Files
splatter-tennis/main.js
T
wuwiandClaude Fable 5 1b97905217 Stadium pass: real crowd, sponsor boards, umpire visible in portrait
- Umpire chair moved courtside (UMP_X 5.6, was 7.1 — which projected to
  x=272 on a 270px-wide portrait canvas: literally one pixel off-screen).
  Tap-cheat coords follow the constant.
- Generated pixel-art night crowd (x_crowd.png) replaces the tier stripes +
  random dots; drawn in 16 columns that bounce independently while the crowd
  cheers. Old procedural crowd kept as the loading fallback.
- Generated courtside sponsor boards (x_ads.png): ACEADE, TOPSPIN & CO,
  VOLLEX, NETTO GRIP, SLAMWICH — tiled at native aspect so lettering is
  never half-cut at any viewport width. Replaces the 'SPLATTER OPEN' text.
- One rot tint over crowd + boards driven by the shared paletteT() (new
  helper), so the stadium dims into splatter and brightens back for duels.

Verified: fresh origin; tennis + splatter screenshots (boards tile cleanly,
crowd reads, tint dims, umpire on-screen beside the court); umpire triple-tap
works at the new chair position; tennis serve benchmark 33/36 across two runs
(first 12 was flub noise); no console errors.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-12 17:48:39 +02:00

60 lines
2.9 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 } from './config.js';
import { P, O, ball, score, G, setupPoint } from './state.js';
import { update, keyPressed, solveShot, inServeBox, inCourt, forceZombies, splatPoint } from './gameplay.js';
import { fitViewport, render, proj, RES } from './render.js';
import { voice } 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)
const dt = Math.min(0.033, (now - last) / 1000); last = now;
update(dt); render();
}
fitViewport();
setupPoint();
// 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(); voice('quiet_please');
}
intro.addEventListener('pointerdown', e => { e.preventDefault(); dismissIntro(); });
addEventListener('keydown', () => dismissIntro(), { once: true });
// eaten: any tap or key (after a beat, so death-spam doesn't skip the screen) restarts
const maybeRestart = () => { if (G.mode === 'eaten' && G.eatenT > 0.7) 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,
step: dt => update(dt), render, press: keyPressed,
get phase() { return G.phase; }, set phase(v) { G.phase = v; } };