// Camera, viewport, sprites and all drawing. Owns the crowd dots (visual-only state). import { cv, ctx } from './dom.js'; import { TUNE, COURT, PLAYER_H, BOY_H, UMP_H, BOUNCE_IDLE, SPRITE_H } from './config.js'; import { P, O, ball, score, crowd, G } from './state.js'; import { predictLanding } from './gameplay.js'; import { zombies, gore, piles, parts, pellets, extras } from './zombies.js'; // ---------------------------------------------------------------- palette ---- // tennis palette -> drained splatter palette; the transition lerps between them const PAL = { tennis: { stands: '#232e42', tierA: '#2a3750', tierB: '#26324a', board: '#0e5c2e', out: '#295c2d', lawn: '#4cae52', stripe: '#46a54c' }, splatter: { stands: '#181426', tierA: '#201a33', tierB: '#1c172e', board: '#3a1212', out: '#20331c', lawn: '#5e7747', stripe: '#576f42' }, }; const hexLerp = (a, b, t) => { const c = h => [parseInt(h.slice(1, 3), 16), parseInt(h.slice(3, 5), 16), parseInt(h.slice(5, 7), 16)]; const [ar, ag, ab] = c(a), [br, bg, bb] = c(b); return `rgb(${Math.round(ar + (br - ar) * t)},${Math.round(ag + (bg - ag) * t)},${Math.round(ab + (bb - ab) * t)})`; }; function palette() { const t = G.mode === 'tennis' ? 0 : G.mode === 'splatter' ? 1 : Math.min(1, G.transT / 6); if (t === 0) return PAL.tennis; if (t === 1) return PAL.splatter; const m = {}; for (const k in PAL.tennis) m[k] = hexLerp(PAL.tennis[k], PAL.splatter[k], t); return m; } // ---------------------------------------------------------------- camera ---- export const RES = 2; // physical pixels per logical pixel — sprites keep 2x detail export let W = 480, H = 270; export function fitViewport() { // landscape 480x270, portrait 270x480 with a longer lens const portrait = innerHeight > innerWidth; const [w, h] = portrait ? [270, 480] : [480, 270]; if (cv.width !== w * RES) { W = w; H = h; cv.width = w * RES; cv.height = h * RES; TUNE.camF = portrait ? 400 : 280; TUNE.horizon = portrait ? 90 : 40; buildCrowd(); } ctx.imageSmoothingEnabled = false; // resets on canvas resize const sc = Math.min(innerWidth / w, innerHeight / h); cv.style.width = w * sc + 'px'; cv.style.height = h * sc + 'px'; } addEventListener('resize', fitViewport); export function proj(x, y, z) { const d = TUNE.camZ - z, s = TUNE.camF / d; return { x: W / 2 + x * s, y: TUNE.horizon + (TUNE.camY - y) * s, s }; } // ---------------------------------------------------------------- sprites ---- // assets/.png; game falls back to code-drawn figures until sprites load. const SPR = {}; for (const n of ['p_idle1','p_idle2','p_bounce','p_bounce2','p_toss','p_smash','p_run1','p_run2','p_swing1','p_swing2', 'o_idle1','o_idle2','o_bounce','o_bounce2','o_toss','o_smash','o_run1','o_run2','o_swing1','o_swing2', 'x_ump','x_boyrun1','x_boyrun2','x_boyrun3','x_boyrun4', 'z_a1','z_a2','z_b1','z_b2','z_c1','z_c2', 'z_f1','z_f2','z_g1','z_g2','z_s1','z_s2','z_s3']) { const img = new Image(); img.onload = () => SPR[n] = img; img.src = 'assets/' + n + '.png'; } // ------------------------------------------------------------------ crowd ---- export function buildCrowd() { crowd.dots.length = 0; const rows = Math.floor((proj(0, 0, 0).y - 26) / 5.5), cols = Math.ceil(W / 8); for (let row = 0; row < rows; row++) for (let i = 0; i < cols; i++) crowd.dots.push({ x: 4 + i * 8 + (row % 2) * 4 + Math.random() * 3, y: 8 + row * 5.5 + Math.random() * 2, c: ['#c9b18f','#8f6f4f','#d9c6a5','#5f7f9f','#9f5f5f','#7f9f5f','#e0d0b0','#b0a0c0'][(i * 7 + row) % 8] }); } // -------------------------------------------------------------- primitives ---- function line(x1, z1, x2, z2, w = 1) { const a = proj(x1, 0, z1), b = proj(x2, 0, z2); ctx.strokeStyle = '#e8e8dc'; ctx.lineWidth = w; ctx.beginPath(); ctx.moveTo(a.x, a.y); ctx.lineTo(b.x, b.y); ctx.stroke(); } function quadXZ(x1, z1, x2, z2, color) { // filled court-plane rect (screen trapezoid) const a = proj(x1, 0, z1), b = proj(x2, 0, z1), c = proj(x2, 0, z2), d = proj(x1, 0, z2); ctx.fillStyle = color; ctx.beginPath(); ctx.moveTo(a.x, a.y); ctx.lineTo(b.x, b.y); ctx.lineTo(c.x, c.y); ctx.lineTo(d.x, d.y); ctx.fill(); } function drawShadow(px, py, rx, ry, alpha = 0.28) { ctx.fillStyle = `rgba(0,0,0,${alpha})`; ctx.beginPath(); ctx.ellipse(px, py, rx, Math.max(1, ry), 0, 0, 7); ctx.fill(); } function drawBall(x, y, z, glint = false, bomb = false, flame = false) { const sh = proj(x, 0, z); drawShadow(sh.x, sh.y, Math.max(1.5, sh.s * 0.09), sh.s * 0.04, 0.3); const bp = proj(x, y, z); const r = Math.max(1.5, bp.s * 0.09); if (bomb) { // black ball with a flickering orange fuse pixel on top ctx.fillStyle = '#111'; ctx.beginPath(); ctx.arc(bp.x, bp.y, r, 0, 7); ctx.fill(); if (Math.floor(G.idleT * 20) % 2) { ctx.fillStyle = '#ff8010'; ctx.fillRect(bp.x - 0.5, bp.y - r - 1, Math.max(1, r * 0.5), Math.max(1, r * 0.6)); } return; } if (flame) { // white-hot core in an orange shell, flickering ctx.fillStyle = '#ff8010'; ctx.beginPath(); ctx.arc(bp.x, bp.y, r + (Math.floor(G.idleT * 24) % 2 ? 1 : 0), 0, 7); ctx.fill(); ctx.fillStyle = '#ffe8a0'; ctx.beginPath(); ctx.arc(bp.x, bp.y, Math.max(1, r * 0.5), 0, 7); ctx.fill(); return; } ctx.fillStyle = '#e8f03a'; ctx.beginPath(); ctx.arc(bp.x, bp.y, r, 0, 7); ctx.fill(); if (glint) { ctx.fillStyle = '#f8f8d0'; ctx.fillRect(bp.x - r * 0.3, bp.y - r * 0.5, Math.max(1, r * 0.5), Math.max(1, r * 0.5)); } } // ----------------------------------------------------------------- actors ---- function drawStatic(name, x, z, hMeters, bob = 0) { const img = SPR[name]; if (!img) return; const p = proj(x, 0, z); const h = hMeters * p.s, w = h * img.width / img.height; drawShadow(p.x, p.y, w * 0.4, h * 0.04, 0.25); ctx.drawImage(img, p.x - w / 2, p.y - h - bob, w, h); } function drawBoy(b) { const img = SPR['x_boyrun' + (Math.floor(b.runT * 14) % 4 + 1)]; if (!img) return; const p = proj(b.x, 0, b.z); const h = BOY_H * p.s, w = h * img.width / img.height; drawShadow(p.x, p.y, w * 0.3, h * 0.04, 0.25); ctx.save(); ctx.translate(p.x, p.y - (Math.floor(b.runT * 20) % 2)); if (b.dir < 0) ctx.scale(-1, 1); ctx.drawImage(img, -w / 2, -h, w, h); ctx.restore(); } function drawZombie(zb) { const rk = zb.variant === 'r'; const v = rk ? 'c' : zb.variant; // the racket boss reuses the turned-CPU sprite (already holds a racket) let frame = rk && zb.pose === 'swing' ? 2 : Math.floor(zb.walkT * (zb.variant === 'f' ? 6 : 2.6)) % 2 + 1; if (zb.variant === 's' && zb.shieldT > 0) frame = 3; // chair dropped — hit it NOW const h = zb.variant === 'g' ? 2.7 : rk ? 1.85 : 1.8; // the brute towers half again over the crowd drawStatic('z_' + v + frame, zb.x, zb.z, h, Math.floor(zb.walkT * 5.2) % 2); if (rk) { // HP bar floating above the mini-boss const p = proj(zb.x, 2.05, zb.z), w = Math.max(10, p.s * 0.5), x = p.x - w / 2; ctx.fillStyle = '#300'; ctx.fillRect(x, p.y, w, 3); ctx.fillStyle = '#e03030'; ctx.fillRect(x, p.y, w * Math.max(0, zb.hp) / TUNE.racketHp, 3); } } function drawRing(x, z, color) { const p = proj(x, 0, z); // integer-snapped so the moving ring steps whole pixels instead of shimmering const cx = Math.round(p.x), cy = Math.round(p.y); const rx = Math.max(2, Math.round(p.s * 0.3)), ry = Math.max(1, Math.round(p.s * 0.12)); ctx.strokeStyle = color; ctx.lineWidth = 2; ctx.beginPath(); ctx.ellipse(cx, cy, rx, ry, 0, 0, 7); ctx.stroke(); } // gore piles: little 3D-ish mounds that accrete where kills cluster. Each pile's blobs are // seeded ONCE from p.seed (rebuilt only when it grows), so the pile never shimmers frame to // frame and drawing costs one proj() call — blob screen positions offset from that base. function mulberry32(a) { return () => { a |= 0; a = a + 0x6D2B79F5 | 0; let t = Math.imul(a ^ a >>> 15, 1 | a); t = t + Math.imul(t ^ t >>> 7, 61 | t) ^ t; return ((t ^ t >>> 14) >>> 0) / 4294967296; }; } const PILE_COLS = ['#6e1414', '#8c1212', '#4e0e0e', '#7a2a18']; function buildBlobs(pl) { const rnd = mulberry32((pl.seed | 0) + 1), n = Math.round(6 + pl.size * 5); pl.blobs = []; for (let k = 0; k < n; k++) { const ang = rnd() * 6.2832, rad = Math.sqrt(rnd()); // uniform over the disk pl.blobs.push({ nx: Math.cos(ang) * rad, nz: Math.sin(ang) * rad, lift: rnd(), pr: 1 + rnd() * 2, color: rnd() < 0.1 ? '#cfc9b0' : PILE_COLS[(rnd() * 4) | 0] }); } pl.blobs.sort((a, b) => (b.nz - 1.25 * b.lift) - (a.nz - 1.25 * a.lift)); // back/low first, peak on top pl.builtSize = pl.size; } function drawGorePile(pl) { if (!pl.blobs || pl.size > pl.builtSize) buildBlobs(pl); // rebuild only on growth, never on the mop-shrink const base = proj(pl.x, 0, pl.z), s = base.s, sz = pl.size; for (const b of pl.blobs) { const sx = base.x + b.nx * sz * 0.28 * s; const sy = base.y + b.nz * sz * 0.28 * s * 0.4 - b.lift * sz * 0.14 * s; // depth squished onto ground; lift raises it const r = Math.max(1.2, b.pr * s * 0.035); ctx.fillStyle = b.color; ctx.beginPath(); ctx.ellipse(sx, sy, r, Math.max(1, r * 0.72), 0, 0, 7); ctx.fill(); } } function drawPiles(near) { // split at the net like zombies so height occludes correctly for (const pl of piles.filter(p => near ? p.z > COURT.netZ : p.z <= COURT.netZ).sort((a, b) => a.z - b.z)) drawGorePile(pl); } function drawChar(ch) { const receiverWaiting = G.phase === 'pretoss' && ch.side !== score.server && ch.pose === 'idle'; const sway = receiverWaiting ? Math.sin(G.idleT * 3.2) : 0; const p = proj(ch.x + sway * 0.12, 0, ch.z); const hpx = PLAYER_H * p.s; // pick sprite const pre = ch.side === 'P' ? 'p_' : 'o_'; let name = pre + (Math.floor(G.idleT * 1.6) % 2 ? 'idle1' : 'idle2'); // idle weight shift if (G.phase === 'pretoss' && ch.side === score.server && ch.pose === 'idle') { const w = G.idleT * BOUNCE_IDLE.tempo; // same phase as the bouncing ball const rising = Math.sin(w) * Math.cos(w) > 0; name = pre + (rising ? 'bounce2' : 'bounce'); // hand up while the ball rises, pat down exactly at the apex } if (ch.pose === 'run') name = pre + (Math.floor(ch.runT * 9) % 2 ? 'run1' : 'run2'); if (receiverWaiting) name = pre + (sway > 0 ? 'run1' : 'run2'); // split-step shuffle if (ch.pose === 'swing') name = pre + (ch.poseT < 0.15 ? 'swing1' : 'swing2'); if (ch.pose === 'serve') name = pre + (G.phase === 'toss' ? 'toss' : 'smash'); if (ch.pose === 'run') p.y -= Math.floor(ch.runT * 18) % 2; // 1px run bob const img = SPR[name]; drawShadow(p.x, p.y, hpx * 0.22, hpx * 0.06); if (img) { const k = hpx / SPRITE_H; // sprites share one scale; the idle pose defines it const w = img.width * k, h = img.height * k; ctx.save(); ctx.translate(p.x, p.y); if (ch.facing < 0) ctx.scale(-1, 1); ctx.drawImage(img, -w / 2, -h, w, h); ctx.restore(); } else drawFallbackChar(ch, p, hpx); } function drawFallbackChar(ch, p, h) { // shown only until sprites load const you = ch.side === 'P'; const u = h / 16, x = p.x, y = p.y; const skin = '#e8b88a', shirt = you ? '#e8e8e8' : '#d04848', shorts = you ? '#3858a8' : '#404040'; ctx.fillStyle = skin; ctx.fillRect(x - 2 * u, y - 16 * u, 4 * u, 4 * u); ctx.fillStyle = you ? '#804820' : '#282828'; ctx.fillRect(x - 2 * u, y - 16 * u, 4 * u, 1.2 * u); ctx.fillStyle = shirt; ctx.fillRect(x - 2.6 * u, y - 12 * u, 5.2 * u, 6 * u); ctx.fillStyle = shorts; ctx.fillRect(x - 2.4 * u, y - 6 * u, 4.8 * u, 3 * u); ctx.fillStyle = skin; ctx.fillRect(x - 1.8 * u, y - 3 * u, 1.4 * u, 3 * u); ctx.fillRect(x + 0.4 * u, y - 3 * u, 1.4 * u, 3 * u); } function drawMgRacket() { // horde: the player braces the racket forward and up-court, machine-gun style const hip = proj(P.x + 0.15, 1.05, P.z); const tip = proj(P.x, 0.95, P.z - 1.35); // pointing up-court, where the pellets stream out ctx.strokeStyle = '#d8d8d8'; ctx.lineWidth = 2; ctx.beginPath(); ctx.moveTo(hip.x, hip.y); ctx.lineTo(tip.x, tip.y); ctx.stroke(); ctx.strokeStyle = '#b07030'; ctx.lineWidth = 1.5; // the head, aimed forward ctx.beginPath(); ctx.ellipse(tip.x, tip.y, Math.max(2, tip.s * 0.14), Math.max(3, tip.s * 0.22), 0, 0, 7); ctx.stroke(); const cool = G.horde ? G.horde.mgT : G.mgCool; // horde or GUN-tin pickup — same racket if (cool > 1 / TUNE.mgRate - 0.06) { // muzzle flash right after a shot ctx.fillStyle = '#fff0a0'; ctx.beginPath(); ctx.arc(tip.x, tip.y, Math.max(2, tip.s * 0.12), 0, 7); ctx.fill(); } } // ------------------------------------------------------------------ frame ---- export function render() { ctx.setTransform(RES, 0, 0, RES, 0, 0); // logical W x H coordinates at RES density if (G.shake) { // bomb kick: jitter the whole world (transform is reset before the HUD) const m = G.shake.mag * G.shake.t / 0.35; ctx.translate((Math.random() * 2 - 1) * m, (Math.random() * 2 - 1) * m); } const pal = palette(); // stands: tiered crowd from top of screen down to just above the far court const standsBottom = proj(0, 0, 0).y - 12; ctx.fillStyle = pal.stands; ctx.fillRect(0, 0, W, standsBottom); for (let r = 0; r < 16; r++) { ctx.fillStyle = r % 2 ? pal.tierA : pal.tierB; ctx.fillRect(0, 6 + r * 5.5, W, 5.5); } for (const d of crowd.dots) { const jx = crowd.cheer > 0 ? (Math.random() * 2 - 1) : 0; const jy = crowd.cheer > 0 ? -Math.random() * 1.5 : 0; ctx.fillStyle = d.c; ctx.fillRect(d.x + jx | 0, d.y + jy | 0, 2, 2); } // courtside billboard wall ctx.fillStyle = pal.board; ctx.fillRect(0, standsBottom - 10, W, 10); ctx.fillStyle = '#dfe8d0'; ctx.font = 'bold 7px monospace'; ctx.textBaseline = 'top'; ctx.textAlign = 'center'; ctx.fillText(W > 400 ? '· SPLATTER OPEN · NEW BALLS PLEASE · SPLATTER OPEN ·' : '· SPLATTER OPEN ·', W / 2, standsBottom - 9); ctx.textAlign = 'left'; // ground + court (Super Tennis lawn); everything outside the doubles court is OUT const dw = COURT.dblW / 2; quadXZ(-14, -6, 14, 30, pal.out); // out area quadXZ(-dw - 0.15, -0.15, dw + 0.15, COURT.L + 0.15, '#e8e8dc'); // perimeter border line quadXZ(-dw, 0, dw, COURT.L, pal.lawn); // lawn (doubles court) for (let z = 0; z < COURT.L; z += 2.97) quadXZ(-dw, z, dw, Math.min(z + 1.49, COURT.L), pal.stripe); // mow stripes // lines: baselines, doubles + singles sidelines, service box line(-dw, 0, dw, 0, 2); line(-dw, COURT.L, dw, COURT.L, 2); line(-dw, 0, -dw, COURT.L, 1.5); line(dw, 0, dw, COURT.L, 1.5); line(-COURT.W / 2, 0, -COURT.W / 2, COURT.L, 1.5); line(COURT.W / 2, 0, COURT.W / 2, COURT.L, 1.5); line(-COURT.W / 2, COURT.svcFar, COURT.W / 2, COURT.svcFar, 1); line(-COURT.W / 2, COURT.svcNear, COURT.W / 2, COURT.svcNear, 1); line(0, COURT.svcFar, 0, COURT.svcNear, 1); line(0, 0, 0, 0.35, 1); line(0, COURT.L - 0.35, 0, COURT.L, 1); // center marks // gore decals: what remains of the visiting team (flat ground layer, then far-side mounds) for (const d of gore) { const p = proj(d.x, 0, d.z); ctx.fillStyle = d.scorch ? `rgba(28,22,16,${d.a})` : `rgba(140,18,18,${d.a})`; // craters burn black-brown ctx.beginPath(); ctx.ellipse(p.x, p.y, p.s * d.r * 0.4, p.s * d.r * 0.16, 0, 0, 7); ctx.fill(); } drawPiles(false); // far-side piles (occluded by the net); near-side piles drawn after the net // landing rings: white = incoming ball, yellow/red = your shot (red lands out) if (G.phase === 'rally' && ball.active && ball.bounces === 0 && ball.lastHit === 'O') { const l = predictLanding(); if (l) drawRing(l.x, l.z, 'rgba(255,255,255,0.85)'); } if (G.outMarker) drawRing(G.outMarker.x, G.outMarker.z, G.outMarker.out ? '#ff5050' : '#f8e048'); // far-side drawables in z order (far → near), then the net, then the near side const farSide = [ { z: COURT.netZ - 0.01, f: () => drawStatic('x_ump', 7.1, COURT.netZ, UMP_H) }, ]; if (!G.hideO) farSide.push({ z: O.z, f: () => drawChar(O) }); if (G.boy && G.boy.z <= COURT.netZ) farSide.push({ z: G.boy.z, f: () => drawBoy(G.boy) }); for (const zb of zombies) if (zb.z <= COURT.netZ) farSide.push({ z: zb.z, f: () => drawZombie(zb) }); farSide.sort((a, b) => a.z - b.z).forEach(d => d.f()); // net const nl = proj(-COURT.netW / 2, 0, COURT.netZ), nr = proj(COURT.netW / 2, 0, COURT.netZ); const nlt = proj(-COURT.netW / 2, COURT.netH, COURT.netZ), nrt = proj(COURT.netW / 2, COURT.netH, COURT.netZ); ctx.fillStyle = 'rgba(20,26,34,0.72)'; ctx.beginPath(); ctx.moveTo(nl.x, nl.y); ctx.lineTo(nr.x, nr.y); ctx.lineTo(nrt.x, nrt.y); ctx.lineTo(nlt.x, nlt.y); ctx.fill(); ctx.strokeStyle = '#eeeeee'; ctx.lineWidth = 1.5; ctx.beginPath(); ctx.moveTo(nlt.x, nlt.y); ctx.lineTo(nrt.x, nrt.y); ctx.stroke(); ctx.fillStyle = '#333'; ctx.fillRect(nl.x - 1, nlt.y, 2, nl.y - nlt.y); ctx.fillRect(nr.x - 1, nrt.y, 2, nr.y - nrt.y); drawPiles(true); // near-side piles: after the net (they're closer), before the near actors if (G.boy && G.boy.z > COURT.netZ) drawBoy(G.boy); zombies.filter(zb => zb.z > COURT.netZ).sort((a, b) => a.z - b.z).forEach(drawZombie); // server idly bouncing the ball while waiting if (G.phase === 'pretoss') { const sv = score.server === 'P' ? P : O; const bx = sv.x - BOUNCE_IDLE.dx * (sv.side === 'P' ? 1 : -1); const by = Math.abs(Math.sin(G.idleT * BOUNCE_IDLE.tempo)) * BOUNCE_IDLE.apex; drawBall(bx, by, sv.z); } // the match ball (and any triple-serve side balls in flight) if ((ball.active || G.phase === 'over') && !ball.collected) drawBall(ball.x, ball.y, ball.z, true, ball.bomb, ball.flame); for (const e of extras) drawBall(e.x, e.y, e.z); // splatter particles (fire embers ride the same array) for (const pt of parts) { const pp = proj(pt.x, pt.y, pt.z); ctx.fillStyle = pt.fire ? (pt.t > 0.12 ? '#ffc030' : '#ff8010') : pt.dark ? 'rgba(96,14,14,0.9)' : 'rgba(170,22,22,0.9)'; ctx.fillRect(pp.x | 0, pp.y | 0, 2, 2); } // machine-gun pellets: flat tracers with a tiny ground shadow for (const pe of pellets) { const sh = proj(pe.x, 0, pe.z); drawShadow(sh.x, sh.y, Math.max(1, sh.s * 0.04), Math.max(1, sh.s * 0.02), 0.25); const pp = proj(pe.x, pe.y, pe.z); ctx.fillStyle = '#f8e048'; ctx.fillRect((pp.x | 0) - 1, (pp.y | 0) - 1, 2, 2); } if (G.mode !== 'eaten') drawChar(P); // there is no P anymore if ((G.horde || G.mgT > 0) && G.mode === 'splatter') drawMgRacket(); // rambo racket over the player ctx.setTransform(RES, 0, 0, RES, 0, 0); // un-shake: the HUD and overlays stay rock steady if (G.boomFlash > 0) { ctx.fillStyle = `rgba(255,255,255,${Math.min(1, G.boomFlash / 0.08) * 0.85})`; ctx.fillRect(0, 0, W, H); } // HUD — scoreboard ctx.fillStyle = 'rgba(12,16,24,0.82)'; ctx.fillRect(6, 6, 132, 30); ctx.strokeStyle = '#5a6a85'; ctx.strokeRect(6.5, 6.5, 131, 29); ctx.font = 'bold 9px monospace'; ctx.textBaseline = 'top'; const ptTxt = i => score.pts[i] >= 3 && score.pts[0] >= 3 && score.pts[1] >= 3 ? (score.pts[i] === score.pts[1 - i] ? '40' : (score.pts[i] > score.pts[1 - i] ? 'AD' : '40')) : ['0', '15', '30', '40'][Math.min(score.pts[i], 3)]; const setsTxt = i => G.mode === 'tennis' ? '' : G.sets[i] + '·'; // splatter scoreboard: SETS·GAMES PTS ctx.fillStyle = score.server === 'P' ? '#f8e048' : '#c8d0dc'; ctx.fillText('YOU ' + setsTxt(0) + score.games[0] + ' ' + ptTxt(0), 12, 10); for (let b = 0; b < G.bombs; b++) { // stocked bomb balls: black pips with an orange fuse rim ctx.fillStyle = '#111'; ctx.beginPath(); ctx.arc(96 + b * 8, 14, 2.6, 0, 7); ctx.fill(); ctx.strokeStyle = '#ff8010'; ctx.lineWidth = 0.75; ctx.stroke(); } for (let b = 0; b < G.triples; b++) { // triple serves: a yellow pip flanked by two dots ctx.fillStyle = '#e8f03a'; ctx.beginPath(); ctx.arc(96 + b * 8, 14, 2.6, 0, 7); ctx.fill(); ctx.fillRect(96 + b * 8 - 4, 13, 1.5, 1.5); ctx.fillRect(96 + b * 8 + 3, 13, 1.5, 1.5); } for (let b = 0; b < G.flames; b++) { // flame balls: orange pip, hot core ctx.fillStyle = '#ff8010'; ctx.beginPath(); ctx.arc(96 + b * 8, 14, 2.6, 0, 7); ctx.fill(); ctx.fillStyle = '#ffe8a0'; ctx.fillRect(96 + b * 8 - 1, 13, 2, 2); } if (G.mgT > 0) { // machine-gun time: a draining ammo bar ctx.fillStyle = '#333'; ctx.fillRect(96, 11, 34, 5); ctx.fillStyle = '#f8e048'; ctx.fillRect(96, 11, 34 * Math.min(1, G.mgT / TUNE.mgPickupLen), 5); } ctx.fillStyle = score.server === 'O' ? '#f8e048' : '#c8d0dc'; ctx.fillText((G.mode === 'tennis' ? 'CPU ' : 'THEM ') + setsTxt(1) + score.games[1] + ' ' + ptTxt(1), 12, 22); ctx.textAlign = 'center'; if (G.mode === 'eaten') { // the run summary — permadeath makes this scoreboard the whole game ctx.fillStyle = 'rgba(10,4,6,0.72)'; ctx.fillRect(0, 0, W, H); ctx.fillStyle = '#c02020'; ctx.font = 'bold 16px monospace'; ctx.fillText('GAME, SET, MASSACRE.', W / 2, H / 2 - 32); ctx.fillStyle = '#c8d0dc'; ctx.font = 'bold 10px monospace'; ctx.fillText('SURVIVED ' + G.runGames + ' GAMES · ' + G.sets[0] + ' SETS', W / 2, H / 2 - 6); if (G.best) { ctx.fillStyle = '#8fa0b8'; ctx.font = 'bold 8px monospace'; ctx.fillText('BEST ' + G.best.games + ' GAMES · ' + G.best.sets + ' SETS', W / 2, H / 2 + 10); } if (G.eatenT > 0.7) { ctx.fillStyle = '#f8e048'; ctx.font = 'bold 8px monospace'; ctx.fillText('TAP TO PLAY AGAIN', W / 2, H / 2 + 28); } } if (G.phase === 'pretoss' && score.server === 'P' && G.mode !== 'eaten' && !G.horde && !(G.mgT > 0)) { ctx.fillStyle = '#f8e048'; ctx.font = 'bold 8px monospace'; const touch = matchMedia('(pointer: coarse)').matches; const stock = G.bombs ? 'BOMB' : G.triples ? 'TRIPLE' : G.flames ? 'FIRE' : null; const txt = G.mode === 'splatter' ? (stock ? `FLICK FIRES THE ${stock} · TAP KEEPS IT` : touch ? 'TAP TO SERVE · FLICK TO AIM · SWISH TO MELEE' : 'SPACE SERVES · ARROWS AIM') : G.serveNum === 2 ? (touch ? 'SECOND SERVE — TAP' : 'SECOND SERVE — SPACE') : (touch ? 'TAP TO TOSS, TAP TO SERVE' : 'SPACE TO TOSS, SPACE TO SERVE'); ctx.fillText(txt, W / 2, H - 16); } if (G.flash) { ctx.font = 'bold 14px monospace'; ctx.fillStyle = '#ffffff'; ctx.fillText(G.flash.text, W / 2, 60 + Math.sin(G.flash.t * 20) * 1); } if (TUNE.missHud && G.lastMiss && G.idleT - G.lastMiss.at < 3.5) { // last miss reason, live ctx.font = 'bold 8px monospace'; ctx.fillStyle = '#ff9060'; ctx.fillText(G.lastMiss.text.toUpperCase(), W / 2, H - 28); } if (G.logShow) { // scoreboard tap: recent swing diagnostics, screenshot-friendly const list = G.missLog.slice(-9), lh = 10, top = 40; ctx.fillStyle = 'rgba(8,10,16,0.88)'; ctx.fillRect(6, top, W - 12, list.length * lh + 16); ctx.font = 'bold 7px monospace'; ctx.textAlign = 'left'; ctx.fillStyle = '#8fa0b8'; ctx.fillText('SWING LOG — tap scoreboard to hide', 10, top + 5); const maxCh = Math.floor((W - 20) / 4.3); list.forEach((e, i) => { ctx.fillStyle = e.result === 'HIT' ? '#7fd07f' : '#ff9060'; ctx.fillText((e.at + 's ' + e.result + ' ' + e.reason).slice(0, maxCh), 10, top + 16 + i * lh); }); } ctx.textAlign = 'left'; }