// 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, ball, sendBoy } from './state.js'; import { splat, moan, pock } from './audio.js'; import { splatPoint } from './gameplay.js'; export const zombies = []; // {x, z, v, walkT, variant: 'a'|'b'|'c'} export const gore = []; // lawn decals {x, z, r, a} export const parts = []; // splatter particles {x, y, z, vx, vy, vz, t} let spawnT = 1.5, moanT = 3; export function spawnZombie(x, z, variant) { zombies.push({ x, z, v: TUNE.zSpeed * (0.8 + Math.random() * 0.4), walkT: Math.random() * 9, variant }); } function splatter(i) { const zb = zombies[i]; zombies.splice(i, 1); gore.push({ x: zb.x, z: zb.z, r: 0.45 + Math.random() * 0.35, a: 0.85 }); if (gore.length > 40) gore.shift(); for (let k = 0; k < 14; k++) parts.push({ 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: 0.4 + Math.random() * 0.4, }); splat(); ball.vx *= 0.5; ball.vz *= 0.5; // the kill takes pace off the ball sendBoy(zb.x, zb.z); // a boy sprints out to mop splatPoint('P'); } 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 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 (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.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); 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); } }