// Splatter Tennis — boot, main loop, intro overlay, and the window.T test hooks.
// World units: meters. z axis = court depth, 0 at FAR baseline, 23.77 at NEAR baseline.
// Module map: config (tuning/constants) · state (mutable game state) · gameplay (logic/update)
// render (camera/drawing) · input (keys/touch) · audio (sfx/umpire) · panel (T tuning UI)
import { TUNE, COURTS, TOURS, KITS, SKINS, MODES, MENU, DIFFS, EATEN_RESTART, DONE_RESTART, WEAPONS, bossArt, LEAGUES, leagueOf, cupRoundsFor, matchFoe, LADDER } from './config.js';
import { P, O, ball, score, G, setupPoint, sendBoy, selectCourt, selectTour, selectKit, selectSkin } from './state.js';
import { update, restartRun, keyPressed, solveShot, inServeBox, inCourt, forceZombies, startGore, splatPoint, deliverTin, selectWeapon, grantWeapon, showModal, dismissModal, flickTarget, dragServe, toggleTestMode } from './gameplay.js';
import { startDuel, resolveInterlude, startHorde, startBossFight, endBossFight, startDrill, endDrill, startMatch, endMatch, startBench, endBench, FALL, benchFall, startNetVs, endNetVs } from './beats.js';
import { netConnect, netHooks } from './net.js';
import { fitViewport, render, proj, RES, SPRV, LOAD, SPR, drawLook } from './render.js';
import { voice, ambient, menuMusic, menuDuck } from './audio.js';
import { zombies, spawnZombie, spawnRacketZombie, spawnMachine, spawnChapterBoss, piles, gore, parts, pellets, extras, shots, pops, explode, hurtPlayer, killPlayer , spawnBarrel } from './zombies.js';
import { cv } from './dom.js';
import { haptic } from './haptics.js';
import * as stats from './stats.js';
import * as profile from './profile.js';
import './input.js';
let last = performance.now();
// T.pause(true) freezes the WORLD but keeps drawing, so a value changed in devtools shows up on the
// next frame without the scene moving on underneath you. Halting rAF instead (the old test recipe)
// freezes the picture too, which is useless for looking at a shot.
let paused = false;
// CALM STATES RUN SLOW. The battery bill is fill-rate × frame-rate, and two screens can sit on a
// phone for minutes while fully static: a SETTLED modal (the world is frozen behind it — only the
// blink still moves) and the death summary once its fade and gore have played out. 20-odd fps
// there is invisible and thirds the drain; live play stays at TUNE.fps, untouched — the 60 was a
// feel decision and this deliberately never applies to anything that moves.
const calmFps = () => G.modal && G.modal.in >= 1 ? 20
: G.mode === 'eaten' && G.eatenT > EATEN_RESTART + 1 ? 24 : 0;
let lowPowerApplied = false; // the last lowPower state fitViewport was run under (T-panel flips it live)
function frame(now) {
requestAnimationFrame(frame); // schedule FIRST: one bad frame must never kill the loop (a thrown error froze the game for good)
if ((TUNE.lowPower >= 0.5) !== lowPowerApplied) { lowPowerApplied = TUNE.lowPower >= 0.5; fitViewport(); }
const cap = calmFps() || TUNE.fps;
if (cap && now - last < 1000 / cap - 2) return; // frame cap (battery): skip RAF ticks until it's our beat
// THE MENU IS OPAQUE (#intro: fixed, inset 0, solid background). Painting the whole court at RES
// density behind it — for the minutes a phone idles on the splash and stats screens — was pure
// battery burn nobody could see. The world holds still too; nothing on it predates the menu.
if (menuUp()) { last = now; return; }
if (paused) { last = now; render(); return; }
let dt = Math.min(0.04, (now - last) / 1000); last = now;
// A chapter boss dies in slow motion. The clock that ENDS it runs at real speed, so the effect is
// always the same length in seconds however far the world has been slowed.
if (G.slowT > 0) { G.slowT -= dt; dt *= TUNE.bossSlowMo; }
update(dt); render();
}
// PORTRAIT ONLY, from 2026-08-20. The app enforces it where it can actually be enforced — the
// shell's Info.plist lists one supported orientation, so an iPhone running the store build simply
// never rotates. This line is the WEB half of the same decision and is best-effort by nature:
// Chrome/Android honours a lock once the page is installed or fullscreen, and iOS Safari has no
// Screen Orientation lock at all, so the browser build keeps doing whatever landscape does today
// (PROJECT.md OPEN 6 — landscape is untested, not a surface). Nothing downstream may assume it took.
try { screen.orientation?.lock?.('portrait')?.catch(() => {}); } catch {}
fitViewport();
// iOS PWA cold start. Launched from the homescreen, WebKit resolves the viewport AND every env()
// safe-area inset once, against a provisional geometry, and never revisits them until the geometry
// is "exercised" — which is why the game only filled the screen after a rotate and back, and why
// waiting for an event could never work: nothing fires. Toggling viewport-fit off and on is the
// known WebKit workaround: it forces that recalculation without the user rotating anything.
// Standalone only, because that is the only mode with the bug.
if (navigator.standalone || matchMedia('(display-mode: standalone)').matches) {
const meta = document.querySelector('meta[name=viewport]'), real = meta.content;
meta.content = real.replace('viewport-fit=cover', 'viewport-fit=auto');
requestAnimationFrame(() => { meta.content = real; requestAnimationFrame(fitViewport); });
}
setupPoint();
// warm both faces so the canvas never paints a system-serif fallback frame
if (document.fonts) for (const f of ['700 8px Silkscreen', '400 8px Silkscreen', '400 20px Bangers'])
document.fonts.load(f);
// The overlay is a four-stage machine: splash -> {setup, stats, ranks}. The title screen IS the
// menu — a separate menu stage behind it showed the same logo on the same backdrop and read as the
// title screen failing to advance. One overlay throughout, swapped by data-stage, so the court never
// flashes between screens; HIDDEN during play rather than removed, so a restart puts it back.
const intro = document.getElementById('intro');
const menuUp = () => !intro.hidden;
const remembered = k => { try { return localStorage.getItem(k); } catch { return null; } };
let picked = remembered('court') || COURTS[0].id;
let pickedTour = remembered('tour') || TOURS[0].id;
// every stage change is a gesture, so it is also a safe place to (re)start the theme. The setup
// screen syncs its picker rows on entry: the identity screen writes the same picked* state, and
// rows that only ever toggle on their OWN taps would keep showing the boot-time selection.
const go = stage => { if (stage === 'setup') syncSetup(); if (stage === 'train') buildTrain(); intro.dataset.stage = stage; menuMusic(); };
// --- MODE selection in TWO STEPS (config.MENU + config.MODES): three posters on top, and the
// picked one deals its own second step underneath — classic deals the difficulty chips, zombie
// tennis deals its two sub-mode cards, gore just is gore. `pickedMode` stays the RUN mode id
// (classic/zombie/cup/gore) so start(), stats and the summary never learn about the grouping.
let pickedMode = remembered('mode') || MODES[0].id;
let pickedDiff = remembered('diff') || 'medium';
const modeOf = id => MODES.find(x => x.id === id);
const topOf = m => MENU.find(t => t.mode === m || (t.kids && t.kids.includes(m))) || MENU[0];
const modeList = document.getElementById('modeList');
const modeSub = document.getElementById('modeSub');
// QUESTION SCREENS CARRY NO SELECTION (Oliver: a highlighted card that also navigates is "a
// checkbox and a button combined"). Every poster is full-bright and equal — all of them are live
// answers — and the only memory shown is the LAST tag, an indicator rather than a selection. The
// select-and-confirm border lives solely on the final screen, where SERVE UP actually confirms.
const banner = (card, cls, last) => {
const b = document.createElement('button');
b.className = cls;
// the scrim rides IN the background stack (gradient over art), so the caption needs no extra box
b.style.backgroundImage =
`linear-gradient(180deg, rgba(0,0,0,0) 34%, rgba(0,0,0,0.78)), url(assets/${card.art}.png?v=${SPRV})`;
b.innerHTML = `${card.name}${card.sub}`
+ (last ? 'LAST' : '');
return b;
};
const pickMode = id => { pickedMode = id; try { localStorage.setItem('mode', id); } catch {} };
// TAP ADVANCES. Each screen's tap both answers and moves on — the wizard's whole promise is one
// decision per screen, and a NEXT button under a single row of choices is a second tap for nothing.
// (NETPLAY is the exception and has a screen of its own — see THE LOBBY below.)
function buildSub(top) {
modeSub.innerHTML = '';
const t = top || topOf(pickedMode);
document.getElementById('subTitle').textContent = t.diffs ? 'DIFFICULTY' : (t.name || '');
if (t.diffs) for (const d of DIFFS) {
const b = document.createElement('button');
b.className = 'chip';
b.innerHTML = d.name + (d.id === pickedDiff ? 'LAST' : '');
b.addEventListener('click', () => {
pickedDiff = d.id;
try { localStorage.setItem('diff', d.id); } catch {}
summary();
go('setup');
});
modeSub.appendChild(b);
}
else if (t.kids) for (const id of t.kids) {
const b = banner(modeOf(id), 'mode', id === pickedMode);
b.addEventListener('click', () => {
pickMode(id);
summary();
go('setup');
});
modeSub.appendChild(b);
}
}
// the top posters are rebuilt on every visit so the LAST tag follows what was actually played
function buildTops() {
modeList.innerHTML = '';
for (const t of MENU) {
const b = banner(t.mode ? modeOf(t.mode) : t, 'mode', topOf(pickedMode) === t);
b.addEventListener('click', () => {
// the netplay poster opens THE LOBBY and never touches pickedMode — it is not a run mode
// the stats screen or the summary could name, and the lobby starts the game itself
if (t.net) { vsOpen(); return; }
// a group remembers which child you were on; entering it fresh lands on its first card
pickMode(t.mode || (t.kids.includes(pickedMode) ? pickedMode : t.kids[0]));
buildSub();
summary();
go(t.diffs || t.kids ? 'modesub' : 'setup');
});
modeList.appendChild(b);
}
}
buildTops();
buildSub();
// ---- THE LOBBY. Oliver, 2026-08-15: *"multiplayer should be easier to setup — a share with link
// next to the code; entering the code is done in some plain js confirm dialog thingy; somewhere
// when hosting or also when joining the player should name themselves."* All three are one screen.
//
// WHY IT IS A MENU SCREEN AND NOT A COURT. Hosting used to drop you straight onto an empty court
// and show the code in a canvas modal — which cannot carry a SHARE button, cannot be typed into,
// and turns a mistyped code into a CONNECTION LOST card over a match that never started. The
// socket is now opened from the menu and the game stays parked behind the overlay until the room
// actually fills: `netHooks.paired` is what takes the court, one frame before netStart writes to
// it. Everything else about the protocol is untouched.
//
// THE NAME IS THE WORLD BOARD'S NAME (stats.saveName). One name per player, wherever it shows.
const vsPick = document.getElementById('vsPick'), vsWait = document.getElementById('vsWait');
const vsName = document.getElementById('vsName'), vsCode = document.getElementById('vsCode');
const vsSay = (id, text) => { document.getElementById(id).textContent = text; };
function vsOpen(code = '') {
vsName.value = stats.savedName();
vsCode.value = code;
vsPick.hidden = false; vsWait.hidden = true;
vsSay('vsErr', '');
go('vs');
}
// join === null hosts; `death` is the host's one decision and rides the room to both phones
function vsGo(join, death = false) {
stats.saveName(vsName.value); // whatever is in the field is who the other phone sees
const code = join ? stats.tidyName(vsCode.value).replace(/[^A-Z0-9]/g, '') : null;
if (join && code.length < 4) { vsSay('vsErr', 'THE CODE IS FOUR LETTERS'); return; }
if (!startNetVs()) return; // the court-ownership contract, same as every other mode
netConnect(code, death, picked); // the host's court rides the room (server.py)
vsPick.hidden = true; vsWait.hidden = false;
vsSay('vsWHdr', join ? 'JOINING' : 'ROOM CODE');
vsSay('vsBig', join ? code : '····');
vsSay('vsMsg', join ? 'KNOCKING ON THEIR DOOR' : 'WAITING FOR THEM TO JOIN');
document.getElementById('vsShare').hidden = !!join; // nothing to share on the way in
}
document.getElementById('vsHostC').addEventListener('click', () => vsGo(null));
document.getElementById('vsHostD').addEventListener('click', () => vsGo(null, true));
document.getElementById('vsJoin').addEventListener('click', () => vsGo(true));
vsCode.addEventListener('keydown', e => { if (e.key === 'Enter') vsGo(true); });
// SHARE, then COPY. navigator.share is the phone's own sheet (WhatsApp, Signal, wherever the
// friend actually is) and is exactly the "easier setup" — the clipboard is the desktop fallback,
// and the code stays on screen for the two of them in the same room reading it aloud.
// THE MESSAGE IS THE CODE, and deliberately carries no link. A link only opens the INSTALLED app
// on Android (the manifest's scope covers the site, so its WebAPK claims these URLs); an iOS
// home-screen app can claim nothing, so on an iPhone it always opened Safari instead — a second
// copy of the game, with its own storage and none of the name they picked in the app. Until this
// is a real app with universal links, four letters are the invitation. (`#net-ABCD` still works as
// a door — it is what a deep link will carry the day there is one — nothing just sends it now.)
document.getElementById('vsShare').addEventListener('click', async () => {
const text = 'JOIN ME IN SPLATTER TENNIS — THE CODE IS ' + (G.net && G.net.code || '');
try {
if (navigator.share) await navigator.share({ title: 'SPLATTER TENNIS', text });
else { await navigator.clipboard.writeText(text); vsSay('vsMsg', 'COPIED — SEND IT TO THEM'); }
} catch { /* a cancelled share sheet is not an error */ }
});
const vsQuit = () => { endNetVs(); vsOpen(); }; // a room you walked out of must give its socket back
document.getElementById('vsCancel').addEventListener('click', vsQuit);
document.getElementById('vsBack').addEventListener('click', () => {
if (!vsWait.hidden) return vsQuit(); // waiting: the chevron cancels rather than leaves
endNetVs(); goMode();
});
// the three hooks net.js calls back through — all of them no-ops once the court has been taken
netHooks.paired = () => start('classic'); // start() refuses when the menu is already down (URL entry)
netHooks.room = code => { vsSay('vsBig', code); vsSay('vsMsg', 'WAITING FOR THEM TO JOIN'); };
netHooks.lost = text => {
if (!menuUp()) return false; // mid-match: the court's own card says it
endNetVs();
vsPick.hidden = false; vsWait.hidden = true;
vsSay('vsErr', text);
return true;
};
// --- tour tiles, built from the table. Same "tap selects, SERVE UP starts" rule as the court rows —
// the setup screen picks WHO and WHERE, and nothing on it commits you.
const tourList = document.getElementById('tours');
for (const t of TOURS) {
const b = document.createElement('button');
b.className = t.id === pickedTour ? 'on' : '';
b.dataset.id = t.id; // syncSetup finds the row's buttons by id
// just the word now — the live player beside it is the portrait, and the tile art was a SECOND
// drawing of the same man that no colour on this screen could reach
b.textContent = t.name.replace(' SINGLES', '');
b.addEventListener('click', () => {
pickedTour = t.id;
for (const el of tourList.children) el.classList.toggle('on', el === b);
refreshLook();
summary();
});
tourList.appendChild(b);
}
// THE LIVE PLAYER, redrawn on every tap of a tour, a kit or a skin. It draws the REAL sprite through
// the REAL tint (drawLook), so there is no second recolour to keep in step with the first — the only
// way this can show a wrong colour is if the court would show it too.
// The sprite sheets load asynchronously and the menu deliberately parks the game loop, so the first
// draw can land before the art does: retry on a slow poll that stops itself the moment it succeeds.
const lookCv = document.getElementById('look'), pLookCv = document.getElementById('pLook'),
cdLookCv = document.getElementById('cdLook');
let lookPoll = 0;
function refreshLook() {
const t = TOURS.find(x => x.id === pickedTour) || TOURS[0];
const k = KITS.find(e => e.id === pickedKit) || KITS[0];
const s = SKINS.find(e => e.id === pickedSkin) || SKINS[0];
// both live players — the setup screen's and the identity screen's — are the same man and must
// move together; drawing to whichever is hidden is a no-op-cheap blit
const ok = drawLook(lookCv, t, k, s) & drawLook(pLookCv, t, k, s) & drawLook(cdLookCv, t, k, s);
clearTimeout(lookPoll);
if (!ok) lookPoll = setTimeout(refreshLook, 200); // sprites still coming; ask again shortly
}
// --- KIT and SKIN swatches, built from the tables. Same rule as the tour tiles: tapping selects and
// nothing more, SERVE UP is what commits. Both rows are one builder — they differ only in which
// table they read and which localStorage key they remember, and a second copy of this loop to say
// "skin" instead of "kit" would be the same eleven lines twice.
const swatches = (rowId, nameId, table, keyName, get, set) => {
const row = document.getElementById(rowId), label = document.getElementById(nameId);
for (const e of table) {
const b = document.createElement('button');
b.className = e.id === get() ? 'on' : '';
b.dataset.id = e.id; // syncSetup finds the row's buttons by id
b.style.background = e.sw;
b.title = e.name; // desktop hover; the h3 label is what a phone reads
b.setAttribute('aria-label', e.name);
b.addEventListener('click', () => {
set(e.id);
try { localStorage.setItem(keyName, e.id); } catch {}
for (const el of row.children) el.classList.toggle('on', el === b);
label.textContent = e.name;
refreshLook();
});
row.appendChild(b);
}
label.textContent = (table.find(e => e.id === get()) || table[0]).name;
};
let pickedKit = remembered('kit') || KITS[0].id;
let pickedSkin = remembered('skin') || SKINS[0].id;
swatches('kitRow', 'kitName', KITS, 'kit', () => pickedKit, id => pickedKit = id);
swatches('skinRow', 'skinName', SKINS, 'skin', () => pickedSkin, id => pickedSkin = id);
refreshLook();
// The setup screen's rows, brought up to date with picks made elsewhere (the identity screen).
// Selection state lives in picked*; the rows are just its picture and must be repainted on entry.
function syncSetup() {
if (!courtUnlocked(picked)) picked = leagueOf(profile.prof.lg).court;
for (const el of courtList.children) {
const c = COURTS.find(x => x.id === el.dataset.id), l = courtLeague(el.dataset.id);
const open = courtUnlocked(el.dataset.id);
el.classList.toggle('lock', !open);
el.classList.toggle('on', open && el.dataset.id === picked);
// the sub line carries the lock and names the price — the tile stays visible, as a goal should
el.querySelector('i').textContent = open ? c.sub : 'LOCKED — REACH ' + l.name;
}
for (const el of tourList.children) el.classList.toggle('on', el.dataset.id === pickedTour);
for (const [rowId, nameId, table, cur] of [['kitRow', 'kitName', KITS, pickedKit],
['skinRow', 'skinName', SKINS, pickedSkin]]) {
for (const el of document.getElementById(rowId).children)
el.classList.toggle('on', el.dataset.id === cur);
document.getElementById(nameId).textContent = (table.find(e => e.id === cur) || table[0]).name;
}
refreshLook(); summary();
}
// --- THE IDENTITY SCREEN (the leagues, phase 1). First boot only: name + tour + colours, then
// ENTER THE CLUB. It writes the SAME stores the setup screen reads (pickedTour/Kit/Skin, their
// localStorage keys, stats' name key), so the two screens cannot disagree — which is why the rows
// are REBUILT on every visit: their .on states have to reflect taps made on the other screen.
const pName = document.getElementById('pName');
function buildPlayer() {
pName.value = stats.savedName() || profile.zombieName();
const tRow = document.getElementById('pTours');
tRow.innerHTML = '';
for (const t of TOURS) {
const b = document.createElement('button');
b.className = t.id === pickedTour ? 'on' : '';
b.textContent = t.name.replace(' SINGLES', '');
b.addEventListener('click', () => {
pickedTour = t.id;
try { localStorage.setItem('tour', t.id); } catch {}
for (const el of tRow.children) el.classList.toggle('on', el === b);
refreshLook();
});
tRow.appendChild(b);
}
document.getElementById('pKitRow').innerHTML = '';
document.getElementById('pSkinRow').innerHTML = '';
swatches('pKitRow', 'pKitName', KITS, 'kit', () => pickedKit, id => pickedKit = id);
swatches('pSkinRow', 'pSkinName', SKINS, 'skin', () => pickedSkin, id => pickedSkin = id);
refreshLook();
}
document.getElementById('pDice').addEventListener('click', () => { pName.value = profile.zombieName(); });
document.getElementById('pBack').addEventListener('click', () => {
if (playerReturn === 'card') { playerReturn = null; buildCard(); go('card'); return; }
go('splash'); // setup stays unset — it re-asks
});
document.getElementById('pGo').addEventListener('click', () => {
// an emptied field is not a refusal to have a name — the die decides, like the prefill did
stats.saveName(stats.tidyName(pName.value) || profile.zombieName());
try { localStorage.setItem('tour', pickedTour); } catch {}
profile.prof.setup = 1; profile.save(); profile.push();
if (playerReturn === 'card') { playerReturn = null; buildCard(); go('card'); return; }
buildTops(); go('mode');
});
pName.addEventListener('keydown', e => { if (e.key === 'Enter') document.getElementById('pGo').click(); });
// --- court rows, built from the table.
// The two meters come out of the court's OWN bounce numbers rather than a pair of hand-written
// ratings, so a physics change moves the bars with it and the screen can never advertise a court
// that plays differently from what it says.
// SPEED how much pace survives the bounce — bounceXZ, grass .84 fastest, clay .70 slowest
// BOUNCE how much of it comes back UP — bounceY, clay .66 highest, grass .50 lowest
// The two divisors just stretch those narrow real ranges across a full bar; they carry no physics.
const meter = (label, v, cls = '') =>
`
${label}
`;
const courtList = document.getElementById('courtList');
// THE LEAGUES lock the courts: a court belongs to its league and unlocks for EVERY mode the
// moment you reach that league (settled: the unlock is the reward formula). A court no league
// names stays free forever.
const courtLeague = id => LEAGUES.find(l => l.court === id);
const courtUnlocked = id => { const l = courtLeague(id); return !l || l.id <= profile.prof.lg; };
for (const c of COURTS) {
const b = document.createElement('button');
b.className = 'court' + (c.id === picked ? ' on' : ''); // your last court comes up pre-picked
b.dataset.id = c.id;
b.innerHTML = `
`
+ `${c.name}${c.sub}`
+ meter('SPEED', (c.bounceXZ - 0.62) / 0.26)
+ meter('BOUNCE', (c.bounceY - 0.44) / 0.28, 'b')
+ '';
// Tapping a tile SELECTS it and nothing more. It used to start the match on the spot, which gave
// you no way to look at the three of them and no way back out of the screen.
b.addEventListener('click', () => {
if (!courtUnlocked(c.id)) return; // locked: the row itself says which league opens it
picked = c.id;
for (const el of courtList.children) el.classList.toggle('on', el === b);
summary();
});
courtList.appendChild(b);
}
// a remembered pick that is locked for THIS profile (fresh install, adopted mirror) falls back
// to the league's own court rather than serving up a court the player has not earned
if (!courtUnlocked(picked)) picked = leagueOf(profile.prof.lg).court;
// ---- THE DRAW (Oliver, 2026-08-15: "when starting the tournament there should be a view of the
// tournament hierarchy but only the finale is settled — the game against the champion... random
// browsing through the roster in the individual spots which begins fast, gets slower and then
// settles on a random character, so that every tournament is new").
//
// THE SCREEN IS THE DRAW, NOT A TEASER. `cupPicks` is what walks on: startMatch takes it and
// cupDraw reads it instead of rolling its own, so the face you watched land in ROUND ONE is the
// body across the net. A screen that showed a different draw from the one being played would be
// worse than no screen — it would teach the player that the ceremony is a lie.
//
// The roll is one recursive setTimeout per row whose gap grows with p^2 — fast, then visibly
// slowing, then stopped. No rAF: the menu deliberately parks the game loop (see menuUp), and three
// staggered timers are the whole animation.
const cupRows = document.getElementById('cupRows'), cupGo = document.getElementById('cupGo');
let cupPicks = null, cupSpins = [];
// the portrait: every family's own head crop (assets/_heads.py), the club pro's included — the
// same file the in-play walk-on card uses, so the draw and the court show the same face
const foeArt = f => `assets/z_${f.fam}head.png?v=${SPRV}`;
function buildBracket() {
for (const t of cupSpins) clearTimeout(t);
cupSpins = [];
const R = cupRoundsFor(profile.prof.lg);
// WITHOUT REPLACEMENT, like cupDraw: a league band is 3-4 rungs, so the non-final rounds are a
// shuffle of the sub-band — every tournament a new order, no body dealt twice, the final settled
cupPicks = [];
const used = new Set();
for (const r of R) {
const pool = r.band.filter(x => !used.has(x));
const pick = (pool.length ? pool : r.band)[Math.floor(Math.random() * (pool.length ? pool : r.band).length)];
used.add(pick); cupPicks.push(pick);
}
// the header counts the league's own rounds (a 3-rung league plays three)
document.querySelector('#bracket h3').firstChild.nodeValue =
R.length === 4 ? 'FOUR ROUNDS' : 'THREE ROUNDS';
cupRows.innerHTML = '';
cupGo.disabled = true;
document.getElementById('brState').textContent = 'DRAWING…';
const lg = leagueOf(profile.prof.lg);
document.getElementById('brSum').innerHTML =
`ONLY THE FINAL WAS EVER SETTLED${lg.name} · ${
(COURTS.find(c => c.id === lg.court) || COURTS[0]).name}`;
R.forEach((r, i) => {
const fixed = r.band.length === 1; // the final: one rung, nothing to roll
const row = document.createElement('div');
row.className = 'cupRow' + (fixed ? ' fin set' : '');
row.innerHTML = `${r.name}
${
r.need === 1 ? 'ONE GAME' : r.need + ' GAMES'}`;
cupRows.appendChild(row);
const img = row.querySelector('img'), nm = row.querySelector('b');
const show = n => { const f = matchFoe(n); img.src = foeArt(f); nm.textContent = f.name; };
if (fixed) return show(cupPicks[i]);
const t0 = performance.now(), len = 1500 + i * 550; // 1.5 / 2.05 / 2.6 s — they land in order
(function roll() {
const p = Math.min(1, (performance.now() - t0) / len);
if (p >= 1) {
show(cupPicks[i]);
row.classList.add('set');
if (cupRows.querySelectorAll('.set').length === R.length) {
cupGo.disabled = false;
document.getElementById('brState').textContent = 'THE DRAW IS MADE';
}
return;
}
show(r.band[Math.floor(Math.random() * r.band.length)]);
cupSpins.push(setTimeout(roll, 45 + 330 * p * p));
})();
});
}
document.getElementById('brBack').addEventListener('click', () => {
for (const t of cupSpins) clearTimeout(t); // a screen you walked out of must stop spinning
cupSpins = [];
go('setup');
});
document.getElementById('cupGo').addEventListener('click', () => start('cup'));
// ---- THE TRAINING PICKER (Oliver, 2026-08-28: "ein Trainingsbereich — Auswahl des Gegners, ein
// Spiel, tap to replay, bis man keine Lust mehr hat"). The whole ladder face-up, one tile per rung,
// wearing the same z_*head crop the draw and the walk-on wear. Tap = start — the wizard's own
// tap-advances rule; the SERVE UP button routed here instead of starting (see cStart below).
let trainRung = 1;
const trainList = document.getElementById('trainList');
// rebuilt on entry (go('train')): you can only train who the club has let you meet — every rung
// up to the top of YOUR league's band. LADDER stays the cap for a maxed profile.
function buildTrain() {
trainList.innerHTML = '';
const top = Math.min(LADDER, leagueOf(profile.prof.lg).band[1]);
for (let n = 1; n <= top; n++) {
const f = matchFoe(n), b = document.createElement('button');
b.innerHTML = `
${f.name}RUNG ${n}`;
b.addEventListener('click', () => { trainRung = n; start('train'); });
trainList.appendChild(b);
}
}
document.getElementById('trBack').addEventListener('click', () => go('setup'));
// --- THE CHARACTER CARD (the leagues, phase 3). The splash's level strip is the door. The
// honours row is a COLLECTION: every slot always visible, earned badges bright, the rest dark —
// the empty slots are the incentive. The ledger reads the same stats module the BODY COUNT does.
const fig = (label, val) => `${label}${val}
`;
function buildCard() {
const lg = leagueOf(profile.prof.lg), pr = profile.progress();
document.getElementById('cdName').textContent = stats.savedName() || 'THE WALK-ON';
document.getElementById('cdBadge').src = `assets/badge_l${lg.id}.png?v=${SPRV}`;
const el = document.getElementById('cdLeague');
el.textContent = `LEAGUE ${lg.id} OF ${LEAGUES.length} — ${lg.name}`;
el.style.color = lg.color;
document.getElementById('cdLevel').textContent =
'LEVEL ' + pr.level + (pr.need ? '' : ' · THE CAP');
document.getElementById('cdFill').style.width = Math.round(pr.frac * 100) + '%';
document.getElementById('cdXp').textContent = profile.prof.xp.toLocaleString('en-GB') + ' XP'
+ (pr.need ? ' · ' + (pr.need - pr.into).toLocaleString('en-GB') + ' TO LEVEL ' + (pr.level + 1) : '');
const row = document.getElementById('cdBadges');
row.innerHTML = '';
for (const l of LEAGUES) {
const img = document.createElement('img');
img.src = `assets/badge_l${l.id}.png?v=${SPRV}`;
img.title = l.name;
// a league's badge is EARNED by finishing it — winning its cup. Being past it means exactly
// that; league five has no "past", so its shield lights with the champion's crown.
img.className = l.id < profile.prof.lg || (l.id === LEAGUES.length && profile.prof.ch) ? '' : 'dark';
row.appendChild(img);
}
const champ = document.createElement('img');
champ.src = `assets/badge_champ.png?v=${SPRV}`;
champ.title = 'CHAMPION OF THE DEAD CLUB';
champ.className = profile.prof.ch ? '' : 'dark';
row.appendChild(champ);
const g = stats.read('all', undefined, stats.MODE_GORE),
z = stats.read('all', undefined, stats.MODE_MATCH),
c = stats.read('all', undefined, stats.MODE_CLASSIC);
document.getElementById('cdFigs1').innerHTML =
fig('KILLS', (g.kills + z.kills + c.kills).toLocaleString('en-GB'))
+ fig('MULTI-KILLS', (g.multi + z.multi + c.multi).toLocaleString('en-GB'))
+ fig('DEATHS', (g.deaths + z.deaths + c.deaths).toLocaleString('en-GB'));
document.getElementById('cdFigs2').innerHTML =
fig('BEST RUN', g.longest + ' G')
+ fig('MOST FELLED', z.longest)
+ fig('RUNS', (g.matches + z.matches + c.matches).toLocaleString('en-GB'));
refreshLook();
}
document.getElementById('xpRow').addEventListener('click', () => { buildCard(); go('card'); });
document.getElementById('cdBack').addEventListener('click', () => go('splash'));
let playerReturn = null; // EDIT PLAYER borrows the identity screen and comes back to the card
document.getElementById('cdEdit').addEventListener('click', () => {
playerReturn = 'card'; buildPlayer(); go('player');
});
// --- THE PROMOTION CEREMONY (the leagues). beats.cupWon parks it in the profile module; the tap
// off the cup summary lands here (maybeRestart) before the title screen. The court tile IS the
// reward on screen; the name prompt, if the run also earned one, queues behind the ceremony.
let promoRun = null;
function buildPromo(pr, run) {
promoRun = run || null;
const lg = leagueOf(profile.prof.lg);
const c = COURTS.find(x => x.id === lg.court) || COURTS[0];
const champion = !!pr.champion;
document.getElementById('prTag').textContent = champion ? 'THE FINAL CUP IS YOURS' : 'THE CUP IS YOURS';
document.getElementById('prTitle').textContent = champion ? 'CHAMPION.' : 'PROMOTED.';
document.getElementById('prLeague').textContent = champion
? 'THE DEAD CLUB HAS NOBODY LEFT'
: `LEAGUE ${lg.id} OF ${LEAGUES.length} — ${lg.name}`;
document.getElementById('prCourt').src = `assets/${c.tile}.png?v=${SPRV}`;
document.getElementById('prCourtName').textContent = champion
? 'THE HONOURS BOARD REMEMBERS YOUR NAME'
: `NEW COURT UNLOCKED — ${c.name} · OPEN IN EVERY MODE`;
document.getElementById('prGo').textContent = champion ? 'TAKE A BOW' : 'WALK ON';
}
document.getElementById('prGo').addEventListener('click', () => {
const run = promoRun; promoRun = null;
if (run && run.newKillBest && run.score > 0) askName(run);
else go('splash');
});
// Which RECORD BOOK a run mode writes to. The four run modes share three books — the arcade ladder
// and the tournament are both zombie tennis and are counted together (see the record-shape note in
// stats.endRun). Lived inline in three places before the world board grew tabs of its own.
const boardFor = m => m === 'zombie' || m === 'cup' || m === 'train' ? stats.MODE_MATCH
: m === 'classic' ? stats.MODE_CLASSIC : stats.MODE_GORE;
// what the setup footer says you are about to play, and what it is worth beating
function summary() {
const t = TOURS.find(x => x.id === pickedTour) || TOURS[0];
const lg = leagueOf(profile.prof.lg);
const leagueMode = pickedMode === 'zombie' || pickedMode === 'cup';
const c = COURTS.find(x => x.id === (leagueMode ? lg.court : picked)) || COURTS[0];
const m = MODES.find(x => x.id === pickedMode) || MODES[0];
// the mark to beat is the PICKED MODE's own, because the three of them do not measure the same
// thing — see the record-shape note in stats.endRun. The cup banks through endRun as MODE_MATCH
// (see cupWon), so its summary reads the same book it writes.
const best = stats.read('all', undefined, boardFor(m.id)).longest;
const unit = m.id === 'zombie' || m.id === 'cup' ? ' FELLED'
: best === 1 ? ' GAME' : ' GAMES';
const name = m.id === 'classic'
? m.name + ' · ' + (DIFFS.find(d => d.id === pickedDiff) || DIFFS[1]).name : m.name;
document.getElementById('sSum').innerHTML =
`${name} · ${t.name.replace(' SINGLES', '')} · ${c.name}${leagueMode
? ' · LEAGUE ' + lg.id : ''}`
// training banks nothing, so there is no mark to beat and the footer must not invent one
+ `${m.id === 'train' ? 'NOTHING AT STAKE — JUST REPS'
: best ? best + unit + ' TO BEAT' : 'FIRST RUN'}`;
}
// The splash carries ONE number, on the STATS button. A boxed BEST RUN / WORLD RANK bar across the
// top came out of the mockup and went again: it sat on the best part of the art and said twice what
// the two buttons underneath already say. Re-read whenever the splash comes back up, because a run
// has just ended and the count has moved.
function refreshSplash() {
document.getElementById('mKills').textContent = stats.total().kills.toLocaleString('en-GB') + ' KILLS';
// the level strip — the meta clock, re-read whenever the splash comes back because a run has
// just moved it (same rule as the kill count above)
const pr = profile.progress();
document.getElementById('xpLv').textContent = 'LEVEL ' + pr.level;
document.getElementById('xpFill').style.width = Math.round(pr.frac * 100) + '%';
summary();
}
// `modeId` is the mode to drop into. It defaults to what the setup screen picked — but the BACK
// ROOM passes null, because those entries bring their own mode and a remembered ZOMBIE TENNIS was
// taking the court before startDrill/startBench/toggleTestMode could, so every one of them silently
// refused. The sprite bench found this the first time it was opened.
function start(modeId = pickedMode) {
if (!menuUp()) return;
selectTour(pickedTour);
selectKit(pickedKit); selectSkin(pickedSkin);
// THE LEAGUES: a league match is played on the league's own court — the pick stays yours in
// classic, gore, netplay and training (among the unlocked courts).
selectCourt(modeId === 'zombie' || modeId === 'cup' ? leagueOf(profile.prof.lg).court : picked);
menuDuck(true); // the theme belongs to the menus — hand the court over to the ambience
intro.hidden = true; ambient(); voice('quiet_please'); // low atmosphere bed starts with the first gesture
// ...and the mode the setup screen picked. THREE LINES, because that is genuinely all the modes
// differ by at this point: gore is the game as it always was, classic is the same tennis with the
// turn switched off, and zombie tennis is the match taking the court. Everything else about a mode
// lives in the code that reads G.classic / G.match, never here.
quitChip.hidden = false; // the door out rides every run (see the quit block below)
G.classic = modeId === 'classic';
// the difficulty rides on G like G.classic does, so a mid-run restart keeps the CPU you chose
G.diff = G.classic ? (DIFFS.find(d => d.id === pickedDiff) || DIFFS[1]) : null;
if (modeId === 'gore') startGore(); // no tennis prologue: the mode you picked is the mode you get
if (modeId === 'zombie') { intoSplatter(); startMatch(); }
// ...and the cup carries the draw the bracket screen just made. Null (the #cup back door) still
// means "roll it yourself", which is what the mode did before the screen existed.
if (modeId === 'cup') { intoSplatter(); startMatch(true, cupPicks); }
// training: the picked rung rides the match machinery with the ladder parked (beats.startMatch)
if (modeId === 'train') { intoSplatter(); startMatch(false, null, trainRung); }
}
let stPeriod = 'all', stMode = stats.MODE_GORE;
// the stats screen opens on the mode you last PICKED to play — that is the one whose numbers you
// came to look at, and it saves a tap on the way in every single time
const openStats = () => {
stMode = boardFor(pickedMode);
for (const el of document.getElementById('stModes').children) el.classList.toggle('on', el.dataset.m === stMode);
stats.drawStats(stPeriod, SPRV, stMode); go('stats');
};
// entering a question screen rebuilds it, so the LAST tag always names the run actually played —
// and the FIRST visit ever detours through the identity screen (the leagues): the club wants a
// name before it deals a match. ENTER THE CLUB lands on the mode screen, so the detour costs the
// question it interrupted nothing.
const goMode = () => {
if (!profile.prof.setup) { buildPlayer(); go('player'); return; }
buildTops(); go('mode');
};
document.getElementById('mStart').addEventListener('click', goMode);
document.getElementById('mStats').addEventListener('click', openStats);
// the world board opens on the mode you last PICKED, like the stats screen does — that is the one
// whose names you came to look at
let rkMode = stats.MODE_GORE;
const openRanks = () => {
rkMode = boardFor(pickedMode);
for (const el of document.getElementById('rkModes').children) el.classList.toggle('on', el.dataset.m === rkMode);
go('ranks'); stats.drawRanks(null, rkMode);
};
document.getElementById('mRanks').addEventListener('click', openRanks);
document.getElementById('rkModes').addEventListener('click', e => {
const b = e.target.closest('button'); if (!b) return;
rkMode = b.dataset.m;
for (const el of e.currentTarget.children) el.classList.toggle('on', el === b);
stats.drawRanks(null, rkMode);
});
// --- THE NAME PROMPT. It appears on exactly one occasion: a run that beat your own best on ITS
// OWN board (every mode has one now), on the tap that takes you off the death screen. Anything
// more often is a form standing between you and the next match.
const nbName = document.getElementById('nbName'), nbMsg = document.getElementById('nbMsg');
let nbRun = null;
function askName(run) {
nbRun = run;
const B = stats.BOARDS[run.mode] || stats.BOARDS[stats.MODE_GORE];
// the prompt names the BOARD's number, not the gore mode's — a tournament run that said
// "5 KILLS" would be describing something nobody was playing for
document.getElementById('nbScore').innerHTML =
`${run.score.toLocaleString('en-GB')} ${B.unit} · ${run.sub} ${B.subUnit}`;
nbName.value = stats.savedName();
nbMsg.textContent = 'PUT IT ON THE WORLD BOARD.';
document.getElementById('nbSend').disabled = false;
go('newbest');
// focus only where a keyboard is already there. On a phone this would throw the soft keyboard up
// over the score you just earned, before you have read it.
if (!matchMedia('(pointer: coarse)').matches) nbName.focus();
}
document.getElementById('nbSkip').addEventListener('click', () => { nbRun = null; go('splash'); });
document.getElementById('nbSend').addEventListener('click', async () => {
const name = stats.tidyName(nbName.value);
if (!name) { nbMsg.textContent = 'A NAME FIRST.'; nbName.focus(); return; }
nbName.value = name; // show what is actually going on the board
if (!nbRun) return go('splash');
const btn = document.getElementById('nbSend');
btn.disabled = true; nbMsg.textContent = 'SENDING…'; // the double-tap posts twice otherwise
try {
const r = await stats.submit(name, nbRun.score, nbRun.sub, nbRun.mode, profile.prof.lg);
rkMode = nbRun.mode; // ...and the board that opens is the one you just wrote your name on
for (const el of document.getElementById('rkModes').children)
el.classList.toggle('on', el.dataset.m === rkMode);
nbRun = null;
go('ranks');
stats.drawRanks(r.scores, rkMode); // the board came back with the reply — no second round trip
} catch (e) {
btn.disabled = false;
nbMsg.textContent = e.taken ? 'THAT NAME IS SPOKEN FOR. PICK ANOTHER.'
: 'THE BOARD DID NOT ANSWER. TRY AGAIN?';
if (e.taken) { nbName.select(); nbName.focus(); }
}
});
nbName.addEventListener('keydown', e => { if (e.key === 'Enter') document.getElementById('nbSend').click(); });
// () => start(), NEVER `start` — addEventListener hands the listener a MouseEvent as its first
// argument, so `start(modeId = pickedMode)` never saw its default and modeId was an EVENT OBJECT.
// `G.classic = modeId === 'classic'` was therefore always false and the zombie branch never fired:
// SERVE UP dropped you into the gore mode whatever the setup screen said, and picking CLASSIC or
// ZOMBIE TENNIS did nothing at all. A default parameter only applies to `undefined`, and a click
// handler always passes something.
// SERVE UP starts the run — except in the cup, where the draw has to be made first. That screen
// carries its own start button, so this stays the one place a run begins from the setup screen.
document.getElementById('cStart').addEventListener('click', () => {
if (pickedMode === 'cup') { buildBracket(); go('bracket'); return; }
if (pickedMode === 'train') { go('train'); return; } // the picker starts it — tap advances
start();
});
for (const id of ['mBack', 'stBack', 'rkBack', 'scBack'])
document.getElementById(id).addEventListener('click', () => go('splash'));
// the wizard walks back the way it came: who-and-where returns to the mode's own second step when
// it has one, the second step returns to the posters
document.getElementById('subBack').addEventListener('click', goMode);
document.getElementById('sBack').addEventListener('click', () => {
const t = topOf(pickedMode);
if (t.diffs || t.kids) { buildSub(); go('modesub'); }
else goMode();
});
document.getElementById('bsBack').addEventListener('click', () => go('secret'));
// SWIPE TO GO BACK — RIGHTWARD, the way iOS's own pop gesture goes (Oliver, 2026-08-20: *"that's
// the iOS way"*). Every screen but the splash wears exactly one chevron in its header (.hdr in
// index.html) and that button ALREADY knows where back is for its own screen — the wizard's shape
// lives in the handlers above and nowhere else. So the gesture finds the one visible chevron and
// clicks it, rather than keeping a second map that would drift the first time a stage is added.
// A screen with no chevron (splash, newbest) has nowhere to go and the swipe is simply ignored.
// Touch only: a trackpad two-finger scroll is not a swipe and must not navigate.
const SWIPE_MIN = 60; // px of travel before it counts — a tap that slides is not a swipe
let swipe = null;
intro.addEventListener('touchstart', e => {
swipe = e.touches.length === 1 ? { x: e.touches[0].clientX, y: e.touches[0].clientY } : null;
}, { passive: true });
intro.addEventListener('touchend', e => {
const from = swipe; swipe = null;
if (!from || e.touches.length) return;
const t = e.changedTouches[0];
const dx = t.clientX - from.x, dy = t.clientY - from.y;
// rightward, and clearly horizontal: the stats and board screens scroll vertically under the finger
if (dx < SWIPE_MIN || Math.abs(dy) > Math.abs(dx) * 0.7) return;
const back = [...intro.querySelectorAll('.chev')].find(b => b.offsetParent); // the one on screen
if (!back) return;
// NOT passive, and this is why: a swipe that starts and ends inside one of the big poster cards
// still produces that card's click, which would answer the screen forward in the same frame the
// chevron walked it back. preventDefault on touchend cancels the compatibility mouse events, so
// the gesture means one thing only.
e.preventDefault();
haptic('select');
back.click();
});
// ---- THE BACK ROOM: five taps in the TOP-LEFT CORNER of the splash (#hot, an invisible box in
// index.html), and nothing on the screen says so. It replaces the triple-tap on the in-play
// scoreboard, which sat on top of the miss-log tap and which the testteam kept opening by accident.
// The corner rather than the logo: on the way to PLAY MATCH your thumb crosses the middle of the
// splash all the time, and a hidden door you can open by accident is just a bug with a secret.
let logoTaps = [];
document.getElementById('hot').addEventListener('pointerdown', () => {
const now = performance.now();
logoTaps = logoTaps.filter(t => now - t < 2000);
logoTaps.push(now);
if (logoTaps.length >= 5) { logoTaps = []; go('secret'); }
});
// Both entries drop you into a REAL run rather than a special mode — same update loop, same
// scoring, same death — which is the only way a test tells you anything about the game.
// This is laserScene's trick: force the turn and then step the transition out in one go, because
// the cinematic is ten seconds you did not come here to watch.
function intoSplatter() {
startGore(); // the direct door. It used to force the turn and then step the whole 8-second
// cinematic out in 900 hidden updates — every sound it makes fired in one frame.
G.modal = null; G.horde = null; G.hordeWarn = 0; G.interlude = false; G.changeover = 0; G.clearing = false;
G.mgT = 0; G.gunId = null; G.beam = null; G.hp = G.hpMax = TUNE.playerHp;
zombies.length = 0; shots.length = 0; pellets.length = 0;
score.server = 'P'; setupPoint();
}
netHooks.intoSplatter = intoSplatter; // netplay's death match enters splatter through the same hack
document.getElementById('scWeapons').addEventListener('click', () => {
start(null); intoSplatter(); toggleTestMode();
});
document.getElementById('scBosses').addEventListener('click', () => go('bosses'));
// THE DRILL, from the back room — the cognitive mode's feel-test. Like the two above it drops
// into a real run first (same loop, same contact rules) and then hands the court to startDrill,
// which refuses if anything else still owns it.
document.getElementById('scDrill').addEventListener('click', () => {
start(null); intoSplatter();
startDrill();
});
document.getElementById('scMatch').addEventListener('click', () => {
start(null); intoSplatter();
startMatch();
});
// (netplay has no back-room button: the VS A FRIEND poster on the mode screen IS the door, and
// #net / #net-CODE below covers sending a phone straight in from a URL)
// THE SPRITE BENCH — the art test. Same "drop into a real run first" trick as its neighbours, so the
// body is drawn by the real renderer at the real size, on the real court, under the real palette.
// Judging a walk cycle anywhere else is judging a different picture.
document.getElementById('scBench').addEventListener('click', () => {
start(null); intoSplatter();
startBench();
});
// The list is built by ASKING bossArt which design each chapter gets, so it can never drift from
// what the run actually spawns — including the champion sitting on chapter 10 rather than 7.
const bossList = document.getElementById('bossList');
for (let ch = 1; ch <= 10; ch++) {
const art = bossArt(ch), b = document.createElement('button');
b.innerHTML = `
`
+ `${art.name}CHAPTER ${ch} · GAME ${ch * TUNE.bossEvery}`;
b.addEventListener('click', () => {
start(null); intoSplatter();
G.runGames = ch * TUNE.bossEvery; // the roster, the HUD and the spawn ramp all read this one
G.bossDue = 0; // ...and the schedule must not queue a SECOND fight behind it
for (const id of Object.keys(WEAPONS)) grantWeapon(id, TUNE.wCap); // full arsenal, every tin
G.weapon = 0;
startBossFight(ch);
});
bossList.appendChild(b);
}
// the three period tabs are one listener on the strip — the button carries the period in data-p
// the two tab strips are one listener each — the button carries its value in a data attribute
document.getElementById('stTabs').addEventListener('click', e => {
const b = e.target.closest('button'); if (!b) return;
stPeriod = b.dataset.p;
for (const el of e.currentTarget.children) el.classList.toggle('on', el === b);
stats.drawStats(stPeriod, SPRV, stMode);
});
document.getElementById('stModes').addEventListener('click', e => {
const b = e.target.closest('button'); if (!b) return;
stMode = b.dataset.m;
for (const el of e.currentTarget.children) el.classList.toggle('on', el === b);
stats.drawStats(stPeriod, SPRV, stMode);
});
refreshSplash();
// the profile mirror: adopt a server copy that is ahead (a wiped phone, a second device), then
// let the strip show whatever came back. Fire-and-forget — the menu never waits on the network.
profile.pull().then(refreshSplash);
// THE BOOT GATE. render.js fires all ~230 sprite requests at import; this only watches them and
// keeps the splash's buttons out of reach until the last one has landed and both faces are ready.
// Without it a cold start could open the stats screen — which hangs
tags on the same files —
// or start a rally while half the sheets were still in flight, and the missing ones drew as
// whatever the fallback was. onerror counts too (render.js), so a dead network still finishes the
// bar rather than parking the player on it forever.
const splash = document.getElementById('splash'), bootFill = document.querySelector('#boot i');
splash.classList.add('busy');
const loaded = () => !splash.classList.contains('busy');
// setInterval, NOT requestAnimationFrame: rAF does not fire in a hidden tab, and a phone that
// launches the app and locks — or an install that loads in the background — would come back to a
// bar frozen at whatever it reached and a menu with no buttons on it. An interval still ticks
// (throttled to about a second), so the gate always opens.
const tick = setInterval(function watchLoad() {
const frac = LOAD.total ? LOAD.done / LOAD.total : 1;
bootFill.style.width = (frac * 100).toFixed(1) + '%';
if (frac < 1) return;
clearInterval(tick);
// fonts.ready resolves once nothing is pending — including the three faces warmed above — so the
// first canvas frame is never the system serif.
(document.fonts ? document.fonts.ready : Promise.resolve()).then(() => splash.classList.remove('busy'));
}, 100);
// THE FIRST TAP ANYWHERE ON THE OVERLAY STARTS THE THEME, and does nothing else — the screens have
// real buttons now. This is the gesture the autoplay policy is waiting for, which is why the theme
// is not started at boot. menuMusic itself is a no-op once the bed exists (loopBed's beds.has
// guard), so coming back from a run picks up the track already playing rather than restarting it.
intro.addEventListener('pointerdown', e => { menuMusic(); if (e.target.closest('button')) haptic('select'); });
// which build am I looking at? Push = deploy and the browser cannot see git, so the served file's
// own timestamp IS the version marker — it changes on every deploy, with nothing to remember to bump.
// Match it against `git log -1 --format=%cd` when a phone looks suspiciously out of date.
fetch('src/main.js', { method: 'HEAD' }) // page-relative: index.html sits at the root, the code in src/
.then(r => { const t = r.headers.get('last-modified'); if (!t) return;
document.getElementById('build').textContent = 'BUILD ' + new Date(t).toLocaleString('en-GB').replace(',', ''); })
.catch(() => {}); // no header, no line — never a broken start screen
// Keyboard, per stage. On the splash Enter/Space goes to setup and S opens the stats; on the setup
// screen 1..N picks a court and Enter starts; Escape backs out to the splash from anywhere.
addEventListener('keydown', e => {
if (!menuUp()) return;
menuMusic(); // a key is a gesture too — unlock the theme on a desktop that never taps
const stage = intro.dataset.stage;
if (e.key === 'Escape') return go('splash');
if (stage === 'splash') {
if (!loaded()) return; // the boot bar hides the buttons; a key must not walk past it
if (e.key === 'Enter' || e.key === ' ') goMode();
else if (e.key === 's' || e.key === 'S') openStats();
return;
}
if (stage !== 'setup') return; // stats and ranks are read-only: Escape is the whole interface
const n = parseInt(e.key, 10);
if (n >= 1 && n <= COURTS.length) courtList.children[n - 1].click();
// through the BUTTON, not start() — the cup's draw screen sits between the two and a keyboard
// must not be the one way to walk past it
else if (e.key === 'Enter' || e.key === ' ') document.getElementById('cStart').click();
});
// A run the player walks out on is still a run. killPlayer banks a death; this banks everything
// else — the tab closed mid-match, the phone's browser killed in the background. `pagehide` is the
// one that actually fires on iOS, where beforeunload/unload do not. endRun is idempotent and
// no-ops on an empty run, so closing the tab at the menu writes nothing.
addEventListener('pagehide', () => {
profile.push(); // mirror whatever the run has earned — keepalive lets it survive the unload
if (G.mode !== 'splatter') return;
if (G.drill) return; // the drill banks nothing — its kills leak into the gore
// bag otherwise (killPlayer's drill guard covers death,
// not the tab-close path)
if (G.match && G.match.train) return; // the training court banks nothing, walked out on or not
// ...tagged with the mode that was being played, and carrying THAT mode's two headline numbers —
// see the record-shape note in stats.endRun. A match abandoned mid-rally is a match run.
if (G.match) stats.endRun(G.match.cup ? G.match.cup.round : (G.match.felled ?? Math.max(0, G.match.opp - 1)),
score.games[0] + score.games[1], G.splatT, false, stats.MODE_MATCH);
else stats.endRun(G.runGames, G.sets[0], G.splatT, false);
});
// eaten: any tap or key returns to the title — but only once the death animation has played out, so
// a panic tap during the gore burst can't skip it. A modal owns its own gesture (see input.js).
// NOT a page reload any more: that reset everything honestly but also tore down the AudioContext, so
// the theme restarted from silence. restartRun puts every bag back from a pristine copy, and the
// bed that has been playing under the death summary simply carries on into the title screen.
const maybeRestart = () => {
// ...and the classic ending taps out the same way, on its own shorter clock (G.done, no corpse)
const ready = G.done ? G.done.t > DONE_RESTART : G.mode === 'eaten' && G.eatenT > EATEN_RESTART;
if (G.modal || !ready) return;
restartRun();
profile.push(); // the run's xp is banked — mirror it while the moment is quiet
refreshSplash(); // the run just ended: the splash count has moved
intro.hidden = false;
quitChip.hidden = true; // the door out goes with the run it belonged to
// stats.lastRun() survives restartRun on purpose — it lives in the stats module, not on G, which
// has just been restored from PRISTINE. Consumed on read, so the prompt appears once.
const run = stats.lastRun();
// THE PROMOTION plays first (the leagues): the ceremony the cup win parked, then the name
// prompt it may also have earned (prGo hands the run on), then the title.
const promo = profile.takePromo();
if (promo) { buildPromo(promo, run); go('promo'); return; }
// ...on the BOARD's number, not on kills: a classic match has none, so the gore-shaped test here
// silently barred two of the three modes from ever reaching the prompt
if (run && run.newKillBest && run.score > 0) askName(run);
else go('splash');
};
cv.addEventListener('pointerdown', maybeRestart);
addEventListener('keydown', maybeRestart);
// THE DOOR OUT (Oliver: every tennis screen lacked an exit — force-closing the app was the only
// way back). The chip shows for the whole run; tapping it (or Escape on desktop) freezes the
// world and asks. Quitting is the death path minus the death: restartRun resets everything and
// nothing is banked — an abandoned run never happened, statistically.
const quitChip = document.getElementById('quit'), qAsk = document.getElementById('qAsk');
document.getElementById('qChip').addEventListener('click', () => { paused = true; qAsk.hidden = false; });
document.getElementById('qNo').addEventListener('click', () => { qAsk.hidden = true; paused = false; });
document.getElementById('qYes').addEventListener('click', () => {
qAsk.hidden = true; paused = false; quitChip.hidden = true;
restartRun();
profile.push(); // a quit banks no run, but the xp already awarded is real — mirror it
refreshSplash();
intro.hidden = false;
go('splash');
});
addEventListener('keydown', e => {
if (e.key !== 'Escape' || !intro.hidden || quitChip.hidden) return;
qAsk.hidden = !qAsk.hidden;
paused = !qAsk.hidden;
});
// A tap on the SCOREBOARD toggles the miss-log overlay, and that is now all it does. The triple-tap
// that opened test mode has moved to the back room on the splash (see below): a cheat you can trip
// by accident mid-run is a bug, and this one sat on the one thing you tap to read the log.
cv.addEventListener('pointerdown', e => {
const r = cv.getBoundingClientRect();
const x = (e.clientX - r.left) / r.width * (cv.width / RES); // logical coords
const y = (e.clientY - r.top) / r.height * (cv.height / RES);
if (x >= 6 && x <= 138 && y >= 6 && y <= 36) G.logShow = !G.logShow; // the scoreboard
});
// ---- A POSED SCENE for tuning a shot: `T.laserScene()`, or load with #laser. Six bodies of
// different types at known depths, the laser armed, a pull held.
// IT DOES NOT PAUSE, deliberately. The first version froze the world so the picture would hold
// still — and then every TUNE value you changed did nothing visible, because nothing redrew. The
// bodies are held still individually (v = 0) and spawning is off instead, so the picture is stable
// while the render loop keeps running and an edit shows on the very next frame.
function laserScene() {
const intro = document.getElementById('intro');
if (intro) intro.hidden = true;
paused = false;
if (G.mode === 'tennis') forceZombies();
for (let i = 0; i < 600; i++) update(1 / 60); // ride the transition out into splatter
G.modal = null; G.horde = null; G.hordeWarn = 0; G.interlude = false; G.changeover = 0; G.clearing = false;
G.mgT = 0; G.gunId = null; G.beam = null; G.bossFight = 0; G.hp = G.hpMax = TUNE.playerHp;
zombies.length = 0; pellets.length = 0; parts.length = 0; gore.length = 0; piles.length = 0;
score.server = 'P'; setupPoint();
P.x = 0;
TUNE.zMax = 0; // nothing new wanders into the shot
for (const [x, z, v] of [[0, 20, 'a'], [0.75, 16, 'b'], [-0.85, 12, 'k'],
[0.85, 8.5, 'g'], [-0.75, 5.5, 'h'], [0, 3, 'e']]) {
spawnZombie(x, z, v);
zombies[zombies.length - 1].v = 0; // held still: the scene is a photograph
}
G.rack.length = 0; G.temp = null;
G.weapon = grantWeapon('laser');
G.modal = null;
G.aim = { fx: 0, fy: -1, mag: 100 }; // a full pull straight up-court (fy is NEGATIVE)
return 'posed and LIVE — change TUNE (T panel or console) and it redraws. T.laserFire() to shoot it.';
}
// fire the posed shot, then pose it again so you can keep tuning
function laserFire() {
G.aim = null; score.server = 'P'; setupPoint();
keyPressed('Space');
return 'fired — T.laserScene() to re-pose';
}
// a plain timer, not the load event: this module runs as a module, so `load` may already have gone
if (location.hash === '#laser') setTimeout(laserScene, 600);
// #drill — the same door from a URL, so a phone can be sent straight into the mode
if (location.hash === '#drill') setTimeout(() => { start(null); intoSplatter(); startDrill(); }, 700);
if (location.hash === '#match') setTimeout(() => { start(null); intoSplatter(); startMatch(); }, 700);
if (location.hash === '#cup') setTimeout(() => { start(null); intoSplatter(); startMatch(true); }, 700);
if (location.hash === '#bench') setTimeout(() => { start(null); intoSplatter(); startBench(); }, 700);
// #net opens the lobby, #net-ABCD opens it with a friend's code already in the field — that link
// IS what the SHARE button sends, so the invited phone lands one tap from the court (the tap is
// not ceremony: it is where they see, and can change, the name the other phone will call them).
if (location.hash.startsWith('#net')) setTimeout(() => vsOpen(location.hash.slice(5).toUpperCase()), 700);
requestAnimationFrame(frame);
// exposed for in-browser sanity checks and simulated playtests
window.T = { TUNE, ball, P, O, score, G, zombies, keyPressed, SPR, laserScene, laserFire, pause: v => { paused = v !== false; }, spawnZombie, spawnRacketZombie, spawnMachine, spawnChapterBoss, spawnBarrel, grantWeapon, toggleTestMode, piles, gore, parts, pellets, extras, shots, pops, explode, hurtPlayer, killPlayer, splatPoint, solveShot, inServeBox, inCourt, proj, setupPoint, forceZombies, deliverTin, selectWeapon, showModal, dismissModal, dragServe, startDuel, resolveInterlude, flickTarget, startBossFight, endBossFight, startDrill, endDrill, startMatch, endMatch,
stats, step: dt => update(dt), render, press: keyPressed, FALL, benchFall,
start, intoSplatter, startHorde, sendBoy, // the two run doors + the wave: the promo rig (tools/) stages every clip through them
get phase() { return G.phase; }, set phase(v) { G.phase = v; } };