The court screen picks WHO as well as WHERE now: two tiles above the court rows, men's or women's singles, remembered like the court is. No new stage — three rows and a pair of buttons already fill a phone, so the tiles go side by side and the tap count from splash to play does not change. Everything downstream is one line: drawChar already built every frame name off a single prefix, so SK() appends '_f' when the women's tour is picked and falls straight through to the men's frame for anything without a twin. The horde, the officials and the ball boys are shared — they are staff, not the draw — but the turned CPU is not: a male corpse opposite a female player reads as a bug. Her frames came back as a different woman in every batch — blonde in one, auburn in the next, greyscale line art in a third — because each was anchored on the MAN whose pose it was. "newart" repaints the character and "state" is welded to the corpse palette, so neither could say "the same living woman, a new pose". That mode now exists, and every batch anchors on her own settled frame. The death is drawn to frame 3 and recoloured after it. The generator will not draw a dead woman in any wording worth using; frames 4 and 5 survive that because by then she is flat and then a heap of cloth, so they are the men's drawing with the blue shorts painted into her white (see assets/_die_f.py). The collapse still falls 224/159/117/103/43 straight through the handoff. Her first bounce frames reached to the shoulder, which is a catching pose, not patting a ball — redrawn low rather than bending BOUNCE_IDLE to fit a wrong drawing, so both tours share one apex and the ball meets her palm. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
269 lines
15 KiB
JavaScript
269 lines
15 KiB
JavaScript
// Splatter Tennis — boot, main loop, intro overlay, and the window.T test hooks.
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// World units: meters. z axis = court depth, 0 at FAR baseline, 23.77 at NEAR baseline.
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// Module map: config (tuning/constants) · state (mutable game state) · gameplay (logic/update)
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// render (camera/drawing) · input (keys/touch) · audio (sfx/umpire) · panel (T tuning UI)
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import { TUNE, COURT, COURTS, TOURS, UMP_H, UMP_X, EATEN_RESTART } from './config.js';
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import { P, O, ball, score, G, setupPoint, selectCourt, selectTour } from './state.js';
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import { update, restartRun, keyPressed, solveShot, inServeBox, inCourt, forceZombies, splatPoint, deliverTin, selectWeapon, grantWeapon, showModal, dismissModal, startDuel, resolveInterlude, flickTarget, startBossFight, endBossFight , toggleTestMode } from './gameplay.js';
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import { fitViewport, render, proj, RES } from './render.js';
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import { voice, ambient, menuMusic, menuDuck } from './audio.js';
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import { zombies, spawnZombie, spawnRacketZombie, spawnMachine, spawnChapterBoss, piles, gore, parts, pellets, extras, shots, explode, hurtPlayer, killPlayer , spawnBarrel } from './zombies.js';
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import { cv } from './dom.js';
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import './input.js';
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let last = performance.now();
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// T.pause(true) freezes the WORLD but keeps drawing, so a value changed in devtools shows up on the
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// next frame without the scene moving on underneath you. Halting rAF instead (the old test recipe)
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// freezes the picture too, which is useless for looking at a shot.
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let paused = false;
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function frame(now) {
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requestAnimationFrame(frame); // schedule FIRST: one bad frame must never kill the loop (a thrown error froze the game for good)
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if (TUNE.fps && now - last < 1000 / TUNE.fps - 2) return; // frame cap (battery): skip RAF ticks until it's our beat
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if (paused) { last = now; render(); return; }
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let dt = Math.min(0.04, (now - last) / 1000); last = now;
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// A chapter boss dies in slow motion. The clock that ENDS it runs at real speed, so the effect is
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// always the same length in seconds however far the world has been slowed.
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if (G.slowT > 0) { G.slowT -= dt; dt *= TUNE.bossSlowMo; }
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update(dt); render();
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}
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fitViewport();
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// iOS PWA cold start. Launched from the homescreen, WebKit resolves the viewport AND every env()
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// safe-area inset once, against a provisional geometry, and never revisits them until the geometry
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// is "exercised" — which is why the game only filled the screen after a rotate and back, and why
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// waiting for an event could never work: nothing fires. Toggling viewport-fit off and on is the
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// known WebKit workaround: it forces that recalculation without the user rotating anything.
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// Standalone only, because that is the only mode with the bug.
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if (navigator.standalone || matchMedia('(display-mode: standalone)').matches) {
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const meta = document.querySelector('meta[name=viewport]'), real = meta.content;
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meta.content = real.replace('viewport-fit=cover', 'viewport-fit=auto');
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requestAnimationFrame(() => { meta.content = real; requestAnimationFrame(fitViewport); });
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}
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setupPoint();
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// warm both faces so the canvas never paints a system-serif fallback frame
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if (document.fonts) for (const f of ['700 8px Silkscreen', '400 8px Silkscreen', '400 20px Bangers'])
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document.fonts.load(f);
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// The overlay is a three-stage machine: splash -> {courts, tutorial}. The title screen IS the menu —
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// a separate menu stage behind it showed the same logo on the same backdrop and read as the title
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// screen failing to advance. One overlay throughout, swapped by data-stage, so the court never
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// flashes between screens; HIDDEN during play rather than removed, so a restart puts it back.
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const intro = document.getElementById('intro');
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const menuUp = () => !intro.hidden;
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const remembered = k => { try { return localStorage.getItem(k); } catch { return null; } };
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let picked = remembered('court') || COURTS[0].id;
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let pickedTour = remembered('tour') || TOURS[0].id;
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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
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// --- tour tiles, built from the table. Same "tap selects, START starts" rule as the court rows —
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// the court screen picks WHO and WHERE, and nothing on it commits you.
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const tourList = document.getElementById('tours');
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for (const t of TOURS) {
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const b = document.createElement('button');
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b.className = t.id === pickedTour ? 'on' : '';
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b.innerHTML = `<img src="assets/${t.tile}.png?v=83" alt=""><b>${t.name}</b>`;
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b.addEventListener('click', () => {
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pickedTour = t.id;
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for (const el of tourList.children) el.classList.toggle('on', el === b);
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});
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tourList.appendChild(b);
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}
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// --- court rows, built from the table
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const courtList = document.getElementById('courtList');
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for (const c of COURTS) {
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const b = document.createElement('button');
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b.className = 'court' + (c.id === picked ? ' on' : ''); // your last court comes up pre-picked
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b.innerHTML = `<img src="assets/${c.tile}.png?v=83" alt=""><span><b>${c.name}</b><i>${c.sub}</i></span>`;
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// Tapping a tile SELECTS it and nothing more. It used to start the match on the spot, which gave
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// you no way to look at the three of them and no way back out of the screen.
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b.addEventListener('click', () => {
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picked = c.id;
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for (const el of courtList.children) el.classList.toggle('on', el === b);
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});
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courtList.appendChild(b);
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}
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function start() {
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if (!menuUp()) return;
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selectTour(pickedTour);
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selectCourt(picked);
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menuDuck(true); // the theme belongs to the menus — hand the court over to the ambience
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intro.hidden = true; ambient(); voice('quiet_please'); // low atmosphere bed starts with the first gesture
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}
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document.getElementById('mStart').addEventListener('click', () => go('courts'));
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document.getElementById('mTut').addEventListener('click', () => { tutPage = 0; drawTut(); go('tutorial'); });
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document.getElementById('cStart').addEventListener('click', start);
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document.getElementById('cBack').addEventListener('click', () => go('splash'));
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// --- the tutorial, narrated by Marvin the mop boy. Pure data: a page is a Marvin pose, an optional
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// picture already in assets/, and his lines.
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const TUT = [
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{ pose: 1, say: ["I'm <em>MARVIN</em>. I mop the court.",
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"Lately there is a great deal more to mop.",
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"Let me show you how this goes."] },
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{ pose: 2, shot: 'tut_serve', say: ["First it is just <em>TENNIS</em>.",
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"<em>TAP</em> once to toss, tap again to serve.",
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"<em>FLICK</em> toward where you want it.",
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"He runs down the rest himself, mostly."] },
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{ pose: 4, say: ["Then, at some point, the other fellow...",
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"stops being the other fellow.",
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"Nobody stops the match. Nobody ever does."] },
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{ pose: 2, shot: 'tut_aim', say: ["Now you do not rally. You <em>AIM</em>.",
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"<em>PULL BACK</em> from your man and let go.",
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"The further you pull, the harder it lands.",
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"A soft one only makes them cross."] },
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{ pose: 4, say: ["You will not outrun them. Don't try.",
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"<em>SWIPE SIDEWAYS</em> and he plants a foot",
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"and is simply somewhere else.",
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"Nothing touches him on the way. Nothing."] },
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{ pose: 2, shot: 'tut_rack', say: ["I bring tins out to the rack down there.",
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"<em>BOMBS</em>, <em>TRIPLES</em>, <em>FIRE</em>, and the <em>GUN</em>.",
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"Tap the rack to load one, then serve it.",
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"Do try not to hit me with them."] },
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{ pose: 3, shot: 'tut_duel', say: ["Sometimes the umpire calls order back.",
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"One point, tennis rules, against one of them.",
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"The lines are live again. Do not miss."] },
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{ pose: 1, say: ["That is the lot. Mind the deep ones.",
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"And if it all goes wrong —",
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"I will be along with the mop."] },
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];
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let tutPage = 0;
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const tSay = document.getElementById('tSay'), tMarvin = document.getElementById('tMarvin');
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const tShot = document.getElementById('tShot');
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const tDots = document.getElementById('tDots'), tNext = document.getElementById('tNext');
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function drawTut() {
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const p = TUT[tutPage];
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tMarvin.src = `assets/marvin${p.pose}.png?v=92`;
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tShot.style.display = p.shot ? 'block' : 'none';
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if (p.shot) tShot.src = `assets/${p.shot}.png?v=93`;
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tSay.innerHTML = p.say.map(l => `<p>${l}</p>`).join('');
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tDots.textContent = TUT.map((_, i) => i === tutPage ? '●' : '·').join('');
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tNext.textContent = tutPage === TUT.length - 1 ? 'DONE' : 'NEXT';
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}
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tNext.addEventListener('click', () => {
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if (tutPage < TUT.length - 1) { tutPage++; drawTut(); } else go('splash');
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});
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document.getElementById('tBack').addEventListener('click', () => {
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if (tutPage > 0) { tutPage--; drawTut(); } else go('splash');
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});
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// THE FIRST TAP ANYWHERE ON THE OVERLAY STARTS THE THEME, and does nothing else — the screens have
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// real buttons now. This is the gesture the autoplay policy is waiting for, which is why the theme
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// is not started at boot. menuMusic itself is a no-op once the bed exists (loopBed's beds.has
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// guard), so coming back from a run picks up the track already playing rather than restarting it.
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intro.addEventListener('pointerdown', () => menuMusic());
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// which build am I looking at? Push = deploy and the browser cannot see git, so the served file's
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// own timestamp IS the version marker — it changes on every deploy, with nothing to remember to bump.
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// Match it against `git log -1 --format=%cd` when a phone looks suspiciously out of date.
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fetch('main.js', { method: 'HEAD' })
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.then(r => { const t = r.headers.get('last-modified'); if (!t) return;
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document.getElementById('build').textContent = 'BUILD ' + new Date(t).toLocaleString('en-GB').replace(',', ''); })
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.catch(() => {}); // no header, no line — never a broken start screen
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// Keyboard, per stage. On the splash Enter/Space starts, T opens the tutorial; on the court screen
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// 1..N picks and Enter starts; Escape backs out to the splash.
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addEventListener('keydown', e => {
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if (!menuUp()) return;
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menuMusic(); // a key is a gesture too — unlock the theme on a desktop that never taps
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const stage = intro.dataset.stage;
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if (e.key === 'Escape') return go('splash');
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if (stage === 'splash') {
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if (e.key === 'Enter' || e.key === ' ') go('courts');
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else if (e.key === 't' || e.key === 'T') { tutPage = 0; drawTut(); go('tutorial'); }
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return;
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}
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if (stage === 'tutorial') { if (e.key === 'Enter' || e.key === ' ') tNext.click(); return; }
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const n = parseInt(e.key, 10);
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if (n >= 1 && n <= COURTS.length) courtList.children[n - 1].click();
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else if (e.key === 'Enter' || e.key === ' ') start();
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});
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// eaten: any tap or key returns to the title — but only once the death animation has played out, so
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// a panic tap during the gore burst can't skip it. A modal owns its own gesture (see input.js).
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// NOT a page reload any more: that reset everything honestly but also tore down the AudioContext, so
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// the theme restarted from silence. restartRun puts every bag back from a pristine copy, and the
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// bed that has been playing under the death summary simply carries on into the title screen.
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const maybeRestart = () => {
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if (G.modal || G.mode !== 'eaten' || G.eatenT <= EATEN_RESTART) return;
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restartRun();
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intro.hidden = false; go('splash');
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};
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cv.addEventListener('pointerdown', maybeRestart);
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addEventListener('keydown', maybeRestart);
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// hidden shortcuts: three taps on the UMPIRE summons zombie mode early, three on the SCOREBOARD
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// opens test mode (a medium wave plus every barrel weapon — see gameplay.toggleTestMode)
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let umpTaps = [], boardTaps = [];
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cv.addEventListener('pointerdown', e => {
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const r = cv.getBoundingClientRect();
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const x = (e.clientX - r.left) / r.width * (cv.width / RES); // logical coords
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const y = (e.clientY - r.top) / r.height * (cv.height / RES);
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if (x >= 6 && x <= 138 && y >= 6 && y <= 36) { // the scoreboard
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const now = performance.now();
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boardTaps = boardTaps.filter(t => now - t < 1600);
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boardTaps.push(now);
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if (boardTaps.length >= 3) {
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boardTaps = [];
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// taps one and two already toggled the miss-log twice, so it is back where it started —
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// this third one must NOT toggle it again, or every trip through test mode leaves the
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// overlay on behind you
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toggleTestMode();
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} else G.logShow = !G.logShow; // a single tap is still the miss-log overlay
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return;
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}
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const u = proj(UMP_X, 0, COURT.netZ);
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if (Math.abs(x - u.x) > 16 || y > u.y + 6 || y < u.y - UMP_H * u.s - 8) return;
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const now = performance.now();
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umpTaps = umpTaps.filter(t => now - t < 1600);
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umpTaps.push(now);
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if (umpTaps.length >= 3) { umpTaps = []; forceZombies(); }
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});
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// ---- A POSED SCENE for tuning a shot: `T.laserScene()`, or load with #laser. Six bodies of
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// different types at known depths, the laser armed, a pull held.
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// IT DOES NOT PAUSE, deliberately. The first version froze the world so the picture would hold
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// still — and then every TUNE value you changed did nothing visible, because nothing redrew. The
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// bodies are held still individually (v = 0) and spawning is off instead, so the picture is stable
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// while the render loop keeps running and an edit shows on the very next frame.
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function laserScene() {
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const intro = document.getElementById('intro');
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if (intro) intro.hidden = true;
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paused = false;
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if (G.mode === 'tennis') forceZombies();
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for (let i = 0; i < 600; i++) update(1 / 60); // ride the transition out into splatter
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G.modal = null; G.horde = null; G.interlude = false; G.changeover = 0; G.clearing = false;
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G.mgT = 0; G.gunId = null; G.beam = null; G.bossFight = 0; G.hp = G.hpMax = TUNE.playerHp;
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zombies.length = 0; pellets.length = 0; parts.length = 0; gore.length = 0; piles.length = 0;
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score.server = 'P'; setupPoint();
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P.x = 0;
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TUNE.zMax = 0; // nothing new wanders into the shot
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for (const [x, z, v] of [[0, 20, 'a'], [0.75, 16, 'b'], [-0.85, 12, 'k'],
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[0.85, 8.5, 'g'], [-0.75, 5.5, 'h'], [0, 3, 'e']]) {
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spawnZombie(x, z, v);
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zombies[zombies.length - 1].v = 0; // held still: the scene is a photograph
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}
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G.rack.length = 0; G.temp = null;
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G.weapon = grantWeapon('laser');
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G.modal = null;
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G.aim = { fx: 0, fy: -1, mag: 100 }; // a full pull straight up-court (fy is NEGATIVE)
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return 'posed and LIVE — change TUNE (T panel or console) and it redraws. T.laserFire() to shoot it.';
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}
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// fire the posed shot, then pose it again so you can keep tuning
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function laserFire() {
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G.aim = null; score.server = 'P'; setupPoint();
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keyPressed('Space');
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return 'fired — T.laserScene() to re-pose';
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}
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// a plain timer, not the load event: this module runs as a module, so `load` may already have gone
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if (location.hash === '#laser') setTimeout(laserScene, 600);
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requestAnimationFrame(frame);
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// exposed for in-browser sanity checks and simulated playtests
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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, explode, hurtPlayer, killPlayer, splatPoint, solveShot, inServeBox, inCourt, proj, setupPoint, forceZombies, deliverTin, selectWeapon, showModal, dismissModal, startDuel, resolveInterlude, flickTarget, startBossFight, endBossFight,
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step: dt => update(dt), render, press: keyPressed,
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get phase() { return G.phase; }, set phase(v) { G.phase = v; } };
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