'use strict'; // Splatter Tennis — phase 1: a rally that feels right. Super Tennis (SNES) reference. // World units: meters. z axis = court depth, 0 at FAR baseline, 23.77 at NEAR baseline. // The near player is you. Pseudo-3D: ball has court pos (x,z) + height y, drawn with a shadow. // ---------------------------------------------------------------- tuning ---- // Every feel-relevant number lives here; press T in game for live sliders. const TUNE = { camZ: 36, camY: 9, camF: 280, horizon: 40, gravity: 9.2, // slightly floaty vs 9.8 for readability spinFactor: 0.9, // extra dive on quality shots (fake topspin) bounceY: 0.58, bounceXZ: 0.78, playerSpeed: 5.4, aiSpeed: 4.3, reach: 1.3, aiReach: 1.6, // tight contact radius: the assist positions you, the tap must be honest swingWindup: 0.06, // s before contact window opens swingWindow: 0.16, // s contact window length baseShotSpeed: 16, qualityShotSpeed: 12, // horizontal m/s = base + q*quality; perfect timing = real pace serveSpeed: 21, serveQualitySpeed: 7, aimError: 2.4, // m of scatter at quality 0 perfectMs: 45, // |offset from window center| for PERFECT aiQualityMin: 0.45, aiQualityMax: 0.85, aiFlub: 0.09, aiReaction: 0.45, // s before the CPU reads your shot — well-aimed corners are winners autoAssist: matchMedia('(pointer: coarse)').matches ? 1.15 : 0, // auto-run speed factor (mobile); slightly superhuman legs }; const COURT = { L: 23.77, W: 8.23, dblW: 10.97, netZ: 11.885, netH: 0.914, netW: 10.06, serviceD: 6.4 }; // far service line z = netZ - serviceD... service boxes: far side z in [5.485, netZ], near [netZ, 18.285] COURT.svcFar = COURT.netZ - 6.4; // 5.485 COURT.svcNear = COURT.netZ + 6.4; // 18.285 // ---------------------------------------------------------------- canvas ---- const cv = document.getElementById('c'), ctx = cv.getContext('2d'); const RES = 2; // physical pixels per logical pixel — sprites keep 2x detail let W = 480, H = 270; 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); 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 }; } // ----------------------------------------------------------------- input ---- const keys = {}; addEventListener('keydown', e => { if (['ArrowUp','ArrowDown','ArrowLeft','ArrowRight',' '].includes(e.key)) e.preventDefault(); if (e.key === 't' || e.key === 'T') togglePanel(); if (!keys[e.code]) keyPressed(e.code); keys[e.code] = true; }); addEventListener('keyup', e => keys[e.code] = false); const touchAxis = { x: 0, z: 0 }; const axisX = () => touchAxis.x || (keys.ArrowRight || keys.KeyD ? 1 : 0) - (keys.ArrowLeft || keys.KeyA ? 1 : 0); const axisZ = () => touchAxis.z || (keys.ArrowUp || keys.KeyW ? -1 : 0) + (keys.ArrowDown || keys.KeyS ? 1 : 0); // One-handed touch: hold-drag = run, quick FLICK = swing aimed in the flick direction, // plain tap = neutral swing / toss / serve. Extra finger tap still swings (two-thumb play). let stick = null; // {id, x0, y0, t0, moved} let flickAim = null; // {ax, az, t} aim override for the swing just triggered const DEAD = 14; cv.addEventListener('touchstart', e => { e.preventDefault(); audio(); for (const t of e.changedTouches) { if (!stick) stick = { id: t.identifier, x0: t.clientX, y0: t.clientY, t0: performance.now(), moved: false }; else keyPressed('Space'); } }, { passive: false }); cv.addEventListener('touchmove', e => { e.preventDefault(); if (!stick) return; for (const t of e.changedTouches) { if (t.identifier !== stick.id) continue; const dx = t.clientX - stick.x0, dy = t.clientY - stick.y0; if (Math.hypot(dx, dy) > DEAD) stick.moved = true; touchAxis.x = Math.abs(dx) > DEAD ? Math.sign(dx) : 0; touchAxis.z = Math.abs(dy) > DEAD ? Math.sign(dy) : 0; } }, { passive: false }); const endTouch = e => { e.preventDefault(); for (const t of e.changedTouches) { if (!stick || t.identifier !== stick.id) continue; const dt = performance.now() - stick.t0; const dx = t.clientX - stick.x0, dy = t.clientY - stick.y0, dist = Math.hypot(dx, dy); if (!stick.moved && dt < 250) keyPressed('Space'); // tap else if (dt < 300 && dist > 28) { // flick = aimed swing flickAim = { ax: Math.abs(dx) > dist * 0.38 ? Math.sign(dx) : 0, az: Math.abs(dy) > dist * 0.38 ? Math.sign(dy) : 0, t: performance.now() }; keyPressed('Space'); } stick = null; touchAxis.x = 0; touchAxis.z = 0; } }; cv.addEventListener('touchend', endTouch, { passive: false }); cv.addEventListener('touchcancel', endTouch, { passive: false }); // ----------------------------------------------------------------- audio ---- let AC = null; const audio = () => { if (!AC) AC = new (window.AudioContext || window.webkitAudioContext)(); if (AC.state === 'suspended') AC.resume(); return AC; }; // Umpire lines are pre-recorded files (assets/audio/*.m4a) played via WebAudio — // works on mobile where speechSynthesis is unreliable. say() remains the fallback. const VOICE = {}; let reverbNode = null; function reverb(ac) { // stadium PA tail: exponentially decaying noise as impulse response if (reverbNode) return reverbNode; const len = ac.sampleRate * 1.3, ir = ac.createBuffer(2, len, ac.sampleRate); for (let c = 0; c < 2; c++) { const d = ir.getChannelData(c); for (let i = 0; i < len; i++) d[i] = (Math.random() * 2 - 1) * Math.pow(1 - i / len, 2.8); } reverbNode = ac.createConvolver(); reverbNode.buffer = ir; const wet = ac.createGain(); wet.gain.value = 0.35; reverbNode.connect(wet).connect(ac.destination); return reverbNode; } function voice(name, delay = 0) { const ac = audio(); const play = buf => { const src = ac.createBufferSource(); src.buffer = buf; src.connect(ac.destination); src.connect(reverb(ac)); // dry + center-court echo src.start(ac.currentTime + delay); }; if (VOICE[name]) return play(VOICE[name]); fetch('assets/audio/' + name + '.m4a') .then(r => { if (!r.ok) throw 0; return r.arrayBuffer(); }) .then(ab => ac.decodeAudioData(ab)) .then(buf => { VOICE[name] = buf; play(buf); }) .catch(() => say(name.replace(/_/g, ' '), delay)); } function noiseBuf(ac, len) { const b = ac.createBuffer(1, ac.sampleRate * len, ac.sampleRate), d = b.getChannelData(0); for (let i = 0; i < d.length; i++) d[i] = Math.random() * 2 - 1; return b; } function swish(vol = 0.3) { // racket cutting air — the sound of a whiff try { const ac = audio(), t = ac.currentTime; const src = ac.createBufferSource(); src.buffer = noiseBuf(ac, 0.16); const bp = ac.createBiquadFilter(); bp.type = 'bandpass'; bp.frequency.setValueAtTime(1600, t); bp.frequency.exponentialRampToValueAtTime(3200, t + 0.12); bp.Q.value = 1.5; const g = ac.createGain(); g.gain.setValueAtTime(0.001, t); g.gain.exponentialRampToValueAtTime(vol, t + 0.05); g.gain.exponentialRampToValueAtTime(0.001, t + 0.16); src.connect(bp).connect(g).connect(ac.destination); src.start(); } catch (e) {} } function pock(vol = 0.8, freq = 900) { // racket contact / bounce thock try { const ac = audio(), t = ac.currentTime; const src = ac.createBufferSource(); src.buffer = noiseBuf(ac, 0.06); const bp = ac.createBiquadFilter(); bp.type = 'bandpass'; bp.frequency.value = freq; bp.Q.value = 1.2; const g = ac.createGain(); g.gain.setValueAtTime(vol, t); g.gain.exponentialRampToValueAtTime(0.001, t + 0.07); src.connect(bp).connect(g).connect(ac.destination); src.start(); const o = ac.createOscillator(), og = ac.createGain(); // low thump body o.frequency.setValueAtTime(180, t); o.frequency.exponentialRampToValueAtTime(70, t + 0.08); og.gain.setValueAtTime(vol * 0.5, t); og.gain.exponentialRampToValueAtTime(0.001, t + 0.09); o.connect(og).connect(ac.destination); o.start(t); o.stop(t + 0.1); } catch (e) {} } function applause(seconds = 2.4, vol = 0.5) { // ponytail: synthesized claps; swap for a sample if it reads flat try { const ac = audio(), t0 = ac.currentTime, n = 90 * seconds; crowd.cheer = Math.max(crowd.cheer, seconds); for (let i = 0; i < n; i++) { const t = t0 + Math.random() * seconds; const env = Math.min(1, 4 * (1 - Math.abs(2 * (t - t0) / seconds - 1))); // fade in/out const src = ac.createBufferSource(); src.buffer = noiseBuf(ac, 0.025); const bp = ac.createBiquadFilter(); bp.type = 'bandpass'; bp.frequency.value = 1000 + Math.random() * 1600; bp.Q.value = 2.5; const g = ac.createGain(); g.gain.setValueAtTime(vol * env * (0.3 + Math.random() * 0.7), t); g.gain.exponentialRampToValueAtTime(0.001, t + 0.03); src.connect(bp).connect(g).connect(ac.destination); src.start(t); } } catch (e) {} } let sysVoice = null; function say(text, delay = 0) { // fallback when a recorded umpire line is missing try { if (!sysVoice) sysVoice = speechSynthesis.getVoices().find(v => v.lang.startsWith('en-GB')) || null; const u = new SpeechSynthesisUtterance(text); if (sysVoice) u.voice = sysVoice; u.rate = 0.88; u.pitch = 0.75; u.volume = 0.9; setTimeout(() => speechSynthesis.speak(u), delay * 1000); } catch (e) {} } // ---------------------------------------------------------------- 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']) { const img = new Image(); img.onload = () => SPR[n] = img; img.src = 'assets/' + n + '.png'; } // ---------------------------------------------------------------- state ---- const P = { x: 1.3, z: 22.8, side: 'P', pose: 'idle', poseT: 0, swingT: -1, facing: 1, runT: 0 }; const O = { x: -1.3, z: 1.0, side: 'O', pose: 'idle', poseT: 0, swingT: -1, facing: 1, runT: 0 }; const ball = { x: 0, y: 1, z: 20, vx: 0, vy: 0, vz: 0, active: false, lastHit: 'P', bounces: 0, firstLand: null }; const score = { pts: [0, 0], games: [0, 0], server: 'P' }; // pts index 0=P 1=O const PTS = ['Love', 'Fifteen', 'Thirty', 'Forty']; let phase = 'pretoss'; // pretoss | toss | rally | over let serveNum = 1, overT = 0, hitstop = 0, flash = null, idleT = 0, outMarker = null; // flash = {text,x,y,t} let boy = null; // a ball boy sprints across the field, scoops the dead ball, exits the far side function sendBoy() { if (ball.z < -3 || ball.z > 27) return; // ball left the field lengthwise, let it go const dir = ball.x > 0 ? 1 : -1; // enter from the opposite side so the pickup is mid-run boy = { x: dir > 0 ? -13 : 13, z: ball.z, dir, runT: 0 }; } let aiServeT = 0, aiSwingCool = 0, aiReactT = 9; const crowd = { cheer: 0, dots: [] }; 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] }); } buildCrowd(); const deuceSide = () => (score.pts[0] + score.pts[1]) % 2 === 0; // even points → deuce (right) side function setupPoint() { phase = 'pretoss'; ball.active = false; ball.bounces = 0; ball.firstLand = null; 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 : 1.2; 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 aiServeT = score.server === 'O' ? 1.4 : 0; } // ------------------------------------------------------------- ballistics ---- // Launch ball from (x0,y0,z0) so it lands at (tx, tz) with horizontal speed s under gravity g. function solveShot(x0, y0, z0, tx, tz, s, g = TUNE.gravity) { const dx = tx - x0, dz = tz - z0, dist = Math.hypot(dx, dz), T = dist / s; return { vx: dx / T, vz: dz / T, vy: (0.08 - y0 + 0.5 * g * T * T) / T }; } function doHit(ch, quality, aim) { // aim: {ax: -1|0|1, az: -1|0|1} from held keys at contact (az -1 = deep, 1 = short/drop) const toFar = ch.side === 'P'; // snap the ball to the racket at the contact frame so the hit visually connects ball.x = ch.x + ch.facing * 0.5; ball.z = ch.z + (toFar ? -0.3 : 0.3); const err = () => (Math.random() * 2 - 1) * TUNE.aimError * (1 - quality); let tx = aim.ax * (ch.side === 'P' ? 3.3 : 2.7) + err(); // your aimed shots go properly wide let tzBase = aim.az < 0 ? 3.0 : aim.az > 0 ? 8.6 : 5.4; // depth from target baseline let tz = (toFar ? tzBase : COURT.L - tzBase) + err() * 0.8; tx = Math.max(-5, Math.min(5, tx)); let s = TUNE.baseShotSpeed + quality * TUNE.qualityShotSpeed; // topspin: quality shots dive under extra effective gravity, which is what lets real // pace arc over the net and still land in — the core tennis trade-off const g = TUNE.gravity * (1 + quality * TUNE.spinFactor); let v = solveShot(ball.x, ball.y, ball.z, tx, tz, s, g); // low contact → trade pace for loft until the net is cleared; good timing gets a // comfortable margin, sloppy timing keeps some tape risk const margin = 0.06 + 0.22 * quality; for (let i = 0; i < 8; i++) { const tN = (COURT.netZ - ball.z) / v.vz; const yN = ball.y + v.vy * tN - 0.5 * g * tN * tN; if (tN <= 0 || yN >= COURT.netH + margin) break; s *= 0.9; v = solveShot(ball.x, ball.y, ball.z, tx, tz, s, g); } ball.g = g; ball.vx = v.vx; ball.vy = v.vy; ball.vz = v.vz; ball.lastHit = ch.side; ball.bounces = 0; ball.firstLand = null; if (ch.side === 'P') { // shot marker: where this will land — red means it's going out const ok = Math.abs(tx) <= COURT.W / 2 + 0.02 && tz >= -0.02 && tz <= COURT.netZ; outMarker = { x: tx, z: tz, out: !ok, t: 1.3 }; aiReactT = 0; // CPU hasn't read the shot yet } pock(0.9, 950); if (quality > 0.999) { hitstop = 0.05; flash = { text: 'PERFECT', t: 0.7 }; pock(0.5, 1600); } ch.pose = 'swing'; ch.poseT = 0; } // ----------------------------------------------------------------- serve ---- function tossBall(sv) { ball.active = true; ball.bounces = 0; ball.firstLand = null; ball.collected = false; ball.x = sv.x + 0.35 * (sv.side === 'P' ? 1 : -1); ball.z = sv.z; ball.y = 1.8; ball.vx = 0; ball.vz = 0; ball.vy = 4.6; ball.g = TUNE.gravity; phase = 'toss'; } function serveApexY() { return 1.8 + 4.6 * 4.6 / (2 * TUNE.gravity); } // ~2.95 function hitServe(sv, quality) { const toFar = sv.side === 'P'; // target: diagonal service box. Serving from deuce side → target box is across. const boxX = (deuceSide() ? -1 : 1) * (toFar ? 1 : -1) * 2.0 + (Math.random() * 2 - 1) * TUNE.aimError * 0.8 * (1 - quality); const boxZ = toFar ? COURT.svcFar + 1.6 : COURT.svcNear - 1.6; const s = TUNE.serveSpeed + quality * TUNE.serveQualitySpeed; const tzs = boxZ + (Math.random() * 2 - 1) * (1 - quality) * 1.5; const g = TUNE.gravity * (1 + quality * 0.35); // kick serves dip a little too const v = solveShot(ball.x, ball.y, ball.z, boxX, tzs, s, g); ball.g = g; ball.vx = v.vx; ball.vy = v.vy; ball.vz = v.vz; ball.lastHit = sv.side; ball.bounces = 0; if (sv.side === 'P') outMarker = { x: boxX, z: tzs, out: !inServeBox(boxX, tzs), t: 1.3 }; phase = 'rally'; pock(1, 1100); sv.pose = 'serve'; sv.poseT = 0; if (quality > 0.999) { flash = { text: 'PERFECT', t: 0.7 }; hitstop = 0.05; } } // ---------------------------------------------------------------- scoring ---- function scoreKey() { const N = ['love', 'fifteen', 'thirty', 'forty']; const s = score.server === 'P' ? [score.pts[0], score.pts[1]] : [score.pts[1], score.pts[0]]; if (s[0] >= 3 && s[1] >= 3) { if (s[0] === s[1]) return 'deuce'; return (s[0] > s[1]) === (score.server === 'P') ? 'advantage_player' : 'advantage_receiver'; } if (s[0] === s[1]) return N[s[0]] + '_all'; return N[s[0]] + '_' + N[s[1]]; } function pointTo(side, reason) { const i = side === 'P' ? 0 : 1, j = 1 - i; score.pts[i]++; let gameOver = false; if (score.pts[i] >= 4 && score.pts[i] - score.pts[j] >= 2) { score.games[i]++; score.pts = [0, 0]; gameOver = true; } phase = 'over'; overT = gameOver ? 3.2 : 2.2; sendBoy(); if (reason) voice(reason); if (gameOver) { voice(side === 'P' ? 'game_player' : 'game_opponent', 0.7); applause(2.8, 0.6); score.server = score.server === 'P' ? 'O' : 'P'; } else { voice(scoreKey(), 0.7); if (side === 'P') applause(1.2, 0.3); } serveNum = 1; } function fault() { if (serveNum === 1) { serveNum = 2; voice('fault'); phase = 'over'; overT = 1.4; sendBoy(); } else pointTo(other(score.server), 'double_fault'); } const other = s => s === 'P' ? 'O' : 'P'; function inCourt(x, z) { return Math.abs(x) <= COURT.W / 2 + 0.02 && z >= -0.02 && z <= COURT.L + 0.02; } function inServeBox(x, z) { const toFar = score.server === 'P'; const xOK = deuceSide() ? (toFar ? x <= 0.02 : x >= -0.02) : (toFar ? x >= -0.02 : x <= 0.02); const zOK = toFar ? (z >= COURT.svcFar - 0.02 && z <= COURT.netZ) : (z >= COURT.netZ && z <= COURT.svcNear + 0.02); return xOK && Math.abs(x) <= COURT.W / 2 + 0.02 && zOK; } function onBounce() { ball.bounces++; pock(0.35, 500); if (ball.bounces === 1) { ball.firstLand = { x: ball.x, z: ball.z }; const wasServe = phaseWasServe; phaseWasServe = false; if (wasServe) { if (!inServeBox(ball.x, ball.z)) { ball.active = false; fault(); } return; } // must land on the side opposite the hitter const okSide = ball.lastHit === 'P' ? ball.z < COURT.netZ : ball.z > COURT.netZ; if (!inCourt(ball.x, ball.z) || !okSide) { ball.active = false; pointTo(other(ball.lastHit), 'out'); } } else if (ball.bounces === 2) { ball.active = false; pointTo(ball.lastHit, null); } } let phaseWasServe = false; // ---------------------------------------------------------------- update ---- // Where should a player run to? Simulate the ball forward and take the first point in // their half at hitting height that they can actually REACH IN TIME; otherwise chase the // deepest hittable point. This is the "every ball is catchable, timing is the skill" contract. function intercept(side) { const ch = side === 'O' ? O : P; const spd = side === 'O' ? TUNE.aiSpeed : TUNE.playerSpeed * TUNE.autoAssist; let { x, y, z, vx, vy, vz } = ball; const g = ball.g || TUNE.gravity, dt = 0.01; const inZone = side === 'O' ? zz => zz <= 9.5 : zz => zz >= COURT.L - 9.5; const home = side === 'O' ? { x: 0, z: 2.5 } : { x: 0, z: 22.8 }; let fallback = null, deepest = null; for (let i = 0; i < 300; i++) { vy -= g * dt; x += vx * dt; y += vy * dt; z += vz * dt; if (y <= 0 && vy < 0) { y = 0; vy = -vy * TUNE.bounceY; vx *= TUNE.bounceXZ; vz *= TUNE.bounceXZ; } if (i > 5 && inZone(z) && y < 1.6 && y > 0.3) { const pt = { x, z: side === 'O' ? Math.max(0.8, z) : Math.min(24.5, z) }; const reachable = Math.hypot(pt.x - ch.x, pt.z - ch.z) / spd <= i * dt; if (y > 0.7 && reachable) return pt; // waist-high AND arrivable in time if (reachable && !fallback) fallback = pt; // low but arrivable deepest = pt; // last resort: run at the deepest hittable point } } return fallback || deepest || home; } function trySwing(ch, isAI) { // Contact happens if the ball is inside reach while the swing window is open. const reach = isAI ? TUNE.aiReach : TUNE.reach; const t = ch.swingT; if (t < TUNE.swingWindup || t > TUNE.swingWindup + TUNE.swingWindow) return; if (!ball.active || phase !== 'rally') return; if (ball.lastHit === ch.side) return; const dx = ball.x - ch.x, dz = ball.z - ch.z; if (Math.hypot(dx, dz * 0.8) > reach || ball.y > 2.3) return; if (ball.y < 0.24) return; // below the ankles the ball is past you — no grass-scraping saves // quality: how centered in the window the contact lands const center = TUNE.swingWindup + TUNE.swingWindow / 2; const off = Math.abs(t - center) / (TUNE.swingWindow / 2); let q = Math.max(0.05, 1 - off); if (Math.abs(t - center) * 1000 < TUNE.perfectMs) q = 1; ch.facing = dx >= 0 ? 1 : -1; // forehand right (righty), backhand left → mirrored sprite const fresh = flickAim && performance.now() - flickAim.t < 450; const aim = isAI ? { ax: [ -1, 0, 1 ][Math.floor(Math.random() * 3)], az: Math.random() < 0.25 ? -1 : 0 } : fresh ? { ax: flickAim.ax, az: flickAim.az } : { ax: axisX(), az: axisZ() * (ch.side === 'P' ? 1 : -1) }; if (fresh && !isAI) flickAim = null; if (isAI) q = Math.min(q, TUNE.aiQualityMin + Math.random() * (TUNE.aiQualityMax - TUNE.aiQualityMin)); doHit(ch, q, aim); ch.swingT = -1; } function keyPressed(code) { if (code !== 'Space') return; audio(); // unlock on first gesture if (phase === 'pretoss' && score.server === 'P') { tossBall(P); return; } if (phase === 'toss' && score.server === 'P') { // serve timing: distance from apex = quality const dy = Math.abs(ball.y - serveApexY()); if (ball.y < 2.0) return; // too low, let it drop (re-toss) let q = Math.max(0.05, 1 - dy / 0.9); if (dy < 0.12) q = 1; phaseWasServe = true; hitServe(P, q); if (q >= 1) flash = { text: 'PERFECT', t: 0.7 }; return; } if (phase === 'rally' && P.swingT < 0) { P.swingT = 0; P.pose = 'swing'; P.poseT = 0; } } function update(dt) { if (hitstop > 0) { hitstop -= dt; return; } if (flash) { flash.t -= dt; if (flash.t <= 0) flash = null; } crowd.cheer = Math.max(0, crowd.cheer - dt); idleT += dt; if (phase === 'pretoss' && Math.sin(idleT * 3.6) * Math.sin((idleT - dt) * 3.6) < 0) pock(0.12, 420); // server bouncing the ball if (phase === 'toss') { const sv = score.server === 'P' ? P : O; sv.pose = 'serve'; sv.poseT = 0; } // --- player movement (near half only, generous margins) if (phase === 'rally' || phase === 'toss' || phase === 'pretoss') { const slow = P.swingT >= 0 ? 0.35 : 1; const mx = axisX(), mz = axisZ(); if (phase === 'rally') { P.x += mx * TUNE.playerSpeed * slow * dt; P.z += mz * TUNE.playerSpeed * slow * dt; let assist = 0; if (!mx && !mz && TUNE.autoAssist > 0 && ball.active) { const chasing = ball.lastHit === 'O'; // no `slow` here: tapping must not freeze your legs, or anticipating a shot loses it const rate = TUNE.playerSpeed * TUNE.autoAssist * dt * (chasing ? 1 : 0.55); const tgt = chasing ? intercept('P') : { x: 0, z: 22.8 }; // run to the ball, then recover home const dx = tgt.x - P.x, dz = tgt.z - P.z, d = Math.hypot(dx, dz); if (d > 0.35) { // deadzone: stand ready near the spot instead of dithering over it P.x += dx / d * Math.min(rate, d); P.z += dz / d * Math.min(rate, d); assist = dx; } } P.x = Math.max(-6.5, Math.min(6.5, P.x)); P.z = Math.max(COURT.netZ + 1.2, Math.min(26, P.z)); const moving = mx || mz || assist !== 0; P.runT += moving ? dt : 0; if (P.pose !== 'swing' && P.pose !== 'serve') P.pose = moving ? 'run' : 'idle'; if (mx) P.facing = mx > 0 ? 1 : -1; else if (Math.abs(assist) > 0.25) P.facing = assist > 0 ? 1 : -1; // hysteresis: small corrections don't flip facing } } if (P.swingT >= 0) { P.swingT += dt; trySwing(P, false); // a contact resets swingT to -1 inside trySwing if (P.swingT > TUNE.swingWindup + TUNE.swingWindow + 0.02) { P.swingT = -1; if (phase === 'rally') swish(); } } if (P.pose === 'swing' || P.pose === 'serve') { P.poseT += dt; if (P.poseT > 0.38) P.pose = 'idle'; } // --- AI if (score.server === 'O' && phase === 'pretoss') { aiServeT -= dt; if (aiServeT <= 0) tossBall(O); } else if (score.server === 'O' && phase === 'toss') { if (ball.vy < 0 && ball.y < serveApexY() - 0.1) { phaseWasServe = true; hitServe(O, 0.6 + Math.random() * 0.35); } } if (phase === 'rally') { aiReactT += dt; const incoming = ball.active && ball.lastHit === 'P' && aiReactT >= TUNE.aiReaction; const tgt = incoming ? intercept('O') : { x: 0, z: 2.5 }; const spd = TUNE.aiSpeed * (incoming ? 1 : 0.5); // slow recovery: wrong-footing wins points const dx = tgt.x - O.x, dz = tgt.z - O.z, d = Math.hypot(dx, dz); if (d > 0.1) { O.x += dx / d * Math.min(spd * dt, d); O.z += dz / d * Math.min(spd * dt, d); O.pose = O.pose === 'swing' ? 'swing' : 'run'; O.runT += dt; if (Math.abs(dx) > 0.25) O.facing = dx > 0 ? 1 : -1; } else if (O.pose === 'run') O.pose = 'idle'; aiSwingCool -= dt; if (incoming && aiSwingCool <= 0 && O.swingT < 0) { // same radius trySwing uses for contact, so an armed swing actually connects const near = Math.hypot(ball.x - O.x, (ball.z - O.z) * 0.8) < TUNE.aiReach && ball.y < 2.3 && ball.y > 0.24 && ball.vz < 0; if (near) { if (Math.random() < TUNE.aiFlub) aiSwingCool = 0.5; // whiff: hesitates and misses else { O.swingT = TUNE.swingWindup + TUNE.swingWindow / 2; trySwing(O, true); O.swingT = -1; aiSwingCool = ball.lastHit === 'O' ? 0.4 : 0.12; } } } } if (O.pose === 'swing' || O.pose === 'serve') { O.poseT += dt; if (O.poseT > 0.38) O.pose = 'idle'; } // --- ball physics if (ball.active) { ball.vy -= (ball.g || TUNE.gravity) * dt; const oldZ = ball.z; ball.x += ball.vx * dt; ball.y += ball.vy * dt; ball.z += ball.vz * dt; // net: plane at netZ, only during rally flight if (phase === 'rally' && (oldZ - COURT.netZ) * (ball.z - COURT.netZ) < 0 && Math.abs(ball.x) < COURT.netW / 2) { const tCross = (COURT.netZ - oldZ) / (ball.z - oldZ); const yAt = ball.y - ball.vy * dt * (1 - tCross); // approx height at crossing if (yAt < COURT.netH) { ball.z = COURT.netZ + (oldZ < COURT.netZ ? -0.05 : 0.05); ball.vz *= -0.08; ball.vx *= 0.3; ball.vy = Math.min(ball.vy, 0); pock(0.4, 300); } } if (ball.y <= 0 && ball.vy < 0) { ball.y = 0; ball.vy = -ball.vy * TUNE.bounceY; ball.vx *= TUNE.bounceXZ; ball.vz *= TUNE.bounceXZ; onBounce(); if (ball.active && Math.abs(ball.vy) < 0.8) { // rolled out — dead ball ball.active = false; if (ball.bounces === 1) pointTo(ball.lastHit, null); } } if (phase === 'toss' && ball.y <= 1.4 && ball.vy < 0) { // uncaught toss → retoss ball.active = false; phase = 'pretoss'; if (score.server === 'O') aiServeT = 0.8; } } // ball boy: sprint across, scoop the ball in passing, despawn off the far side if (boy) { boy.x += boy.dir * 7.5 * dt; boy.runT += dt; if (!ball.collected && !ball.active) { const dz = ball.z - boy.z; boy.z += Math.sign(dz) * Math.min(Math.abs(dz), 3 * dt); // track the rolling ball a little if (Math.abs(boy.x - ball.x) < 0.4 && Math.abs(dz) < 1.2) ball.collected = true; } if (Math.abs(boy.x) > 13.5) boy = null; } if (outMarker && (outMarker.t -= dt) <= 0) outMarker = null; if (phase === 'over') { overT -= dt; if (overT <= 0) setupPoint(); } } function predictLanding() { // first-bounce point of the ball's current trajectory let { x, y, z, vx, vy, vz } = ball; const g = ball.g || TUNE.gravity, dt = 0.01; for (let i = 0; i < 300; i++) { vy -= g * dt; x += vx * dt; y += vy * dt; z += vz * dt; if (y <= 0) return { x, z }; } return null; } // ---------------------------------------------------------------- render ---- function courtXZ(x, z) { return proj(x, 0, z); } function line(x1, z1, x2, z2, w = 1) { const a = courtXZ(x1, z1), b = courtXZ(x2, 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 = courtXZ(x1, z1), b = courtXZ(x2, z1), c = courtXZ(x2, z2), d = courtXZ(x1, 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 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; ctx.fillStyle = 'rgba(0,0,0,0.25)'; ctx.beginPath(); ctx.ellipse(p.x, p.y, w * 0.4, Math.max(1, h * 0.04), 0, 0, 7); ctx.fill(); 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 = 1.2 * p.s, w = h * img.width / img.height; ctx.fillStyle = 'rgba(0,0,0,0.25)'; ctx.beginPath(); ctx.ellipse(p.x, p.y, w * 0.3, Math.max(1, h * 0.04), 0, 0, 7); ctx.fill(); 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 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(); } function drawChar(ch) { const receiverWaiting = phase === 'pretoss' && ch.side !== score.server && ch.pose === 'idle'; const sway = receiverWaiting ? Math.sin(idleT * 3.2) : 0; const p = proj(ch.x + sway * 0.12, 0, ch.z); const hpx = 1.88 * p.s; // pick sprite const pre = ch.side === 'P' ? 'p_' : 'o_'; let name = pre + (Math.floor(idleT * 1.6) % 2 ? 'idle1' : 'idle2'); // idle weight shift if (phase === 'pretoss' && ch.side === score.server && ch.pose === 'idle') name = pre + (Math.abs(Math.sin(idleT * 3.6)) > 0.55 ? 'bounce2' : 'bounce'); // hand rises as the ball comes up 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 + (phase === 'toss' ? 'toss' : 'smash'); if (ch.pose === 'run') p.y -= Math.floor(ch.runT * 18) % 2; // 1px run bob const img = SPR[name]; // shadow ctx.fillStyle = 'rgba(0,0,0,0.28)'; ctx.beginPath(); ctx.ellipse(p.x, p.y, hpx * 0.22, hpx * 0.06, 0, 0, 7); ctx.fill(); if (img) { const k = hpx / 112; // sprites share one scale; idle pose is 112px tall 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) { // ponytail: replaced by generated sprites; kept as loading fallback const you = ch.side === 'P'; const u = h / 16, x = p.x, y = p.y; // 16-unit tall blocky figure 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); // head ctx.fillStyle = you ? '#804820' : '#282828'; ctx.fillRect(x - 2 * u, y - 16 * u, 4 * u, 1.2 * u); // hair ctx.fillStyle = shirt; ctx.fillRect(x - 2.6 * u, y - 12 * u, 5.2 * u, 6 * u); // torso ctx.fillStyle = shorts; ctx.fillRect(x - 2.4 * u, y - 6 * u, 4.8 * u, 3 * u); // shorts 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); // legs const f = ch.facing, swing = ch.pose === 'swing'; ctx.strokeStyle = skin; ctx.lineWidth = u; ctx.beginPath(); ctx.moveTo(x + f * 2.6 * u, y - 11 * u); ctx.lineTo(x + f * (swing ? 5 : 3.6) * u, y - (swing ? 13 : 8) * u); ctx.stroke(); // arm ctx.strokeStyle = '#c02020'; ctx.lineWidth = 1; const rx = x + f * (swing ? 5.5 : 4) * u, ry = y - (swing ? 14 : 7.5) * u; ctx.beginPath(); ctx.ellipse(rx, ry, 1.6 * u, 2.2 * u, f * 0.5, 0, 7); ctx.stroke(); // racket } function render() { ctx.setTransform(RES, 0, 0, RES, 0, 0); // logical W x H coordinates at RES density // stands: tiered crowd from top of screen down to just above the far court const standsBottom = proj(0, 0, 0).y - 12; ctx.fillStyle = '#232e42'; ctx.fillRect(0, 0, W, standsBottom); for (let r = 0; r < 16; r++) { // tier shading ctx.fillStyle = r % 2 ? '#2a3750' : '#26324a'; 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 = '#0e5c2e'; 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, '#295c2d'); // 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, '#4cae52'); // lawn (doubles court) for (let z = 0; z < COURT.L; z += 2.97) quadXZ(-dw, z, dw, Math.min(z + 1.49, COURT.L), '#46a54c'); // 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 // landing rings: white = incoming ball, yellow/red = your shot (red lands out) if (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 (outMarker) drawRing(outMarker.x, outMarker.z, outMarker.out ? '#ff5050' : '#f8e048'); // far-side drawables in z order (far → near), then the net, then the near side const farSide = [{ z: O.z, f: () => drawChar(O) }, { z: COURT.netZ - 0.01, f: () => drawStatic('x_ump', 7.1, COURT.netZ, 2.7) }]; if (boy && boy.z <= COURT.netZ) farSide.push({ z: boy.z, f: () => drawBoy(boy) }); 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); if (boy && boy.z > COURT.netZ) drawBoy(boy); // server idly bouncing the ball while waiting if (phase === 'pretoss') { const sv = score.server === 'P' ? P : O; const bx = sv.x - 0.32 * (sv.side === 'P' ? 1 : -1), by = Math.abs(Math.sin(idleT * 3.6)) * 0.78; // floor to the reaching hand const sh = proj(bx, 0, sv.z); ctx.fillStyle = 'rgba(0,0,0,0.3)'; ctx.beginPath(); ctx.ellipse(sh.x, sh.y, Math.max(1.5, sh.s * 0.08), Math.max(1, sh.s * 0.035), 0, 0, 7); ctx.fill(); const bp = proj(bx, by, sv.z); ctx.fillStyle = '#e8f03a'; ctx.beginPath(); ctx.arc(bp.x, bp.y, Math.max(1.5, bp.s * 0.09), 0, 7); ctx.fill(); } // ball shadow + ball if ((ball.active || phase === 'over') && !ball.collected) { const sh = proj(ball.x, 0, ball.z); ctx.fillStyle = 'rgba(0,0,0,0.3)'; ctx.beginPath(); ctx.ellipse(sh.x, sh.y, Math.max(1.5, sh.s * 0.1), Math.max(1, sh.s * 0.04), 0, 0, 7); ctx.fill(); const bp = proj(ball.x, ball.y, ball.z); const r = Math.max(1.5, bp.s * 0.09); ctx.fillStyle = '#e8f03a'; ctx.beginPath(); ctx.arc(bp.x, bp.y, r, 0, 7); ctx.fill(); 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)); } drawChar(P); // 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)]; ctx.fillStyle = score.server === 'P' ? '#f8e048' : '#c8d0dc'; ctx.fillText('YOU ' + score.games[0] + ' ' + ptTxt(0), 12, 10); ctx.fillStyle = score.server === 'O' ? '#f8e048' : '#c8d0dc'; ctx.fillText('CPU ' + score.games[1] + ' ' + ptTxt(1), 12, 22); ctx.textAlign = 'center'; if (phase === 'pretoss' && score.server === 'P') { ctx.fillStyle = '#f8e048'; ctx.font = 'bold 8px monospace'; const touch = matchMedia('(pointer: coarse)').matches; ctx.fillText(serveNum === 2 ? (touch ? 'SECOND SERVE — TAP' : 'SECOND SERVE — SPACE') : (touch ? 'TAP TO TOSS, TAP TO SERVE' : 'SPACE TO TOSS, SPACE TO SERVE'), W / 2, H - 16); } if (flash) { ctx.font = 'bold 14px monospace'; ctx.fillStyle = '#ffffff'; ctx.fillText(flash.text, W / 2, 60 + Math.sin(flash.t * 20) * 1); } ctx.textAlign = 'left'; } // ------------------------------------------------------------- debug panel ---- let panel = null; function togglePanel() { if (panel) { panel.remove(); panel = null; return; } panel = document.createElement('div'); panel.style.cssText = 'position:fixed;top:8px;right:8px;background:#141a26;color:#cdd6e4;font:11px monospace;padding:8px;border:1px solid #3a4a66;max-height:90vh;overflow:auto'; for (const k of Object.keys(TUNE)) { const row = document.createElement('div'); const v = TUNE[k]; row.innerHTML = ``; row.querySelector('input').oninput = e => TUNE[k] = parseFloat(e.target.value) || 0; panel.appendChild(row); } document.body.appendChild(panel); } // ------------------------------------------------------------------ loop ---- let last = performance.now(); function frame(now) { const dt = Math.min(0.033, (now - last) / 1000); last = now; update(dt); render(); requestAnimationFrame(frame); } fitViewport(); setupPoint(); // intro overlay: first tap dismisses it, unlocks audio (iOS needs the gesture) and starts play const intro = document.getElementById('intro'); function dismissIntro() { if (!intro.parentNode) return; intro.remove(); voice('quiet_please'); } intro.addEventListener('pointerdown', e => { e.preventDefault(); dismissIntro(); }); addEventListener('keydown', () => dismissIntro(), { once: true }); requestAnimationFrame(frame); // exposed for in-browser sanity checks window.T = { TUNE, ball, P, O, score, solveShot, inServeBox, inCourt, proj, setupPoint, step: dt => update(dt), press: keyPressed, get phase() { return phase; }, set phase(v) { phase = v; } };