Files
splatter-tennis/input.js
T
wuwiandClaude Opus 5 282f5145a9 Make the pink weapons throw themselves, and let the big bodies soak
Oliver's playtest of the barrel weapons. Four notes, all four real defects.

"The bigger guys were way too easy to kill at the beginning." A bug, and an old
one. The ball-vs-body chain handled boss, g/m, s, f and a/b, and everything NOT
named in it fell through to "splat-quality kills outright" -- so the STEWARD has
died to one serve since the day he shipped with stewardHp 5 and a comment calling
it a brute's worth of hp, and the three new bodies inherited that the moment they
existed. Pellets and melee always read hp; only the ball skipped it. One generic
hpMax > 1 branch now, and measured after: shambler 2, steward 5, brute 5, ball
boy 3, bouncer 5, roller man 7 -- each exactly its hp.

"I have seen all of them by round 10." The new three move 3/8/15 -> 5/12/20. The
original four keep their gates: that curve was already tuned through game 12.

"The laser fired only when I tapped, that was confusing." The whole tap-per-round
kind is gone. A barrel weapon is now either the normal ball gesture made
spectacular or something that fires itself -- nothing waits for a tap.
 - laser is a serve, and the RAY is the weapon: no ball anywhere in it. The
   preview IS the wedge, it leaves the RACKET rather than lying on the grass, the
   release erases the plane along its own path behind a bright front, and the
   edges are hairlines instead of the heaviest lines on the court.
 - beacon and rocket are LOBBED bursts -- `arc` turns a flat pellet into a thrown
   one, solved onto the nearest body ahead, and landing is itself a hit so a
   rocket that misses still goes off where it lands. The beacon changes colour
   every ball and drags that colour behind it.
 - flamer got "way more pronounced": 30 rounds/s, a ~10 m cone, embers.

"I got the laser almost every time." A flat 1-in-4 over four items does not feel
uniform. BARREL_WEAPONS carries weight and a `from` gate now, never repeats twice
running, and the beacon is what you meet first. Measured: laser 16-28%, rocket
unlocked at game 12 so it is genuinely a late find.

And the barrel keeps its pink halo -- that was always procedural, painted by
drawBarrel, and never went near the chroma key. Three rings and a pool on the
lawn now, because one flat disc read as a smudge.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-03 14:13:05 +02:00

146 lines
7.4 KiB
JavaScript

// Keyboard + one-handed touch. Exposes movement axes and the flick-aim for gameplay.
// Note: input <-> gameplay is an intentional import cycle; both only call each other's
// functions at runtime, never during module evaluation.
import { cv } from './dom.js';
import { audio, pock } from './audio.js';
import { TUNE, WEAPONS } from './config.js';
import { G, score } from './state.js';
import { keyPressed, dragServe, selectWeapon, serveToss, pullQuality, dismissModal, slotId } from './gameplay.js';
import { rackHit } from './render.js';
import { togglePanel } from './panel.js';
const keys = {};
addEventListener('keydown', e => {
if (['ArrowUp', 'ArrowDown', 'ArrowLeft', 'ArrowRight', ' '].includes(e.key)) e.preventDefault();
if (dismissModal()) return; // a modal eats the whole keystroke — dismissing must never also serve
if (e.key === 't' || e.key === 'T') togglePanel();
if (e.key >= '1' && e.key <= '5') selectWeapon(+e.key - 1); // pick a rack slot
if (!keys[e.code]) keyPressed(e.code);
keys[e.code] = true;
});
addEventListener('keyup', e => keys[e.code] = false);
const touchAxis = { x: 0, z: 0 };
export const axisX = () => touchAxis.x || (keys.ArrowRight || keys.KeyD ? 1 : 0) - (keys.ArrowLeft || keys.KeyA ? 1 : 0);
export const axisZ = () => touchAxis.z || (keys.ArrowUp || keys.KeyW ? -1 : 0) + (keys.ArrowDown || keys.KeyS ? 1 : 0);
// One-handed touch: hold-drag = run, quick FLICK = swing aimed in the flick direction,
// plain tap = neutral swing / toss / serve. Extra finger tap still swings (two-thumb play).
let stick = null; // {id, x0, y0, t0, moved}
let flickAim = null; // {ax, az, t} aim override for the swing just triggered
const DEAD = 14;
// gameplay consumes the flick at contact; returns null if none or expired
export function takeFlickAim(maxAgeMs = 450) {
if (flickAim && performance.now() - flickAim.t < maxAgeMs) {
const aim = flickAim; // carries ax/az (lanes, tennis) AND fx/fy/mag (splatter free-aim)
flickAim = null;
return aim;
}
return null;
}
// the two-stage serve: a drag that STARTS at a serveable pretoss aims a visible reticle
// (G.aim, drawn by render); release fires the serve there, dragging back home cancels.
// EVERY phase of splatter play, so the drag never silently turns into something else. The old
// "drag walks the player" mode between shots was invisible state and read as a bug.
// a weapon you UNLOAD (burst or shot) rather than serve — it takes the tap directly, so the
// slingshot reticle must stay out of its way. Was `G.weapon !== 4` back when slot 4 was always GUN.
const isGunLike = () => WEAPONS[slotId(G.weapon)]?.kind === 'burst'; // a laser is SERVED, so it keeps the reticle
const canAimServe = () =>
!G.modal // the world is frozen behind a popup — the thumb that clears it must not draw a bow
&& G.mode === 'splatter' // every phase of it; 'eaten' is its own mode and never gets here
&& score.server === 'P' && !isGunLike() // a gun-like weapon pops on tap, no reticle
&& !G.interlude && !G.horde && !(G.mgT > 0) && !G.changeover; // the duel serves like tennis: no reticle
let steerPX = null; // live absolute finger x (-1..1 across the canvas) — machine-gun steering reads it
export const touchPX = () => steerPX;
// Restarting a run no longer reloads the page (see state.resetState), so this module's own state has
// to be put back by hand: a key still held, or a half-finished drag, would otherwise be inherited by
// the next run's very first frame.
export function resetInput() {
for (const k in keys) delete keys[k];
touchAxis.x = touchAxis.z = 0;
stick = flickAim = steerPX = null;
}
cv.addEventListener('touchstart', e => {
e.preventDefault(); audio();
const r = cv.getBoundingClientRect();
for (const t of e.changedTouches) {
if (dismissModal()) return; // the popup owns this gesture and nothing else sees it
if (!G.horde && !(G.mgT > 0)) { // rack tap selects a tin — but never during finger-steer modes
const slot = rackHit((t.clientX - r.left) / r.width, (t.clientY - r.top) / r.height);
if (slot >= 0) { selectWeapon(slot); continue; }
}
if (!stick) {
stick = { id: t.identifier, x0: t.clientX, y0: t.clientY, t0: performance.now(),
moved: false, aimable: canAimServe() }; // context locked at touch start — a movement drag never morphs into a serve
// the reticle appears the moment the thumb lands, but mag 0 aims at nothing — you have to pull
if (stick.aimable) G.aim = { fx: 0, fy: 0, mag: 0 };
else steerPX = (t.clientX - r.left) / r.width * 2 - 1;
}
else keyPressed('Space');
}
}, { passive: false });
cv.addEventListener('touchmove', e => {
e.preventDefault();
if (!stick) return;
for (const t of e.changedTouches) {
if (t.identifier !== stick.id) continue;
const dx = t.clientX - stick.x0, dy = t.clientY - stick.y0, dist = Math.hypot(dx, dy);
if (dist > DEAD) stick.moved = true;
if (stick.aimable) { // slingshot: PULL BACK, launch forward — the shot is the inverse of the drag
if (dist > DEAD) {
if (!stick.tossed) { serveToss(); stick.tossed = true; } // the pull kicks off the toss animation
G.aim = { fx: -dx / dist, fy: -dy / dist, mag: dist };
// the moment the pull is strong enough to actually splatter, it clicks — you can feel
// where the threshold is without watching the reticle
const hot = pullQuality(dist) >= TUNE.zSplatQ;
if (hot !== !!stick.hot) { stick.hot = hot; if (hot) pock(0.45, 1250); }
} else G.aim = { fx: 0, fy: 0, mag: 0 };
continue;
}
const r = cv.getBoundingClientRect();
steerPX = (t.clientX - r.left) / r.width * 2 - 1;
touchAxis.x = Math.abs(dx) > DEAD ? Math.sign(dx) : 0;
touchAxis.z = Math.abs(dy) > DEAD ? Math.sign(dy) : 0;
}
}, { passive: false });
const endTouch = e => {
e.preventDefault();
for (const t of e.changedTouches) {
if (!stick || t.identifier !== stick.id) continue;
const dt = performance.now() - stick.t0;
const dx = t.clientX - stick.x0, dy = t.clientY - stick.y0, dist = Math.hypot(dx, dy);
const aim = G.aim; G.aim = null; steerPX = null;
if (stick.aimable && stick.moved) { // slingshot release
// only a real pull fires — walked back under pullMin, it cancels and nothing is spent.
// (a bare hold used to fire at a free auto-target; that was the whole exploit)
if (aim && dist >= TUNE.pullMin) dragServe(aim);
}
else if (!stick.moved && dt < 250) keyPressed('Space'); // tap
else if (dt < 300 && dist > 28) { // flick = aimed swing
flickAim = { ax: Math.abs(dx) > dist * 0.38 ? Math.sign(dx) : 0,
az: Math.abs(dy) > dist * 0.38 ? Math.sign(dy) : 0,
fx: dx / dist, fy: dy / dist, mag: dist, // raw vector: splatter free-aim
t: performance.now() };
keyPressed('Space');
}
stick = null; touchAxis.x = 0; touchAxis.z = 0;
}
};
cv.addEventListener('touchend', endTouch, { passive: false });
cv.addEventListener('touchcancel', endTouch, { passive: false });
// Mouse/desktop dismissal. Registered ONLY on fine pointers: on a touch screen pointerdown
// fires before touchstart, so a shared handler would clear the modal and let the touchstart
// below it fall through into a serve — exactly the swallowed-gesture bug.
if (!matchMedia('(pointer: coarse)').matches)
cv.addEventListener('pointerdown', () => dismissModal());