// Game logic: ballistics, swings, serves, rules/scoring, AI, and the per-frame update. import { TUNE, COURT, CONTACT, VOLLEY, ZONE_DEPTH, HOME, P_BOUNDS, TOSS, SHOT_DEPTH, POSE_TIME, BOUNCE_IDLE } from './config.js'; import { P, O, ball, score, crowd, G, other, deuceSide, setupPoint, sendBoy } from './state.js'; import { audio, pock, swish, applause, voice } from './audio.js'; import { axisX, axisZ, takeFlickAim } from './input.js'; import { updateZombies, spawnZombie, zombies, explode, meleeSwipe, stashExtraBall } from './zombies.js'; // ------------------------------------------------------------- ballistics ---- // Launch ball from (x0,y0,z0) so it lands at (tx, tz) with horizontal speed s under gravity g. export 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 }; } export function predictLanding() { // first-bounce point, closed form — exact, so the ring never jitters const g = ball.g || TUNE.gravity; const disc = ball.vy * ball.vy + 2 * g * ball.y; if (disc < 0) return null; const t = (ball.vy + Math.sqrt(disc)) / g; // time until y = 0 return { x: ball.x + ball.vx * t, z: ball.z + ball.vz * t }; } // splatter aiming: your flick picks a lane (ax) and depth band (az); the shot locks onto // the best-matching zombie anywhere on the court — including your own side of the net. function zombieTarget(aim) { if (!zombies.length) return null; const none = !aim || (!aim.ax && !aim.az); let best = null, bs = 1e9; for (const zb of zombies) { let s; if (none) s = COURT.L - zb.z; // no direction: the most advanced one is the most urgent else { s = Math.abs(zb.x - (P.x + aim.ax * 4)); // lane relative to where YOU stand if (aim.az < 0) s += zb.z * 0.35; // flick up: prefer the far ones if (aim.az > 0) s += (COURT.L - zb.z) * 0.35; // flick down: the close ones on your side } if (s < bs) { bs = s; best = zb; } } return best; } function doHit(ch, quality, aim) { // aim: {ax: -1|0|1, az: -1|0|1} from held keys / flick at contact (az -1 = deep, 1 = short) 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, tz; let s = TUNE.baseShotSpeed + quality * TUNE.qualityShotSpeed; const zt = G.mode !== 'tennis' && ch.side === 'P' ? zombieTarget(aim) : null; if (zt) { tx = zt.x + err() * 0.4; const T0 = Math.hypot(zt.x - ball.x, zt.z - ball.z) / s; tz = Math.min(23, zt.z + zt.v * T0) + err() * 0.3; // lead the shambler's walk } else { tx = aim.ax * (toFar ? 3.3 : 2.7) + err(); // your aimed shots go properly wide const tzBase = aim.az < 0 ? SHOT_DEPTH.deep : aim.az > 0 ? SHOT_DEPTH.short : SHOT_DEPTH.mid; tz = (toFar ? tzBase : COURT.L - tzBase) + err() * 0.8; } tx = Math.max(-5, Math.min(5, tx)); // 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; G.wasServe = false; // a serve volleyed back pre-bounce must not fault-check the return ball.pow = quality; // carried pace: zombies splatter only above zSplatQ ball.kills = 0; // fresh shot: multi-kill streak restarts ball.bomb = false; // only a bomb-consuming serve is a bomb; any other hit clears it if (ch.side === 'P') { // shot marker: where this will land — red means it's going out const ok = G.mode !== 'tennis' || (Math.abs(tx) <= COURT.W / 2 + 0.02 && tz >= -0.02 && tz <= COURT.netZ); G.outMarker = { x: tx, z: tz, out: !ok, t: 1.3 }; G.aiReactT = 0; // CPU hasn't read the shot yet } pock(0.9, 950); if (quality > 0.999) { G.hitstop = 0.05; G.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 = TOSS.y0; ball.vx = 0; ball.vz = 0; ball.vy = TOSS.vy; ball.g = TUNE.gravity; G.phase = 'toss'; } export function serveApexY() { return TOSS.y0 + TOSS.vy * TOSS.vy / (2 * TUNE.gravity); } // ~2.95 function hitServe(sv, quality, aim = null) { const toFar = sv.side === 'P'; const s = TUNE.serveSpeed + quality * TUNE.serveQualitySpeed; let boxX, tzs; const zt = G.mode !== 'tennis' ? zombieTarget(aim) : null; if (zt) { // splatter serves auto-track the most advanced zombie boxX = zt.x + (Math.random() * 2 - 1) * (1 - quality) * 0.8; const T0 = Math.hypot(zt.x - ball.x, zt.z - ball.z) / s; tzs = Math.min(23, zt.z + zt.v * T0); } else { // target: diagonal service box. Serving from deuce side → target box is across. 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; 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; ball.pow = quality; ball.kills = 0; // fresh serve: multi-kill streak restarts ball.bomb = G.mode === 'splatter' && G.bombs > 0; // auto-consume a stocked bomb ball if (ball.bomb) G.bombs--; if (sv.side === 'P') G.outMarker = { x: boxX, z: tzs, out: G.mode === 'tennis' && !inServeBox(boxX, tzs), t: 1.3 }; G.phase = 'rally'; pock(1, 1100); sv.pose = 'serve'; sv.poseT = 0; if (quality > 0.999) { G.flash = { text: 'PERFECT', t: 0.7 }; G.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]]; } export function cheer(seconds, vol) { applause(seconds, vol); crowd.cheer = Math.max(crowd.cheer, seconds); } function advancePoint(side) { // shared scoring math; returns whether a game was won const i = side === 'P' ? 0 : 1, j = 1 - i; score.pts[i]++; if (score.pts[i] >= 4 && score.pts[i] - score.pts[j] >= 2) { score.games[i]++; score.pts = [0, 0]; return true; } return false; } function pointTo(side, reason) { if (G.mode === 'tennis' && side === 'O' && ball.lastHit === 'O' && G.rallyNear && !G.swung) { // their ball died on your side untouched — and no whiff already explains it const n = G.rallyNear; logSwing({ result: 'PASSED', reason: `never swung in range — ball got ${r2(n.d)}m away at y=${r2(n.y)}m`, dMin: r2(n.d), y: r2(n.y), ballZ: r2(n.bz), px: r2(n.px), pz: r2(n.pz) }); } const gameOver = advancePoint(side); G.phase = 'over'; G.overT = gameOver ? 3.2 : 2.2; sendBoy(); if (reason) voice(reason); if (gameOver) { if (G.mode === 'tennis' && side === 'P' && !G.everTransitioned) return startTransition(); voice(side === 'P' ? 'game_player' : 'game_opponent', 0.7); cheer(2.8, 0.6); score.server = other(score.server); } else { voice(scoreKey(), 0.7); if (side === 'P') cheer(1.2, 0.3); } G.serveNum = 1; } // splatter-mode scoring: points land mid-flight without interrupting play. // quiet (during a horde) rate-limits the umpire so he doesn't call every rapid-fire point. export function splatPoint(side, quiet = false) { const gameOver = advancePoint(side); if (gameOver) { voice(side === 'P' ? 'game_set_massacre' : 'game_opponent', 0.5); // game-win lines always speak cheer(2.2, 0.5); if (side === 'P' && ++G.splatGames >= 2) startHorde(); // 2nd splatter game (and every one after): the horde } else if (!quiet || G.idleT - G.lastScoreT > 2) { voice(scoreKey(), 0.45); G.lastScoreT = G.idleT; if (side === 'P' && !quiet) cheer(0.7, 0.25); } } // the swarm keeps coming: no serving, the racket auto-fires, the thumb drag steers you function startHorde() { if (G.horde) return; G.horde = { t: TUNE.hordeLen, spawnT: 0, mgT: 0 }; ball.active = false; G.phase = 'rally'; // ball gone; 'rally' lets the movement block steer P voice('remain_seated', 0.3); G.flash = { text: 'THEY KEEP COMING', t: 1.2 }; } // hidden shortcut: tapping the umpire three times summons the horror early export function forceZombies() { if (G.mode === 'splatter') { startHorde(); return; } // in splatter the cheat forces a horde wave if (G.mode !== 'tennis') return; ball.active = false; startTransition(); } // -------------------------------------------------------------- transition ---- // You won your first game. The applause dies. The match... continues. function startTransition() { G.mode = 'transition'; G.transT = 0; G.tFlags = {}; G.everTransitioned = true; G.overT = 9999; // hold the point flow; the timeline below releases it applause(0.7, 0.5); // the clap that gets cut off G.serveNum = 1; } function transition(dt) { const t = (G.transT += dt); const once = (key, at, fn) => { if (t >= at && !G.tFlags[key]) { G.tFlags[key] = true; fn(); } }; once('quiet', 1.8, () => voice('quiet_dark', 0, 0.82)); once('turn', 3.4, () => { spawnZombie(O.x, O.z, 'c'); G.hideO = true; }); // the opponent... turns once('mob', 4.8, () => { spawnZombie(-3.5, -1.6, 'a'); spawnZombie(2.5, -2.1, 'b'); }); once('seated', 5.4, () => voice('remain_seated', 0, 0.95)); once('go', 8.2, () => { G.mode = 'splatter'; score.server = 'P'; setupPoint(); voice('play', 0.4, 0.9); }); } function fault() { if (G.serveNum === 1) { G.serveNum = 2; voice('fault'); G.phase = 'over'; G.overT = 1.4; sendBoy(); } else pointTo(other(score.server), 'double_fault'); } export function inCourt(x, z) { return Math.abs(x) <= COURT.W / 2 + 0.02 && z >= -0.02 && z <= COURT.L + 0.02; } export 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 (G.mode === 'splatter' && ball.bomb && ball.bounces === 1) { // a bomb that missed everyone still blows up explode(ball.x, ball.z); ball.active = false; ball.bomb = false; G.phase = 'over'; G.overT = TUNE.splatterOverT; return; } if (G.mode !== 'tennis') return; // no lines, no faults — the umpire has other concerns if (ball.bounces === 1) { ball.firstLand = { x: ball.x, z: ball.z }; const wasServe = G.wasServe; G.wasServe = 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); } } // -------------------------------------------------------------- movement ---- // 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 <= ZONE_DEPTH : zz => zz >= COURT.L - ZONE_DEPTH; const home = HOME[side]; 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; } // ---------------------------------------------------------- miss diagnostics ---- // Every player swing in tennis mode gets logged: HIT with quality, or MISS with the // gate that rejected it and the ball's closest approach. Balls that pass without a // swing log as PASSED when the point ends. Inspect live via T.G.missLog; the latest // miss reason is drawn on the HUD (TUNE.missHud). const r2 = x => Math.round(x * 100) / 100; function logSwing(entry) { entry.at = r2(G.idleT); G.missLog.push(entry); if (G.missLog.length > 50) G.missLog.shift(); if (entry.result !== 'HIT') G.lastMiss = { text: entry.reason, at: G.idleT }; } function logWhiff() { const snaps = G.swingSnaps; G.swingSnaps = null; if (G.mode !== 'tennis') return; if (!snaps || !snaps.length) { logSwing({ result: 'MISS', reason: !ball.active ? 'no live ball' : 'ball was yours — already hit' }); return; } const best = snaps.reduce((a, b) => (b.d < a.d ? b : a)); const inReach = snaps.filter(s => s.d <= s.r); let reason; if (!inReach.length) { // never in reach during the swing: was the swing mistimed, or the ball line simply wide? const tX = ball.active && ball.vz > 0.1 ? (P.z - ball.z) / ball.vz : -1; // time until ball reaches your depth const lat = tX > 0 ? Math.abs(ball.x + ball.vx * tX - P.x) : null; // how wide it will pass const nearD = G.rallyNear ? G.rallyNear.d : 1e9; // closest true pass so far this rally if (lat !== null && lat > best.r) reason = `ball line ${r2(lat)}m wide of you — run, don't swing`; else if (tX > 0) reason = `tap too early — ball still ${r2(best.d)}m out, arrives ${Math.round(tX * 1000)}ms after swing ended`; else if (nearD > best.r) reason = `ball passed ${r2(nearD)}m wide of you — never reachable from where you stood`; else reason = `tap too late — ball already gone (it came within ${r2(nearD)}m of you earlier)`; } else { const inWin = inReach.filter(s => s.t >= TUNE.swingWindup && s.t <= TUNE.swingWindup + s.w); if (!inWin.length) { const first = inReach[0], last = inReach[inReach.length - 1]; reason = last.t < TUNE.swingWindup ? `tap too late — ball already passing ${Math.round((TUNE.swingWindup - last.t) * 1000)}ms before swing opened` : `tap too early — ball arrived ${Math.round((first.t - (TUNE.swingWindup + first.w)) * 1000)}ms after window closed`; } else if (inWin.every(s => s.y > CONTACT.maxY)) reason = `too high — ball at ${r2(best.y)}m overhead`; else if (inWin.every(s => s.y < CONTACT.minY)) reason = `too low — ball at ${r2(best.y)}m, past you`; else reason = 'unclassified — in reach, in window, in height band'; // should not happen } logSwing({ result: 'MISS', reason, dMin: r2(best.d), y: r2(best.y), tSwing: r2(best.t), ballZ: r2(best.bz), bounces: best.bounces, px: r2(P.x), pz: r2(P.z) }); } function trySwing(ch, isAI) { // Contact happens if the ball is inside reach while the swing window is open. // Player volleys (pre-bounce) get wider reach + window: full-speed ball, no bounce cue. const volley = !isAI && ball.bounces === 0; const reach = isAI ? TUNE.aiReach : TUNE.reach * (volley ? VOLLEY.reach : 1); const win = TUNE.swingWindow * (volley ? VOLLEY.window : 1); const t = ch.swingT; if (t < TUNE.swingWindup || t > TUNE.swingWindup + win) return; if (!ball.active || G.phase !== 'rally') return; if (ball.lastHit === ch.side) return; const dx = ball.x - ch.x, dz = ball.z - ch.z; if (Math.hypot(dx, dz * 0.8) > reach || ball.y > CONTACT.maxY) return; if (ball.y < CONTACT.minY && ball.vy <= 0) return; // a DROPPING ball below the ankles is past you — but a rising one is a half-volley, always scoopable // quality: how centered in the window the contact lands const center = TUNE.swingWindup + win / 2; const off = Math.abs(t - center) / (win / 2); let q = Math.max(0.05, 1 - off); if (Math.abs(t - center) * 1000 < TUNE.perfectMs) q = 1; ch.facing = dx >= 0 ? 1 : -1; // forehand right (righty), backhand left → mirrored sprite const flick = isAI ? null : takeFlickAim(); const aim = isAI ? { ax: [ -1, 0, 1 ][Math.floor(Math.random() * 3)], az: Math.random() < 0.25 ? -1 : 0 } : flick || { ax: axisX(), az: axisZ() * (ch.side === 'P' ? 1 : -1) }; if (isAI) q = Math.min(q, TUNE.aiQualityMin + Math.random() * (TUNE.aiQualityMax - TUNE.aiQualityMin)); if (!isAI && G.mode === 'tennis') { G.swingSnaps = null; G.rallyNear = null; logSwing({ result: 'HIT', reason: `contact q=${Math.round(q * 100) / 100}`, d: Math.round(Math.hypot(dx, dz * 0.8) * 100) / 100, y: Math.round(ball.y * 100) / 100 }); } doHit(ch, q, aim); ch.swingT = -1; } export function keyPressed(code) { if (code !== 'Space') return; audio(); // unlock on first gesture if (G.mode === 'splatter') { // splatter is a shooter: every swish cleaves adjacent shamblers, and — outside a horde — // fires a ball immediately. Serving while one still flies stashes it, so you can barrage. meleeSwipe(P.x, P.z, TUNE.meleeRange); if (G.horde) return; // horde: MG auto-fires, the tap only swishes (no serve) if (ball.active) stashExtraBall(); // keep the in-flight ball alive const flick = takeFlickAim(); // flick aims; a plain tap auto-targets the nearest zombie ball.active = true; ball.collected = false; ball.bounces = 0; ball.firstLand = null; ball.x = P.x + 0.35; ball.z = P.z; ball.y = 2.2; ball.g = TUNE.gravity; hitServe(P, 0.62, flick); return; } // tennis: the toss ritual + rally swing (unchanged) if (G.phase === 'pretoss' && score.server === 'P') { tossBall(P); return; } if (G.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; G.wasServe = true; hitServe(P, q); return; } if (G.phase === 'rally' && P.swingT < 0) { P.swingT = 0; P.pose = 'swing'; P.poseT = 0; G.swung = true; } } function expirePose(ch, dt) { if (ch.pose === 'swing' || ch.pose === 'serve') { ch.poseT += dt; if (ch.poseT > POSE_TIME) ch.pose = 'idle'; } } // ---------------------------------------------------------------- update ---- export function update(dt) { if (G.hitstop > 0) { G.hitstop -= dt; return; } if (G.mode === 'eaten') { // the match is over in the truest sense G.idleT += dt; G.eatenT += dt; updateZombies(dt); return; } if (G.flash) { G.flash.t -= dt; if (G.flash.t <= 0) G.flash = null; } crowd.cheer = Math.max(0, crowd.cheer - dt); G.idleT += dt; const w = BOUNCE_IDLE.tempo; if (G.phase === 'pretoss' && Math.sin(G.idleT * w) * Math.sin((G.idleT - dt) * w) < 0) pock(0.12, 420); // ball bounce if (G.phase === 'toss') { const sv = score.server === 'P' ? P : O; sv.pose = 'serve'; sv.poseT = 0; } // --- player movement (near half only, generous margins) if (G.phase === 'rally') { if (G.mode === 'tennis' && ball.active && ball.lastHit === 'O') { // closest approach, for never-swung passes const d = Math.hypot(ball.x - P.x, (ball.z - P.z) * 0.8); if (!G.rallyNear || d < G.rallyNear.d) G.rallyNear = { d, y: ball.y, bz: ball.z, px: P.x, pz: P.z }; } const slow = P.swingT >= 0 ? 0.35 : 1; const mx = axisX(), mz = axisZ(); 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 && !G.horde) { // horde: you aim by hand, no assist 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') : HOME.P; // 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(-P_BOUNDS.x, Math.min(P_BOUNDS.x, P.x)); P.z = Math.max(P_BOUNDS.zMin, Math.min(P_BOUNDS.zMax, 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; if (G.mode === 'tennis' && ball.active && ball.lastHit === 'O') { // sample the approach for the miss log (t = what trySwing tests this frame) const volley = ball.bounces === 0; (G.swingSnaps ||= []).push({ t: P.swingT, d: Math.hypot(ball.x - P.x, (ball.z - P.z) * 0.8), y: ball.y, bz: ball.z, bounces: ball.bounces, r: TUNE.reach * (volley ? VOLLEY.reach : 1), w: TUNE.swingWindow * (volley ? VOLLEY.window : 1) }); } trySwing(P, false); // a contact resets swingT to -1 inside trySwing const win = TUNE.swingWindow * (ball.active && ball.bounces === 0 ? VOLLEY.window : 1); // match trySwing's volley window if (P.swingT > TUNE.swingWindup + win + 0.02) { P.swingT = -1; if (G.phase === 'rally') swish(); logWhiff(); } // log even if the point ended mid-swing } expirePose(P, dt); // --- zombies + transition timeline if (G.mode !== 'tennis') updateZombies(dt); if (G.mode === 'transition') transition(dt); // --- AI (the opponent only exists in tennis mode) if (G.mode === 'tennis' && score.server === 'O' && G.phase === 'pretoss') { G.aiServeT -= dt; if (G.aiServeT <= 0) tossBall(O); } else if (G.mode === 'tennis' && score.server === 'O' && G.phase === 'toss') { if (ball.vy < 0 && ball.y < serveApexY() - 0.1) { G.wasServe = true; hitServe(O, 0.6 + Math.random() * 0.35); } } if (G.mode === 'tennis' && G.phase === 'rally') { G.aiReactT += dt; const incoming = ball.active && ball.lastHit === 'P' && G.aiReactT >= TUNE.aiReaction; const tgt = incoming ? intercept('O') : HOME.O; 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'; G.aiSwingCool -= dt; if (incoming && G.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 < CONTACT.maxY && ball.y > CONTACT.minY && ball.vz < 0; if (near) { if (Math.random() < TUNE.aiFlub) G.aiSwingCool = 0.5; // whiff: hesitates and misses else { O.swingT = TUNE.swingWindup + TUNE.swingWindow / 2; trySwing(O, true); O.swingT = -1; G.aiSwingCool = ball.lastHit === 'O' ? 0.4 : 0.12; } } } } expirePose(O, dt); // --- 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 (G.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 (G.mode === 'splatter') { // hand the server a fresh one, fast — they're coming G.phase = 'over'; G.overT = TUNE.splatterOverT; sendBoy(); if (Math.random() < 0.12) voice('new_balls', 0.3); } else if (ball.bounces === 1) pointTo(ball.lastHit, null); } } // splatter: retire spent or hopeless balls fast so the next serve comes right up. // z-bounds gate on travel direction — a serve born behind the baseline (P.z up to 26) // heads to the far court (vz<0), so it must not read as "out the back" on frame one. if (G.mode === 'splatter' && ball.active && ((ball.lastHit === 'X' && ball.bounces >= 1) || (ball.z < -2 && ball.vz < 0) || (ball.z > 25.5 && ball.vz > 0) || Math.abs(ball.x) > 7.5)) { ball.active = false; G.phase = 'over'; G.overT = TUNE.splatterOverT; } if (G.phase === 'toss' && ball.y <= 1.4 && ball.vy < 0) { // uncaught toss → retoss ball.active = false; G.phase = 'pretoss'; if (score.server === 'O') G.aiServeT = 0.8; } } // ball boy: sprint across, scoop the ball in passing, despawn off the far side const boy = G.boy; 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) G.boy = null; } if (G.outMarker && (G.outMarker.t -= dt) <= 0) G.outMarker = null; if (G.phase === 'over') { G.overT -= dt; if (G.overT <= 0) setupPoint(); } }