Files
splatter-tennis/config.js
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

528 lines
42 KiB
JavaScript

// All tuning and constants. TUNE is live-editable in game via the T panel;
// the exported consts below are structural values that code shares but the panel doesn't show.
export const TUNE = {
camZ: 42, camY: 9, camF: 406, horizon: 40, // camF/horizon are per-orientation, set in fitViewport
gravity: 9.2, // slightly floaty vs 9.8 for readability
spinFactor: 0.9, // extra dive on quality shots (fake topspin)
bounceY: 0.58, bounceXZ: 0.78,
playerSpeed: 5.4, aiSpeed: 4.3,
reach: 1.3, aiReach: 1.6, // tight contact radius: the assist positions you, the tap must be honest
swingWindup: 0.06, // s before contact window opens
swingWindow: 0.16, // s contact window length
// ALL FOUR PACE NUMBERS ARE 1.2x THEIR ORIGINALS (16/12 and 19/22) — the whole ball, tennis and
// splatter, his and theirs, moved together so nothing about the relative feel shifts.
baseShotSpeed: 19.2, qualityShotSpeed: 14.4, // horizontal m/s = base + q*quality; perfect timing = real pace
// the slingshot's pace range. Weighted hard toward QUALITY so a full draw is a smash you can
// see: 26 m/s floppy at the minimum pull, 49 m/s at full — the draw nearly DOUBLES the pace,
// which is the "harder pull, faster ball" relationship, and it is in serveQualitySpeed's share
// of the pair. (baseShotSpeed is the rally volley — shared with tennis and the CPU.)
serveSpeed: 22.8, serveQualitySpeed: 26.4,
serveSpin: 1.3, // extra gravity a full-power serve carries (was a fixed 0.35). Without it the
// net-clearance loop ate the whole smash: a flat fast ball can't get over the
// tape AND come down on a target, so it got throttled back to walking pace.
// Heavy topspin lets it leave flat and DIVE, which is what a smash actually is.
aimError: 2.4, // m of scatter at quality 0
perfectMs: 45, // |offset from window center| for PERFECT
aiQualityMin: 0.45, aiQualityMax: 0.85, aiFlub: 0.09,
aiReaction: 0.45, // s before the CPU reads your shot — well-aimed corners are winners
autoAssist: matchMedia('(pointer: coarse)').matches ? 1.15 : 0, // auto-run speed factor (mobile)
zSpeed: 0.7, // zombie shamble speed m/s
// ---- THE DIFFICULTY DIRECTOR. Every dial below used to bottom out by about game 12, which is why
// a 50-game run stopped changing (games 12..50 were arithmetically identical). They are all keyed
// on G.runGames now and all keep moving; the ceilings that remain exist for perf or fairness, not
// because the curve ran out. See HANDOFF "The difficulty director".
// Calibrated to TRACK the old curve through roughly game 12 and then keep going, rather than to
// replace it: the first pass at this made games 1-30 easier, which is the opposite of the ask.
zSpawnEvery: 3.0, // s between spawns in game 1
zSpawnAccel: 0.16, // hyperbolic tightening: gap = zSpawnEvery / (1 + games * this). g5 1.67s,
// g11 1.09s (old floored at 1.0 here and stopped dead), g20 0.71s, g30 0.52s
zSpawnMin: 0.35, // hard spawn-gap floor, safety only — reached around game 41
zMax: 3, // shamblers on court in game 1
zMaxPerGame: 0.9, // cap growth per finished game (was a flat +1 into a wall at game 11)
zMaxCap: 24, // absolute shambler cap — readability ceiling, reached ~game 24
zSpeedPerGame: 0.13, // shamble-speed ramp per finished game. Was TIME-based (splatT/70) and hit its
// ceiling after 105 seconds of splatter, i.e. during game 2 — so shamble speed
// was never a progression lever at all. g12 matches the old top speed (1.75
// m/s), and it climbs to 2.7 m/s by game 22.
zSpeedMax: 2.9, // cap on that ramp (top speed = zSpeed * 3.9). runnerVMax still caps runners.
nastyPerGame: 0.03, // share of spawns drawn from the advanced roster, per finished game
nastyMax: 0.75, // ...capped here (g14 matches the old 0.42, g25 hits the cap). The old mix was
// frozen at exactly 0.42 from game 12 to the end of the run.
hordeGrow: 0.2, // horde length AND spawn rate both scale by this per set already banked
zHordeCap: 34, // hard body ceiling DURING a horde. A horde ignores the director cap on
// purpose (that is the point of it), but hordeGrow means a late wave now tries
// for ~120 spawns where the old fixed 12 s x 2.5/s could only ever ask for 30,
// and a 40-body court on a 270px-wide portrait screen is mush, not menace.
// ---- PLAYER HEALTH. A SECOND, SEPARATE damage channel: only ranged attacks touch it. A shambler
// reaching you is still instant permadeath (G.mode='eaten') — that decision is settled, see HANDOFF.
// There is no HP bar and there never will be: the state shows as blood on the man.
playerHp: 4, // hits from ranged attacks you can absorb before you go down
hurtGrace: 1.1, // s of invulnerability after a hit — a burst must not delete you in one volley
healPerDuel: 2, // hp back for winning a sudden-death duel. THE reason to want the duel.
// ---- the rogue ball machine ('m'): real tennis furniture that shoots at you. It never shambles,
// 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.
machEvery: 4, // games before the first machine can appear, and games between them after
machMax: 2, // machines allowed on court at once
machHp: 6, // splat-quality hits to wreck one. It is a steel cart, not a body — and it now
// shows the damage on the way down (z_machw1 dented, z_machw2 split open)
machRoll: 1.6, // m/s it trundles when it repositions. It CANNOT fire while rolling, which is
// both honest (a rolling cart cannot aim) and the window you use to close on it
machRepo: 7, // s between repositions, jittered. "Furniture that occasionally wheels itself
// somewhere else" — it stops being a landmark you can ignore once it is aimed away
machCycle: 3.4, // s between its shots
machWind: 0.9, // s of TELEGRAPH before each shot — the fairness contract, same idea as shriek()
machSpeed: 13, // m/s it fires at
machDmg: 1, // player hp a shot costs if you don't return it
shotHitR: 0.42, // m — how close a hostile ball must ACTUALLY be to hit you. Measured: the old test
// (0.55 m with the parry's 0.8 z-weighting) fired while the ball was still 0.68 m
// up-court and drawn up around his head — "visually the ball is not yet at the
// player but somehow the player already is hit". Depth is NOT weighted here.
shotHitY: 1.75, // m — and it has to be at body height, so a lob passing overhead never counts
parryPow: 0.85, // shot quality of a RETURNED machine ball — a parry is a real weapon
// The parry gets its OWN generous reach and window, not the normal swing's. Returning a shot is the
// intended answer, on a phone, with one thumb, against something aimed at you — it has to be
// forgiving. parryWindow must stay <= swingWindup + swingWindow*VOLLEY.window (0.348 s) or the
// swing clock in update() expires before the window closes.
// TIGHTENED after Oliver's second playtest: "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 and the timing stopped mattering. At 13 m/s a 3.4 m arm is about
// 0.26 s of "the tap counts", which is a real reaction test and still landable one-thumbed.
parryArm: 3.4, // m — an incoming shot this close makes the next tap a SWING instead of a serve
parryReach: 1.7, // m — how far off the racket a return still connects (normal volley reach is 1.82)
parryWindow: 0.2, // s the return window stays open after the tap
// A return is a GLANCING blow: contact off the middle of the racket face throws it that many
// degrees off straight up-court. Returns used to mirror the incoming line — straight back at the
// thrower — so a boss handed you a free wound with every volley. Meeting it dead centre still
// sends it back at him; that is now a placement you earn by moving your feet.
parryDeflect: 55, // ° of deflection at the edge of the reach
parryJitter: 8, // ° of scatter on top — a bat-away is never surgical
// ---- chapter bosses: one every bossEvery games, escalating. The racket zombie is demoted to an
// occasional opponent (racketEvery) so the boss is the only thing that reads as a wall.
bossEvery: 10, // games between chapter bosses
bossHp: 20, // hp of the FIRST one; each later chapter adds bossHpPerChapter. 10 was far too
// soft — three banked flame balls took chapter 1 down (2 impact + 2.4 burn each).
// 16 -> 20 alongside the movement below: a boss that holds its ground and dodges
// is only harder if it also lives long enough for the dodging to matter.
bossHpPerChapter: 10,
bossScale: 1.5, // body height multiplier at chapter 1 (a shambler is 1.8 m)
bossScalePer: 0.18, // ...growing per chapter, so chapter 4 towers
bossSpeed: 0.42, // m/s it advances — slow, deliberate, unstoppable
bossCycle: 2.6, // s between its ranged attacks (it uses the machine's projectile)
bossVolley: 3, // shots per attack — STAGGERED IN TIME, not fanned across space. Fanning them
// +-1.9 m meant only the middle ball could ever reach you and the other two were
// decoration; Oliver called that out. Three real threats in a rhythm instead.
bossSalvoGap: 0.42, // s between the shots of one volley
bossWind: 0.5, // s of telegraph before a boss throws — shorter than the machine's 0.9 on purpose:
// he asked for a tighter reaction time, and a boss should be harder than furniture
bossDeathT: 0.7, // s of GAME time the chapter card holds off after the boss dies. The card used to
// land on the same frame as the kill and bury it — you never saw the thing you
// spent a whole fight earning. Game time, so the slow motion below stretches it
// to roughly a second and a half on the clock.
bossSlowT: 1.2, // s of REAL time the world runs slow while a boss comes apart
bossSlowMo: 0.35, // ...and how slow
bossShotSpeed: 15.5, // m/s a boss throws at (the machine's is machSpeed 13)
// ---- boss MOVEMENT. A boss used to have no AI at all: it fell through to the crowd's aimless
// ±0.15 m/s wobble and crawled forward until it simply arrived on top of you. Each design now owns
// a movement style (BOSS_ART.move) and these are the shared numbers it spends.
bossStrafe: 1.7, // m/s sideways — bossSpeed above is only the FORWARD crawl
bossPaceX: 3.4, // m either side of the centre line a pacing boss turns at
bossShadowX: 1.7, // m either side of YOUR lane a 'shadow' boss turns at — its beat follows you
bossZMin: -1.0, // the band a boss holds. Without a clamp a fight ends by the boss walking into
bossZMax: 5.6, // you (~57 s at bossSpeed) rather than by you killing it — and every extra hp
// above just made that MORE likely, not less. Only 'charge' breaks the band.
bossChargeV: 4.2, // m/s the physio rushes at once it commits
bossChargeT: 1.5, // s a charge lasts before it withdraws
bossChargeRest: 2.2, // s of held ground between charges — the window you get to hit it
bossHopT: 0.55, // s per mascot hop (it moves in arcs, not in a slide)
bossHopX: 2.0, // m of ground one hop covers (the eased arc lands it at about 2/pi of this)
racketEvery: 3, // games between racket-zombie (plain opponent) spawns — was EVERY won game, which
// is why he read as "the boss" and why a real boss would not have stood out
asideEvery: 55, // s between the umpire's sarcastic asides in splatter (jittered +-40%). He never
// acknowledged that the match had changed; now he comments on it, disapprovingly.
racketHpPerGame: 0.12, // the racket zombie stiffens as the run goes on (floored into whole hp)
// ---- damage. Bodies with hp (racket boss 'r', brute 'g') take damage in these units, so a big
// boss is just a bigger hp number and every weapon stays proportional. Fractions are legal: they
// bank on zb.chip and only whole points come off hp (the wound SKINS switch on hp thresholds).
dmgBall: 1, // a splat-quality ball or serve
dmgSide: 1, // one TRIPLE side ball — used to pass straight through the boss doing nothing
dmgPellet: 0.34, // one machine-gun round — three chip a point off. Also used to no-op on the boss
dmgBomb: 3, // caught in a blast. Was an instant kill that ignored hp entirely
dmgFlame: 2, // a direct flame-ball touch (and it sets the boss alight, which it didn't before)
bossBurnMul: 0.4, // burnDps multiplier while a boss body cooks — it burns, just slower than a body
bossHitCool: 0.2, // s a boss body is immune to further BALL contact after taking a hit. A flame ball
// has full pierce (it is not consumed on contact, so it can cut a lane), and a boss
// is not removed when hit — so the same ball sat inside its radius and re-wounded it
// EVERY FRAME. That is why one flame ball killed a 16 hp chapter boss.
changeoverT: 5.0, // s the changeover breather lasts (after odd games, as the rules demand)
boyMopSpeed: 2.2, // m/s a MOPPING ball boy crosses at (a fetching one still sprints at 7.5)
boyMopDwell: 1.8, // s he stands on a stain pushing the mop before moving to the next one
boyMaxJobs: 4, // stains one boy will clean in a round — a kill streak must not employ him forever
boyStride: 0.28, // m of travel per animation frame. Frames are driven by DISTANCE, not time, so
// the feet cannot slide: change a boy's speed and his legs keep up on their own.
gameBeatT: 1.6, // s the game-end beat lasts on even (non-changeover) games
eatenR: 0.9, // m a shambler must close to eat you — matches the visual sprite overlap
zSnap: 0.9, // m of lateral slack at zero range — the aim cone's base width (fat-thumb forgiveness)
killsPerPoint: 3, // splatter: zombie kills to score ONE tennis point (1 = every kill scores, old behavior)
zSplatQ: 0.5, // min shot quality to splatter; below = stagger pushback
zPushback: 1.4, // m a staggered zombie is knocked back
splatterOverT: 0.1, // s the spent-ball 'over' beat lasts before the next serve is armed
// the slingshot: the pull's DIRECTION picks a lane, its LENGTH is power. Deliberately DECOUPLED —
// reaching a far shambler must not cost a longer drag than the screen has room for. The old
// mapping (pull length = reach) is why you had to drag off the bottom of the phone.
pullMin: 18, // px of pull below which the release cancels — no shot, nothing spent
pullFull: 130, // px of pull for a full-power shot. Keep this well inside one thumb's travel — but
// 95 was so short that EVERY pull maxed out by accident and the meter never
// meant anything. A full draw should cost a deliberate stretch of the thumb.
// Capped short of ~150 because a pull that STARTS low on the screen has to
// still be completable downward before the finger runs off the glass.
pullQMin: 0.12, // shot quality at pullMin, scaling to 1.0 (= PERFECT) at pullFull. Below
// zSplatQ it only staggers, so a lazy flick can't kill: THE anti-spam knob.
aimCone: 0.10, // lane half-width added per meter of range. This is what makes the pull's ANGLE
// mean something: at 0.45 the cone was ±10 m at the far baseline — the whole
// court — so every downward pull picked the same body and the angle felt inert.
// 0.10 gives ±2.9 m out there: you have to actually point at a lane.
pullHintAfter: 1.5, // s of doing nothing in the serve stance before the pull gesture demos itself
aimTie: 0.12, // how much worse-aimed a NEARER body may be and still win the lane (0..1 of the
// cone half-width). 0 = pure best-aligned wins; 1 = the old "nearest in the
// lane always wins", which is what made the magnet grab the wrong shambler.
aimReach: 22, // m the aim ray runs when no shambler stands in the lane
// How the camera moves while you're drawing the slingshot. NEGATIVE (the default) drops it and
// pushes in — you crouch into the shot. POSITIVE lifts it and leans back for a steeper, more
// top-down look, which reads the depth behind the net better but feels less like aiming.
// Both 0 = the old fixed camera.
aimCamY: 0, // m of camera height change (negative drops you into the shot)
aimCamZ: 0, // m of camera dolly (negative = closer). Both 0 = the camera holds still,
// which is where Oliver landed: the aim graphics carry the read on their own.
backstopZ: -1.8, // z of the far backstop — must sit IN FRONT of the -2 retire line, or balls die before they reach it
backstopKeep: 0.55, // pace a ball keeps after the rebound — still lethal, slower
backstopPop: 1.8, // m/s of lift off the fence, so the rebound travels back instead of dying at the net posts
meleeCool: 1.0, // s between racket swishes — melee is the panic button, not the default
meleeCrowd: 0.38, // ...but the panic button PANICS. The cooldown shortens with how many bodies are
// actually on top of you, so a late horde stops outrunning your only close-range
// answer: cool = meleeCool / (1 + (near-1)*meleeCrowd), floored at meleeCoolMin.
// 1 body 1.00s, 4 bodies 0.47s, 8 bodies 0.28s.
meleeCoolMin: 0.22,
meleeCrowdR: 3.4, // m — the radius that counts as "on top of you" for that scaling (> meleeRange,
// so the swish speeds up as they close in, not only once they are already on you)
zPierce: 0.75, // pace a ball keeps after a splatter — hot balls plow through lined-up pairs
// The schedule calls the DUEL, not the tin: weapons are only ever won, but a duel comes round
// on its own so there is always a chance at one. Fires off the next hand-cleared wave.
duelFirst: 2, // game after which the first scheduled sudden-death duel is called
duelEvery: 3, // games between scheduled duels after the first
// How many a fresh tin holds now lives on its WEAPONS row (`tin`), because the rack is no longer
// four fixed types — bombMax/tinTriples/tinFlames/tinGuns lived here and nothing read them after
// the table landed, which is a value you can tune in the panel all day for no effect.
wCap: 9, // per-type cap on the courtside rack — tins accumulate, but only so many
rackH: 30, // px height of the bottom weapon rack (feel knob: how much court it covers).
// 22 logical px is ~30 CSS px on a phone — under half Apple's 44px target, which
// is why switching tins felt fiddly. rackHit also pads the touch band (render.js).
bombRadius: 4.2, // m blast radius of a bomb ball — 2.5 barely cleared the bodies stood on the crater
hordeLen: 12, // s a horde wave lasts
hordeRate: 3.5, // zombies spawned per second during a horde. Raised WITH the gun buff below: the
// wave is meant to leave a standing crowd on your half when it ends, not to be a
// twelve-second interruption that clears itself.
mgRate: 12, // machine-gun pellets fired per second during a horde. It scales with hordeGrow too
// (see startHorde): at 6/s single-target the gun simply could not out-kill a grown
// wave — Oliver died on the second horde of every run.
mgSpread: 6, // ± degrees of pellet spread — a cone that sweeps bodies, not a needle up the middle
mgPelletR: 0.5, // m of extra hit radius on a pellet: a fat round. "Bigger ball = more damage."
dmgPelletHp: 2, // hp a pellet takes off a body — shamblerHp is 2, so the horde gun one-shots them
mgPickupLen: 8, // s the machine-gun tin (4th delivery) auto-fires outside hordes
shotHoldLen: 14, // s you stay braced with a TAP-fired weapon (laser, rocket) before the window
// closes on its own. Running the magazine out ends it earlier, which is the
// normal way; this only stops a forgotten rocket freezing the serve loop.
// ---- the weapon barrel: the only way to get the four weapons that are not on the duel ladder
barrelEvery: 3, // games between barrels being rolled on (like the ball machine's machEvery)
barrelRoll: 2.6, // m/s it trundles across the far court — fast enough to have to be led
barrelHp: 1, // anything pops it: ball, pellet, bomb, flame, swish. It is a target, not a body
barrelH: 1.15, // drawn height (a body is 1.8)
fps: 60, // frame cap — 30 halves battery/heat but Oliver felt it; smoothness wins (0 = uncapped)
runnerSpeed: 3.2, // runner ('f') speed multiplier over the shamble
runnerVMax: 4.2, // hard runner speed cap — the late-game ramp must stay humanly reactable
shamblerHp: 2, // splat-quality hits a classic shambler ('a'/'b') soaks before it dies — only the runner ('f') is still one-shot glass
stewardHp: 5, // the steward ('d'). Was 3 and died like a shambler, which made a bigger body read
// as decoration; at 5 he is a brute's worth of hp on a faster, ordinary-looking
// walker, and he has a wound skin (z_dw) so the second half of that shows
hordeSteward: 0.2, // share of horde spawns that come out as stewards (from game 4)
// ---- the late roster. Three bodies that arrive as the run goes on, filling the gap between the
// 2 hp shamblers and the 5 hp brute and then extending past it. Each has one wound skin per hit it
// can still take, so the damage is readable without a bar (the rule the boss's missing bar set).
ballboyHp: 3, // the ball boy ('e') — a stock-sized body that takes three, with two wound skins
bouncerHp: 6, // the bouncer ('h') — 2.4 m, shoves through the crowd instead of shambling round it
rollerHp: 9, // the roller man ('k') — 3.2 m, hauling a court roller. The heaviest thing on court
rollerStride: 0.62, // m he covers per lurch frame — longer than the brute's 0.5: a bigger body,
// a longer stride, or his feet slide the way the brute's used to
// fire: the flame ball no longer just kills what it touches, it starts an epidemic.
burnTime: 3.0, // s a body burns before the fire goes out
burnDps: 2.0, // hp lost per second while burning — burnTime*burnDps must exceed bruteHp or tanks walk out of the fire
burnSpread: 2.2, // m — a burning body ignites anything this close, every frame it burns
burnIgniteR: 4.5, // m — the flame ball's ignition radius around the body it kills
burnBallR: 2.4, // m — the flame ball also lights anything it FLIES PAST. Without this the ball's
// full pierce simply killed the whole lane outright and nothing was left to catch fire.
burnPanic: 1.0, // walk-speed multiplier while burning (1 = off; crank it for panicked sprinting)
setCardT: 2.0, // s the centered SET card holds (the 'kurze unterbrechung' before the horde)
modalIn: 0.34, // s the modal swooshes in — icon+title from the right, body cascading from the
// left, each on easeOutBack. The gesture that dismisses is swallowed until it
// lands, so a panic tap can't skip a popup before it has been read.
bruteStride: 0.5, // m the brute covers per lurch frame — it is the slowest thing on court, so
// its cycle is driven by ground covered rather than by the clock
bruteHp: 5, // splat-quality hits (or pellets) a brute ('g') soaks before it dies — one wound skin per stage
shieldDown: 1.5, // s a shield zombie's ('s') chair stays dropped after a block — the kill window
meleeRange: 1.7, // m — a racket swish cleaves shamblers this close to you
racketHp: 3, // splat-quality hits a racket zombie (mini-boss) takes before it dies
racketStride: 0.42, // m the racket zombie covers per walk frame — his cycle steps off GROUND
// COVERED, so he stops animating when he stops moving
racketSpeed: 2.8, // m/s the racket zombie shambles to chase a ball
racketQMax: 0.55, // its return quality is capped here (slower, sloppier than the tennis CPU)
racketFlub: 0.2, // chance the racket zombie whiffs a return
missHud: 0, // show the last miss reason on screen (full log: T.G.missLog) — off; dev-only
killPips: 1, // splatter: show the kills-to-next-point pips on the scoreboard
};
// the death animation's timeline, in seconds of G.eatenT. A: thrash · B: you burst into gore
// · C: the summary fades in. The restart tap is gated past the whole thing so a panic tap
// during the burst can't skip it.
// assets/audio/tennis-applaus.wav runs 4.16s and always plays in full, so the crowd must keep
// clapping at least that long — every cheer() call was passing a shorter beat, which left the
// stand sitting back down while the applause was still audible.
export const APPLAUSE_T = 4.2;
// A: they drag you down and you fight it on your knees · B (EATEN_BURST): the crowd closes over you
// and what is left is the mound · C (EATEN_SUMMARY): the summary fades in over them still feeding.
// It is deliberately long. Oliver: "the movies surround and bite them, blood spills, and then the
// person basically drowns in the zombies" — that cannot happen in half a second.
export const EATEN_GRAB = 0.9, EATEN_BURST = 2.3, EATEN_SUMMARY = 3.6, EATEN_RESTART = 4.6;
export const EATEN_FEED_R = 1.15; // m — how tight the feeding ring packs around the body
// UI accent colours, one place so the whole HUD can be re-tuned at once. Deliberately
// desaturated from the original arcade primaries: they were shouting over the artwork.
// (NOT the gore — blood and piles keep their loud reds; only text and interactive UI.)
export const UI = { hot: '#d9705f', warm: '#e0cc72', pick: '#cbd06a', cream: '#e8e8dc',
dim: '#8fa0b8', bad: '#a34a42', ball: '#dbe063',
// the weapon barrel's glow, and the only pink on the court: nothing else in the
// palette is near it, so "pink means a weapon is in there" needs no explaining
pink: '#ff5cf0' };
// ------------------------------------------------------------------ courts ----
// A court type is pure DATA: adding one is a row here plus its four PNGs, never a change to render().
// Each carries TWO palettes because every court still rots — `tennis` is how it looks before the
// horde arrives, `splatter` is the drained version render.js lerps to (see paletteT).
// stripes mown lawn bands. Grass only: clay and acrylic are laid flat, and drawing stripes on
// them was the single thing that made a recoloured court still read as grass.
// line painted line colour. Chalk-white reads on green and blue; on clay it has to go warmer
// or the lines glow like neon.
// ads/crowd sprite BASE names; the clap frame is <crowd>2 (see the two-frame note in render()).
// bounceY/XZ copied into TUNE on selection, so the T panel keeps editing the live values and the
// three physics call sites never learn that courts exist. Grass skids low and fast, clay
// sits up and drags, acrylic is the middle it always was.
export const COURTS = [
{ id: 'grass', name: 'CENTRE COURT', sub: 'GRASS · fast, low skid', tile: 'court_grass',
ads: 'x_ads', crowd: 'x_crowd', stripes: true, line: '#e8e8dc', border: '#e8e8dc',
bounceY: 0.50, bounceXZ: 0.84,
tennis: { stands: '#232e42', tierA: '#2a3750', tierB: '#26324a', board: '#0e5c2e',
out: '#295c2d', lawn: '#4cae52', stripe: '#46a54c' },
splatter: { stands: '#181426', tierA: '#201a33', tierB: '#1c172e', board: '#3a1212',
out: '#20331c', lawn: '#5e7747', stripe: '#576f42' } },
{ id: 'clay', name: 'TERRE ROUGE', sub: 'CLAY · slow, high kick', tile: 'court_clay',
ads: 'x_ads_c', crowd: 'x_crowd_c', stripes: false, line: '#efe3cf', border: '#efe3cf',
bounceY: 0.66, bounceXZ: 0.70,
tennis: { stands: '#4a3025', tierA: '#5a3a2c', tierB: '#513428', board: '#8a4426',
out: '#7a3f26', lawn: '#c4652f', stripe: '#c4652f' },
splatter: { stands: '#2a1a18', tierA: '#33201d', tierB: '#2d1c19', board: '#3a1212',
out: '#4a2a1c', lawn: '#8a4a2a', stripe: '#8a4a2a' } },
{ id: 'hard', name: 'THE SLAB', sub: 'HARD · true bounce', tile: 'court_hard',
ads: 'x_ads_h', crowd: 'x_crowd_h', stripes: false, line: '#f2f4f8', border: '#f2f4f8',
bounceY: 0.58, bounceXZ: 0.78,
tennis: { stands: '#1d2836', tierA: '#243141', tierB: '#1f2b3a', board: '#12525e',
out: '#2c7a52', lawn: '#1f5c93', stripe: '#1f5c93' },
splatter: { stands: '#141a26', tierA: '#1a2130', tierB: '#161d2a', board: '#3a1212',
out: '#25452f', lawn: '#1c3e5c', stripe: '#1c3e5c' } },
];
// netW was the singles-stick width (10.06) while the court is drawn to the DOUBLES lines, so the
// net stopped 0.46 m short of each sideline and visibly failed to meet the court edge. The posts
// now stand exactly on the doubles sidelines.
export const COURT = { L: 23.77, W: 8.23, dblW: 10.97, netZ: 11.885, netH: 0.914, netW: 10.97 };
COURT.svcFar = COURT.netZ - 6.4; // far service line
COURT.svcNear = COURT.netZ + 6.4; // near service line
// world sizes (meters)
export const PLAYER_H = 1.88;
// The chapter-boss ROSTER. One design per chapter, cycling — chapter 5 gets design 1 again, but at
// far more hp and much bigger, so it still escalates. Each entry is pure DATA so adding a design is a
// sheet plus a row here, never a change to drawZombie.
// walk: two frames, stepped off DISTANCE COVERED (never time — see the animation invariant)
// wounds: damage skins, healthiest first. However many there are, they are spread evenly over hp.
// throws: the same states mid-throw, used while windT > 0. Index is clamped, so a design with
// fewer throw frames than wound stages simply reuses its last one.
// Every name must be ALL LOWERCASE and a whole word — see the case-collision note in the pipeline.
//
// BEHAVIOUR is data too, and every field below is OPTIONAL — anything left out falls back to the
// shared TUNE.boss* number, so a row with only art in it behaves exactly like a boss did before:
// move 'pace' | 'mirror' | 'advance' | 'charge' | 'bounce' (spawnChapterBoss -> bossAI)
// hpMul / speedMul scale this design's hp and its forward crawl
// volley shots per attack · gap s between them (0 = the whole volley leaves in ONE frame,
// which is a WALL to dodge rather than a rhythm to parry) · spread m of scatter
// cycle s between attacks · wind s of telegraph · shot m/s it throws at
export const BOSS_ART = [
{ name: 'THE GROUNDSKEEPER', walk: ['z_boss1', 'z_boss2'],
wounds: ['z_bossw1', 'z_bossw2', 'z_bossw3'],
throws: ['z_bosst0', 'z_bosst1', 'z_bosst2', 'z_bosst3'],
move: 'pace', speedMul: 0.7 },
{ name: 'THE LINE JUDGE', walk: ['z_judge1', 'z_judge2'],
wounds: ['z_judgew'], throws: ['z_judget', 'z_judgewt'],
move: 'shadow' }, // he walks the line, and the line is wherever you are
{ name: 'THE CHAIR UMPIRE', walk: ['z_chair1', 'z_chair2'],
wounds: ['z_chairw'], throws: ['z_chairt', 'z_chairwt'],
move: 'surge', hpMul: 1.1 }, // the immovable one — he just keeps coming, and coming back
{ name: 'THE HEAD COACH', walk: ['z_coach1', 'z_coach2'],
wounds: ['z_coachw1', 'z_coachw2', 'z_coachw3'],
throws: ['z_coacht0', 'z_coacht1', 'z_coacht2', 'z_coacht3'],
move: 'pace', paceMul: 1.9, hpMul: 0.9, // never where he was: drills you while running the line
volley: 5, gap: 0.14, cycle: 2.2, wind: 0.4, shot: 19 },
{ name: 'THE PHYSIO', walk: ['z_physio1', 'z_physio2'],
wounds: ['z_physiow1', 'z_physiow2', 'z_physiow3'],
throws: ['z_physiot0', 'z_physiot1', 'z_physiot2', 'z_physiot3'],
move: 'charge', hpMul: 0.8, // fast and fragile: the BODY is the weapon, and contact
volley: 1, cycle: 3.4, wind: 0.35, shot: 21, spread: 0.15 }, // is still instant death
{ name: 'THE SPONSOR MASCOT', walk: ['z_mascot1', 'z_mascot2'],
wounds: ['z_mascotw1', 'z_mascotw2', 'z_mascotw3'],
throws: ['z_mascott0', 'z_mascott1', 'z_mascott2', 'z_mascott3'],
move: 'bounce', hpMul: 1.3, speedMul: 0.6, // soaks, and answers with a WALL: five at once, so
volley: 5, gap: 0, spread: 1.6, cycle: 3.2, wind: 0.65, shot: 14 }, // there is nothing to parry
];
// Which wound stage a body is in: 0 = unhurt, 1..n = the skins, spread evenly over its full health.
// This is the rule the chapter boss already used, and it turns out to reproduce the brute's old
// hardcoded thresholds EXACTLY (5 hp over 4 skins = one skin per hit) and the shamblers' single skin
// too — so there is now one rule for damage readout instead of three, and it is the one that keeps
// working when a body's hp is not one-per-skin. Every caller passes its own stage count.
export const woundStage = (zb, n) => {
const f = zb.hp / (zb.hpMax || 1);
return f >= 1 ? 0 : Math.min(n, Math.max(1, Math.ceil((1 - f) * n)));
};
// Wound skins by variant, HEALTHIEST FIRST — the same ordering BOSS_ART.wounds uses, indexed by
// woundStage above. This one table replaced two branches in drawZombie that did the same job against
// different constants (the brute had a hardcoded stage array, everything else a single skin behind
// `'abd'.includes(...)`), which is why a new multi-stage body is a row here and no code at all.
// Each name's `…b` twin — the stride swapped — is looked up automatically, so a wounded body keeps
// WALKING instead of freezing and sliding. 'r' and 'B' carry their skins elsewhere ('B' on its
// design row) but read them through the very same woundStage call.
export const ZWOUND = {
a: ['z_aw'], b: ['z_bw'], d: ['z_dw'],
e: ['z_ew', 'z_ew2'],
h: ['z_hw', 'z_hw2', 'z_hw3'],
g: ['z_gw', 'z_gw2', 'z_gw3', 'z_gw4'],
k: ['z_kw', 'z_kw2', 'z_kw3', 'z_kw4'],
};
// ---- THE ARSENAL. One table, keyed by id, replacing the five places the roster used to be spelled
// out (SLOTS, slotStock, WDESC, drawRack's three parallel arrays, and deliverTin's index mapping).
// The rack no longer has a fixed weapon per slot: G.rack holds up to four of these in the order you
// GATHERED them, and slot 0 stays BALL. A weapon is defined entirely by its row.
// kind 'serve' — arms the next serve (the four original tins)
// kind 'burst' — commits to a braced auto-fire window: `len` seconds at `rate` rounds/s
// kind 'shot' — same braced stance, but each TAP fires one and `tin` is the magazine
// The pellet fields (r, dmg, pierce, boom, ignite, col, speed) are stamped onto the round by
// firePellet, so all four new weapons are the ONE existing pellet loop with different numbers.
export const WEAPONS = {
bomb: { label: 'BOMB', icon: 'w_bomb', tin: 3, kind: 'serve',
desc: ['DETONATES ON CONTACT', 'CLEARS A WHOLE CROWD AT ONCE'] },
triple: { label: 'TRIPLE', icon: 'w_triple', tin: 10, kind: 'serve', // was 3 — Oliver asked for ten
desc: ['ONE SERVE, THREE BALLS', 'FANNED WIDE ACROSS THE LANE'] },
fire: { label: 'FIRE', icon: 'w_fire', tin: 3, kind: 'serve',
desc: ['KILLS ON ANY TOUCH', 'AND SETS THE OTHERS ALIGHT'] },
gun: { label: 'GUN', icon: 'w_gun', tin: 1, kind: 'burst', len: 8, rate: 12,
r: 0.5, dmg: 0.34, hp: 2, speed: 26,
desc: ['HOLD THE LINE AND SPRAY', 'A BURST, NOT A SERVE'] },
// ---- the four that come out of a barrel. Won by shooting one, never delivered.
beacon: { label: 'BEACON', icon: 'w_beacon', tin: 1, kind: 'burst', len: 10, rate: 3,
r: 1.1, dmg: 3, hp: 9, speed: 17, col: '#7fefff', glow: 1,
desc: ['A SLOW BEAT OF BIG', 'GLOWING SHELLS'] },
flamer: { label: 'FLAMER', icon: 'w_flamer', tin: 1, kind: 'burst', len: 5, rate: 16,
r: 0.8, dmg: 2, hp: 9, speed: 11, life: 0.55, ignite: true, col: '#ffa040', glow: 1, // life 0.55s x 11 m/s = a ~6 m cone
desc: ['A CONE OF FIRE', 'AND THE FIRE SPREADS'] },
laser: { label: 'LASER', icon: 'w_laser', tin: 10, kind: 'shot',
// NOT magenta: the icon art is chroma-keyed and the key eats every pink/purple
// (min(r,b) > g+40), so a magenta laser came back as a hollow outline. Pink stays
// the BARREL's identity, where it is a procedural glow and never goes near the key.
r: 0.55, dmg: 3, hp: 9, speed: 70, pierce: true, col: '#8ab6ff', glow: 1,
desc: ['TEN SHOTS, AND EACH ONE', 'GOES THROUGH THE WHOLE LANE'] },
rocket: { label: 'ROCKET', icon: 'w_rocket', tin: 3, kind: 'shot',
r: 0.6, dmg: 3, hp: 9, speed: 22, boom: true, col: '#ffd050', glow: 1,
desc: ['THREE ROCKETS', 'EACH ONE TAKES THE CROWD'] },
};
// what a pink barrel can be carrying — the four above that you cannot win any other way
export const BARREL_WEAPONS = ['beacon', 'laser', 'rocket', 'flamer'];
export const RACK_MAX = 4; // gathered weapons the rack holds; a 5th rides slot 0 until it is spent
export const MACH_H = 1.55; // was 1.15 — waist high read as a prop you could ignore. Still furniture
// (a body is PLAYER_H 1.88), but big enough to be a thing on the court.
// Drawn height of a body on the far side, by variant. render draws to it AND the serve aims at a
// fraction of it, so the two cannot drift — a shot at a brute has to arrive at the brute's chest,
// not at the height a shambler's chest happens to be.
export const zombieH = zb => zb.variant === 'o' ? TUNE.barrelH
: zb.variant === 'g' ? 2.7 : zb.variant === 'd' ? 2.15
: zb.variant === 'k' ? 3.2 : zb.variant === 'h' ? 2.4
: zb.variant === 'r' ? 1.85 : zb.variant === 'm' ? MACH_H
: zb.variant === 'B' ? 1.8 * (zb.scale || 1.5) : 1.8;
// Where on that body the ball is aimed, and where the aim mark is drawn. Solving the shot to the
// GROUND under a shambler meant the ball came down past it and struck at the ankles — the wound is
// on the torso, so the ball should arrive there.
export const Z_CHEST = 0.58;
export const BOY_H = 1.5; // was 1.2 — the mopping boy read as a distant speck at that scale
// how far off-court a boy starts. The mop boy comes in from just off-screen (he is slow, and
// waiting 8s for him to walk into shot is dead time); a fetching boy sprints in from further out.
export const BOY_ENTER = { mop: 9.5, run: 13 };
export const UMP_H = 3.0;
// The chair is 1.12 m wide as drawn (x_ump is 42x112 at UMP_H 3.0), so at 5.6 its near legs stood
// 0.45 m INSIDE the doubles line, on the court. 6.05 puts them exactly on the line; anything much
// beyond ~6.3 clips the right edge of the portrait viewport (7.1 was fully off-screen).
export const UMP_X = 6.05;
// contact rules: outside this height band the ball can't be hit (below = it's past you)
export const CONTACT = { minY: 0.24, maxY: 2.3 };
// volleys (pre-bounce contact) get extra forgiveness: the ball passes at full speed and
// there's no bounce cue to time against, so reach and swing window widen by these factors
export const VOLLEY = { reach: 1.4, window: 1.8 };
// how deep from the far/near baseline a player's interception zone extends
export const ZONE_DEPTH = 9.5;
// recovery positions between shots
export const HOME = { P: { x: 0, z: 22.8 }, O: { x: 0, z: 2.5 } };
// where the near player is allowed to move
export const P_BOUNDS = { x: 6.5, zMin: COURT.netZ + 1.2, zMax: 26 };
// serve toss: release height and upward speed (apex derives from these + gravity)
export const TOSS = { y0: 1.8, vy: 4.6 };
// shot target depth from the receiving baseline, by aim (up = deep, none = mid, down = short)
export const SHOT_DEPTH = { deep: 3.0, mid: 5.4, short: 8.6 };
// how long swing/serve poses hold before returning to idle (s)
export const POSE_TIME = 0.38;
// the server's idle ball bounce: sideways offset to the free hand, apex height, tempo.
// tempo drives the ball, the hand sprite AND the pock sound — one value, always in sync.
// Measured off the sprite, not guessed: the player is RIGHT-handed, so he pats the ball with his
// LEFT hand — the left-hand side of the image — whose palm sits ~0.69 m above his feet and ~0.36 m
// off his centre line. The ball tops out just under that hand instead of beside it.
// dx/apex are per-man because the two sprites reach differently, and a single pair put the
// opponent's ball out by his racket instead of under his palm. Both are FEEL KNOBS measured off the
// drawn palm by eye — a skin-detector guess at the hand lands on a knee, so tune these by looking.
export const BOUNCE_IDLE = { dx: 0.36, apex: 0.68, tempo: 3.6, // the player, drawn from behind
oDx: 0.45, oApex: 0.55 }; // the opponent, drawn from the front
// generated sprite sheets: the idle pose is this many pixels tall; all scales derive from it
export const SPRITE_H = 224; // 2x remaster (was 112). 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 sprites looked soft and mushy. Every sprite that
// goes through drawChar/drawBoy/the wound-stage height rule must share this
// scale, so unmatched sprites were 2x-upscaled rather than left at 112.