// All tuning and constants. TUNE is live-editable in game via the T panel; // the exported consts below are structural values that code shares but the panel doesn't show. export const TUNE = { camZ: 42, camY: 9, camF: 406, horizon: 40, // camF/horizon are per-orientation, set in fitViewport 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) zSpeed: 0.7, // zombie shamble speed m/s zSpawnEvery: 3.0, // s between spawns in game 1 — shrinks by zSpawnStep per finished game zSpawnMin: 1.0, // spawn-gap floor late in a run zSpawnStep: 0.22, // spawn-gap reduction per finished game zMax: 3, // shamblers on court in game 1 (cap grows +1 per game to zMaxCap; 0 = spawns off, for tests) zMaxCap: 14, // absolute shambler cap changeoverT: 4.5, // s the changeover breather lasts (after odd games, as the rules demand) gameBeatT: 1.6, // s the game-end beat lasts on even (non-changeover) games eatenR: 0.9, // m a shambler must close to eat you — matches the visual sprite overlap zSnap: 1.4, // m free-aim magnetism: a zombie this close to your flick's landing point is the target killsPerPoint: 3, // splatter: zombie kills to score ONE tennis point (1 = every kill scores, old behavior) zSplatQ: 0.5, // min shot quality to splatter; below = stagger pushback zPushback: 1.4, // m a staggered zombie is knocked back splatterOverT: 0.1, // s the spent-ball 'over' beat lasts before the next serve is armed zPierce: 0.75, // pace a ball keeps after a splatter — hot balls plow through lined-up pairs ballChangeFirst: 3, // game of the first new-balls delivery (real rule: 7, then every 9 — too sparse here) ballChangeEvery: 4, // games between deliveries after the first bombMax: 3, // bomb balls in a fresh tin bombRadius: 2.5, // m blast radius of a bomb ball hordeLen: 12, // s a horde wave lasts hordeRate: 2.5, // zombies spawned per second during a horde mgRate: 6, // machine-gun pellets fired per second during a horde mgPickupLen: 8, // s the machine-gun tin (4th delivery) auto-fires outside hordes fps: 60, // frame cap — 30 halves battery/heat but Oliver felt it; smoothness wins (0 = uncapped) runnerSpeed: 3.2, // runner ('f') speed multiplier over the shamble runnerVMax: 4.2, // hard runner speed cap — the late-game ramp must stay humanly reactable bruteHp: 2, // splat-quality hits (or pellets) a brute ('g') soaks before it dies shieldDown: 1.5, // s a shield zombie's ('s') chair stays dropped after a block — the kill window meleeRange: 1.7, // m — a racket swish cleaves shamblers this close to you racketHp: 3, // splat-quality hits a racket zombie (mini-boss) takes before it dies racketSpeed: 2.8, // m/s the racket zombie shambles to chase a ball racketQMax: 0.55, // its return quality is capped here (slower, sloppier than the tennis CPU) racketFlub: 0.2, // chance the racket zombie whiffs a return missHud: 0, // show the last miss reason on screen (full log: T.G.missLog) — off; dev-only killPips: 1, // splatter: show the kills-to-next-point pips on the scoreboard }; export const COURT = { L: 23.77, W: 8.23, dblW: 10.97, netZ: 11.885, netH: 0.914, netW: 10.06 }; COURT.svcFar = COURT.netZ - 6.4; // far service line COURT.svcNear = COURT.netZ + 6.4; // near service line // world sizes (meters) export const PLAYER_H = 1.88; export const BOY_H = 1.2; export const UMP_H = 3.0; export const UMP_X = 5.6; // chair right beside the doubles line — x 7.1 projected off-screen in portrait // contact rules: outside this height band the ball can't be hit (below = it's past you) export const CONTACT = { minY: 0.24, maxY: 2.3 }; // volleys (pre-bounce contact) get extra forgiveness: the ball passes at full speed and // there's no bounce cue to time against, so reach and swing window widen by these factors export const VOLLEY = { reach: 1.4, window: 1.8 }; // how deep from the far/near baseline a player's interception zone extends export const ZONE_DEPTH = 9.5; // recovery positions between shots export const HOME = { P: { x: 0, z: 22.8 }, O: { x: 0, z: 2.5 } }; // where the near player is allowed to move export const P_BOUNDS = { x: 6.5, zMin: COURT.netZ + 1.2, zMax: 26 }; // serve toss: release height and upward speed (apex derives from these + gravity) export const TOSS = { y0: 1.8, vy: 4.6 }; // shot target depth from the receiving baseline, by aim (up = deep, none = mid, down = short) export const SHOT_DEPTH = { deep: 3.0, mid: 5.4, short: 8.6 }; // how long swing/serve poses hold before returning to idle (s) export const POSE_TIME = 0.38; // the server's idle ball bounce: sideways offset to the free hand, apex height, tempo. // tempo drives the ball, the hand sprite AND the pock sound — one value, always in sync. export const BOUNCE_IDLE = { dx: 0.5, apex: 0.55, tempo: 3.6 }; // generated sprite sheets: the idle pose is this many pixels tall; all scales derive from it export const SPRITE_H = 112;