// 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, MODES, EATEN_RESTART, DONE_RESTART, WEAPONS, bossArt } from './config.js'; import { P, O, ball, score, G, setupPoint, selectCourt, selectTour } from './state.js'; import { update, restartRun, keyPressed, solveShot, inServeBox, inCourt, forceZombies, splatPoint, deliverTin, selectWeapon, grantWeapon, showModal, dismissModal, flickTarget, dragServe, toggleTestMode } from './gameplay.js'; import { startDuel, resolveInterlude, startBossFight, endBossFight, startDrill, endDrill, startMatch, endMatch, startBench, endBench, FALL, benchFall } from './beats.js'; import { fitViewport, render, proj, RES, SPRV, LOAD } 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 * as stats from './stats.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(); } 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; const go = stage => { intro.dataset.stage = stage; menuMusic(); }; // every stage change is a gesture, so it is also a safe place to (re)start the theme // --- MODE tiles, built from config.MODES. The setup screen now picks WHAT, WHO and WHERE, and this // is the first of the three because it is the one that changes the other two's meaning. Same // "tap selects, SERVE UP starts" rule as everything else on the screen; the row markup is the court // row's, reused wholesale (see the shared selectors in index.html). let pickedMode = remembered('mode') || MODES[0].id; const modeList = document.getElementById('modeList'); for (const m of MODES) { const b = document.createElement('button'); b.className = 'mode' + (m.id === pickedMode ? ' on' : ''); // 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/${m.art}.png?v=${SPRV})`; b.innerHTML = `${m.name}${m.sub}`; b.addEventListener('click', () => { pickedMode = m.id; try { localStorage.setItem('mode', m.id); } catch {} // come back to what you were playing for (const el of modeList.children) el.classList.toggle('on', el === b); summary(); }); modeList.appendChild(b); } // --- 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.innerHTML = `${t.name}`; b.addEventListener('click', () => { pickedTour = t.id; for (const el of tourList.children) el.classList.toggle('on', el === b); summary(); }); tourList.appendChild(b); } // --- 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 = '') => `
${label}
`; const courtList = document.getElementById('courtList'); for (const c of COURTS) { const b = document.createElement('button'); b.className = 'court' + (c.id === picked ? ' on' : ''); // your last court comes up pre-picked b.innerHTML = `` + `${c.name}${c.sub}` + meter('SPEED', (c.bounceXZ - 0.62) / 0.26) + meter('BOUNCE', (c.bounceY - 0.44) / 0.28, 'b') + ''; // Tapping a tile SELECTS it and nothing more. It used to start the match on the spot, which gave // you no way to look at the three of them and no way back out of the screen. b.addEventListener('click', () => { picked = c.id; for (const el of courtList.children) el.classList.toggle('on', el === b); summary(); }); courtList.appendChild(b); } // what the setup footer says you are about to play, and what it is worth beating function summary() { const t = TOURS.find(x => x.id === pickedTour) || TOURS[0]; const c = COURTS.find(x => x.id === picked) || COURTS[0]; const m = MODES.find(x => x.id === pickedMode) || MODES[0]; // the mark to beat is the PICKED MODE's own, because the three of them do not measure the same // thing — see the record-shape note in stats.endRun const mode = m.id === 'zombie' ? stats.MODE_MATCH : m.id === 'classic' ? stats.MODE_CLASSIC : stats.MODE_GORE; const best = stats.read('all', undefined, mode).longest; const unit = m.id === 'zombie' ? (best === 1 ? ' FELLED' : ' FELLED') : best === 1 ? ' GAME' : ' GAMES'; document.getElementById('sSum').innerHTML = `${m.name} · ${t.name.replace(' SINGLES', '')} · ${c.name}` + `${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'; 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); selectCourt(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. G.classic = modeId === 'classic'; if (modeId === 'zombie') { intoSplatter(); startMatch(); } if (modeId === 'cup') { intoSplatter(); startMatch(true); } } 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 = pickedMode === 'zombie' ? stats.MODE_MATCH : pickedMode === 'classic' ? stats.MODE_CLASSIC : stats.MODE_GORE; for (const el of document.getElementById('stModes').children) el.classList.toggle('on', el.dataset.m === stMode); stats.drawStats(stPeriod, SPRV, stMode); go('stats'); }; document.getElementById('mStart').addEventListener('click', () => go('setup')); document.getElementById('mStats').addEventListener('click', openStats); document.getElementById('mRanks').addEventListener('click', () => { go('ranks'); stats.drawRanks(); }); // --- THE NAME PROMPT. It appears on exactly one occasion: a run that beat your own best kill // count, 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; document.getElementById('nbScore').innerHTML = `${run.kills.toLocaleString('en-GB')} KILLS · ${run.games} GAME${run.games === 1 ? '' : 'S'}`; 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.kills, nbRun.games); nbRun = null; go('ranks'); stats.drawRanks(r.scores); // 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. document.getElementById('cStart').addEventListener('click', () => start()); for (const id of ['sBack', 'stBack', 'rkBack', 'scBack']) document.getElementById(id).addEventListener('click', () => go('splash')); document.getElementById('bsBack').addEventListener('click', () => go('secret')); // ---- 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() { if (G.mode === 'tennis') forceZombies(); for (let i = 0; i < 900 && G.mode !== 'splatter'; i++) update(1 / 60); 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(); } 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(); }); // 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 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', () => menuMusic()); // 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 === ' ') go('setup'); 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(); else if (e.key === 'Enter' || e.key === ' ') start(); }); // 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', () => { if (G.mode !== 'splatter') return; // ...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.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(); refreshSplash(); // the run just ended: the splash count has moved intro.hidden = false; // 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(); if (run && run.newKillBest && run.kills > 0) askName(run); else go('splash'); }; cv.addEventListener('pointerdown', maybeRestart); addEventListener('keydown', maybeRestart); // 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); requestAnimationFrame(frame); // exposed for in-browser sanity checks and simulated playtests window.T = { TUNE, ball, P, O, score, G, zombies, 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, get phase() { return G.phase; }, set phase(v) { G.phase = v; } };