// All mutable game state in one place, plus the point-reset that re-arms it. import { HOME, BOY_ENTER, TUNE, COURT, COURTS } from './config.js'; import { gore } from './zombies.js'; // runtime-only cycle (zombies imports state): sendBoy reads gore // to decide whether a mopping round is worth walking out for export const P = { x: 1.3, z: 22.8, side: 'P', pose: 'idle', poseT: 0, swingT: -1, facing: 1, runT: 0 }; export const O = { x: -1.3, z: 1.0, side: 'O', pose: 'idle', poseT: 0, swingT: -1, facing: 1, runT: 0 }; export const ball = { x: 0, y: 1, z: 20, vx: 0, vy: 0, vz: 0, g: 9.2, active: false, lastHit: 'P', bounces: 0, firstLand: null, collected: false, kills: 0, bomb: false, flame: false }; export const score = { pts: [0, 0], games: [0, 0], server: 'P' }; // pts index 0=P 1=O export const crowd = { cheer: 0, dots: [] }; // dots are (re)built by render.buildCrowd // The court you picked on the start screen. Everything visual reads `court` directly; the two // bounce numbers are COPIED INTO TUNE instead, so the T panel still edits the live physics and // gameplay's three bounce sites stay untouched. export let court = COURTS[0]; export function selectCourt(id) { court = COURTS.find(c => c.id === id) || COURTS[0]; TUNE.bounceY = court.bounceY; TUNE.bounceXZ = court.bounceXZ; try { localStorage.setItem('court', court.id); } catch {} // private mode: a forgotten pick is fine return court; } // everything that used to be loose top-level lets export const G = { mode: 'tennis', // tennis | transition | splatter transT: 0, // transition timeline clock tFlags: null, // one-shot markers within the transition hideO: false, // the opponent has... left the match everTransitioned: false, phase: 'pretoss', // pretoss | toss | rally | over serveNum: 1, overT: 0, hitstop: 0, flash: null, // {text, t} shake: null, // {t, mag} — camera shake, decays like flash (bomb impact) boomFlash: 0, // s of white flash frame left (bomb impact) lastOrderT: -9, // idleT of the last 'Order' call — bomb chains mustn't spam the umpire idleT: 0, outMarker: null, // {x, z, out, t} — where your last shot lands boy: null, // ball boy sprinting across: {x, z, dir, runT} aiServeT: 0, aiSwingCool: 0, aiReactT: 9, // time since the player's last hit; CPU reads the shot after TUNE.aiReaction wasServe: false, // the ball in flight is a serve (first bounce must hit the box) splatT: 0, // time survived in splatter mode — drives the difficulty ramp // The courtside rack. Slots 1-4 are NOT fixed weapon types anymore: they hold what you have // GATHERED, in pickup order, so which four you are carrying is a run-by-run thing. Stock still // ACCUMULATES per weapon (capped at TUNE.wCap). Slot 0 stays BALL — infinite, and how you bank a // special instead of spending it. rack: [], // up to RACK_MAX { id, n } — the gathered weapons, in the order they arrived temp: null, // { id, n } — a FIFTH weapon, riding slot 0 until it is spent. A barrel arms // itself on the spot, so it always has somewhere to go even with a full rack. weapon: 0, // selected slot: 0 = BALL (or temp, if one is riding it), 1..4 = G.rack[i-1] mgT: 0, // s of braced auto-fire left — no serving while it runs (gun/beacon/flamer, // and it doubles as the window a tap-fired laser or rocket is held for) mgCool: 0, // s until the next pellet in that burst gunId: null, // which WEAPONS row that burst is firing — rate, radius, damage, colour gunShots: 0, // rounds left for a kind:'shot' weapon (laser 10, rocket 3); 0 ends the window deliveries: 0, // tins delivered this run — indexes the weapon ladder duelDue: false, // the schedule called a duel — fire it at the next hand-cleared court afterDuel: null, // the game beat the scheduled duel interrupted ('changeover' | 'game'), resumed when it resolves pendingGame: false, // a game just ended — flash 'GAME N' when the next one arms aim: null, // live two-stage serve aim {fx, fy, mag} while the thumb is down (splatter pretoss) idleHintT: 0, // s the player has sat in pretoss without touching anything — after a beat the // pull gesture demonstrates itself (render.drawPullHint) meleeT: 0, // s of racket-swish cooldown left // ---- the SECOND damage channel. Only ranged attacks (ball machine, chapter boss) touch this; // a shambler reaching you is still instant permadeath, deliberately. No HP bar anywhere — the // state is drawn as blood on the man (drawChar's spatter + bleedPlayer's live trickle). hp: TUNE.playerHp, hpMax: TUNE.playerHp, hurtT: 0, // s of post-hit grace left; also drives the red hit flash hurtFlash: 0, // s of the impact wash left asideT: 14, // s until the umpire's next unsolicited remark (TUNE.asideEvery) bossDue: 0, // chapter number the schedule owes you — fired at the next hand-cleared court bossFight: 0, // chapter number of the boss currently on court, 0 = none. Blocks all other spawns. slowT: 0, // s of REAL time left running the world in slow motion (a chapter boss dying) bossBurst: null, // {x, z, t} — the shockwave ring thrown off by that death interlude: false, // sudden-death duel vs the racket zombie: falsy, or {introT} while announcing duelLerp: 0, // 0..1 — how far the court has returned to tennis colors for the duel horde: null, // active horde wave {t, spawnT, mgT} — machine-gun racket, no serving killCount: 0, // splatter: kills banked toward the next point (see TUNE.killsPerPoint) runGames: 0, // games finished this run (either side) — the difficulty director sets: [0, 0], // splatter sets won [you, them]; 6 games = a set = a horde changeover: false, // the odd-game breather: no spawns, no serving, the boys mop clearing: false, // a game just ended: the surviving wave stays and must be killed by HAND before play advances (no auto-sweep). No new spawns, kills don't score. afterClear: null, // what happens once the court is clear: 'changeover' | 'game' | 'set' clearWinner: null, // 'P'|'O' — who took the game/set being cleared (for the milestone card) pendingHorde: false,// a set was won; the horde starts after the set card's pause card: null, // {title, sub1, sub2, color, t} — centered milestone card (set won, duel); the reusable 'block' // the modal: a real interruption. Unlike card/flash it FREEZES the world (update() early-returns) // and only a tap or key clears it, so a popup can be read without being eaten while you read it. modal: null, // {title, body: [lines], icon, iconH, color, onDismiss} seen: {}, // one-shot markers so a first-time-only modal fires once per run best: null, // best run {games, sets}, loaded from localStorage when you get eaten newBest: false, // this run beat the stored best — the eaten summary celebrates it lastScoreT: -9, // idleT of the last score voice — rate-limits umpire during a horde eatenT: 0, // time since you were eaten — the death-animation clock, and it gates the restart tap eatenAt: null, // {x, z} where you fell — the gore mound blooms there missLog: [], // swing diagnostics ring buffer (tennis mode) — inspect via T.G.missLog swingSnaps: null, // ball-approach samples during the live swing, feeds the miss log rallyNear: null, // closest the incoming ball got this rally (for never-swung passes) swung: false, // player swung at least once this rally — whiff log supersedes PASSED lastMiss: null, // {text, at} — most recent miss reason, drawn on the HUD briefly logShow: false, // tap the scoreboard to toggle the on-screen miss-log dump }; // A pristine deep copy of every mutable bag, taken at module load before anything can touch them. // This is what replaced `location.reload()` on death: the reload was an honest full reset, but it // also tore down the AudioContext, so the menu theme restarted from silence every time you died. // Everything above is plain data — primitives, nulls, small arrays and {} — so a structured clone // is the whole job. const PRISTINE = structuredClone({ G, P, O, ball, score }); export function resetState() { const p = structuredClone(PRISTINE); Object.assign(G, p.G); Object.assign(P, p.P); Object.assign(O, p.O); Object.assign(ball, p.ball); Object.assign(score, p.score); G.hp = G.hpMax = TUNE.playerHp; // re-read: the T panel may have moved it since boot crowd.cheer = 0; } export const other = s => s === 'P' ? 'O' : 'P'; export const deuceSide = () => (score.pts[0] + score.pts[1]) % 2 === 0; // even points → deuce (right) side export function setupPoint() { G.phase = 'pretoss'; ball.active = false; ball.bounces = 0; ball.firstLand = null; G.swingSnaps = null; G.rallyNear = null; G.swung = false; if (G.mode === 'splatter') { // always your serve, from wherever you're standing score.server = 'P'; P.pose = 'idle'; P.swingT = -1; P.facing = 1; return; } const sv = score.server === 'P' ? P : O, rc = score.server === 'P' ? O : P; const sx = deuceSide() ? 1.3 : -1.3; sv.x = sv.side === 'P' ? sx : -sx; // deuce side mirrors across the net sv.z = sv.side === 'P' ? 24.3 : -0.5; rc.x = -sv.x; rc.z = rc.side === 'P' ? 22.5 : HOME.O.z - 1.3; P.pose = O.pose = 'idle'; P.swingT = O.swingT = -1; P.facing = O.facing = 1; // canonical righty stance — bounce/serve sprites must not render mirrored G.aiServeT = score.server === 'O' ? 1.4 : 0; } // fetch a dead ball — or, in splatter, come out to CLEAN: a different sprite sheet and a slower // walk, because mopping is not sprinting. Mopping is the DEFAULT once the gore starts; the plain // running fetch-boy survives for tennis mode, where there is nothing on the grass but a ball. // Is there a stain worth walking out for? Must match mopRound's own target test, or he walks on, // finds nothing he can reach, and walks straight off again — which is exactly what Oliver saw: // "the mopboy sometimes moves over the court without anything to mop". const mopWorthIt = () => gore.some(d => d.a >= 0.15 && d.z >= COURT.netZ - 2); export function sendBoy(tx = ball.x, tz = ball.z, mop = G.mode === 'splatter') { if (G.interlude) return; // the sudden-death duel is clean tennis: nobody mops through it if (mop && !mopWorthIt()) return; // no job, no boy if (tz < -3 || tz > 27) return; // target left the field lengthwise, let it go // ONE boy, one slot. Every kill used to call this and teleport him back to the wing mid-stride, // which is why he flickered in and out: a kill streak restarted him several times a second. // A boy already out on the court keeps working — he just adds the new mess to his round. if (G.boy) { if (mop) { G.boy.mop = true; G.boy.jobs = Math.min(TUNE.boyMaxJobs, (G.boy.jobs || 1) + 1); } return; } const dir = tx > 0 ? 1 : -1; // enter from the opposite side so the pickup is mid-run const e = mop ? BOY_ENTER.mop : BOY_ENTER.run; G.boy = { x: dir > 0 ? -e : e, z: tz, dir, runT: 0, dist: 0, mop, jobs: 1 }; }