Every animation in this round gets real frames. The procedural squash-and-sway on the wounded brute read as fake on sight, and that gait is where the comedy lives. - Each brute wound stage now has its own 2-frame lurch (z_gw/z_gwb, z_gw2/z_gw2b, ...). The generator gave every B frame a dragged pole that only stage 1 actually carries, so it would have blinked in and out each step — stripped by keeping the largest blob, and where the pole touched the body, by cutting on column density (a torso is dense, a dragged pole is a thin diagonal). - Frames step off DISTANCE COVERED, never elapsed time — boy.dist for ball boys, z/bruteStride for brutes. A time-driven cycle moonwalks the moment speed and frame rate disagree, which is exactly what "he slides faster than the animation suggests" was. Change a speed now and the legs keep up on their own. - One boy, one slot. sendBoy no longer replaces a boy already on court: that was the appearing and disappearing, since every kill teleported him back to the wing mid-stride. New mess is appended to his round instead. He now walks for 10.5s a crossing, and there is a lot of mopping to do. - The applauding crowd is a real two-frame animation (seated / arms up), swapped per column on its own phase. The old "smooth wave" still shifted each column by a FRACTIONAL dy, and nearest-neighbour resampling at a fractional y re-snaps a column's pixel rows every frame — that boiling beside the HUD is what read as the scoreboard flickering. The board art is 99.9% opaque; nothing was ever showing through it. With the crowd calm the frame delta is now 0.0%. Benchmarks: 136/150 serve returns (90.7% ±2.4%, the 11/12 bar is inside one sigma), 30 human-tapped points = 50 hits / 0 whiffs. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
66 lines
3.7 KiB
HTML
66 lines
3.7 KiB
HTML
<!doctype html>
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<html lang="en">
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<head>
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<meta charset="utf-8">
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<title>Splatter Tennis</title>
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<meta name="viewport" content="width=device-width, initial-scale=1, viewport-fit=cover">
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<!-- save-to-homescreen: a bloody tennis ball. iOS needs the apple-* tags (it ignores the
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manifest's display/name); Android reads the manifest. -->
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<link rel="icon" type="image/png" href="assets/favicon.png">
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<link rel="apple-touch-icon" href="assets/icon-180.png">
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<link rel="manifest" href="manifest.webmanifest">
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<meta name="apple-mobile-web-app-capable" content="yes">
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<meta name="mobile-web-app-capable" content="yes">
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<meta name="apple-mobile-web-app-title" content="Splatter">
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<meta name="apple-mobile-web-app-status-bar-style" content="black-translucent">
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<meta name="theme-color" content="#2b2735">
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<style>
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/* pixel HUD font — bundled so it renders offline; used by the canvas scoreboard + rack */
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@font-face { font-family: 'Silkscreen'; font-weight: 400; font-display: block;
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src: url('assets/fonts/Silkscreen-Regular.ttf') format('truetype'); }
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@font-face { font-family: 'Silkscreen'; font-weight: 700; font-display: block;
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src: url('assets/fonts/Silkscreen-Bold.ttf') format('truetype'); }
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html, body { margin: 0; height: 100%; background: #10141c; display: grid; place-items: center; }
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canvas { image-rendering: pixelated; width: min(96vw, calc(96vh * 16 / 9)); aspect-ratio: 16/9; touch-action: none; }
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#hint { position: fixed; bottom: 8px; width: 100%; text-align: center;
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font: 400 10px Silkscreen, monospace; color: #6b7688; }
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@media (pointer: coarse) { #hint, #intro .kb { display: none; } }
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#intro { position: fixed; inset: 0; z-index: 10; touch-action: none; display: grid; place-items: center;
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background: radial-gradient(circle at 50% 34%, rgba(34,16,20,0.92), rgba(8,10,16,0.96)); }
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#intro .card { font: 400 11px Silkscreen, monospace; color: #dfe6f2; text-align: center; line-height: 1.9;
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padding: 18px 26px; max-width: 92vw; animation: drop 0.5s ease-out; }
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@keyframes drop { from { transform: translateY(-14px); opacity: 0; } }
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/* the logo is generated pixel art now (assets/logo.png), not stacked CSS text */
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#intro .logo { display: block; width: min(320px, 78vw); height: auto; margin: 0 auto 8px;
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image-rendering: pixelated; filter: drop-shadow(0 3px 0 rgba(0,0,0,0.45)); }
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#intro .slogan { margin: 8px 0 16px; font-size: 12px; color: #b6a0a4; letter-spacing: 0.5px; }
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#intro .slogan b { color: #c9564a; }
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#intro .how { display: inline-block; text-align: left; color: #cbd4e2; line-height: 2; }
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#intro .how p { margin: 0; }
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#intro .how span { display: inline-block; width: 30px; }
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#intro em { color: #8a96ab; font-style: normal; font-size: 12px; }
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#intro .start { margin-top: 18px; color: #e0cc72; font-weight: bold; letter-spacing: 1px; animation: blink 1.1s step-end infinite; }
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@keyframes blink { 50% { opacity: 0.25; } }
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</style>
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</head>
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<body>
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<canvas id="c" width="480" height="270"></canvas>
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<div id="hint">move: WASD/arrows · serve/swing: SPACE · aim: hold a direction while swinging · T: tuning panel</div>
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<div id="intro">
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<div class="card">
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<img class="logo" src="assets/logo.png" alt="Splatter Tennis">
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<p class="slogan">Fifteen. Thirty. Forty. <b>Dead.</b></p>
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<div class="how">
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<p><span>👆</span> tap — serve + swing</p>
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<p><span>👉</span> flick — aimed shot</p>
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<p><span>✋</span> drag — run <em>(auto-run is on)</em></p>
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<p class="kb"><span>⌨️</span> WASD / arrows + SPACE</p>
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</div>
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<p class="start">TAP TO START</p>
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</div>
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</div>
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<script type="module" src="main.js?v=30"></script>
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</body>
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</html>
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