Commit Graph
6 Commits
Author SHA1 Message Date
wuwiandClaude Opus 5.5 f9b0dd2efb Time a tap from touch-down, and give the opponents' legs a knee
Oliver after step 1: much harder, stuck at the Steward, "trotz gutem
Timing nicht mehr bekommen". A tap only proves it is a tap when the
finger lifts, so the swing started 100-150 ms after he meant it; the old
volley window hid that, step 1's groundstrokes did not. A tap made on the
gold ring fell from q 0.82 to 0.09 (and a third were missed at 150 ms),
murky balls landed short and the opponent came in. The swing clock now
starts at the touch's age (rally modes only); flicks keep their crossing.

The opponents' legs had no ceiling: 7.3 m/s at the Runner, 15.7 at the
Champion against the player's ~6.2. Past legKnee (6 m/s) only 15% of the
growth survives, monotone, so the ladder order holds; champion ~7.5. v362.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 11:06:08 +02:00
wuwiandClaude Fable 5 6f9dea4ffc The flick fires the moment it is a flick: the swing launches at the crossing, and the aim rides the thumb to contact
Oliver's service-line report: flicking the incoming ball LEFT was near
impossible mid-court at the service line while RIGHT worked, easing toward
the baseline. The lane math was symmetric to the centimetre — the defect
was latency. The swing waited for the RELEASE, so the whole gesture ran as
dead time on top of the windup: ~120 ms of lateness drops contact quality
1.0 -> 0.08, where flickReach halves the width and aimError drowns the
rest. A left swipe is a right thumb's slowest direction, the service line
leaves ~700-870 ms of budget (measured), and any swipe over FLICK_MS was
silently dead. Left + service line was the slowest gesture meeting the
shortest budget.

Now, in rally modes: crossing flickMin fires the swing (once per gesture,
rally phase only) and the vector stays LIVE — trySwing reads G.swipe at
contact, with the released flickAim carrying the aim only when the ball
arrives after the finger lifts. The FLICK_MS deadline goes with it where
the crossing can fire; it survives where it cannot (gore free-aim, the
serve strike). Serve gesture, duel, gore and keys untouched.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-20 13:26:30 +02:00
wuwiandClaude Opus 5 d5a069a90c The auto-run owns the legs in a rally, so the drag lets go of them
On touch, a drag in zombie tennis and classic still walked the player — and
that was not a harmless second option. A manual axis suppresses the assist, so
holding a drag traded a full-speed run to the intercept point for a 0.35x
shuffle aimed wherever the thumb went instead of where the ball will be.
Walking was strictly worse than standing still, which is most of "i tend to not
be able to reach the balls".

touchAxis is no longer written under rallyFeel. The drag keeps its one rally
meaning — released quickly it is the aimed swing — keys stay a deliberate
desktop override, and gore keeps its drag-walk, where the assist recovers depth
only and holding your own lane is the entire point.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-18 07:09:19 +02:00
wuwiandClaude Opus 5 f3d6f71144 The length of the flick is the strength of the aim, and you can see it leave
The rally flick was read as three lanes: sideways past 0.38 of its own length
took the whole corner, a hair under it took dead centre, and nothing lived in
between — "sometimes applied very strong, sometimes it barely does anything",
with no way to tell which one you had asked for. swayOf reads the swipe's LENGTH
as a continuous strength, exactly as the serve already did, and doHit spends
that instead of the lane vote. Keys keep the full lane; the opponent's aim has
no length and is untouched.

That is also what hands the OUT back: going out was never a choice, because
every aimed shot took the full width and then the scatter on top. Below about
0.7 of a full swipe — the line minus aimError, over the width timing can earn —
the worst mistiming in the game cannot sail it now, and above it the old risk
curve is exactly as tested.

And the aim is drawn while the thumb is still moving: the placement ring is a
receipt that arrives with the ball already gone, so the same ring is shown live
with a ray from the player's feet, cream while the ask is safe and hot once the
sway crosses that derived threshold. The receipt goes red when the shot really
is out, so the two rings together are the lesson.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-18 06:56:44 +02:00
wuwiandClaude Opus 5 eb0e8775a4 The timing cues were match-only, and the walk cycles bounced
CLASSIC TENNIS, third time asked and this time actually found. Both cues open
with a mode gate and I checked the wrong two features twice: drawApproachRing
(the closing circles that show when to tap) and drawApexBand (the serve bar
with the gold perfect window) each began `if (!G.match ...)`. So the mode whose
whole pitch is "if the core tennis is good everything else is good" was the one
mode with neither. They run on `G.match || G.mode === 'tennis'` now — the gore
mode stays out on purpose, there is no rally there. A test reads both function
bodies and fails if either is ever gated on the match alone again.

(The two I kept pointing at — the landing ring and the placement ring — really
are shared. They were just not the ones being asked about.)

THE BOUNCING WAS IN THE ART, and measurable: the six generated families came
back with the shuffle frame 30-44 px shorter than the stance it walks out of,
against 9 px on the hand-made racket family. The game draws every frame at its
own PNG height, so the body rose and dropped once per step. A walk cycle is one
drawing with the legs moved and must be one height; _zsheet levels the stance
and the stride pair now and leaves the forehand its own, exactly as the serve
and the fall keep theirs. All seven families re-cut: spreads are 1-8 px.

THE BENCH GETS BUTTONS. Arrow keys are not a control scheme on a phone, which
is the device the walk has to be judged on — so every family and every wound
stage was unreachable from the place the problem shows. Three on-screen pads:
BODY, WOUND, POSE, the two-way ones split left/right. Geometry lives beside the
drawing and input hit-tests the same function, the rule the rack established.

THE FALL is quicker still (0.05/0.07/2.0/0.30): drop, lie there, get up.

Three umpire lines pulled — ump_wound_you, ump_felled, ump_wound_opp2. Not
funny enough to keep. Files deleted, call sites collapsed to the two that stay.

60 tests green.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-12 20:38:50 +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