- 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>
- 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>
- 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>
- 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>