Files
splatter-tennis/state.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

165 lines
11 KiB
JavaScript

// All mutable game state in one place, plus the point-reset that re-arms it.
import { HOME, BOY_ENTER, TUNE, COURT, COURTS } from './config.js';
import { gore } from './zombies.js'; // runtime-only cycle (zombies imports state): sendBoy reads gore
// to decide whether a mopping round is worth walking out for
export const P = { x: 1.3, z: 22.8, side: 'P', pose: 'idle', poseT: 0, swingT: -1, facing: 1, runT: 0 };
export const O = { x: -1.3, z: 1.0, side: 'O', pose: 'idle', poseT: 0, swingT: -1, facing: 1, runT: 0 };
export const ball = { x: 0, y: 1, z: 20, vx: 0, vy: 0, vz: 0, g: 9.2,
active: false, lastHit: 'P', bounces: 0, firstLand: null, collected: false, kills: 0, bomb: false, flame: false };
export const score = { pts: [0, 0], games: [0, 0], server: 'P' }; // pts index 0=P 1=O
export const crowd = { cheer: 0, dots: [] }; // dots are (re)built by render.buildCrowd
// The court you picked on the start screen. Everything visual reads `court` directly; the two
// bounce numbers are COPIED INTO TUNE instead, so the T panel still edits the live physics and
// gameplay's three bounce sites stay untouched.
export let court = COURTS[0];
export function selectCourt(id) {
court = COURTS.find(c => c.id === id) || COURTS[0];
TUNE.bounceY = court.bounceY; TUNE.bounceXZ = court.bounceXZ;
try { localStorage.setItem('court', court.id); } catch {} // private mode: a forgotten pick is fine
return court;
}
// everything that used to be loose top-level lets
export const G = {
mode: 'tennis', // tennis | transition | splatter
transT: 0, // transition timeline clock
tFlags: null, // one-shot markers within the transition
hideO: false, // the opponent has... left the match
everTransitioned: false,
phase: 'pretoss', // pretoss | toss | rally | over
serveNum: 1,
overT: 0,
hitstop: 0,
flash: null, // {text, t}
shake: null, // {t, mag} — camera shake, decays like flash (bomb impact)
boomFlash: 0, // s of white flash frame left (bomb impact)
lastOrderT: -9, // idleT of the last 'Order' call — bomb chains mustn't spam the umpire
idleT: 0,
outMarker: null, // {x, z, out, t} — where your last shot lands
boy: null, // ball boy sprinting across: {x, z, dir, runT}
aiServeT: 0,
aiSwingCool: 0,
aiReactT: 9, // time since the player's last hit; CPU reads the shot after TUNE.aiReaction
wasServe: false, // the ball in flight is a serve (first bounce must hit the box)
splatT: 0, // time survived in splatter mode — drives the difficulty ramp
// The courtside rack. Slots 1-4 are NOT fixed weapon types anymore: they hold what you have
// GATHERED, in pickup order, so which four you are carrying is a run-by-run thing. Stock still
// ACCUMULATES per weapon (capped at TUNE.wCap). Slot 0 stays BALL — infinite, and how you bank a
// special instead of spending it.
rack: [], // up to RACK_MAX { id, n } — the gathered weapons, in the order they arrived
temp: null, // { id, n } — a FIFTH weapon, riding slot 0 until it is spent. A barrel arms
// itself on the spot, so it always has somewhere to go even with a full rack.
weapon: 0, // selected slot: 0 = BALL (or temp, if one is riding it), 1..4 = G.rack[i-1]
mgT: 0, // s of braced auto-fire left — no serving while it runs (gun/beacon/flamer,
// and it doubles as the window a tap-fired laser or rocket is held for)
mgCool: 0, // s until the next pellet in that burst
gunId: null, // which WEAPONS row that burst is firing — rate, radius, damage, colour
gunShots: 0, // rounds left for a kind:'shot' weapon (laser 10, rocket 3); 0 ends the window
deliveries: 0, // tins delivered this run — indexes the weapon ladder
duelDue: false, // the schedule called a duel — fire it at the next hand-cleared court
afterDuel: null, // the game beat the scheduled duel interrupted ('changeover' | 'game'), resumed when it resolves
pendingGame: false, // a game just ended — flash 'GAME N' when the next one arms
aim: null, // live two-stage serve aim {fx, fy, mag} while the thumb is down (splatter pretoss)
idleHintT: 0, // s the player has sat in pretoss without touching anything — after a beat the
// pull gesture demonstrates itself (render.drawPullHint)
meleeT: 0, // s of racket-swish cooldown left
// ---- the SECOND damage channel. Only ranged attacks (ball machine, chapter boss) touch this;
// a shambler reaching you is still instant permadeath, deliberately. No HP bar anywhere — the
// state is drawn as blood on the man (drawChar's spatter + bleedPlayer's live trickle).
hp: TUNE.playerHp,
hpMax: TUNE.playerHp,
hurtT: 0, // s of post-hit grace left; also drives the red hit flash
hurtFlash: 0, // s of the impact wash left
asideT: 14, // s until the umpire's next unsolicited remark (TUNE.asideEvery)
bossDue: 0, // chapter number the schedule owes you — fired at the next hand-cleared court
bossFight: 0, // chapter number of the boss currently on court, 0 = none. Blocks all other spawns.
slowT: 0, // s of REAL time left running the world in slow motion (a chapter boss dying)
bossBurst: null, // {x, z, t} — the shockwave ring thrown off by that death
interlude: false, // sudden-death duel vs the racket zombie: falsy, or {introT} while announcing
duelLerp: 0, // 0..1 — how far the court has returned to tennis colors for the duel
horde: null, // active horde wave {t, spawnT, mgT} — machine-gun racket, no serving
killCount: 0, // splatter: kills banked toward the next point (see TUNE.killsPerPoint)
runGames: 0, // games finished this run (either side) — the difficulty director
sets: [0, 0], // splatter sets won [you, them]; 6 games = a set = a horde
changeover: false, // the odd-game breather: no spawns, no serving, the boys mop
clearing: false, // a game just ended: the surviving wave stays and must be killed by HAND before play advances (no auto-sweep). No new spawns, kills don't score.
afterClear: null, // what happens once the court is clear: 'changeover' | 'game' | 'set'
clearWinner: null, // 'P'|'O' — who took the game/set being cleared (for the milestone card)
pendingHorde: false,// a set was won; the horde starts after the set card's pause
card: null, // {title, sub1, sub2, color, t} — centered milestone card (set won, duel); the reusable 'block'
// the modal: a real interruption. Unlike card/flash it FREEZES the world (update() early-returns)
// and only a tap or key clears it, so a popup can be read without being eaten while you read it.
modal: null, // {title, body: [lines], icon, iconH, color, onDismiss}
seen: {}, // one-shot markers so a first-time-only modal fires once per run
best: null, // best run {games, sets}, loaded from localStorage when you get eaten
newBest: false, // this run beat the stored best — the eaten summary celebrates it
lastScoreT: -9, // idleT of the last score voice — rate-limits umpire during a horde
eatenT: 0, // time since you were eaten — the death-animation clock, and it gates the restart tap
eatenAt: null, // {x, z} where you fell — the gore mound blooms there
missLog: [], // swing diagnostics ring buffer (tennis mode) — inspect via T.G.missLog
swingSnaps: null, // ball-approach samples during the live swing, feeds the miss log
rallyNear: null, // closest the incoming ball got this rally (for never-swung passes)
swung: false, // player swung at least once this rally — whiff log supersedes PASSED
lastMiss: null, // {text, at} — most recent miss reason, drawn on the HUD briefly
logShow: false, // tap the scoreboard to toggle the on-screen miss-log dump
};
// A pristine deep copy of every mutable bag, taken at module load before anything can touch them.
// This is what replaced `location.reload()` on death: the reload was an honest full reset, but it
// also tore down the AudioContext, so the menu theme restarted from silence every time you died.
// Everything above is plain data — primitives, nulls, small arrays and {} — so a structured clone
// is the whole job.
const PRISTINE = structuredClone({ G, P, O, ball, score });
export function resetState() {
const p = structuredClone(PRISTINE);
Object.assign(G, p.G); Object.assign(P, p.P); Object.assign(O, p.O);
Object.assign(ball, p.ball); Object.assign(score, p.score);
G.hp = G.hpMax = TUNE.playerHp; // re-read: the T panel may have moved it since boot
crowd.cheer = 0;
}
export const other = s => s === 'P' ? 'O' : 'P';
export const deuceSide = () => (score.pts[0] + score.pts[1]) % 2 === 0; // even points → deuce (right) side
export function setupPoint() {
G.phase = 'pretoss'; ball.active = false; ball.bounces = 0; ball.firstLand = null;
G.swingSnaps = null; G.rallyNear = null; G.swung = false;
if (G.mode === 'splatter') { // always your serve, from wherever you're standing
score.server = 'P';
P.pose = 'idle'; P.swingT = -1; P.facing = 1;
return;
}
const sv = score.server === 'P' ? P : O, rc = score.server === 'P' ? O : P;
const sx = deuceSide() ? 1.3 : -1.3;
sv.x = sv.side === 'P' ? sx : -sx; // deuce side mirrors across the net
sv.z = sv.side === 'P' ? 24.3 : -0.5;
rc.x = -sv.x; rc.z = rc.side === 'P' ? 22.5 : HOME.O.z - 1.3;
P.pose = O.pose = 'idle'; P.swingT = O.swingT = -1;
P.facing = O.facing = 1; // canonical righty stance — bounce/serve sprites must not render mirrored
G.aiServeT = score.server === 'O' ? 1.4 : 0;
}
// fetch a dead ball — or, in splatter, come out to CLEAN: a different sprite sheet and a slower
// walk, because mopping is not sprinting. Mopping is the DEFAULT once the gore starts; the plain
// running fetch-boy survives for tennis mode, where there is nothing on the grass but a ball.
// Is there a stain worth walking out for? Must match mopRound's own target test, or he walks on,
// finds nothing he can reach, and walks straight off again — which is exactly what Oliver saw:
// "the mopboy sometimes moves over the court without anything to mop".
const mopWorthIt = () => gore.some(d => d.a >= 0.15 && d.z >= COURT.netZ - 2);
export function sendBoy(tx = ball.x, tz = ball.z, mop = G.mode === 'splatter') {
if (G.interlude) return; // the sudden-death duel is clean tennis: nobody mops through it
if (mop && !mopWorthIt()) return; // no job, no boy
if (tz < -3 || tz > 27) return; // target left the field lengthwise, let it go
// ONE boy, one slot. Every kill used to call this and teleport him back to the wing mid-stride,
// which is why he flickered in and out: a kill streak restarted him several times a second.
// A boy already out on the court keeps working — he just adds the new mess to his round.
if (G.boy) { if (mop) { G.boy.mop = true; G.boy.jobs = Math.min(TUNE.boyMaxJobs, (G.boy.jobs || 1) + 1); } return; }
const dir = tx > 0 ? 1 : -1; // enter from the opposite side so the pickup is mid-run
const e = mop ? BOY_ENTER.mop : BOY_ENTER.run;
G.boy = { x: dir > 0 ? -e : e, z: tz, dir, runT: 0, dist: 0, mop, jobs: 1 };
}