// The splatter phase: shamblers, gore decals, particles. The ball is the weapon; // tennis scoring keeps running via gameplay.splatPoint. Zombies advance toward // your baseline — one crossing it is a point for THEM. // (zombies <-> gameplay is a runtime-only import cycle, same pattern as input.) import { TUNE, COURT } from './config.js'; import { G, P, ball, sendBoy } from './state.js'; import { splat, moan, pock, voice, boom } from './audio.js'; import { splatPoint, cheer } from './gameplay.js'; export const zombies = []; // {x, z, v, walkT, variant: 'a'|'b'|'c'} export const gore = []; // lawn decals {x, z, r, a} — the flat ground layer export const piles = []; // 3D-ish gore mounds {x, z, size 1..4, seed} — grow where kills cluster export const parts = []; // splatter particles {x, y, z, vx, vy, vz, t, dark} let spawnT = 1.5, moanT = 3; export function spawnZombie(x, z, variant) { const ramp = 1 + Math.min(1.5, G.splatT / 70); // they get faster the longer you survive zombies.push({ x, z, v: TUNE.zSpeed * ramp * (0.8 + Math.random() * 0.4), walkT: Math.random() * 9, variant }); } function splatter(i) { const zb = zombies[i]; zombies.splice(i, 1); ball.kills++; // this shot's running streak gore.push({ x: zb.x, z: zb.z, r: 0.45 + Math.random() * 0.35, a: 0.85 }); if (gore.length > 40) gore.shift(); const pl = piles.find(p => Math.hypot(p.x - zb.x, p.z - zb.z) < 0.6); // stack up where kills cluster if (pl) pl.size = Math.min(4, pl.size + 1); else { piles.push({ x: zb.x, z: zb.z, size: 1, seed: Math.random() * 1e4, blobs: null, builtSize: 0 }); if (piles.length > 30) piles.shift(); } for (let k = 0; k < 24; k++) { const dark = k >= 16; parts.push({ // ~1/3 dark & long-lived: settling gore x: zb.x, y: 0.9, z: zb.z, vx: (Math.random() * 2 - 1) * 3.5, vy: 1 + Math.random() * 3.5, vz: (Math.random() * 2 - 1) * 3.5, t: dark ? 0.6 + Math.random() * 0.6 : 0.4 + Math.random() * 0.4, dark, }); } splat(); ball.vx *= TUNE.zPierce; ball.vz *= TUNE.zPierce; // keep enough pace to plow through the next sendBoy(zb.x, zb.z); // a boy sprints out to mop splatPoint('P'); // escalating multi-kill fanfare — one shot, ≥2 zombies if (ball.kills === 2) { G.flash = { text: 'DOUBLE KILL', t: 0.9 }; cheer(1.6, 0.45); voice('double_kill', 0.4); } else if (ball.kills === 3) { G.flash = { text: 'TRIPLE KILL', t: 0.9 }; cheer(2.2, 0.6); voice('triple_kill', 0.4); } else if (ball.kills >= 4) { G.flash = { text: `MASSACRE ×${ball.kills}`, t: 0.9 }; cheer(2.8, 0.7); voice('unbelievable', 0.4); } // bomb-ball reward: every bombEvery kills a boy delivers one (up to bombMax in stock) if (++G.killMeter >= TUNE.bombEvery) { G.killMeter = 0; if (G.bombs < TUNE.bombMax) { G.bombs++; sendBoy(); voice('new_balls', 0.2); G.flash = { text: 'BOMB BALL', t: 0.9 }; } } } // bomb ball: everything inside bombRadius splatters at once (each kill still ++ball.kills so // the Phase-2 fanfare escalates), plus a crater — big stain, size-3 pile, extra particles, boom. export function explode(x, z) { for (let i = zombies.length - 1; i >= 0; i--) // backwards: splatter() splices the array if (Math.hypot(zombies[i].x - x, zombies[i].z - z) < TUNE.bombRadius) splatter(i); gore.push({ x, z, r: 1.4, a: 0.9 }); if (gore.length > 40) gore.shift(); const pl = piles.find(p => Math.hypot(p.x - x, p.z - z) < 0.6); if (pl) pl.size = Math.min(4, pl.size + 3); else { piles.push({ x, z, size: 3, seed: Math.random() * 1e4, blobs: null, builtSize: 0 }); if (piles.length > 30) piles.shift(); } for (let k = 0; k < 40; k++) parts.push({ x, y: 0.6, z, vx: (Math.random() * 2 - 1) * 6, vy: 1 + Math.random() * 5, vz: (Math.random() * 2 - 1) * 6, t: 0.5 + Math.random() * 0.7, dark: k % 2 === 0, }); G.hitstop = 0.1; boom(); } export function updateZombies(dt) { moanT -= dt; if (moanT <= 0) { moan(); moanT = 2.5 + Math.random() * 4; } if (G.mode === 'splatter') { // transition spawns are scripted, not timed G.splatT += dt; spawnT -= dt; if (spawnT <= 0 && zombies.length < TUNE.zMax) { spawnZombie((Math.random() * 2 - 1) * 4.8, -1.5 - Math.random(), Math.random() < 0.5 ? 'a' : 'b'); spawnT = TUNE.zSpawnEvery; } } for (let i = zombies.length - 1; i >= 0; i--) { const zb = zombies[i]; zb.walkT += dt; zb.z += zb.v * dt; zb.x += Math.sin(zb.walkT * 1.7) * 0.15 * dt; // shamblers don't walk straight lines if (G.mode === 'splatter' && Math.hypot(zb.x - P.x, zb.z - P.z) < 0.7) { // it got you gore.push({ x: P.x, z: P.z, r: 0.9, a: 0.9 }); for (let k = 0; k < 30; k++) parts.push({ x: P.x, y: 1.1, z: P.z, vx: (Math.random() * 2 - 1) * 4.5, vy: 1 + Math.random() * 4, vz: (Math.random() * 2 - 1) * 4.5, t: 0.5 + Math.random() * 0.5, }); splat(1); voice('game_set_massacre', 0.8); G.mode = 'eaten'; ball.active = false; G.flash = null; // zombies keep shambling for ambience } if (ball.active && ball.lastHit === 'P' && ball.y < 1.9) { const d = Math.hypot(ball.x - zb.x, ball.z - zb.z); if (d < 0.55) { if (ball.bomb) { // detonate on first contact, whatever the pace explode(ball.x, ball.z); ball.active = false; ball.bomb = false; G.phase = 'over'; G.overT = TUNE.splatterOverT; break; // zombies mutated — stop this frame's loop } if ((ball.pow || 0) >= TUNE.zSplatQ) { splatter(i); continue; } zb.z -= TUNE.zPushback; // weak sitters only stagger them pock(0.6, 300); ball.vx *= 0.6; ball.vz *= 0.6; ball.lastHit = 'X'; // spent — one stagger per ball } } if (zb.z >= COURT.L + 0.7) { zombies.splice(i, 1); if (G.mode !== 'eaten') splatPoint('O'); } // it reached your baseline } for (let i = parts.length - 1; i >= 0; i--) { const p = parts[i]; p.t -= dt; p.vy -= 14 * dt; p.x += p.vx * dt; p.y += p.vy * dt; p.z += p.vz * dt; if (p.y < 0) { p.y = 0; p.vy = 0; p.vx *= 0.5; p.vz *= 0.5; } if (p.t <= 0) parts.splice(i, 1); } const boy = G.boy; // the boy mops any gore he passes over for (let i = gore.length - 1; i >= 0; i--) { const d = gore[i]; if (boy && Math.abs(boy.x - d.x) < 0.7 && Math.abs(boy.z - d.z) < 1.2) d.a -= dt * 1.6; if (d.a <= 0) gore.splice(i, 1); } for (let i = piles.length - 1; i >= 0; i--) { // piles shave far slower than stains — net growth wins const pl = piles[i]; if (boy && Math.abs(boy.x - pl.x) < 0.7 && Math.abs(boy.z - pl.z) < 1.2) pl.size -= dt * 0.25; if (pl.size <= 0.3) piles.splice(i, 1); } }