Files
splatter-tennis/main.js
T
wuwiandClaude Opus 5 21b9dd53fa Thumb-scale draw meter, looser aim magnet, a bomb worth the tin
- The draw meter is a fixed bar across the bottom, ~90% of the width and 10px
  tall, with the kill notch on it. It was a 26x4 stub floating on the apron by
  the player's feet, which is nothing under a thumb at arm's length. The serve
  hint is suppressed while pulling since they share the slot. pullFull 95 -> 130:
  at 95 every pull maxed out by accident, so the meter never meant anything.
- The aim magnet took the nearest body ALONG the lane, so a close shambler a
  little off-axis stole shots clearly aimed past it. It now picks the best
  ALIGNED body, with TUNE.aimTie of slack in which a nearer one still wins — a
  straight-ahead lane still eats the nearest body first, which is the settled
  feel. aimTie: 1 restores the old behaviour exactly, for A/B.
- Bomb radius 2.5 -> 4.2 (2 kills -> 5 in a scattered ten-wave), a 120-particle
  eruption, a ring of thrown stains and a full-size pile. The blinding white
  frame is now a brief warm bloom — it was hiding the very gore it announced.
- Rack tiles 22 -> 30 tall, and the touch band is padded above and runs to the
  screen edge below. At 22 logical px they were ~30 CSS px on a phone, well under
  the ~44 a thumb expects; now ~62.

26-game soak clean with heavy bomb use, arrays stay bounded. Serve returns
136/150 = 90.7% +/-2.4%, 30 human-tapped points = 50 hits / 0 whiffs.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-28 09:51:24 +03:00

64 lines
3.6 KiB
JavaScript

// 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, COURT, UMP_H, UMP_X, EATEN_RESTART } from './config.js';
import { P, O, ball, score, G, setupPoint } from './state.js';
import { update, keyPressed, solveShot, inServeBox, inCourt, forceZombies, splatPoint, deliverTin, selectWeapon, showModal, dismissModal, startDuel, resolveInterlude, flickTarget } from './gameplay.js';
import { fitViewport, render, proj, RES } from './render.js';
import { voice, ambient } from './audio.js';
import { zombies, spawnZombie, piles, gore, parts, pellets, extras, explode } from './zombies.js';
import { cv } from './dom.js';
import './input.js';
let last = performance.now();
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.fps && now - last < 1000 / TUNE.fps - 2) return; // frame cap (battery): skip RAF ticks until it's our beat
const dt = Math.min(0.04, (now - last) / 1000); last = now;
update(dt); render();
}
fitViewport();
setupPoint();
// warm the pixel HUD font so the canvas never paints a system-serif fallback frame
if (document.fonts) { document.fonts.load('700 8px Silkscreen'); document.fonts.load('400 8px Silkscreen'); }
// intro overlay: first tap dismisses it, unlocks audio (iOS needs the gesture) and starts play
const intro = document.getElementById('intro');
function dismissIntro() {
if (!intro.parentNode) return;
intro.remove(); ambient(); voice('quiet_please'); // low atmosphere bed starts with the first gesture
}
intro.addEventListener('pointerdown', e => { e.preventDefault(); dismissIntro(); });
addEventListener('keydown', () => dismissIntro(), { once: true });
// eaten: any tap or key restarts — 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).
const maybeRestart = () => { if (!G.modal && G.mode === 'eaten' && G.eatenT > EATEN_RESTART) location.reload(); }; // ponytail: reload = honest full reset
cv.addEventListener('pointerdown', maybeRestart);
addEventListener('keydown', maybeRestart);
// hidden shortcut: tap the umpire three times to summon zombie mode early
let umpTaps = [];
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; return; } // scoreboard tap = miss-log overlay
const u = proj(UMP_X, 0, COURT.netZ);
if (Math.abs(x - u.x) > 16 || y > u.y + 6 || y < u.y - UMP_H * u.s - 8) return;
const now = performance.now();
umpTaps = umpTaps.filter(t => now - t < 1600);
umpTaps.push(now);
if (umpTaps.length >= 3) { umpTaps = []; forceZombies(); }
});
requestAnimationFrame(frame);
// exposed for in-browser sanity checks and simulated playtests
window.T = { TUNE, ball, P, O, score, G, zombies, spawnZombie, piles, gore, parts, pellets, extras, explode, splatPoint, solveShot, inServeBox, inCourt, proj, setupPoint, forceZombies, deliverTin, selectWeapon, showModal, dismissModal, startDuel, resolveInterlude, flickTarget,
step: dt => update(dt), render, press: keyPressed,
get phase() { return G.phase; }, set phase(v) { G.phase = v; } };