per spec every game won after the 2nd triggers a horde,
and games won by the machine gun mid-horde count too, so play gets very
horde-heavy after game 2 — flag if you want a cooldown or a knob.

Verified via window.T: cheat + 2nd-game both launch the horde (1st does
not); ~29 spawns over exactly 12s; pellets stream (7 in flight) and clear
a lane, building piles/gore; 4 points scored but the umpire speaks once
(rate-limited); horde ends cleanly back to pretoss; eaten still fires
mid-horde; regression ladder green — tennis 11/12, Phase 1 flick-serve,
Phase 2 DOUBLE→TRIPLE, Phase 4 MASSACRE ×4; no console errors.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-11 22:26:22 +02:00
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 Fable 5 8fd5055e5c Half-volleys: a rising ball is always scoopable; scoreboard tap shows the swing log
Field data (miss log) showed the dominant unfair miss: the assist parks
you on the landing spot, the ball spends the whole swing window below
minY rising off the bounce at your feet, and becomes hittable one frame
after the window closes. Root fix: the below-ankles rejection now only
applies to a DROPPING ball — rising post-bounce balls can be scooped at
any height (a half-volley). Feet-bounce taps go from ~0 to 19/30 winning
frames; 30 simulated real points now log 50 hits, 0 whiffs.

Also: swing-log snapshots record the same swing-timer value trySwing
tests (removes the one-frame misclassification behind 'unclassified'),
and tapping the scoreboard toggles an on-screen dump of the last 9 log
entries so live situations can be screenshotted from the phone.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 21:14:34 +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 60c5f72a0a Splatter aiming targets zombies anywhere; triple-tap the umpire to skip ahead
- doHit/hitServe in splatter mode lock onto zombies instead of tennis court
  depths: your flick picks the lane and depth band, the shot targets the best
  match anywhere on the court (including your own side) with a walking lead;
  serves auto-track the most advanced shambler
- hidden shortcut: tap/click the umpire three times within 1.6s during tennis
  mode to summon the transition immediately

Verified: near-side and far zombies killable, cheat triggers transition,
tennis mode targeting untouched.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 16:38:27 +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 c506a631c2 Split the monolith into ES modules; hoist scattered magic numbers
game.js (830 lines) -> 9 modules, native ES modules so still zero build step:
  dom      canvas handles (imports nothing; keeps cycles harmless)
  config   TUNE (live-tunable) + structural constants
  state    all mutable game state (G) + setupPoint/sendBoy
  audio    sfx synthesis, recorded umpire voice, reverb, speech fallback
  input    keyboard + touch, exports axes and takeFlickAim()
  gameplay ballistics, swings, serve, rules, AI, update loop
  render   camera, viewport, sprites, crowd, all drawing
  panel    T tuning UI
  main     boot, loop, intro, window.T test hooks

Deduped into named constants: bounce tempo (was in 3 places), contact
height band, intercept zone depth, home positions, player bounds, toss
params, shot depths, pose hold time, sprite scale, actor heights. Also
extracted drawShadow/drawBall/expirePose from repeated code.

One intentional import cycle (input <-> gameplay), safe: both sides only
call functions at runtime, never during module evaluation.

Regression-verified in browser sims: point cycle, CPU returns 11/12,
assist contract 8/8, corner-winner gradient intact (0/12 perfect corners
returned, 10/12 center balls returned).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 15:38:15 +02:00