Files
splatter-tennis/HANDOFF.md
T
wuwiandClaude Opus 5 25f915f236 Fill the rack yourself, and roll barrels out that fill it
The rack had five hardcoded slots where the index WAS the weapon, spelled out in
five places: SLOTS, slotStock, WDESC, drawRack's three parallel arrays,
deliverTin's w+1, and bare wsel === 1|2|3 / G.weapon === 4 tests across five
files. config.WEAPONS is the one table now, G.rack holds up to four {id, n} in
the order you GATHERED them, and slot 0 stays BALL. Everything reads through
slotId/slotStock/slotEntry, so nothing else knows how the rack is stored.

A fifth weapon is always allowed, per Oliver: it rides slot 0 as G.temp until
spent, then slot 0 goes back to the infinite ball. A barrel arms on the spot and
is spent quickly, so refusing it would mean a barrel you shot did nothing. And a
spent weapon LEAVES its slot -- with gathered slots, an exhausted weapon holding
one is a quarter of the rack you can never pick up into. (The old rack kept its
empties dimmed, which was right when a slot meant "BOMB goes here".)

Four new weapons, and they are all the ONE existing pellet loop. firePellet(w)
stamps the WEAPONS row onto the round -- r, dmg, hp, pierce, boom, ignite, col,
speed, life -- so the beacon cannon, flamethrower, laser and rocket needed no new
array and no new update; the break after the first body was the only thing making
a pellet single-target. All four go through the same isBoss branch, which is why
none can silently no-op on a boss the way three of five once did. Measured:
gun/beacon/laser/rocket reach past 16 m, the flamer is a ~6 m cone that ignites.

G.mgT stays the mode timer for all of them, so the eighteen !(G.mgT > 0) guards
across five files did not have to change. kind:'burst' auto-fires at its own rate
for len seconds; kind:'shot' holds the same braced stance and fires one per tap.

The barrels reuse the ball machine's shape: a rolling, shootable non-body. All
three of the registrations that fail silently are done -- blocksClear (loot must
not gate the hand-clear), the contact guard (furniture cannot eat you), and
hitR/GORE_MUL/zombieH. It scores nothing.

The pink had to become procedural. The chroma key deletes every pixel where red
and blue both beat green by 40, so a magenta drum and a magenta laser pistol both
came back as hollow outlines -- 19% and 15% solid against 50-56% for the icons in
other colours. The drum is grey steel with hazard chevrons and every bit of its
pink is the halo drawBarrel paints; the laser went electric blue. Both are solid
now (92% and 58%), and the rule is written down in HANDOFF.

tinTriples 3 -> 10 as asked, and the four dead TUNE ammo constants are gone --
nothing read them once the table landed, which is a panel value you can tune all
day for no effect.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-03 12:09:28 +02:00

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# HANDOFF — Splatter Tennis
**This file is the only planning document.** `PLAN.md` and `POLISH-PLAN.md` are deleted —
everything they specified is shipped, and what still matters from them is recorded below. For the
long history, `~/.claude/projects/.../memory/splatter-tennis-history.md` is auto-loaded; for the
detail of any individual change, read the git log.
Last updated 2026-07-31 (serve wind-up pass). **Start with "How to work on this", "OPEN — leftovers" and "LATER —
shipping it"** (all three just above the CLOSED sections) — the first tells you how Oliver's feedback
should be handled, the second is everything known to be outstanding in the game, the third is the
demo/store/campaign plan, which is decided but entirely unbuilt. All four playtest rounds are closed
below them, newest first. **Awaiting his next phone playtest.**
## What this is
SNES-style pseudo-3D tennis (Super Tennis reference) that transitions into a zombie splatter game
while keeping every tennis aesthetic (umpire voice, 15/30/40 scoring, ball boys, applause).
Zero-dependency vanilla JS, native ES modules, no build step. Mobile portrait one-handed play is
the primary target.
- **Run locally**: `preview_start` name `splatter-tennis` (python http.server :8641, `.claude/launch.json`)
- **Deploy**: push to `git@gitea.wuwi.one:wuwi/splatter-tennis.git` (main) → Coolify webhook builds
the Dockerfile (nginx, no-cache). Oliver tests on his phone at splatter-tennis.wuwi.one ~30s after
a push. **Bump `main.js?v=N` in index.html every time** or phones keep the old build.
The Dockerfile must also COPY any new top-level file (it currently ships `index.html`,
`manifest.webmanifest`, `*.js`, `assets/`).
- **Oliver edits files himself** (tuning values, sometimes sprites). ALWAYS Read current file state
before editing; never assume your last version is what is on disk.
## Module map (all in repo root)
`config.js` TUNE (live T panel) + structural constants + `UI` palette · `state.js` the `G` object +
P/O/ball/score + `setupPoint`/`sendBoy` · `gameplay.js` ballistics/swings/serve/rules/AI/`update()` +
transition + `splatPoint` + ball-boy routines · `zombies.js` zombie/gore/particle state +
`updateZombies` · `render.js` camera/palette-lerp/sprites/all drawing · `input.js` keys/touch/flick ·
`audio.js` sfx + recorded umpire (`assets/audio/*`, macOS `say -v Daniel`) · `panel.js` the T panel ·
`main.js` boot, loop, umpire-tap cheat, `window.T` test surface.
THREE runtime-only import cycles (documented in headers): input↔gameplay, zombies↔gameplay,
and state↔zombies (`sendBoy` reads `gore` to decide whether a mopping round is worth walking out for).
All three are safe for the same reason: the imported binding is only ever touched inside a function at
runtime, never during module evaluation.
## How the game flows
Tennis → win a game → **transition** (`G.mode='transition'`, timeline on `G.transT`) → **splatter**.
In splatter you serve at zombies; `ball.pow` ≥ `TUNE.zSplatQ` splatters, below that it staggers.
Tennis scoring keeps running. `TUNE.killsPerPoint` kills = one point; games/sets accumulate;
6 games = a set = a **horde** (racket auto-fires, finger steers you absolutely).
Odd games end in a **changeover** breather. A won game leaves the wave standing — you must
**clear it by hand** (`G.clearing`) before play advances (`proceedAfterClear`).
Every **10 games a CHAPTER BOSS** walks on (`G.bossFight`) — it clears the stage, blocks all spawns,
and volleys at you. Every 4 games a **rogue ball machine** is wheeled out. Both attack the second
damage channel: `shots[]` chip `G.hp`, which only a won duel heals. Contact is still instant death.
Weapons are **only ever won**, in the **sudden-death duel** (`G.interlude`) against the racket
zombie (now an occasional opponent, `TUNE.racketEvery`, not the every-game fixture he used to be). Getting caught = `G.mode='eaten'` = permadeath, and the run summary is the whole game.
## Architecture & invariants — know these before touching anything
- **`G.modal` is the only thing that stops the world.** `update()` early-returns on it (after
flash/card decay), so no zombie steps, no ball flight, no spawn timers — only `idleT` ticks for
the blink. `showModal`/`dismissModal` in gameplay.js; `drawModal` is the LAST thing render draws.
Dismissal must **swallow the gesture**: input.js `touchstart` returns on it, keydown returns on
it, and the `pointerdown` dismisser is registered **only on `pointer: fine`** — on touch,
pointerdown fires *before* touchstart, so a shared handler cleared the modal and let the
touchstart underneath serve. `G.seen.<key>` gates first-time-only modals.
**`m.in` (0..1 over `TUNE.modalIn`) is the arcade entrance** and the ONE thing that animates behind
the freeze — it is ticked inside that same early-return, so it advances while nothing else does.
Icon and title fly in from the right (with a two-ghost speed streak), body lines cascade from the
left, all on `easeOutBack`; every x is `Math.round`ed, because a fractional x on a nearest-neighbour
scaled image re-snaps its pixel columns (the boiling that once read as HUD flicker). A modal with no
`in` field draws fully landed, so older/test call sites still work.
While `m.in < 1`, `dismissModal` **returns true without dismissing** — it swallows the gesture but
won't let a panic tap that was already mid-air skip a popup nobody has read. Returning false there
would drop that tap through into a serve instead.
- **The difficulty director lives in `updateZombies`'s spawn block + `spawnZombie` + `pickVariant`,
and every dial is keyed on `G.runGames`.** It is the thing that broke first: as shipped, ALL of it
bottomed out by about game 12 (body cap pinned at 14, spawn gap floored at 1.0 s, variant mix frozen
at exactly 0.42 advanced, shamble speed maxed after 105 *seconds* of splatter, boss stuck at 3 hp,
every horde identical). Oliver played 50+ games and reported the plateau; games 12-50 were
arithmetically the same game. All six now keep climbing — see the TUNE block marked
THE DIFFICULTY DIRECTOR. Calibration rule: the curve must **track the old values through ~game 12**
and only then extend, or you have silently nerfed the part of the game that was already fine.
The raw dials do run out around game 25 by design; bosses and ranged attacks (steps 4-5) are what
carry escalation past that, not more bodies.
- **`woundStage(zb, n)` in config.js is the ONE rule for how damage READS.** 0 = unhurt, 1..n = the
skins, spread evenly over `hpMax`. There used to be three rules: the brute's hardcoded stage array
indexed by absolute hp, a single skin behind `'abd'.includes(...)`, and the boss's fraction-of-hpMax.
The boss's rule reproduces the other two EXACTLY (5 hp over 4 skins is one skin per hit; 2 hp over
1 skin is the shambler) and keeps working when hp is not one-per-skin — which the ball boy (3 hp,
2 skins), bouncer (6/3) and roller man (9/4) all need. So a new multi-hit body is now one row in
`config.ZWOUND` (healthiest first, `…b` stride twin looked up automatically) and NO code.
`bleed()`'s anchors are read through the same call and are deliberately the same length as that
variant's ZWOUND row, so the blood and the drawing it comes out of cannot drift apart — they used
to be written by hand against different constants. **'r' and 'B' keep their own skins** (the boss's
on its design row) but go through the same `woundStage`.
- **A chapter boss's MOVEMENT is data on its `BOSS_ART` row** (`move`, plus optional `hpMul`,
`speedMul`, `volley`, `gap`, `spread`, `cycle`, `wind`, `shot`), and `bossAI` in zombies.js is the
only place it moves. Every field is optional, so a row carrying nothing but art behaves exactly as a
boss did before there were any. Three things that are load-bearing and were each a bug first:
**(a)** the generic forward step at the top of the body loop SKIPS `'B'` — bossAI owns both axes,
and leaving it in advanced the boss twice per frame; **(b)** the stride steps off `zb.dist`
(ground covered on both axes), not `zb.z`, or a boss strafing sideways slides with its feet frozen;
**(c)** a boss holds a z BAND (`bossZMin..bossZMax`) except while charging — uncapped, a fight ended
by the boss simply arriving after about a minute, and every extra hp made that MORE likely, not less.
**No style may rely on the player moving to create its own motion**: in splatter he is rooted in
`pretoss` for nearly all of a boss fight, so "close on the player's x" arrives, stops, and is static
for the rest of the fight. Every style moves under its own power and only BIASES toward him.
- **`wound(zb, amount, fx)` in zombies.js is the ONE place damage is applied to a multi-hit body.**
Fractional amounts are legal (a pellet chips `TUNE.dmgPellet` = 0.34 of a point); they bank on
`zb.chip` and only WHOLE points come off `zb.hp`, because the wound skins and `bleed()` anchors
switch on hp thresholds and a fractional hp would never match one. It returns true when the body
should die and the CALLER kills it — `splatter()` when the kill should get the multi-kill fanfare,
`killZombie()` for a quiet one — after which the caller must stop touching `zb`, because
`killZombie` splices the array. A boss with 20 hp therefore needs no new damage code at all.
- **Boss damage state is read as a FRACTION of `zb.hpMax`, never against literal hp numbers.**
`spawnRacketZombie` scales hp with `TUNE.racketHpPerGame` and stores `hpMax`. Two places switch on
it and they MUST stay in step: `drawZombie`'s skins (`<= 0.34` headless `z_cw2`, `<= 0.67` torn-arm
`z_cw1`) and `bleed()`'s wound anchors. The old hardcoded `hp === 2` left a scaled boss looking
pristine until the killing blow.
- **The racket boss has NO health bar, deliberately.** It was the only floating UI on a body anywhere,
it was on screen for nearly the whole run (a boss respawns every game you win), and players did not
know what it meant. The wound skins already encode the same information in the language every other
multi-hit enemy uses. A one-per-run modal (`G.seen.racket`, fired from `spawnRacketZombie`) explains
what he *is* instead. Do not re-add a bar; give a new boss more wound stages.
- **There are TWO damage channels and they must never be merged.** Contact with a body is still
instant permadeath (`killPlayer`, `G.mode='eaten'`); ranged attacks chip `G.hp` (`hurtPlayer`).
Oliver settled this explicitly — two threats that demand two different responses is the depth, and
making contact chip instead of kill would lose the dread the whole game runs on. `killPlayer()` is
the single death path for BOTH causes (extracted for exactly that reason: the run summary, the
best-run localStorage write and the death animation exist once). `TUNE.hurtGrace` is what stops a
three-shot volley deleting you in one frame.
- **The player's health is drawn ON HIM and nowhere else.** No bar, no meter, no HUD number — same
rule that removed the boss's bar. `drawPlayerWounds` paints procedural spatter at FIXED anchors
(fixed so it cannot crawl frame to frame), `bleedPlayer()` adds the live trickle, and `G.hurtFlash`
washes the screen edges inward on impact. Blood is never painted into the player sprite: that is a
settled feel decision, which is why this is an overlay and not a set of bloodied-kit PNGs.
- **`shots[]` in zombies.js is the HOSTILE ball array** — the ball machine's shots and the chapter
boss's volleys. Deliberately separate from `ball` (there is only ever one of those and it is yours)
and from `extras` (also yours, and they kill zombies). Three outcomes, in this order: a swing inside
the volley window RETURNS it — as an `extras` clone at `TUNE.parryPow`, so "a parry is a real
weapon" costs nothing to build; `meleeSwipe` merely bats it away; reaching you unanswered costs hp.
**The swish path is not optional politeness** — in `pretoss` the player is rooted and cannot swing
at all, so without it a machine winding up while you lined up a serve was an unanswerable hit.
- **`isBoss(zb)`** (`'r'` or `'B'`) marks bodies that take `wound()` damage from everything instead of
being deleted by it. The brute `'g'` is deliberately NOT one: melee/bomb/fire one-shotting a brute
is a settled "power exception". Every weapon path checks it — miss one and that weapon silently
no-ops or one-shots a 34 hp boss. This has already been the bug twice.
- **The chapter boss scores NOTHING when it dies.** Its reward is the chapter card plus the parked
game beat resuming. Letting it bank a kill meant `splatPoint`'s game-over branch and
`endBossFight` both decided "what happens next" in the same frame and clobbered each other.
- **`blocksClear`** decides which bodies gate the hand-clear after a won game: NOT the racket zombie
(it keeps its residence) and NOT the ball machine (furniture — a standing threat you deal with when
you choose). Making the machine gate progression turned "decide what to prioritise" into a chore
every four games.
- **The parry is bound to the TAP, in every phase, and that is load-bearing.** `keyPressed` checks
`shots` for anything within `TUNE.parryArm` FIRST and turns the tap into a swing if so. Before that,
the parry sat behind the `phase === 'rally'` branch at the bottom of `keyPressed` — and splatter is
in `pretoss` nearly all the time, so a tap aimed at an incoming shot tossed the serve ball instead
and the return was unreachable in practice. Oliver could not land one in a whole session.
`TUNE.parryReach`/`parryWindow` are deliberately much more generous than a normal volley (2.4 m /
0.34 s), because this is a phone, one thumb, against something aimed at you. The fail cases still
exist and are what keep it a timing skill: tap before the shot is inside `parryArm`, tap after it
has passed, or don't tap. **`parryWindow` must stay <= `swingWindup + swingWindow * VOLLEY.window`**
(0.348 s) or update()'s swing clock expires before the window closes.
`meleeSwipe` deliberately does NOT touch `shots`: it runs first in `keyPressed`, so it used to eat
the very shot the parry was about to return.
- **`zb.hitT` (`TUNE.bossHitCool`) stops a LINGERING ball multi-wounding a boss.** A flame ball has
full pierce — it is not consumed on contact, so it can cut a lane — but a boss is not removed when
hit, so the same ball sat inside its radius and re-wounded it *every frame*. One flame ball killed a
16 hp chapter boss. Flame now also spends itself (`lastHit = 'X'`) on a boss specifically. Any new
weapon that is not consumed on contact must set `hitT` too.
- **No blood is painted onto the player.** Oliver: *"the player blood looks odd, appears as a painted
layer on top"*. His health reads as `bleedPlayer()`'s live drip plus the screen-edge wash on impact,
and nothing else. This is the same settled rule that governs the zombies — blood is never painted
into a sprite — and a `drawPlayerWounds` overlay broke it.
- **Boss designs are DATA: `BOSS_ART` in config.js, one row per chapter, cycling.** Each row is
`{ name, walk: [2], wounds: [...], throws: [...] }`; `spawnChapterBoss` stamps the row onto the body
as `zb.art` and `drawZombie` reads only that. Damage picks a wound stage as a fraction of `hpMax`
spread over however many stages the design HAS, and `throws` is index-clamped, so a design with
fewer throw frames than wound stages just reuses its last one. Adding a boss is a sheet plus a row —
never a change to drawZombie. Missing/unloaded sprites degrade to design 1 rather than vanishing,
which is convenient and also means **a wiring bug looks exactly like working code** (see pipeline
note 7).
- **Sprites are 2x (`SPRITE_H` 224, `_slice.py` `IDLE_TARGET_H` 224) and EVERY scale-critical sprite
must share that scale.** `RES` is 3, so the player at the baseline rasterises into ~170 DEVICE
pixels — a 112px source was being UPSCALED 1.5x, which is why near bodies looked soft. Sprites that
go through `drawChar`, `drawBoy`, `drawMachine` or the wound-stage `h *= img.height / SPRITE_H` rule
are all measured against `SPRITE_H`, so a sprite left at the old scale renders at HALF height.
That is why the remaster 2x-upscaled the ~29 frames it could not re-slice rather than leaving them.
Sprites drawn through plain `drawStatic(name, x, z, hMeters)` only care about ASPECT, so their
resolution is free.
**Heights above 224 are deliberate, not bugs**: a smash or toss pose SHOULD draw taller than idle
(`p_smash` is 322), and that ratio is exactly what `SPRITE_H` exists to express.
- **The umpire's asides are SITUATIONAL, never a timer pool.** `aside(name)` in gameplay.js is the only
entry point and enforces one shared cooldown (`TUNE.asideEvery`), so several triggers in the same
moment still yield one remark. The first version drew from a bag on a timer and Oliver's verdict was
"too much and not situation aware.. they seem random". Each line is now tied to the thing that
justifies it — a new variant appearing, the court filling up, one crossing your baseline, a game lost,
a tin delivered, a horde, a changeover, a machine, a boss, the trainer, taking a hit.
- **The portrait viewport ADAPTS to the device, and `TUNE.horizon` must ride with it.** `fitViewport`
picks `h = 270 * clamp(innerHeight/innerWidth, 1.6, 2.3)` — a fixed 270x480 is 9:16 while a modern
iPhone is ~0.46, so width bound the fit and ~150 CSS px of screen went unused. `proj()` places the
court in ABSOLUTE logical px off `horizon`, and the rack/meter hang off `H - ...`, so extra height
lands entirely in the apron between them: leaving `horizon` fixed just grew a dead green band.
It is computed as `45 + (h - 480) * 0.72` for that reason. `RES` is 4 (was 3) so an iPhone's ~1125
device px across is nearly 1:1 with our 1080 — **`RES` is the first knob to turn down if the phone
ever stutters**, it is the whole fill-rate budget.
Note `#hint` (the desktop key legend) is already `display:none` on `pointer: coarse`; it only
overlaps the rack in the desktop test pane, which is not a real bug.
- **The swish cooldown scales with how swarmed you are** (`meleeCooldown()` in gameplay.js):
`meleeCool / (1 + (near-1) * meleeCrowd)`, floored at `meleeCoolMin`, counting bodies within
`meleeCrowdR`. 1 body 1.00 s, 4 → 0.47, 8 → 0.27, 14+ → 0.22. Oliver died on every game-20 horde
because the wave grows with `hordeGrow` while the panic button was a flat 1 s; he chose scaling the
melee over shrinking the horde. **Measure the crowd BEFORE calling `meleeSwipe`** — it kills
everything in reach, so counting after counts the survivors and the cooldown barely moves.
- **`render()` clears the whole frame to `pal.out` first.** There was NO clear for a long time: the
stands cover the top and the out-area quad covers the middle, so it looked complete — but the quad
only reached z=30 and BELOW where that projects the canvas was simply transparent. On a phone that
read as a duller band across the bottom of the screen. The quad now runs to z=60 as well, so the
perspective floor reaches the bottom on any aspect ratio. If you ever add a new orientation or
stretch the canvas further, check the bottom rows are opaque — sample `getImageData` alpha, the
colour alone will not tell you, because the page behind is deliberately the same green.
**Do NOT try to cover the bottom by extending the out-area quad instead.** `proj()` divides by
`(camZ - z)`, so as z approaches `TUNE.camZ` (48) the scale explodes and past it goes NEGATIVE —
a quad taken to z=60 folded its far edge back above the screen as an inverted triangle. The clear
is what covers the screen; the quad only has to cover the court.
- **The page gradient goes on `document.documentElement`, and `html` needs a real height.** Two
separate CSS traps, both hit: the ROOT element's background is what paints the viewport, so setting
it on `body` while `html` also has a background painted nothing; and a GRADIENT is laid out in the
root's own box, which collapses to zero when the canvas is `position: fixed`, so `html { height:
100dvh }` is load-bearing rather than cosmetic.
- **The page background behind the canvas tracks the live court apron** (`pageBackground` in
render.js). It is visible in exactly two places: the strip above the canvas under the status bar,
and the slivers a phone's ROUNDED DISPLAY CORNERS clip out of the canvas — a flat dark body drew a
visible dark notch where the bottom corners curve in. It is a two-stop gradient: `#10141c` down to
the top inset, then `pal.out` for the rest. **`pal.out` must be read live**, because it lerps
between the tennis and splatter palettes and any fixed hex would only match in one mode. Written in
resolved px rather than `env()` so the declaration can never be invalid and drop the background,
and only assigned when the string actually changes.
- **The safe area is handled ASYMMETRICALLY, on purpose.** TOP: index.html insets the canvas element
below the status bar, because that is opaque UI the scoreboard must clear - `SAFE.top` stays 0, and
adding a HUD offset there as well subtracts the notch twice. BOTTOM: the canvas deliberately runs to
the PHYSICAL bottom edge so the court art fills the screen (the home indicator is a slim translucent
bar, not opaque UI); only the interactive RACK and the draw meter lift clear of it, via
`SAFE.bottom`, which `measureSafe` reads from the hidden `#safe` probe (env() is CSS-only).
Reserving the bottom inset on the element instead just left a dead band.
- **The canvas is STRETCHED by CSS (100vw x 100dvh minus insets) and `fitViewport` derives the logical
grid from the box it was actually given** — `cv.clientWidth/clientHeight`, never `innerWidth/innerHeight`.
Sizing it the other way round (compute a scale, then set explicit px) laid it out against whatever
`innerHeight` reported at load, before iOS Safari's toolbars had settled, and it stayed a strip short
of the bottom forever after. `100dvh` is what tracks those toolbars.
- **The swish cooldown scales with how swarmed you are** (`meleeCooldown()` in gameplay.js):
`meleeCool / (1 + (near-1) * meleeCrowd)`, floored at `meleeCoolMin`, counting bodies within
`meleeCrowdR`. 1 body 1.00 s, 4 → 0.47, 8 → 0.27, 14+ → 0.22. Oliver died on every game-20 horde
because the wave grows with `hordeGrow` while the panic button was a flat 1 s; he chose scaling the
melee over shrinking the horde. **Measure the crowd BEFORE calling `meleeSwipe`** — it kills
everything in reach, so counting after counts the survivors and the cooldown barely moves.
- **The canvas is deliberately FULL-BLEED under the notch and home indicator; the HUD is what respects
the safe area.** `viewport-fit=cover` is set, and the stands running to the screen edges look right —
but an iPhone's clock was landing directly on the scoreboard. A hidden `#safe` probe div carries
`env(safe-area-inset-*)` (env() is only readable from CSS), `measureSafe()` converts it to LOGICAL
canvas px using the same scale `fitViewport` just applied, and `SAFE.top`/`SAFE.bottom` shift the
scoreboard down and lift the rack + `METER_Y` up. Anything new that anchors to the very top or very
bottom of the screen must offset by these too — and the rack's hit test shares `rackGeom`, so taps
follow automatically.
- **`UI` in config.js is the accent palette** (hot/warm/pick/cream/dim/bad/ball). Every HUD colour
goes through it. Gore reds are deliberately NOT in it — the splatter stays loud.
- **`F(size, bold)` in render.js builds every canvas font string.** Bare `monospace` resolves to
Courier, a slab SERIF — that was the "generic serif" bug, not taste. Never hand-write `ctx.font`.
Widest string checked fits 270px portrait with ~10px spare.
- **Weapons are only ever WON.** `deliverTin()` has exactly one caller: `resolveInterlude('P')`.
The schedule (`TUNE.duelFirst`/`duelEvery`, `G.duelDue`) calls the **duel**, fired from
`proceedAfterClear()` — the one beat where the court is guaranteed empty. The game beat it
interrupts is parked in `G.afterDuel` and resumed when the duel resolves.
- **Anything that blocks serving.** If a "can't serve" report ever comes in, check these first —
each is an early return in `keyPressed`: `G.mgT`, `G.horde`, `G.changeover`, `G.interlude.introT`,
`G.modal`. `G.mgT` in particular must keep counting down in EVERY phase (it used to tick only
during `rally`, so a duel calling `setupPoint()` stranded it above zero forever = permanent lock).
- **Animation frames step off DISTANCE COVERED, never elapsed time** — `boy.dist` for ball boys,
`zb.z / TUNE.bruteStride` for brutes. Time-driven cycles moonwalk the moment speed and frame rate
disagree. Sprite heights follow the PNG (`img.height / SPRITE_H`) because `_slice.py`
common-scales a sheet; a wound stage's height must ALWAYS come from its A frame or it pops.
- **Fire chains.** `zb.burnT`/`burnD`; `ignite()` is read-only over `zombies[]` so it is safe inside
a kill loop; `burnTick()` returns true when the fire killed the body and the caller MUST
`continue`. The flame ball also ignites what it FLIES PAST (`TUNE.burnBallR`) — without that its
full pierce killed its own lane outright and nothing was left to catch. Flames are drawn
procedurally (`drawFlames`), no sprite sheet.
- **Any loop over `zombies[]` whose body can kill** can cascade into a sweep and gut the array
mid-iteration — keep the `if (!zb) continue` guards and iterate backwards.
- **The ball boy is ONE slot.** `sendBoy` never replaces a boy already on court (a kill streak used
to teleport him back to the wing several times a second); new work is appended via `jobs`.
`mopRound` walks him to a stain, holds him there for `TUNE.boyMopDwell` while the push cycle
animates in place, then moves him on. Three sheets: `x_boymop` (stopped, working),
`x_boycarry` (walking with the mop shouldered), `x_boyrun` (tennis-mode fetch).
- **Crowd applause is a real two-frame swap** (`x_crowd` seated / `x_crowd2` arms up), per column on
its own phase, with **no vertical offset**. A fractional `dy` on a scaled image re-snaps its pixel
rows every frame under nearest-neighbour — that boiling beside the HUD was the "scoreboard
flicker" (the board art is 99.9% opaque; nothing was ever showing through it).
**If you touch one crowd frame you must apply the identical curve to the other**, or the swap
starts flashing brightness. `assets/_sheet_crowd1.png` is the pre-brightening original.
## Settled feel decisions — do not regress silently
- **Two-stage serve**: touch = reticle, drag = aim, release = fire, drag back under `pullMin` =
cancel. The pull's DIRECTION picks the lane, its LENGTH is power — deliberately decoupled so a
far shambler never costs a longer drag than the screen has.
- **The manual wave clear** after a won game (`G.clearing`). Oliver was emphatic.
- **Thin, dynamic blood.** Open wounds gush live particles (`bleed()`); blood is never painted into
a sprite. Gore piles/stains are the loud part; keep the trickle sparse.
- **One gesture means one thing** on touch. No mode where a drag silently becomes something else.
- **Volleys**: pre-bounce contact gets reach ×1.4 / window ×1.8 (`VOLLEY`). A RISING ball is
hittable at any height; only a dropping ball below `CONTACT.minY` is past you.
- **Aim magnet**: `flickTarget` picks the best-ALIGNED body, with `TUNE.aimTie` of slack in which a
nearer one still wins, so a straight-ahead lane still eats the nearest body first.
`aimTie: 1` restores the old "nearest along the lane always wins" for A/B.
- `TUNE.fps` 60 — 30 was vetoed on feel.
- **The player only walks during `rally`.** Never between points. Letting him walk during the 'over'
beats and `pretoss` was shipped once and vetoed immediately: *"I basically can never walk around
freely"* — so suddenly being able to, only between points, reads as the game breaking rather than
as a fix. Frozen-with-danger-approaching is fixed by holding the DEAD instead (`held` in
`updateZombies`), never by handing back movement.
- **The player must always be ON SCREEN.** `P_BOUNDS.x` is 6.5 m but portrait only shows about
±4 m either side of the centre line at the baseline, so the walk bound alone let him leave the
frame entirely. `xLim = Math.max(xVis, COURT.W / 2)` — the camera limit, floored at the sideline so
every legal ball stays catchable.
## Verification recipe (the regression net)
Drive the game deterministically via `window.T` with `javascript_tool`. The Browser-pane eval
context reports `document.visibilityState === 'hidden'`, so RAF is paused; halt it anyway with
`window.requestAnimationFrame = () => 0` and step with `T.step(1/60)`. `T.press('Space')` = tap.
Clear the intro first: `document.getElementById('intro')?.remove()`.
- **You MUST set `T.TUNE.autoAssist = 1.15` first** — the Browser pane reports `pointer: fine`, so
the mobile assist is off and every ball reads as "never reachable".
- Force splatter with `T.forceZombies()` then ~600 steps (in splatter it forces a HORDE instead).
- `T.zombies`, `T.spawnZombie(x, z, 'a')`, `T.TUNE.zMax = 0` to stop spawns during tests.
- Also exposed: `T.explode`, `T.splatPoint`, `T.startDuel`, `T.resolveInterlude`, `T.deliverTin`,
`T.flickTarget`, `T.showModal`/`T.dismissModal`, `T.render`.
**Benchmarks that must keep holding** (re-run after any physics/aim change):
- CPU returns ~11/12 serves (91.7%). Recent 150-sample runs: 90.7%, 89.3%, 90.7%, 88.7% (±2.5%).
Watch this — the last few sit under the bar rather than scattered around it.
**The harness for this number was never written down and I could not reconstruct it.** A rig that
counts "did the CPU get a racket on the served ball" scores 100/100, because after a flub the CPU
gets another swing at the SAME ball (`aiSwingCool = 0.5`) and connects — 91.7% ≈ 1 − aiFlub, so the
recorded number must count only the FIRST swing opportunity, or only returns that land in.
Until someone writes the rig down, prove "no tennis regression" **differentially** instead: run
your rig, `git stash` the change, reload the modules, run the identical rig, compare. Equal
numbers on the same rig is the real claim; a bare percentage against this line is not.
- 30 human-tapped points (tap when the incoming ball is 2.2–3.2 m away) = **50 hits / 0 whiffs**.
This one DOES reproduce exactly — drive it off `G.missLog` (HIT vs MISS counts).
- A 26-game state-machine soak with bombs/bursts/fire must finish with no exceptions, no stall,
`mgT` back to 0, and gore/piles arrays bounded (gore caps at 40, piles at 30).
**Two ways a soak lies to you**, both cost me a run: force-spawning zombies during `G.clearing`
makes the hand-clear un-completable and reads as a 30-minute stall; and reviving the player after
each `eaten` inflates gore past its cap, because the death push (`zombies.js`, the `eatenR` hit) is
the one uncapped `gore.push` in the file — fine at one death per run, not at 260. Respect
`clearing`, and either end the soak on death or set `TUNE.eatenR = 0` to make him untouchable.
- **Never trust a single sample.** aiFlub is 9%; a 20/24 run is normal noise. Use 150.
## Asset pipeline
1. `generate-image` skill (needs `OPENROUTER_API_KEY` in the gitignored repo `.env`; run with the
scratchpad venv python — system python lacks `requests`). Passing the existing sheet as
`--input` (edit mode) nails the style and is how every matching sheet here was made.
2. Ask for a **magenta background** and, for sheets, "at least 150px of empty magenta between
frames" plus "the prop must stay inside its own frame".
3. `python3 assets/_slice.py sheet.png out1.png ...` — chroma-key on the corner colour, magenta
de-fringe, column-gap segmentation, common-scale per sheet, `IDLE_TARGET_H=112`. `--largest`
keeps only the main blob.
4. Standalone art (logo, popup panels) uses `assets/_key.py` instead: chroma-key + crop to the
content bbox + optional downscale, no frame splitting, no forced height.
5. Register new names in `render.js`'s `SPR` preload array.
6. **New sprite not showing up? Bump `SPRV` in render.js.** Sprite loads go through
`assets/<n>.png?v=SPRV` for the same reason index.html versions main.js: python http.server sends
no cache headers, so the browser caches sprite responses heuristically — **including 404s**. Add a
name to the `SPR` list before its PNG exists, load the page once, and that browser treats the
sprite as permanently missing while `drawZombie` silently falls back to another design. Bump SPRV
alongside `main.js?v=N`.
7. **When a scripted `str.replace` edit is meant to rewire logic, ASSERT it matched.** A silent
no-op replace left `drawZombie` on its old hardcoded boss names while everything else had moved to
the BOSS_ART table, and the built-in fallback then hid the failure perfectly — all four boss
designs rendered as design 1 and nothing errored. Cost a full debugging round. `drawImage`
instrumentation is what finally settled it:
```js
const o = CanvasRenderingContext2D.prototype.drawImage;
CanvasRenderingContext2D.prototype.drawImage = function (img, ...a) { log(img.src); return o.call(this, img, ...a); };
```
8. **NEVER let two sprite names differ only by CASE.** macOS is case-insensitive: writing
`assets/z_B1.png` for the chapter boss silently OVERWROTE the 'b' shambler's `assets/z_b1.png`
(and `z_B2` ate `z_b2`), so a 3-metre boss started showing up in the shambler crowd and `git`
reported the shambler frames as "modified" rather than reporting a new file. `ls` shows only the
ORIGINAL lowercase name, which is why it is easy to miss. Boss frames are `z_boss*` now. Use
all-lowercase, whole-word names.
9. **The prompt sets the ART RESOLUTION, and it is easy to set it wrong.** Sheets asked for "big
chunky pixel blocks about 8 screen pixels across" and "flat blocks of colour, no shading" came
back coarse — the generator obeys that literally, and Oliver reads it instantly as "waaaay lower
resolution than z_mach2". Ask instead for HIGH resolution: *"build each figure out of roughly 90
to 110 pixels of height instead of the reference's 40"*, then enumerate what to spend it on —
teeth, sunken eyes, individual fingers, seams, hems, folds, frayed edges, laced shoes, four or
five shades per material with hatched shading. `assets/_regen.py` carries the working style block.
10. **`assets/_regen.py` + `_regen_batches.json` redraw a whole character end to end**: reference
sheet from the sprites in the repo -> generate -> `_fine.py` -> colour-match onto what it
replaces -> install, with three automatic retries. It REFUSES to install a bad sheet: wrong frame
count, any figure touching a canvas edge (that is the bug that clipped z_f1), or a redraw that is
not at least 1.25x finer by inner-edge density. `--list` shows the batches, `--all` runs them.
11. **`assets/_fine.py` is the slicer for detailed art.** `_slice.py` resamples NEAREST, which is
right for chunky art and shreds fine art at a non-integer ratio. `_fine.py` snaps to the
generator's own art-pixel grid, common-scales in ART pixels off a chosen `--anchor` frame (so a
smash with the arm overhead stays legitimately taller), quantises back to the sheet's palette, and
de-fringes the key colour twice — the generator does not always return a pure magenta and the halo
survives as a rim on a green court.
12. **Two-row "style reference / redraw this" input does NOT work.** The model returns both rows and
invents a background. Describe the target detail level in words instead.
12b. **`_regen.py` has THREE style blocks now, and picking the wrong one costs rolls.** The shared
block used to be one constant that always said *"keep every pose, every colour EXACTLY as in the
reference"* — correct for a remaster, and it fights every word of the subject for anything else.
- default (`STYLE`): remastering a sprite that already exists.
- `"newart": true` (`NEW_STYLE`): a NEW character drawn in the reference's style. Drops the
fidelity clause and says explicitly not to copy the reference's body or outfit.
- `"state": true` (`STATE_STYLE`): the SAME character in a new state — wounded, mid-throw. This is
the one that is easy to get wrong, because `newart` looks right and isn't: it licenses a repaint,
and it got one. Five wound sheets came back with living TAN skin and a redesigned shirt while the
healthy frame stayed a grey-green corpse, and the coach's navy tracksuit came back mid-blue
(torso RGB blue channel 111 -> 138). `STATE_STYLE` pins colours, clothing and build to the
reference and states outright that he is a corpse, never pink or tan.
**A brand-new sprite name must exist on disk before its batch runs** — `run()` measures `density()`
of the file it is about to replace, and `colour_match` opens it. Seed each new name by copying a
body of the right size and facing, and use `check: same`/`loose` so `colour_match` is skipped and
the seed's palette is NOT inherited. The trap in that: a batch that silently fails leaves a perfect
copy of another character behind, which renders as working art. Assert every new PNG actually
differs from its seed before shipping (the scratchpad `check_seeds.py` does exactly this).
13. **`assets/_derive.py` is where a frame that must MATCH another frame is made.** Three of them
live there now: `p_bounce2` (a per-column shear of `p_bounce` — the free arm bends, nothing else
moves), `p_toss` (the drawn-in ball cut out, canvas height KEPT so drawChar keeps his scale) and
the runner's hip registration. "Same drawing, one small difference" is the one request the
generator cannot fill: it returns a different man and the swap reads as a flicker, which is the
defect you were fixing. The bounce/toss steps are idempotent; the runner step is `--runner` and
must run exactly once per generated set, because it mirrors and it pads.
14. **A new pose needs a STANDING frame in the same sheet, as frame 0, thrown away after.** A sprite's
drawn size comes from its total height, so a sheet of nothing but arms-overhead poses has no
honest scale to anchor on and the man comes out short. `_regen.py`'s `ref` field does this, but
only when `ref_only` is unused — with `ref_only` set, list the throwaway as an extra sprite
(`p_pull0`) and delete the PNG afterwards.
15. **NOTHING IN A SPRITE MAY BE PINK, MAGENTA, VIOLET OR PURPLE.** The chroma key does not merely
match the corner colour, it deletes every pixel where red AND blue both beat green by 40
(`_key.py`: `min(r, b) > g + 40`, and `_fine.py` de-fringes the key twice). So a "vivid magenta
drum" and a "magenta laser pistol with a violet coil" both came back as hollow outlines — 19% and
15% solid pixels against 50-56% for the icons drawn in other colours. Measure `alpha > 128` as a
fraction of the box if a sprite looks thin; that is the whole diagnosis. **Pink can only ever be
PROCEDURAL** — the weapon barrel is grey steel with yellow chevrons in its PNG, and every bit of
its pink is the halo `drawBarrel` paints around it, which never goes near the keyer. State the
forbidden colours in the prompt explicitly; "make it pink" is a request the pipeline cannot fill.
Known generator quirks, all still true:
- It sometimes ignores the magenta (harmless — the key uses the corner colour).
- It draws near-identical animation frames unless you describe strongly contrasted poses.
- **It adds props the A frames don't have** (a dragged pole on every brute B frame, a mop head). If
the prop is a separate blob, keep the largest connected component; if it touches the body, cut on
column density — a torso is dense, a dragged pole is a thin diagonal of ~7 px per column.
- **If frames merge** (a handle bridging the gap) `_slice.py` reports "found 1 frames". Re-prompt
for wider gaps first; if that fails, cut at the true column gaps plus the thinnest column inside
the merged pair, then common-scale.
- **Colour-match any regenerated frame** of an existing pair before shipping: fit a per-channel
linear map onto the original's mean and sd, then verify with a mean-difference number.
## Session log: a rack you fill yourself, and barrels that fill it (2026-08-03)
The second half of the same ask. **The rack no longer has fixed slots.** It used to be five hardcoded
positions where the index WAS the weapon — `SLOTS`, `slotStock`, `WDESC`, `drawRack`'s three parallel
arrays, `deliverTin`'s `w + 1`, and bare `wsel === 1|2|3` / `G.weapon === 4` tests in five files. Now
`config.WEAPONS` is the single table, `G.rack` holds up to four `{id, n}` in the order you GATHERED
them, and slot 0 is BALL. Read it through `slotId` / `slotStock` / `slotEntry` and nothing else needs
to know how it is stored.
**A fifth weapon is always allowed** (Oliver's rule): it rides slot 0 as `G.temp` until spent, then
slot 0 goes back to being the infinite ball. A barrel arms on the spot and is spent quickly, so
refusing it would mean a barrel you shot did nothing. **A spent weapon LEAVES its slot** — with
gathered slots, an exhausted weapon sitting in one is a quarter of the rack you can never pick up
into. (The old rack kept empty slots dimmed, which was right when a slot meant "BOMB goes here".)
**Four new weapons, and they are all the one pellet loop.** `firePellet(w)` stamps the WEAPONS row
onto the round — `r`, `dmg`, `hp`, `pierce`, `boom`, `ignite`, `col`, `speed`, `life` — so the beacon
cannon, flamethrower, laser and rocket needed no new array and no new update. The `break` after the
first body was the only thing making a pellet single-target. Every one of them goes through the same
`isBoss` branch, which is why none can silently no-op on a boss the way three of five once did.
Measured: gun/beacon/laser/rocket reach 16 m+, the flamer is a deliberate ~6 m cone that ignites.
**`G.mgT` stayed the mode timer for all of them**, which is why the eighteen `!(G.mgT > 0)` guards
across five files did not have to change. `kind:'burst'` auto-fires at its own rate for `len`
seconds; `kind:'shot'` (laser 10, rocket 3) holds the same braced stance and fires one per TAP.
**The barrels** are the ball machine's shape reused: a rolling, shootable non-body. Three
registrations are silent if forgotten and all three are done — `blocksClear` (a barrel must NOT gate
the hand-clear; it is optional loot), the contact-kill guard (furniture cannot eat you), and
`hitR`/`GORE_MUL`/`zombieH`. It scores nothing.
**The pink is procedural, and it has to be** — see pipeline note 15. A magenta drum and a magenta
laser pistol were both eaten by the chroma key.
`TUNE.tinTriples` 3 -> 10, as asked.
## Session log: the roster grows — moving bosses, six of them, three new bodies (2026-08-03)
Oliver asked for five things. This is the first half: **enemies first, weapons second**, his call, so
the arsenal could be tuned against the harder game rather than the other way round.
**Bosses move now, and the style is data.** A boss previously matched NO branch in the variant chain
and fell through to the crowd's aimless ±0.15 m/s wobble — "the boss AI owns its x" was a comment
describing code that did not exist. Six styles, one per design: `pace` (groundskeeper, and the coach
at 1.9x), `shadow` (line judge — paces a band centred on YOU), `surge` (chair umpire — rolls up and
down the whole depth band), `charge` (physio), `bounce` (mascot). Measured over a simulated minute
each: 50–136 m travelled, none static. **Three earlier drafts of these styles failed the same way and
it is worth knowing why: they were written as "walk toward the player's x", which in splatter means
arrive in four seconds and stand still for the rest of the fight, because the player is rooted in
`pretoss` and never moves.** Measure `xSpan` over 3600 steps before believing any movement change.
**Three new bosses**: THE HEAD COACH (rapid 5-shot drill, 0.14 s apart), THE PHYSIO (charges — it
withdraws LESS than it charges, so it is a couple of metres nearer after each rush and reaches you at
about 38 s, which is the fight's clock), THE SPONSOR MASCOT (a `gap: 0` volley — the whole wall of
five leaves in ONE frame, so it is dodged, not parried; the salvo loop is a `while` for exactly this).
Harder to kill: `bossHp` 16 -> 20, `bossHpPerChapter` 9 -> 10, plus per-design `hpMul`.
**Chapter 6 is now 91 hp — the number most likely to want tuning after a real playtest.**
**Three new bodies**: ball boy `'e'` (3 hp, 2 skins, from game 3), bouncer `'h'` (6/3, game 8), roller
man `'k'` (9/4, game 15). Named "roller man" and not "groundsman" so he cannot be confused with the
GROUNDSKEEPER boss.
**One real bug found, and it was pre-existing.** `killPlayer()` empties `shots[]` while the shots loop
is mid-iteration, so every remaining index reads `undefined` and the frame throws. The mascot's
five-at-once volley makes it easy to hit; the shipped 3-shot volley could always have hit it. Fixed
with the same `if (!s) continue` guard the body loop above it already carries, and for the same reason.
**Verification that actually caught things** (all via `window.T`, RAF halted):
- `drawImage` instrumentation per design: all six bosses and all three new bodies draw their OWN
frames, both `…w`/`…wb` stride twins included. Nothing silently falls back to design 1.
- Differential check on the refactor: the brute still draws `z_gw/gw2/gw3/gw4` at hp 4/3/2/1 — the
new shared `woundStage` is byte-identical to the array it replaced.
- Foot-gap spread: ball boy 76% (the shipped shambler is 36%, the brute 39%). Boss stride-pair
difference 34–54%, inside the shipped range of 30–83%.
- 26-game soak: no exceptions, no stall, `mgT` back to 0, gore capped 40, piles capped 30, and
`e`/`h`/`k`/`B` all appeared in it.
## Session log: court types (2026-08-01)
Three courts, picked on a second start-screen stage. A court is pure DATA — `COURTS` in config.js
— so adding one is a table row plus four PNGs, never a change to `render()`.
- **Each court carries TWO palettes, not one.** Every court still rots when the horde arrives, so
the row holds a `tennis` palette and a drained `splatter` one and `palette()` lerps between them
exactly as before. A single palette plus a global rot filter was the tempting shortcut and it is
wrong: what "drained" means is different on orange clay than on green lawn.
- **Mow stripes are a flag, not a colour.** `court.stripes`. Recolouring the lawn to terracotta and
leaving the bands on still read as grass — the banding is the grass tell, not the hue.
- **Physics is two numbers copied into TUNE on selection** (`selectCourt` in state.js). Grass skids
low and fast (0.50/0.84), clay sits up and drags (0.66/0.70), hard is the old baseline
(0.58/0.78). Doing it this way means the three bounce call sites in gameplay.js never learn that
courts exist, and the T panel still edits the live values.
- **A court's clap frame must come from its own sheet.** `x_crowd`/`x_crowd2` are a matched pair —
same people, arms up. Pairing court A's seated sheet with court B's clap sheet cross-fades
between two different crowds, which is the flicker class this codebase keeps re-learning. The
clay/hard clap sheets were generated FROM their own seated sheet ("same image, arms raised"),
not from `x_crowd2`, for exactly this reason.
- **Ad-strip aspect is load-bearing.** `render()` draws the sheet at a fixed `AD_H` of 14 px and
derives tile width from the sheet's own aspect, so a strip that comes back 6:1 instead of 9:1
renders its lettering at half size and goes unreadable. The first clay roll was 6.34:1 and was
thrown away; re-rolling with `x_ads_h.png` as the input (already 9.27:1) fixed it. **Check the
aspect of a regenerated ad strip before installing it.**
- **The picker is DOM, not canvas** — a second panel inside the existing `#intro` overlay, rows
built from `COURTS` in main.js. Same Silkscreen card, no new `G.mode`, no canvas UI code. Last
pick is remembered in `localStorage` and comes up pre-highlighted; keys 1..N pick, Enter takes
the highlighted one.
Not done: clay ball-marks (the `gore` decal loop already draws flat ground ellipses, so a pale
scuff per bounce is one call), per-court bounce SOUND, per-court crowd density.
**Menu theme** (`background-music.wav`, `menuMusic`/`menuDuck` in audio.js). Started at BOOT so the
title screen has music, ducked out when a court is picked, faded back in at `EATEN_SUMMARY` — the
death summary is the end menu, and the zombie bed ducks out as it comes in. Two things this cost:
- `loopBed` now calls `audio()` BEFORE its already-started early return. The theme starts before any
gesture exists, so on a phone it plays into a context the autoplay policy holds suspended; the
call that wakes it is a second `menuMusic()` from the first tap, and that used to return at the
`beds.has` guard without ever reaching the `AC.resume()` inside `audio()`.
- `fadeBed` records a duck for a bed that is STILL LOADING (`ducked`), and `loopBed` starts that
bed's gain at 0. Without it, a multi-megabyte file ducked mid-fetch comes up at full level several
seconds later, over the match.
**The overlay is a three-stage machine**, not a screen per DOM node: `#intro[data-stage]` swaps
`splash -> {courts, tutorial}` while the backdrop and card frame stay mounted, because a screen that
unmounts the overlay flashes the live court through between menus. **The title screen IS the menu** —
a separate menu stage behind it was the same logo on the same backdrop with two buttons, and read as
the title screen failing to advance. Court tiles SELECT only; `START GAME` and `BACK` are their own
buttons. The tutorial is a data table (`TUT` in main.js) of Marvin poses, an optional picture in
`assets/`, and his lines — adding a page is a row.
**DEATH NO LONGER RELOADS THE PAGE.** `location.reload()` was an honest full reset and for a long
time the right call — but it also tore down the AudioContext, so the menu theme restarted from
silence every time you died, when it is supposed to carry straight on from the death summary into
the title screen. `gameplay.restartRun()` replaces it:
- `state.resetState()` restores `G`, `P`, `O`, `ball` and `score` from a `structuredClone` taken at
module load. Everything in those bags is plain data, so the clone is the whole job — nothing has
to enumerate fields, and a field added later is covered for free.
- The two modules with timers of their own put them back themselves: `zombies.resetZombies()` (every
array plus `spawnT`/`moanT`/`mgTick`) and `input.resetInput()` — a key still held or a
half-finished drag would otherwise be inherited by the next run's first frame.
- The overlay is **hidden, not removed**, so it can come straight back. `#intro[hidden]` needs its
own rule because the `display: grid` on `#intro` would otherwise beat the hidden attribute.
**If you add module-level mutable state anywhere, it belongs in one of those reset functions.**
**Menu and tutorial art is generated DIRECTLY, not through `_regen.py`.** That pipeline keys magenta
and slices figures out of a sheet; these are whole illustrated panels with backgrounds, so they go
through `generate_image.py` and a downscale/quantise pass, the same route the court tiles took. Two
things learned making them:
- **Quantise these at 128 colours, not 64.** The panels are big flat fields with a few saturated
accents (the ball, fire, blood), which is exactly where a small palette shows — 64 turned the
tennis ball beige.
- **Find a generated plate by its BRIGHT BORDER, never by the corner colour.** One button plate came
back on a near-black margin and the other on a transparency CHECKERBOARD, which differs from
itself everywhere and matched the entire canvas. The threshold has to adapt per image too: the
checkerboard's own greys are brighter than the darker plate's border.
The button plates are blank on purpose — **the lettering stays Silkscreen on top of the art**.
Generated type is a lottery and would not match the rest of the HUD. `btn_start` is a BOTTOM band of
a taller plate: by there the drips have run out to the ends and the centre is clear enough to print
over, and the plate's own bottom border comes with it.
**The menu theme starts on the FIRST TAP, never at boot.** A title screen that plays at you before
you touch it is rude, and on a phone the autoplay policy would have held it silent until that tap
regardless. `loopBed`'s `beds.has` guard makes every later `menuMusic()` a no-op, which is what lets
the title screen pick up the track already playing instead of restarting it.
**The theme is AAC** (`background-music.m4a`, 768 KB — the WAV was 8.3 MB, and this one downloads on
every page load before the player has decided to play). `loopBed` takes the FULL filename now,
because the beds are a mix of `.wav` and `.m4a`; `fadeBed`'s key must match it exactly, extension
included, or a duck silently no-ops.
**A compressed loop needs an explicit `loopEnd`.** AAC pads the final packet, so Chrome decodes this
48.000 s master to a 48.0174 s buffer — 17 ms of silence spliced in at every seam, once a loop, on
the title screen. `menuMusic` passes `48`. Re-encode the file and re-measure:
`fetch(f).then(r=>r.arrayBuffer()).then(a=>new AudioContext().decodeAudioData(a)).then(b=>b.duration)`.
`zombie-mode` got the same treatment: 5.9 MB of 24-bit WAV to 287 KB, `loopEnd` 20.47077 (982597
frames at 48 kHz — an un-round master, and the decoder returns 20.4787, so 7.9 ms of padding is
trimmed). Both beds are AAC now; nothing in `assets/audio/` is still a multi-megabyte WAV.
**A SPRITE THAT LOOKS "SHRUNK" IS AN ANCHOR BUG, NOT AN ART BUG.** `_fine.py` scales the whole
generated sheet so that `--anchor`'s frame is exactly 224 px, and `drawChar` then draws every sprite
at `img.height / SPRITE_H`. So if the anchor frame is one where a PROP goes above the head, 224 px
has to cover the prop too and every body on that sheet comes out a head short. `opponent_play` was
`[o_toss, o_smash, o_swing1, o_swing2]` with `anchor: 0` — anchored on the TOSS, arm and ball
stretched overhead — which is why the opponent visibly shrank whenever he served or swung
(o_swing1 came out 162 px against a 224 px standing pose). **Every batch must lead with a plain
standing figure via `ref`, which `_fine.py` anchors on and `_regen.py` then discards** — the shape
the player's own batches already used. Correctly anchored, a toss frame is TALLER than 224 (278 px
here) and the body renders at full size. Quick audit: a standing frame should be ~224, a raised-arm
frame >224, and nothing should be well under it.
**EVERY ROLL DRIFTS THE PALETTE, SO THE PIPELINE CHECKS IT NOW.** A white headband on six frames,
pale grey shorts on the toss twice, brick-red shirts and brown shoes on the swing — all of it got
past `--tries` because nothing measured colour. `check: "same"`/`"loose"` skips `colour_match`
entirely, and `colour_match` is a global mean/sd fit that is far too weak to pull brick-red back to
red anyway (tried it; and a nearest-colour palette lock is worse — it drags the duller reds into the
racket's browns). So `_regen.py` has `kit()` and `kit_off()`, and a batch opts in with
`"palette_ref": "o_idle1"`:
- **redness** `r - mean(g,b)` over saturated warm pixels. Brightness alone does NOT work — a
brick-red shirt is exactly as bright as a red one, which is why the first check missed it.
- **shorts** mean brightness of mid-tone neutrals. Charcoal ~61, the pale-grey drift ~83.
- **bright%** share of the body that is near-white — the shoes and socks. Brown shoes drop it to
0.9%, pale shorts push it to 7.9%; correct frames sit at 2.7-2.9%.
Frames known to be right cluster at redness 99-110 / shorts 60-63 / bright 2.7-2.9, and every
visibly-drifted frame fell outside on at least one axis. Tolerance `(12, 10, 1.5)`. It immediately
rejected five bad rolls in a row and then passed a good one. **The `palette_ref` must be a frame the
batch is NOT regenerating**, or it validates against itself.
**`ref` feeds the frames you are REPLACING back into the reference sheet.** `ref_sheet` is built
from `[lead] + sprites`, so regenerating an already-drifted frame shows the generator that drift and
it faithfully copies it — the swing failed six straight rolls this way, each one re-inheriting the
brick-red shirt from the frame it was about to overwrite. Breaking the loop is one line: copy a
canonical frame over the targets first (`cp o_idle1.png o_swing1.png`), so the sheet is
colour-correct and the prompt supplies the pose. It passed on the very next roll.
**The opponent was running with empty hands.** `o_run1`/`o_run2` had no racket in either fist, and
the cause was the batch prompt: `opponent_run` never said the word "racket" and its reference sheet
was built from the racket-less frames it was replacing, so the generator had nothing to copy one
from. Fixed by making it a `ref_only` batch off `o_idle1` — same man, front-facing, racket
unmistakably in his right hand — with the subject spelling out that he still carries it mid-stride.
**When a prop goes missing from a sprite, check the batch's `subject` before blaming the roll.**
Measuring which audio files actually loaded: `performance.getEntriesByType('resource')` is USELESS
here — the ~200 sprite PNGs blow past the 250-entry resource-timing buffer and every later fetch is
silently dropped from it. Read the network log instead. That cost a wrong "the bed never loaded".
## Session log: the serve is the gesture (2026-08-01)
Oliver's notes on the art pass: the zombies are good, the runner "flickers very hard", and the
player has three problems. The serve is now a drawn wind-up driven by the pull.
- **The serve is THREE poses, not an animation.** Waiting: the bounce stance. Drawing the
slingshot: `p_pull`, the racket dropping behind him. Release: `p_smash`, the drive. A four-stage
version keyed to `pullFrac` was built, wired late (frame 1 owning the first half) and played, and
Oliver cut it back to this — on a phone, at thumb speed, the middle stages are never read. The
intermediate frames are deleted, not commented out.
- **The whole player is RIGHT-HANDED now, and that was the real bug.** `p_idle`, `p_bounce` and
`p_toss` had been drawn holding the racket in his LEFT hand while `p_smash` and `p_swing` used his
right, so any new frame copied whichever reference it was given and the racket changed hands
mid-serve. Everything from the idle to the wind-up was regenerated with the hand named explicitly:
**drawn from behind, his right hand is the RIGHT-HAND SIDE OF THE IMAGE**. Only the racket HEAD
crosses behind his back in the deep frames — the arm never does.
- **The bounce pair is one drawing from one sheet**, differing only in the free hand, so the swap
cannot flicker; it follows the BALL (`|sin| > 0.5`) rather than its rising phase. He pats the ball
with his LEFT hand now, so `BOUNCE_IDLE` moved to the other side and was re-measured off the sprite
(`dx` 0.36, `apex` 0.68). The served toss moved to `+0.12` — nearly over his head, because the
tossing hand is on the left and the racket meets it on the right, and a big offset either way is
wrong for one of those two frames.
- **The runner** still carries a hand-mirrored fix from the previous commit (see OPEN) — its frames
need regenerating, not mangling.
**THE RULE, from Oliver, that this session existed to learn:** *"fixing generated art by mangling
with it afterwards is always worse than regenerating. it's just a fact."* Mirroring a frame,
shearing a limb, cutting a prop out — a wrong frame is wrong in more ways than the one you spotted
(perspective, foreshortening, where the weight sits) and none of those survive a flip. There was an
`assets/_derive.py` doing exactly that; it is deleted. Fix the PROMPT and re-run the batch.
**THE WAY TO GET A POSE RIGHT IS A PHOTO, NOT A PARAGRAPH.** Describing a serve in prose and
re-rolling cost about fifteen generations and never landed — the racket changed hands, the four
stages came back near-identical twice, the coil came back as a fold. Oliver's fix: give the
generator the real thing. `scratchpad/pose_ref.png` is the recipe — his 10-frame photo sequence
cropped to five poses in a row, with two of our own sprites underneath as the character and style
anchor, and a prompt saying which strip means what. **One** generation returned the whole serve as
our man in our kit, and the frames were sliced straight out of it (anchored on the standing figure
it drew, which is what sets the scale). Note it also redraws the reference strip above the result —
harmless, crop to the magenta band before slicing.
**Two pipeline guards were added to `_regen.py`, each after a bad sheet installed silently:**
1. **The reference's ASPECT is the answer's aspect.** One tall reference figure gave a portrait
reference canvas and the generator answered with a 2x2 GRID, which `_fine.py` cannot cut (it
segments columns). `ref_sheet` now widens to a landscape strip with one slot per frame asked for.
2. **A non-magenta background is a rejected roll.** "It sometimes ignores the magenta" was written
off as harmless because the key uses the corner colour — until it returned a GREEN sheet and keyed
away four grey-green racket heads with it, installing four men holding a grip and nothing else.
**And `_fine.py` takes `--defringe N` (default 2).** Each de-fringe pass eats a one-pixel line, and
a racket frame IS a one-pixel line: two passes were shredding every racket on the sheet. Detailed
art wants 1 or 0 — there was no magenta halo left at 0 on the serve sheet, because the palette
quantisation snaps to the sheet's own colours anyway.
Also worth knowing: a batch of raised-arm poses has no honest scale to anchor on, so frame 0 is
always a throwaway STANDING frame (`p_pull0`, deleted after installing). And a photo reference of a
real serve is what finally got the poses right — Oliver supplied a 10-frame sequence, and the four
stages are its frames 3, 4, 5 and 6, the last being maximum tension before release.
## Session log: the art-resolution pass (2026-07-31)
**What changed.** The whole character roster was redrawn at real pixel-art resolution, plus a batch
of gameplay fixes. Everything is on `main` and deployed; the start screen shows a BUILD timestamp
so a phone can be checked against `git log -1 --format=%cd`.
Gameplay this session: the horde machine-gun buffed until a grown wave is survivable (rate scales
with hordeGrow, fat pellets, 2 hp each) and `hordeRate` raised to leave a standing crowd behind;
the steward ('d') added as an ordinary body between shambler and brute; a pending horde can no
longer fire into a boss fight; bodies stopped blinking on the way in (negative-z modulo); the ball
machine rolls, dents, and dies as machinery with smoke; the player's death is five drawn frames
with the crowd converging and dispersing; wounded bodies walk; side-on zombies mirror when they
walk right; the racket zombie's cycle steps off ground covered.
**The lesson that cost the most.** The prompt sets the art resolution, and I set it wrong for
eleven sheets by asking for "big chunky pixel blocks, flat colour, no shading". See pipeline note 9.
**The lesson that cost the second most.** THE REFERENCE SHEET IS WHAT THE GENERATOR COPIES. Building
it out of the sprites you are trying to change reproduces exactly what you wanted gone — a
front-facing player stayed front-facing and a side-on runner stayed side-on through three retries
each. `_regen_batches.json` supports `ref_only` for this: the frames it LOOKS at, separate from the
frames it replaces. Draw the back view from the one true back-view frame; draw a front-facing
sprint from a front-facing zombie.
**Anything that must stay pixel-identical between two frames: do it in code, not in a prompt.** The
brute's wound moved between his two feet across three separate regeneration attempts. B frames are
mirrors of their A frame now.
**Known limitations, in priority order for the next session:**
- `z_gwb` (brute, one arm gone, dragging the pole) is a LEG-BAND mirror of `z_gw`, because a whole
frame mirror swaps the pole into the other hand. A leg mirror keeps both feet in the same two
positions, so it reads as a leg swap rather than a stride. The fix that worked for the shamblers:
generate the second frame as a PASSING pose (feet together under the body, one knee lifted) with
the prop explicitly in the same hand — a walk needs the foot GAP to open and close, which is the
measurement to check (`z_aw` 75px -> `z_awb` 65px is a real stride; equal gaps are not).
- Brute damage stage 3 was drawn slimmer than the others once; watch that the four stages keep one
body size (they are drawn from `z_g1` in two sheets now).
- "Player looks transparent while running" was reported and then reported gone. Never reproduced:
the run frames have zero semi-transparent pixels and every globalAlpha in render.js is
save/restore'd. If it returns, establish first whether the court shows THROUGH him (sprite) or he
flickers (renderer).
- The chapter bosses, the judge, the ball machine and the weapon icons were deliberately NOT
redrawn — Oliver named them as already right.
**A sprite's drawn size comes from its TOTAL height**, so anything held above the head eats into the
body. The serve frames were 29% racket by height and the man came out a fifth too small; they are
scaled so the BODY matches the standing frame (98% of sprite height) and the racket overhangs. Check
this on any new pose with a raised prop.
## Gotchas learned the hard way
- **Stale ES modules are the #1 time sink.** python http.server sends no cache headers, so an edited
module often loads STALE. `preview_stop`/`preview_start` only helps if the port actually changes,
and holding 8641 with a throwaway socket **did not work reliably**. What DOES work:
```js
await Promise.all(['main.js','state.js','gameplay.js','render.js','config.js','zombies.js',
'input.js','audio.js','panel.js','dom.js'].map(f => fetch(f, {cache:'reload'})));
```
then reload the page. **Always sanity-check a just-added field before trusting any result** —
and note the trap: if `state.js` is stale but `gameplay.js` is fresh, a new `G` field
materialises as **NaN** (undefined + dt), which reads exactly like a logic bug.
- `drawChar` mirrors sprites by `ch.facing` — any stance that must not mirror needs facing reset.
- Synthetic touch tests: input.js only sets `stick.moved` in touchmove, so touchstart→touchend
reads as a TAP. Always dispatch a touchmove between them.
- Contact/kill tests must step 1/60 — pellets at 26 m/s tunnel past 0.55 m radii at coarser steps
and kills silently don't happen, which looks exactly like a bug.
- **When testing fire or any serve, fire a real ARC.** A flat ball from z=16 hits the net
(netH 0.914) and bounces back at you; a "the weapon is broken" reading was my test hitting the tape.
- The scratchpad venv gets wiped between sessions — recreate it with `requests` + `pillow`.
- Commit style: imperative summary + `Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>`.
Push = deploy.
---
## How to work on this — the meta-lesson from four playtest rounds
**Every single "this feels odd" note Oliver gave this session turned out to be a real defect, not
taste.** Not one was a tuning preference. The score so far:
| what he said | what it actually was |
|---|---|
| "the racket zombie doesn't seem harmable, but that could just be a feeling" | 3 of 5 weapons silently no-oped on it |
| "I could not return a single ball" | the parry was unreachable — the tap only became a swing in `rally` |
| "the first boss is way too easy" | a flame ball re-wounded it every frame; one killed a 16 hp boss |
| "the ball is not yet at the player but he is already hit" | contact fired 0.68 m early (weighted depth) |
| "one of the endboss sprites is used for a normal zombie" | a case-insensitive filename collision |
| "everything is a tad too small" | near sprites were being upscaled 1.5x from a 112px source |
| "I die all the time at the game-20 horde" | the horde scales, the panic button was a flat 1 s |
So: **when he reports a feel problem, go measure it before touching a tuning value.** The measurement
is usually cheap (project both objects to screen space at the moment of the event; count device pixels
against source pixels; print the schedule for 45 games) and it has found a bug every time.
**Verify with instrumentation, not with screenshots.** Small pixel art at phone scale is genuinely
unreadable in a screenshot — during the boss-design work I twice concluded from screenshots that the
sprites were fine when they were all silently falling back to design 1. What settled it in one call:
```js
const o = CanvasRenderingContext2D.prototype.drawImage;
CanvasRenderingContext2D.prototype.drawImage = function (img, ...a) { log(img.src); return o.call(this, img, ...a); };
```
Same idea elsewhere: project to screen coords and compare numbers, don't eyeball. A silent fallback
(`SPR[wanted] ? wanted : <default>`) is convenient in production and *poisonous* while debugging,
because a wiring bug renders as perfectly working code.
**Assert your scripted edits matched.** A `str.replace` that finds nothing is a silent no-op. One of
those left `drawZombie` on hardcoded sprite names while everything else moved to the `BOSS_ART` table,
and the fallback above hid it completely. Every scripted edit in this repo should `assert a in s`.
---
# OPEN — leftovers, in rough priority order
Nothing here is broken; these are known gaps and unverified risks.
1. **`RES` 4 is unverified on a real phone under load.** It nearly doubled the fill rate (810 -> 1080
device px across). Oliver has not reported stutter, but he also has not played a late horde since.
**If the game ever stutters, `RES` back to 3 is the first move** — not reducing zombie counts.
2. **The game-20 horde fix is unplayed.** The crowd-scaled swish (1.00 s at one body -> 0.22 s at
fourteen) is measured but not yet felt. If it now trivialises hordes, `meleeCoolMin` is the knob.
3. **`p_idle1`/`p_idle2` and most `o_*` frames are 2x-upscaled, not re-sliced.** They are on the right
scale but gained no detail in the remaster, and they are the two most-seen poses in the game.
Fix by hand-slicing `_sheet_player2/3` and `_sheet_opp2/3` at `IDLE_TARGET_H` 224 rather than going
through the signature matcher, which assigned those frames elsewhere.
4. **Boss designs are asymmetric — still, for two of the six.** Designs 1 (GROUNDSKEEPER), 4 (HEAD
COACH), 5 (PHYSIO) and 6 (SPONSOR MASCOT) have 3 wound stages and 4 throw frames each; designs 2
(LINE JUDGE) and 3 (CHAIR UMPIRE) still have 1 wound skin and 2 throw frames. Legal — the
`BOSS_ART` indices are clamped — but a chapter-2 boss degrades in one visible step instead of three.
Fixing them is now just two batches in the shape of `boss_coach_wounds` / `boss_coach_throw`.
5. ~~**Only 3 boss designs, cycling.**~~ CLOSED 2026-08-03 — six now, so a chapter does not repeat a
design until chapter 7. A seventh is still a sheet plus one row in `BOSS_ART`.
6. **Landscape is under-maintained.** The readability pass (camZ/camY/camF/horizon), the adaptive
height and the safe-area work are all portrait-only; landscape still runs the old camera and a fixed
480x270. Portrait is the stated primary target, but landscape has drifted and is untested.
7. **`drawCard` (the chapter/set cards) still cuts in** with no entrance, while modals swoosh
(`TUNE.modalIn`). Offered and not yet requested.
8. **A chapter can be skipped.** `G.bossDue` takes the max, so going a long stretch without ever
clearing the court means you face the current chapter, not a backlog. Deliberate; noted in case it
ever reads as a bug.
9. **The runner's four frames were fixed BY HAND and must be regenerated.** `z_f1..4` are currently
hip-registered (padded to one width with the hip on the centre line) and frames 3 and 4 are
mirrored copies, because all four were drawn leaning the same way and lifting the same leg. That
is exactly the post-processing Oliver ruled out — it shipped before he stated the rule. The batch
to write asks for a four-frame front-on sprint whose stride and lean ALTERNATE, and the numbers to
check afterwards are the per-frame hip centroid (it was 13 px of lateral jump at 12 frames a
second) and which leg leads.
10. **Step 6 stays PARKED** by Oliver's decision: the crowd turning into zombies (spawning from the
stands — attacks from behind, high spectacle, `x_crowd` sheets already exist) and the ball-boy zombie
that catches your shots. Recorded so the ideas are not lost, not as a to-do.
11. **`ump_no_deal` does not exist.** Oliver asked for its removal; `ump_no_appeal` was removed as the
closest match. Worth one confirmation that no other line is still unwanted.
12. **Four sounds are missing and need RESEARCH first** (find/choose the source before implementing —
every existing sfx is either synthesised in `audio.js` or a wav in `assets/audio/`):
- the **ball machine** while it moves — a squeaking wheel/castor, so the furniture announces
itself. It already telegraphs its shot (`machWind` 0.9 s); this is the *approach* cue.
- **burning zombies** — fire is an epidemic now (`burnSpread`, `burnTime` 3 s), so this is a
looping crackle plus something the body does, and it has to layer without turning a lit-up
wave into noise.
- the **melee gun** — i.e. the machine-gun burst (`mgRate` 12/s during a horde, `mgPickupLen` 8 s
from a tin). At 12 rounds/s a per-pellet sample will machine-gun the mixer, not just the wave.
- **boss sounds** — footfall, wind-up, throw, wound, death. Three designs in `BOSS_ART`; decide
whether they share one set or get one each before recording anything.
---
# LATER — shipping it: demo, stores, campaign
Decided in discussion 2026-07-31 with Oliver. **None of this is built.** Recorded here so the
decisions survive; the ordering below is roughly the order to do it in.
**The model: paid, $2.99, no ads.** Both stores. No ad SDK, no consent/CMP flow, no ATT prompt, no
tracking — which keeps the store card at "Data Not Collected", keeps review trivial, and keeps a
zero-dependency project zero-dependency. *Maybe* later: a free build capped at chapter 1 with an IAP
to unlock all chapters. That is a fallback, not the plan — paid→free is a normal move, free→paid is
not, so launch paid.
**Ads are rejected**, with one exception held in reserve: rewarded video on the CHALLENGE (below),
never an interstitial. An interstitial after death would land exactly in the "one more run" gap that
`EATEN_RESTART` exists to protect, and would end sessions rather than annoy.
1. **The capped web demo.** The public web build stops at the **end of chapter 1** — after the first
chapter boss is beaten (`G.runGames >= 10`, `bossEvery`), on the chapter-2 card, ending on a WIN,
not a wall: "CHAPTER 2 — continue on the App Store." The cut must sit *after* everything a promo
clip promises (transition, first horde, a duel, weapons, the boss), because the web build's whole
job is converting a 15-second clip into "I played it".
Implementation is ~10 lines: a check on the chapter-2 card plus a build flag the store build sets
to skip it. **Build no protection around it** — it is client-side JS on a static host, trivially
bypassable, and nobody who would pay $2.99 will open devtools. DRM here is pure cost.
Consider leaving **desktop uncapped** (`matchMedia('(pointer: coarse)')`, already used for
`autoAssist`): nothing to cannibalise there, and an uncapped desktop build is what gets linked.
2. **Store readiness.** Wrap the PWA (Capacitor/PWABuilder). Unknowns to check *before* committing:
audio behaviour in WKWebView, safe-area (already solved for the browser, may differ in the shell),
and 60 fps canvas under WKWebView at `RES` 4 — see OPEN 1, this is the second place that risk
lands. Costs: a build step in a deliberately build-step-free project, Apple $99/yr, Google $25
once. Landscape (OPEN 6) probably has to stop being under-maintained before a store review.
3. **The CHALLENGE — ship it FREE.** Tennis already owns the paid-continue mechanic: Hawk-Eye. On
death (`G.mode='eaten'`), the umpire announces a challenge, the replay shows the shambler's foot
over the line, and the call is **overturned** — you resume. The sport supplies the cap for free
(challenges per set), so the limit is diegetic rather than a paywall excuse.
Build it as an **earned** mechanic, not a purchase. It is good design on its own, and it is the
only slot in the game that could ever carry a rewarded video if the model changes. Note it does
change what a run *means* — right now the run summary is the whole game — so it needs a playtest
on feel before it is assumed good.
4. **Short-form video campaign.** The only free channel that reaches people who have never heard of
the game; the algorithm serves cold, so every post is a free lottery ticket. Format: vertical
(portrait is already primary — no letterboxing, unlike most game footage), open mid-rally on what
looks like an ordinary SNES tennis game, reveal the transition at ~3-5 s. Sound matters: the
recorded umpire over splatter is what earns an unmute. Volume over polish — 20-30 clips, one
export cross-posted to TikTok/Reels/Shorts. **No devlog content** (it reaches developers, who do
not buy games).
Clips the game already contains: the transition (the flagship), a boss walking on, the ball boy
calmly mopping blood, a flame ball starting an epidemic across a lined-up wave, parrying a boss's
volley back into him, a horde, the death + run summary.
A capture helper on `window.T` to jump straight into a given beat (the transition timeline is on
`G.transT`) would make clean takes cheap — not yet built.
**Expectations, so nobody is surprised:** with no marketing, 20-100 units in year one is the honest
central estimate (~$40-210 net, i.e. under Apple's fee at the low end). The monetization model is
worth maybe $200 either way; the video channel is worth ~100x that. Ship paid because it is cheap and
protects the design, not because it will earn.
**Explicitly NOT to be built** (these fight settled decisions, see the invariants above):
- **selling weapons or tins** — weapons are *only ever won*, in the duel; a shop deletes the duel's
reason to exist and `healPerDuel` with it.
- **a meta-progression currency** — permadeath and the run summary *are* the meta layer.
---
# CLOSED — Oliver's fourth playtest (2026-07-30)
### The game did not use the full height of his iPhone
Fixed by making the portrait logical height adaptive and letting `horizon` ride with it — see the
invariant above. On a 375x812 pane: logical 270x585 (was 270x480), canvas CSS 375x812, **100% of both
axes**. `RES` 3 -> 4 for the "extra pixels" he asked about.
### Dying on every game-20 horde
The swish cooldown now scales with crowding — see the invariant. Note the ordering trap recorded
there; the first implementation measured the crowd after the swipe had already killed it, so the
cooldown only moved once ~14 bodies were present.
### The weapon message was lost when the heal popup fired
`showModal` deliberately never clobbers an open modal, so winning a duel while wounded opened the
heal modal and the weapon modal was silently dropped. `deliverTin(healLine)` now folds the trainer
into the WEAPON popup as an extra line, so there is one popup carrying both. An unwounded duel win
still shows the plain weapon popup.
### The mop boy walked out with nothing to mop
`sendBoy` now returns early when `mop` is set and no stain passes the same test `mopRound` uses to
pick a target (`a >= 0.15 && z >= COURT.netZ - 2`) — he was walking on, finding nothing reachable,
and walking straight off. This needs `state.js` to read `gore`, which adds a **third runtime-only
import cycle** (state <-> zombies) alongside input<->gameplay and zombies<->gameplay; it is safe for
the same reason, `gore` is only touched inside `sendBoy` at runtime, never during module evaluation.
### Regression net
30 tapped tennis points = 50 hits / 0 whiffs. 45-game soak: no exceptions, all four chapters,
`mgT` drains, gore 40 / piles 30 / bodies capped at 34.
---
# CLOSED — Oliver's third playtest: audio, hit timing, readability (2026-07-30)
### The umpire talked too much and at random
Rebuilt as situational triggers behind one shared cooldown — see the invariant above. `asideEvery`
26 s -> 55 s. Removed `ump_out_of_order`, `ump_let`, and `ump_no_appeal` (he asked for
"ump_no_deal"; that line does not exist and `ump_no_appeal` is the one he meant — confirm if a
different line is still unwanted). 11 `ump_*` lines remain.
### "Visually the ball is not yet at the player but somehow the player already is hit"
Real, and measurable. The hostile-ball hit test reused the PARRY's `hypot(dx, dz * 0.8)` — weighting
depth by 0.8 SHRINKS it, so contact fired while the ball was still most of a metre up-court. Measured
at the moment of the hit: `dz = -0.68 m`, and the ball drawn at screen y 314 against a head at 305 —
up around his head, not on his body. Fixed with a separate unweighted test (`TUNE.shotHitR` 0.42,
`shotHitY` 1.75). Re-measured: contact at `dz ≈ -0.25 m`, ball at screen y 325 against head 305 /
feet 362 — squarely on the chest. **The parry keeps its 0.8 weighting on purpose**: a racket sweep
really is wider than it is deep.
### "Everything is a tad too small" (his wife, and the best note of the project)
Measured before changing anything, because "regenerate the sprites at higher resolution" is only half
right. With `RES` 3, drawn DEVICE pixels vs the 112px source were:
```
player at baseline 170 px UPSCALED 1.52x <- higher-res art helps
shambler your half 120 px upscaled 1.08x <- helps
shambler mid-court 98 px downscaled <- cannot help; needs to be BIGGER
shambler far 78 px downscaled 0.70x <- cannot help
```
So near bodies needed resolution and far bodies needed the camera. Both were done.
**Camera** (portrait only; landscape untouched): `camZ` 42->48, `camF` 580->760, `camY` 9->11,
`horizon` 90->45. Pushing the camera back while lengthening the lens FLATTENS the perspective, so
distant bodies grow relative to near ones instead of everything merely zooming; `camY` rises with it
for a steeper look-down so bodies overlap less at depth, and `horizon` re-centres the court after
both. Result: far shambler 26 -> 30 logical px, mid 33 -> 36, chapter-1 boss 39 -> 45, **player
unchanged at 57**, court band 200..390 (was 199..380). If you retune these four, check all four
outputs: far size, near size, court top, court bottom.
**Sprite remaster, at zero generation cost.** The original `assets/_sheet_*.png` files are retained at
full generated resolution (~1400px wide), so nothing needed regenerating — `IDLE_TARGET_H` went to 224
and every sheet was RE-SLICED. The sheet-to-output mapping was never written down, so it was recovered
automatically: slice each sheet to a temp dir, then greedily assign frames to existing assets 1:1 by
LANCZOS-normalised RGBA signature distance. 58 sprites came back from sheets; the 29 with no confident
sheet match were 2x-upscaled instead, which adds no detail but keeps them on the shared scale (see the
`SPRITE_H` invariant — a mismatched sprite renders at half height). `x_crowd`/`x_crowd2` were reverted
to originals: they never touch `SPRITE_H` and doubling them is pure memory.
**Known gap:** `p_idle1`/`p_idle2` and most `o_*` frames were among the 2x-upscaled set, so the two
most-seen poses gained scale but not detail. Re-slicing `_sheet_player2/3` and `_sheet_opp2/3` by hand
(rather than via the matcher) would fix that.
### Regression net
30 tapped tennis points = 50 hits / 0 whiffs. 45-game soak: no exceptions, all four chapters fired,
`mgT` drains, gore 40 / piles 30 / bodies capped at 34.
---
# CLOSED — Oliver's second boss/ranged playtest (2026-07-30)
### The parry was too generous
*"I can tap pretty early and it returns the ball."* At `parryArm` 6.0 / window 0.34 / reach 2.4 the
shot flew INTO reach during the window, so any tap once it was vaguely close worked. Now 3.4 / 0.2 /
1.7 — verified: a tap at 6.0 m or 4.5 m is rejected and costs blood, 3.2 m and closer returns.
### The boss's three balls were decoration
*"he throws 3 of them from which only ever one can reach me. that does not make sense."* Correct — they
were fanned +-1.9 m across space, so only the middle one was ever aimed at the player. They are a
**timed salvo** now: three shots `TUNE.bossSalvoGap` apart, each aimed at where you are AT THAT MOMENT
with only a hand's width of scatter. Verified firing at 0.02 / 0.45 / 0.88 s, all within 0.3 m of the
player. Note `hurtGrace` (1.1 s) still caps a whole volley at one point of damage by design.
Reaction time also tightened: bosses get `bossWind` 0.5 s of telegraph against the machine's 0.9, and
throw at `bossShotSpeed` 15.5 m/s against its 13.
### Every chapter was the same boss
Right — chapters only differed in hp and scale. There are three designs now, cycling, each with its
own sheet, a 2-frame stride, a throw pose, a wrecked skin and a wrecked-throw skin:
**THE GROUNDSKEEPER** (ch 1/4/7…, blazer + ball hopper, and the only one with three wound stages),
**THE LINE JUDGE** (ch 2/5/…, fat, striped officials' polo, cap, ball apron),
**THE CHAIR UMPIRE** (ch 3/6/…, tall and gaunt, panama hat, the umpire's chair strapped to his back).
The chapter card names the design. Chapter 4 repeats design 1 but at 43 hp and 3.67 m.
**The chair-umpire sheet came back on a WHITE background**, and it wears a cream blazer and a white
hat — a colour key would have eaten both. Fixed by flood-filling the background inward from the image
BORDER instead of keying by colour; that script is in this session's git history and is the right tool
whenever a generated sheet's background colour also appears on the character.
### Healing needed to announce itself
Winning a duel while wounded now opens a real modal — `x_cross` first-aid tin, "WOUNDS TREATED / THE
TRAINER PATCHED YOU UP / N OF M BACK" — plus an umpire line. It was a 1.4 s flash before.
### The umpire needed to comment on the new reality
14 new recorded lines (`say -v Daniel -r 168` -> `afconvert`), all `ump_*`. Ten are a rotating pool of
sarcastic asides fired on a jittered `TUNE.asideEvery` timer whenever nothing else owns the audio
(`umpireAside` in gameplay.js); four are hooked to specific beats — a machine arriving, a boss
arriving, the trainer, and taking a hit. The joke is that he has still never acknowledged that the
match became a massacre, so he keeps officiating it: *"Code violation. Unsportsmanlike conduct.
Eating."*
### Regression net
30 tapped tennis points = 50 hits / 0 whiffs. 45-game soak: no exceptions, `mgT` drains, gore 40 /
piles 30 / bodies capped at 34.
---
# CLOSED — Oliver's first boss/ranged playtest (2026-07-30)
Six reports, all fixed. Two were serious.
### A boss sprite appeared in the shambler crowd — CASE COLLISION
`z_B1.png` / `z_B2.png` overwrote the 'b' shambler's `z_b1.png` / `z_b2.png` on a case-insensitive
filesystem. Restored from `HEAD~1`; boss frames renamed `z_boss1`, `z_boss2`, `z_bossw1..3`. The rule
is now in the asset pipeline section — this is a trap that leaves no obvious trace.
### The parry was unreachable — the whole mechanic was dead
*"I could not return a single ball of the ballmachine.. I tried it with taps near the hit - it never
worked"*, and the same for the boss's volleys. Cause: `P.swingT` is only set in `keyPressed`'s
`phase === 'rally'` branch, and splatter is in `pretoss` almost all of the time, so the tap tossed
the serve ball instead of swinging. An incoming shot now owns the tap in every phase — see the
invariant above. Verified returning from `pretoss`, `rally` and `over`, at 0.9 m through 5.4 m, with
the three fail cases (too early / too late / no tap) intact.
### One flame ball killed a 16 hp boss
Not tuning — a real bug. The flame ball is not consumed on contact (full pierce) and a boss is not
removed when hit, so it re-wounded every frame. `zb.hitT` + spending the ball on a boss. Chapter 1
now costs 4 flame balls or 16 clean smashes, and `bossHp` went 10 -> 16 (`bossHpPerChapter` 8 -> 9),
so chapter 4 is 43 hp.
### The boss had no wounded state while throwing
Correct — the wound skins were standing poses only. New sheet `_sheet_bossthrow.png` gives all four
damage states their own overarm pitch (`z_bosst0..3`), used whenever `windT > 0`.
### The ball machine was "naively painted"
It was — four rects. Replaced with a generated sheet (`z_mach1` idle, `z_mach2` firing with a muzzle
flash): a dented hopper cart on wheels with a barrel aimed down-court. The muzzle GLOW stays
procedural on top, because the telegraph has to read at 20 px tall.
### The player's blood read as a painted layer
Removed entirely. See the invariant above.
# CLOSED — chapter bosses + ranged attacks, steps 4-5 (2026-07-30)
## Step 4 — the ranged channel
**The ball machine (`'m'`)**, Oliver's own idea and the most on-brand thing on the list, because a ball
machine is real tennis furniture. It never walks, so it never crosses your baseline and never scores:
it is a standing threat you choose when to deal with, which is the target-priority decision the game
was missing. Measured: 3.4 s cycle, **0.9 s telegraph** (`TUNE.machWind`, muzzle glow + a mechanical
click — the same fairness contract the runner's `shriek()` is), 3 hp, exempt from the clear gate.
**The projectile is a real ARC**, solved like a serve rather than fired flat, so it reads coming in and
so the swing window has something to meet. `fireAtPlayer` aims where you *stand*, which means moving
is a partial answer during a rally — and is exactly why the swish path exists for `pretoss`, where you
cannot move or swing.
**Player damage.** 4 hp, `hurtGrace` 1.1 s, +2 on a won duel (the only healing in the game, and now
THE reason to want a duel rather than tolerate it). Verified: 4 hits kill you and land in the same
`eaten` path as being caught, with `eatenAt`, the death animation and the best-run write all intact;
three hits in one frame cost only one point.
## Step 5 — chapter bosses, and the racket zombie demoted
**Demoted, as Oliver asked.** The racket zombie used to respawn on *every* game you won, which is
precisely why he read as "the boss" and why a real boss could not have stood out next to him. He is an
occasional opponent now (`TUNE.racketEvery` = 3 games).
**The chapter boss (`'B'`)** arrives every `TUNE.bossEvery` = 10 games, fired from `proceedAfterClear`
— the one beat where the court is guaranteed empty — and it OUTRANKS the set/horde and duel beats
there, because a boss walking on into a standing wave would be unreadable. It clears the stage,
blocks all other spawns while it lives, and threatens both channels: volleys of `bossVolley` = 3
chip your hp, and letting it reach you is the ordinary instant death. Chapter 1 is 10 hp and 2.7 m;
chapter 4 is 34 hp and 3.67 m.
**The economy fix this was really for:** tins arrive every 3 games forever, so nothing was ever worth
banking. Measured cost of a chapter-4 boss — 12 bombs, or 100 machine-gun rounds, or 34 side balls.
`TUNE.wCap` is 9 per type, so **no single weapon can kill a late boss** and a mixed, banked arsenal is
mandatory. That is the strategic pressure Oliver was asking for.
`G.bossDue` never moves backwards (`Math.max`): going a long stretch without ever clearing the court
skips a chapter rather than queueing a backlog. Deliberate — you face the boss the run has earned.
## Bugs found and fixed while building this (all were silent)
- A blast **deleted** a 34 hp chapter boss outright: `explode` only wounded `'r'`. This is what
`isBoss()` now exists to prevent, and it is the second time the same class of bug has shipped.
- The machine's `machHp` did nothing — `'m'` fell through every variant branch to the generic
one-shot fallback. It soaks like the brute now (3 balls, verified).
- The boss both scored a kill and fired its chapter card, so two code paths set "what happens next"
in the same frame.
- The machine gated the hand-clear, turning a priority decision into a chore.
- A boss death produced a shambler-sized gore burst (`GORE_MUL` had no `'B'`; now 6 → ~305 particles).
## Regression net after steps 4-5
30 tapped tennis points = **50 hits / 0 whiffs** (unchanged — tennis is untouched by any of this).
45-game splatter soak: no exceptions, **all four chapters fired [1,2,3,4]**, machines appeared, ranged
hits landed, `mgT` drains, gore 40 / piles 30 / bodies capped at 34.
---
# CLOSED — the 50-game plateau, steps 1-3 (2026-07-30)
### Racket zombie's HP bar removed
See invariants. Replaced by a one-per-run "IT HAS A RACKET / IT RETURNS YOUR WEAK SHOTS / ONLY A FULL
PULL WOUNDS IT" modal from `spawnRacketZombie`, gated on `G.seen.racket`.
### "Sometimes the racket zombie doesn't seem harmable" — it was real, not a feeling
Three of the five rack slots did **nothing at all** to him, silently:
`TRIPLE` side balls skipped him (`variant === 'r'` → continue), `GUN`/horde pellets skipped him, and
fire spread could not ignite him. Meanwhile `BOMB` deleted him outright ignoring hp. All fixed via the
new `TUNE.dmg*` table and `wound()`. Verified numerically: 9 pellets kill a 3 hp boss, one side ball
takes 1 hp and is consumed, a weak side ball does nothing (correct — the `zSplatQ` gate), a bomb takes
3 off, and he now catches fire from a burning neighbour and cooks to death in 3.6 s at
`bossBurnMul` 0.4.
- **`hitR(zb)` gives him a 0.7 m contact radius** (shambler 0.55, brute 0.75) — part of "unharmable"
was simply missing him.
- **Melee is still skipped, and that is correct, not an oversight.** The player is bounded at
`P_BOUNDS.zMin` = 13.1 and the boss holds `z <= COURT.svcFar` = 5.5, so they are always on opposite
sides of the net and `meleeRange` 1.7 can never span it. Don't "fix" an unreachable path.
- **A sub-threshold ball still passes through him on purpose** so `racketAI` can rally it back. That
rally IS the feedback that the pull wasn't hard enough, so there is deliberately no clank there.
### The director un-capped
Old vs new, verified in-browser (gap s / body cap / speed m/s / advanced share / boss hp):
```
gap cap speed nasty bossHp
g 1 2.59/2.78 3/4 0.79/1.75 0.03/— 3/3
g10 1.15/1.00 12/13 1.61/1.75 0.30/0.27 4/3
g12 1.03/1.00 13/14 1.79/1.75 0.36/0.42 4/3
g20 0.71/1.00 21/14 2.52/1.75 0.60/0.42 5/3
g30 0.52/1.00 24/14 2.73/1.75 0.75/0.42 6/3
g50 0.35/1.00 24/14 2.73/1.75 0.75/0.42 9/3
```
- The spawn gap is **hyperbolic** now (`zSpawnEvery / (1 + games * zSpawnAccel)`) so it keeps
tightening instead of hitting a floor; `zSpawnMin` is only a safety stop.
- **Known, deliberate early-game change:** shamble speed used to be TIME-based (`splatT / 70`) and
maxed out after 105 seconds of splatter — i.e. during game 2 — so it was never a progression lever
and every early shambler already walked at top speed. It is games-based now, which makes games 1-10
genuinely gentler than before. Oliver has not playtested that yet; if the on-ramp feels flabby the
knob is `zSpeedPerGame`.
- Hordes scale with sets banked (`hordeGrow`) — length AND spawn rate. **`TUNE.zHordeCap` = 34 is
required**: a horde deliberately ignores the director cap, and with growth a late wave asks for
~120 spawns where the old fixed 12 s x 2.5/s could only ask for 30. A 41-body court showed up in the
soak before the cap went in.
### Regression net after all of it
30 tapped tennis points = 50 hits / 0 whiffs (unchanged). 40-game splatter soak: no exceptions,
`mgT` drains to 0, gore 40 / piles 30 / bodies capped at exactly 34.
---
# CLOSED — Oliver's 35-game retest (2026-07-27), all fixed 2026-07-30
Kept because each one is a trap worth not re-digging. Every fix was verified in the browser via
`window.T`; the numbers quoted are from those runs.
### 1 + 6. Player frozen (and stuck mid-animation) during the between-game pauses — was HIGH
**Two fixes: the first was wrong.** The movement block — pose update included — lived inside
`if (G.phase === 'rally')`, so every 'over' beat and every `pretoss` left the player standing while
zombies walked at him. The `pretoss` case is issue 6: `endHorde` calls `setupPoint()`.
The first attempt widened the block to all of splatter except `'toss'`. Oliver vetoed it on sight:
*"the mechanic where I suddenly can move freely around feels broken.. I basically can never walk
around freely - also I could walk off the screen"*. He is right — free movement for five seconds
between points, in a game where you otherwise only move while a ball is live, reads as a bug. It is
reverted, and the rule is now in Settled feel decisions above.
What actually ships, three separate pieces:
- **The dead wait too.** `held = !!G.changeover` in `updateZombies` stops every zombie's `z` advance,
its x steering, and the eat check for the breather's duration. They still bleed, still burn, still
animate — they just stand there, because the umpire called time and it is still a tennis match.
This is Oliver's own second option and the characterful one (the boys mop, everyone waits).
- **The stuck pose.** `expirePose` only ever expired `swing`/`serve`; `'run'` was the pose nothing
reset, and `P.runT` stops advancing outside the movement block, so a beat that began mid-stride
welded him to one run frame. An `else if (P.pose === 'run')` on the movement block fixes it for
every phase at once.
- **The on-screen clamp** (see Settled feel decisions) — `xVis` already existed but was applied only
in auto-fire modes, so ordinary play could walk clean off the edge. Now it always applies.
**The path where this actually bit** — worth knowing, because a clear court makes it look impossible:
a changeover normally starts only after `G.clearing` has emptied the court, so nothing is walking.
But `resolveInterlude('O')` spawns **five fresh zombies** ("the dead lose their patience") and *then*
hands back to `startChangeover` via `G.afterDuel`. Lose a duel scheduled on a changeover beat and you
get five shamblers plus five seconds with no agency. Verified fixed: they advance 0.000 m across the
breather and resume 0.75 m/s the instant "Time." is called.
If the 5 s still drags on a phone, `TUNE.changeoverT` is the knob — it is now a safe, watchable beat
rather than a dangerous one, so shortening it is purely a pacing call.
### 2. The mop boy walks on during the 1:1 duel — was LOW
`sendBoy` now returns early on `G.interlude`, and `startDuel` sets `G.boy = null`. Note the ordering
that makes this safe: `resolveInterlude('P')` clears `G.interlude` **before** calling `deliverTin()`,
so the boy still comes out with the tin.
### 3. Triple serve: the two wing balls lob off at the wrong height — was MEDIUM
The diagnosis in the old text was right. `g: ball.g` is now copied onto each clone (both push sites:
`hitServe`'s triple fan and `dragServe`'s re-fire clone) and `zombies.js` integrates
`e.vy -= (e.g || TUNE.gravity) * dt`. Verified at full pull: clones carry g = 21.16 (2.3 × the 9.2
base) instead of 9.2, and centre and wing apex heights now match exactly (2.90 m both).
### 4. The umpire calls "Time" on pauses that aren't changeovers — was LOW
`G.changeover` is now the **seconds left**, not a flag (still truthy, so every `!G.changeover` guard
reads the same), and it counts itself down near the top of `update()`, calling `voice('time')` when it
hits zero. It no longer rides the generic `G.overT` expiry — anything that overwrote `overT` mid-
breather (a melee kill taking a game, say) used to make the umpire call time on a pause that was
never a changeover. Verified with a `fetch` spy on `assets/audio/time.m4a`: an unrelated `overT`
expiry at t=0.4 s says nothing and leaves 4.6 s on the breather; the line fires exactly once, when
the breather's own clock runs out.
### 5. The transition tutorial illustration confuses people — was MEDIUM
`assets/x_howto.png` regenerated (Gemini 3 Pro, edit mode with the old sheet as `--input`, then
`assets/_key.py … 240`). The curved arrow and thumbprint are gone; it is now a press ring at the top,
a straight vertical dashed track, two chevrons pointing DOWN, and a fingertip at the bottom — with the
yellow shot arrow flying the opposite way to the zombie, which is the inversion lesson. Aspect is
unchanged (240×321 vs 240×322), so the modal still draws it at 90×120 in portrait. Checked at that
drawn size, not at full resolution.
### 7. Aiming plays the toss animation; it should stay in the pretoss stance — was MEDIUM
`update()`'s forced `sv.pose = 'serve'` for `phase === 'toss'` is now gated on `!G.aim`: while the
slingshot is drawn the server holds the pretoss stance, and only `hitServe` puts him into the
toss/smash. Verified: plain tap → pose `serve`; drawn bow → pose `idle`.
### 8. Show the current game number persistently — was LOW
`GAME N` now sits permanently under the scoreboard, right-aligned to the board's width, on the same
row as the NEXT pips and in the same dim tone (`render.js`, just before the pips block). The 1.1 s
flash when a game arms is still there.