Files
splatter-tennis/input.js
T
wuwiandClaude Fable 5 2f1419b1f2 Feedback round + Phase 13: the duel, free-aim, honest stakes
Oliver's six complaints, addressed:
1. Opponent never came — a racket zombie now spawns on EVERY game you win
   (if none alive); endHorde no longer double-spawns
2. No wave-cleared feeling — sweepCourt: at game end the surviving wave
   collapses, every game gets a real beat (gameBeatT 1.6 / changeover 4.5),
   and 'GAME N' announces the next wave when play re-arms
3. Serve-posture lockup during machine gun — root cause: any 'over' beat
   expiring into setupPoint() -> pretoss during auto-fire (no movement outside
   rally, no serving during horde/GUN). The over-expiry now returns auto-fire
   modes to 'rally', never the serve loop
4. Forced bomb spending — specials commit ONLY on deliberate serves: flick
   (or arrow-aimed keyboard serve) fires the tin, plain tap keeps it; serve
   prompt teaches it ('FLICK FIRES THE BOMB - TAP KEEPS IT')
5. Auto-aim — free-aim: the flick vector maps to a landing point (length =
   depth, up to 22m), zombies within zSnap 1.4 magnet the shot, otherwise the
   ball lands exactly where flicked; taps keep the old auto-target assist;
   flicks now also work at the toss apex
6. Zombies walking through you — option (a): touch is honest. eatenR 0.9
   (brute +0.2) matches the visual sprite overlap

Phase 13 — SUDDEN DEATH interlude: court clear + un-dueled racket zombie +
about to serve -> 'Quiet, please. Play will resume.' / 'Sudden death.' One
point under REAL tennis rules (line calls live, the boss plays every ball,
spawns paused). Win (line call, double bounce, or regicide by any weapon) =
the next tin delivered on the spot; lose (out, or its return passes you) =
a game on their scoreboard + an instant 5-shambler surge. One duel per
opponent. New lines: play_resume.m4a, sudden_death.m4a.

Verified in browser: horde 'over' beat -> rally (lockup dead); game win ->
sweep + boss + beat -> SUDDEN DEATH chains naturally; duel lose path (GAME.
THEM., surge 5, scoreboard), no re-duel, fresh-boss duel, bomb regicide ->
tin on the spot; tap serve keeps stock, real touch-flick consumes + lands
at the flicked point, magnet snaps when near; eaten at 0.85m; tennis 11/12;
no console errors. PLAN.md/HANDOFF updated: plan v2 complete.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-12 11:50:18 +02:00

78 lines
3.3 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 } from './audio.js';
import { keyPressed } from './gameplay.js';
import { togglePanel } from './panel.js';
const keys = {};
addEventListener('keydown', e => {
if (['ArrowUp', 'ArrowDown', 'ArrowLeft', 'ArrowRight', ' '].includes(e.key)) e.preventDefault();
if (e.key === 't' || e.key === 'T') togglePanel();
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;
}
cv.addEventListener('touchstart', e => {
e.preventDefault(); audio();
for (const t of e.changedTouches) {
if (!stick) stick = { id: t.identifier, x0: t.clientX, y0: t.clientY, t0: performance.now(), moved: false };
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;
if (Math.hypot(dx, dy) > DEAD) stick.moved = true;
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);
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 });