The umpire is situational again. Each line is tied to the thing that justifies it — a new variant appearing, the court filling, one crossing your baseline, a game lost, a horde, a changeover — behind one shared cooldown, so several triggers at once still yield one remark. The random timer pool is gone, the interval went 26s to 55s, and ump_out_of_order, ump_let and ump_no_appeal are deleted. "Visually the ball is not yet at the player but somehow the player already is hit" was real and measurable. The hostile-ball hit test reused the parry's hypot(dx, dz*0.8), and weighting depth shrinks it: contact fired while the ball was still 0.68 m up-court and drawn up around his head. It has its own unweighted test now, and contact lands at 0.25 m with the ball on his chest. The parry keeps its weighting — a racket sweep really is wider than it is deep. On "everything is a tad too small": measured first, because higher-resolution sprites are only half the answer. At RES 3 the player rasterises into 170 device pixels from a 112px source — upscaled 1.5x — while a far shambler is downscaled to 78. So near bodies needed resolution and far bodies needed the camera. Camera: pushed back and lengthened (camZ 42->48, camF 580->760) to flatten the perspective so distant bodies grow relative to near ones rather than everything zooming, camY raised for a steeper look-down, horizon re-centred. Far shambler 26->30px, boss 39->45px, player unchanged, court in the same band. Sprites: the original sheets were still in the repo at full resolution, so nothing needed regenerating — IDLE_TARGET_H went to 224 and every sheet was re-sliced. The sheet-to-output mapping was never recorded, so it was recovered by matching sliced frames to existing assets by image signature: 58 came back from sheets, the 29 without a confident match were 2x-upscaled to stay on the shared scale, since a sprite off that scale renders at half height. Tennis untouched: 50 hits / 0 whiffs. 45-game soak clean, all four chapters. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
652 lines
48 KiB
Markdown
652 lines
48 KiB
Markdown
# HANDOFF — Splatter Tennis
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**This file is the only planning document.** `PLAN.md` and `POLISH-PLAN.md` are deleted —
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everything they specified is shipped, and what still matters from them is recorded below. For the
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long history, `~/.claude/projects/.../memory/splatter-tennis-history.md` is auto-loaded; for the
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detail of any individual change, read the git log.
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Last updated 2026-07-30, after Oliver's THIRD playtest round (the readability pass). All playtest
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rounds are closed at the bottom. Step 6 (crowd turning, ball-boy catcher) stays PARKED by his
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decision. **Awaiting his next phone playtest.**
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## What this is
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SNES-style pseudo-3D tennis (Super Tennis reference) that transitions into a zombie splatter game
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while keeping every tennis aesthetic (umpire voice, 15/30/40 scoring, ball boys, applause).
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Zero-dependency vanilla JS, native ES modules, no build step. Mobile portrait one-handed play is
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the primary target.
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- **Run locally**: `preview_start` name `splatter-tennis` (python http.server :8641, `.claude/launch.json`)
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- **Deploy**: push to `git@gitea.wuwi.one:wuwi/splatter-tennis.git` (main) → Coolify webhook builds
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the Dockerfile (nginx, no-cache). Oliver tests on his phone at splatter-tennis.wuwi.one ~30s after
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a push. **Bump `main.js?v=N` in index.html every time** or phones keep the old build.
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The Dockerfile must also COPY any new top-level file (it currently ships `index.html`,
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`manifest.webmanifest`, `*.js`, `assets/`).
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- **Oliver edits files himself** (tuning values, sometimes sprites). ALWAYS Read current file state
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before editing; never assume your last version is what is on disk.
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## Module map (all in repo root)
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`config.js` TUNE (live T panel) + structural constants + `UI` palette · `state.js` the `G` object +
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P/O/ball/score + `setupPoint`/`sendBoy` · `gameplay.js` ballistics/swings/serve/rules/AI/`update()` +
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transition + `splatPoint` + ball-boy routines · `zombies.js` zombie/gore/particle state +
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`updateZombies` · `render.js` camera/palette-lerp/sprites/all drawing · `input.js` keys/touch/flick ·
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`audio.js` sfx + recorded umpire (`assets/audio/*`, macOS `say -v Daniel`) · `panel.js` the T panel ·
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`main.js` boot, loop, umpire-tap cheat, `window.T` test surface.
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Two runtime-only import cycles (documented in headers): input↔gameplay, zombies↔gameplay.
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## How the game flows
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Tennis → win a game → **transition** (`G.mode='transition'`, timeline on `G.transT`) → **splatter**.
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In splatter you serve at zombies; `ball.pow` ≥ `TUNE.zSplatQ` splatters, below that it staggers.
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Tennis scoring keeps running. `TUNE.killsPerPoint` kills = one point; games/sets accumulate;
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6 games = a set = a **horde** (racket auto-fires, finger steers you absolutely).
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Odd games end in a **changeover** breather. A won game leaves the wave standing — you must
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**clear it by hand** (`G.clearing`) before play advances (`proceedAfterClear`).
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Every **10 games a CHAPTER BOSS** walks on (`G.bossFight`) — it clears the stage, blocks all spawns,
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and volleys at you. Every 4 games a **rogue ball machine** is wheeled out. Both attack the second
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damage channel: `shots[]` chip `G.hp`, which only a won duel heals. Contact is still instant death.
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Weapons are **only ever won**, in the **sudden-death duel** (`G.interlude`) against the racket
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zombie (now an occasional opponent, `TUNE.racketEvery`, not the every-game fixture he used to be). Getting caught = `G.mode='eaten'` = permadeath, and the run summary is the whole game.
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## Architecture & invariants — know these before touching anything
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- **`G.modal` is the only thing that stops the world.** `update()` early-returns on it (after
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flash/card decay), so no zombie steps, no ball flight, no spawn timers — only `idleT` ticks for
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the blink. `showModal`/`dismissModal` in gameplay.js; `drawModal` is the LAST thing render draws.
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Dismissal must **swallow the gesture**: input.js `touchstart` returns on it, keydown returns on
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it, and the `pointerdown` dismisser is registered **only on `pointer: fine`** — on touch,
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pointerdown fires *before* touchstart, so a shared handler cleared the modal and let the
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touchstart underneath serve. `G.seen.<key>` gates first-time-only modals.
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**`m.in` (0..1 over `TUNE.modalIn`) is the arcade entrance** and the ONE thing that animates behind
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the freeze — it is ticked inside that same early-return, so it advances while nothing else does.
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Icon and title fly in from the right (with a two-ghost speed streak), body lines cascade from the
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left, all on `easeOutBack`; every x is `Math.round`ed, because a fractional x on a nearest-neighbour
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scaled image re-snaps its pixel columns (the boiling that once read as HUD flicker). A modal with no
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`in` field draws fully landed, so older/test call sites still work.
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While `m.in < 1`, `dismissModal` **returns true without dismissing** — it swallows the gesture but
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won't let a panic tap that was already mid-air skip a popup nobody has read. Returning false there
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would drop that tap through into a serve instead.
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- **The difficulty director lives in `updateZombies`'s spawn block + `spawnZombie` + `pickVariant`,
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and every dial is keyed on `G.runGames`.** It is the thing that broke first: as shipped, ALL of it
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bottomed out by about game 12 (body cap pinned at 14, spawn gap floored at 1.0 s, variant mix frozen
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at exactly 0.42 advanced, shamble speed maxed after 105 *seconds* of splatter, boss stuck at 3 hp,
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every horde identical). Oliver played 50+ games and reported the plateau; games 12-50 were
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arithmetically the same game. All six now keep climbing — see the TUNE block marked
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THE DIFFICULTY DIRECTOR. Calibration rule: the curve must **track the old values through ~game 12**
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and only then extend, or you have silently nerfed the part of the game that was already fine.
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The raw dials do run out around game 25 by design; bosses and ranged attacks (steps 4-5) are what
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carry escalation past that, not more bodies.
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- **`wound(zb, amount, fx)` in zombies.js is the ONE place damage is applied to a multi-hit body.**
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Fractional amounts are legal (a pellet chips `TUNE.dmgPellet` = 0.34 of a point); they bank on
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`zb.chip` and only WHOLE points come off `zb.hp`, because the wound skins and `bleed()` anchors
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switch on hp thresholds and a fractional hp would never match one. It returns true when the body
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should die and the CALLER kills it — `splatter()` when the kill should get the multi-kill fanfare,
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`killZombie()` for a quiet one — after which the caller must stop touching `zb`, because
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`killZombie` splices the array. A boss with 20 hp therefore needs no new damage code at all.
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- **Boss damage state is read as a FRACTION of `zb.hpMax`, never against literal hp numbers.**
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`spawnRacketZombie` scales hp with `TUNE.racketHpPerGame` and stores `hpMax`. Two places switch on
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it and they MUST stay in step: `drawZombie`'s skins (`<= 0.34` headless `z_cw2`, `<= 0.67` torn-arm
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`z_cw1`) and `bleed()`'s wound anchors. The old hardcoded `hp === 2` left a scaled boss looking
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pristine until the killing blow.
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- **The racket boss has NO health bar, deliberately.** It was the only floating UI on a body anywhere,
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it was on screen for nearly the whole run (a boss respawns every game you win), and players did not
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know what it meant. The wound skins already encode the same information in the language every other
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multi-hit enemy uses. A one-per-run modal (`G.seen.racket`, fired from `spawnRacketZombie`) explains
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what he *is* instead. Do not re-add a bar; give a new boss more wound stages.
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- **There are TWO damage channels and they must never be merged.** Contact with a body is still
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instant permadeath (`killPlayer`, `G.mode='eaten'`); ranged attacks chip `G.hp` (`hurtPlayer`).
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Oliver settled this explicitly — two threats that demand two different responses is the depth, and
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making contact chip instead of kill would lose the dread the whole game runs on. `killPlayer()` is
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the single death path for BOTH causes (extracted for exactly that reason: the run summary, the
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best-run localStorage write and the death animation exist once). `TUNE.hurtGrace` is what stops a
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three-shot volley deleting you in one frame.
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- **The player's health is drawn ON HIM and nowhere else.** No bar, no meter, no HUD number — same
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rule that removed the boss's bar. `drawPlayerWounds` paints procedural spatter at FIXED anchors
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(fixed so it cannot crawl frame to frame), `bleedPlayer()` adds the live trickle, and `G.hurtFlash`
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washes the screen edges inward on impact. Blood is never painted into the player sprite: that is a
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settled feel decision, which is why this is an overlay and not a set of bloodied-kit PNGs.
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- **`shots[]` in zombies.js is the HOSTILE ball array** — the ball machine's shots and the chapter
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boss's volleys. Deliberately separate from `ball` (there is only ever one of those and it is yours)
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and from `extras` (also yours, and they kill zombies). Three outcomes, in this order: a swing inside
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the volley window RETURNS it — as an `extras` clone at `TUNE.parryPow`, so "a parry is a real
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weapon" costs nothing to build; `meleeSwipe` merely bats it away; reaching you unanswered costs hp.
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**The swish path is not optional politeness** — in `pretoss` the player is rooted and cannot swing
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at all, so without it a machine winding up while you lined up a serve was an unanswerable hit.
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- **`isBoss(zb)`** (`'r'` or `'B'`) marks bodies that take `wound()` damage from everything instead of
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being deleted by it. The brute `'g'` is deliberately NOT one: melee/bomb/fire one-shotting a brute
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is a settled "power exception". Every weapon path checks it — miss one and that weapon silently
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no-ops or one-shots a 34 hp boss. This has already been the bug twice.
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- **The chapter boss scores NOTHING when it dies.** Its reward is the chapter card plus the parked
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game beat resuming. Letting it bank a kill meant `splatPoint`'s game-over branch and
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`endBossFight` both decided "what happens next" in the same frame and clobbered each other.
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- **`blocksClear`** decides which bodies gate the hand-clear after a won game: NOT the racket zombie
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(it keeps its residence) and NOT the ball machine (furniture — a standing threat you deal with when
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you choose). Making the machine gate progression turned "decide what to prioritise" into a chore
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every four games.
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- **The parry is bound to the TAP, in every phase, and that is load-bearing.** `keyPressed` checks
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`shots` for anything within `TUNE.parryArm` FIRST and turns the tap into a swing if so. Before that,
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the parry sat behind the `phase === 'rally'` branch at the bottom of `keyPressed` — and splatter is
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in `pretoss` nearly all the time, so a tap aimed at an incoming shot tossed the serve ball instead
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and the return was unreachable in practice. Oliver could not land one in a whole session.
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`TUNE.parryReach`/`parryWindow` are deliberately much more generous than a normal volley (2.4 m /
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0.34 s), because this is a phone, one thumb, against something aimed at you. The fail cases still
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exist and are what keep it a timing skill: tap before the shot is inside `parryArm`, tap after it
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has passed, or don't tap. **`parryWindow` must stay <= `swingWindup + swingWindow * VOLLEY.window`**
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(0.348 s) or update()'s swing clock expires before the window closes.
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`meleeSwipe` deliberately does NOT touch `shots`: it runs first in `keyPressed`, so it used to eat
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the very shot the parry was about to return.
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- **`zb.hitT` (`TUNE.bossHitCool`) stops a LINGERING ball multi-wounding a boss.** A flame ball has
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full pierce — it is not consumed on contact, so it can cut a lane — but a boss is not removed when
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hit, so the same ball sat inside its radius and re-wounded it *every frame*. One flame ball killed a
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16 hp chapter boss. Flame now also spends itself (`lastHit = 'X'`) on a boss specifically. Any new
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weapon that is not consumed on contact must set `hitT` too.
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- **No blood is painted onto the player.** Oliver: *"the player blood looks odd, appears as a painted
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layer on top"*. His health reads as `bleedPlayer()`'s live drip plus the screen-edge wash on impact,
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and nothing else. This is the same settled rule that governs the zombies — blood is never painted
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into a sprite — and a `drawPlayerWounds` overlay broke it.
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- **Boss designs are DATA: `BOSS_ART` in config.js, one row per chapter, cycling.** Each row is
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`{ name, walk: [2], wounds: [...], throws: [...] }`; `spawnChapterBoss` stamps the row onto the body
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as `zb.art` and `drawZombie` reads only that. Damage picks a wound stage as a fraction of `hpMax`
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spread over however many stages the design HAS, and `throws` is index-clamped, so a design with
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fewer throw frames than wound stages just reuses its last one. Adding a boss is a sheet plus a row —
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never a change to drawZombie. Missing/unloaded sprites degrade to design 1 rather than vanishing,
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which is convenient and also means **a wiring bug looks exactly like working code** (see pipeline
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note 7).
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- **Sprites are 2x (`SPRITE_H` 224, `_slice.py` `IDLE_TARGET_H` 224) and EVERY scale-critical sprite
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must share that scale.** `RES` is 3, so the player at the baseline rasterises into ~170 DEVICE
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pixels — a 112px source was being UPSCALED 1.5x, which is why near bodies looked soft. Sprites that
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go through `drawChar`, `drawBoy`, `drawMachine` or the wound-stage `h *= img.height / SPRITE_H` rule
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are all measured against `SPRITE_H`, so a sprite left at the old scale renders at HALF height.
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That is why the remaster 2x-upscaled the ~29 frames it could not re-slice rather than leaving them.
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Sprites drawn through plain `drawStatic(name, x, z, hMeters)` only care about ASPECT, so their
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resolution is free.
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**Heights above 224 are deliberate, not bugs**: a smash or toss pose SHOULD draw taller than idle
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(`p_smash` is 322), and that ratio is exactly what `SPRITE_H` exists to express.
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- **The umpire's asides are SITUATIONAL, never a timer pool.** `aside(name)` in gameplay.js is the only
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entry point and enforces one shared cooldown (`TUNE.asideEvery`), so several triggers in the same
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moment still yield one remark. The first version drew from a bag on a timer and Oliver's verdict was
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"too much and not situation aware.. they seem random". Each line is now tied to the thing that
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justifies it — a new variant appearing, the court filling up, one crossing your baseline, a game lost,
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a tin delivered, a horde, a changeover, a machine, a boss, the trainer, taking a hit.
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- **`UI` in config.js is the accent palette** (hot/warm/pick/cream/dim/bad/ball). Every HUD colour
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goes through it. Gore reds are deliberately NOT in it — the splatter stays loud.
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- **`F(size, bold)` in render.js builds every canvas font string.** Bare `monospace` resolves to
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Courier, a slab SERIF — that was the "generic serif" bug, not taste. Never hand-write `ctx.font`.
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Widest string checked fits 270px portrait with ~10px spare.
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- **Weapons are only ever WON.** `deliverTin()` has exactly one caller: `resolveInterlude('P')`.
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The schedule (`TUNE.duelFirst`/`duelEvery`, `G.duelDue`) calls the **duel**, fired from
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`proceedAfterClear()` — the one beat where the court is guaranteed empty. The game beat it
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interrupts is parked in `G.afterDuel` and resumed when the duel resolves.
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- **Anything that blocks serving.** If a "can't serve" report ever comes in, check these first —
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each is an early return in `keyPressed`: `G.mgT`, `G.horde`, `G.changeover`, `G.interlude.introT`,
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`G.modal`. `G.mgT` in particular must keep counting down in EVERY phase (it used to tick only
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during `rally`, so a duel calling `setupPoint()` stranded it above zero forever = permanent lock).
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- **Animation frames step off DISTANCE COVERED, never elapsed time** — `boy.dist` for ball boys,
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`zb.z / TUNE.bruteStride` for brutes. Time-driven cycles moonwalk the moment speed and frame rate
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disagree. Sprite heights follow the PNG (`img.height / SPRITE_H`) because `_slice.py`
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common-scales a sheet; a wound stage's height must ALWAYS come from its A frame or it pops.
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- **Fire chains.** `zb.burnT`/`burnD`; `ignite()` is read-only over `zombies[]` so it is safe inside
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a kill loop; `burnTick()` returns true when the fire killed the body and the caller MUST
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`continue`. The flame ball also ignites what it FLIES PAST (`TUNE.burnBallR`) — without that its
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full pierce killed its own lane outright and nothing was left to catch. Flames are drawn
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procedurally (`drawFlames`), no sprite sheet.
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- **Any loop over `zombies[]` whose body can kill** can cascade into a sweep and gut the array
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mid-iteration — keep the `if (!zb) continue` guards and iterate backwards.
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- **The ball boy is ONE slot.** `sendBoy` never replaces a boy already on court (a kill streak used
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to teleport him back to the wing several times a second); new work is appended via `jobs`.
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`mopRound` walks him to a stain, holds him there for `TUNE.boyMopDwell` while the push cycle
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animates in place, then moves him on. Three sheets: `x_boymop` (stopped, working),
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`x_boycarry` (walking with the mop shouldered), `x_boyrun` (tennis-mode fetch).
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- **Crowd applause is a real two-frame swap** (`x_crowd` seated / `x_crowd2` arms up), per column on
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its own phase, with **no vertical offset**. A fractional `dy` on a scaled image re-snaps its pixel
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rows every frame under nearest-neighbour — that boiling beside the HUD was the "scoreboard
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flicker" (the board art is 99.9% opaque; nothing was ever showing through it).
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**If you touch one crowd frame you must apply the identical curve to the other**, or the swap
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starts flashing brightness. `assets/_sheet_crowd1.png` is the pre-brightening original.
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## Settled feel decisions — do not regress silently
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- **Two-stage serve**: touch = reticle, drag = aim, release = fire, drag back under `pullMin` =
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cancel. The pull's DIRECTION picks the lane, its LENGTH is power — deliberately decoupled so a
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far shambler never costs a longer drag than the screen has.
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- **The manual wave clear** after a won game (`G.clearing`). Oliver was emphatic.
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- **Thin, dynamic blood.** Open wounds gush live particles (`bleed()`); blood is never painted into
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a sprite. Gore piles/stains are the loud part; keep the trickle sparse.
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- **One gesture means one thing** on touch. No mode where a drag silently becomes something else.
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- **Volleys**: pre-bounce contact gets reach ×1.4 / window ×1.8 (`VOLLEY`). A RISING ball is
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hittable at any height; only a dropping ball below `CONTACT.minY` is past you.
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- **Aim magnet**: `flickTarget` picks the best-ALIGNED body, with `TUNE.aimTie` of slack in which a
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nearer one still wins, so a straight-ahead lane still eats the nearest body first.
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`aimTie: 1` restores the old "nearest along the lane always wins" for A/B.
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- `TUNE.fps` 60 — 30 was vetoed on feel.
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- **The player only walks during `rally`.** Never between points. Letting him walk during the 'over'
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beats and `pretoss` was shipped once and vetoed immediately: *"I basically can never walk around
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freely"* — so suddenly being able to, only between points, reads as the game breaking rather than
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as a fix. Frozen-with-danger-approaching is fixed by holding the DEAD instead (`held` in
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`updateZombies`), never by handing back movement.
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- **The player must always be ON SCREEN.** `P_BOUNDS.x` is 6.5 m but portrait only shows about
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±4 m either side of the centre line at the baseline, so the walk bound alone let him leave the
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frame entirely. `xLim = Math.max(xVis, COURT.W / 2)` — the camera limit, floored at the sideline so
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every legal ball stays catchable.
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## Verification recipe (the regression net)
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Drive the game deterministically via `window.T` with `javascript_tool`. The Browser-pane eval
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context reports `document.visibilityState === 'hidden'`, so RAF is paused; halt it anyway with
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`window.requestAnimationFrame = () => 0` and step with `T.step(1/60)`. `T.press('Space')` = tap.
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Clear the intro first: `document.getElementById('intro')?.remove()`.
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- **You MUST set `T.TUNE.autoAssist = 1.15` first** — the Browser pane reports `pointer: fine`, so
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the mobile assist is off and every ball reads as "never reachable".
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- Force splatter with `T.forceZombies()` then ~600 steps (in splatter it forces a HORDE instead).
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- `T.zombies`, `T.spawnZombie(x, z, 'a')`, `T.TUNE.zMax = 0` to stop spawns during tests.
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- Also exposed: `T.explode`, `T.splatPoint`, `T.startDuel`, `T.resolveInterlude`, `T.deliverTin`,
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`T.flickTarget`, `T.showModal`/`T.dismissModal`, `T.render`.
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**Benchmarks that must keep holding** (re-run after any physics/aim change):
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- CPU returns ~11/12 serves (91.7%). Recent 150-sample runs: 90.7%, 89.3%, 90.7%, 88.7% (±2.5%).
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Watch this — the last few sit under the bar rather than scattered around it.
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**The harness for this number was never written down and I could not reconstruct it.** A rig that
|
||
counts "did the CPU get a racket on the served ball" scores 100/100, because after a flub the CPU
|
||
gets another swing at the SAME ball (`aiSwingCool = 0.5`) and connects — 91.7% ≈ 1 − aiFlub, so the
|
||
recorded number must count only the FIRST swing opportunity, or only returns that land in.
|
||
Until someone writes the rig down, prove "no tennis regression" **differentially** instead: run
|
||
your rig, `git stash` the change, reload the modules, run the identical rig, compare. Equal
|
||
numbers on the same rig is the real claim; a bare percentage against this line is not.
|
||
- 30 human-tapped points (tap when the incoming ball is 2.2–3.2 m away) = **50 hits / 0 whiffs**.
|
||
This one DOES reproduce exactly — drive it off `G.missLog` (HIT vs MISS counts).
|
||
- A 26-game state-machine soak with bombs/bursts/fire must finish with no exceptions, no stall,
|
||
`mgT` back to 0, and gore/piles arrays bounded (gore caps at 40, piles at 30).
|
||
**Two ways a soak lies to you**, both cost me a run: force-spawning zombies during `G.clearing`
|
||
makes the hand-clear un-completable and reads as a 30-minute stall; and reviving the player after
|
||
each `eaten` inflates gore past its cap, because the death push (`zombies.js`, the `eatenR` hit) is
|
||
the one uncapped `gore.push` in the file — fine at one death per run, not at 260. Respect
|
||
`clearing`, and either end the soak on death or set `TUNE.eatenR = 0` to make him untouchable.
|
||
- **Never trust a single sample.** aiFlub is 9%; a 20/24 run is normal noise. Use 150.
|
||
|
||
## Asset pipeline
|
||
1. `generate-image` skill (needs `OPENROUTER_API_KEY` in the gitignored repo `.env`; run with the
|
||
scratchpad venv python — system python lacks `requests`). Passing the existing sheet as
|
||
`--input` (edit mode) nails the style and is how every matching sheet here was made.
|
||
2. Ask for a **magenta background** and, for sheets, "at least 150px of empty magenta between
|
||
frames" plus "the prop must stay inside its own frame".
|
||
3. `python3 assets/_slice.py sheet.png out1.png ...` — chroma-key on the corner colour, magenta
|
||
de-fringe, column-gap segmentation, common-scale per sheet, `IDLE_TARGET_H=112`. `--largest`
|
||
keeps only the main blob.
|
||
4. Standalone art (logo, popup panels) uses `assets/_key.py` instead: chroma-key + crop to the
|
||
content bbox + optional downscale, no frame splitting, no forced height.
|
||
5. Register new names in `render.js`'s `SPR` preload array.
|
||
6. **New sprite not showing up? Bump `SPRV` in render.js.** Sprite loads go through
|
||
`assets/<n>.png?v=SPRV` for the same reason index.html versions main.js: python http.server sends
|
||
no cache headers, so the browser caches sprite responses heuristically — **including 404s**. Add a
|
||
name to the `SPR` list before its PNG exists, load the page once, and that browser treats the
|
||
sprite as permanently missing while `drawZombie` silently falls back to another design. Bump SPRV
|
||
alongside `main.js?v=N`.
|
||
7. **When a scripted `str.replace` edit is meant to rewire logic, ASSERT it matched.** A silent
|
||
no-op replace left `drawZombie` on its old hardcoded boss names while everything else had moved to
|
||
the BOSS_ART table, and the built-in fallback then hid the failure perfectly — all four boss
|
||
designs rendered as design 1 and nothing errored. Cost a full debugging round. `drawImage`
|
||
instrumentation is what finally settled it:
|
||
```js
|
||
const o = CanvasRenderingContext2D.prototype.drawImage;
|
||
CanvasRenderingContext2D.prototype.drawImage = function (img, ...a) { log(img.src); return o.call(this, img, ...a); };
|
||
```
|
||
8. **NEVER let two sprite names differ only by CASE.** macOS is case-insensitive: writing
|
||
`assets/z_B1.png` for the chapter boss silently OVERWROTE the 'b' shambler's `assets/z_b1.png`
|
||
(and `z_B2` ate `z_b2`), so a 3-metre boss started showing up in the shambler crowd and `git`
|
||
reported the shambler frames as "modified" rather than reporting a new file. `ls` shows only the
|
||
ORIGINAL lowercase name, which is why it is easy to miss. Boss frames are `z_boss*` now. Use
|
||
all-lowercase, whole-word names.
|
||
|
||
Known generator quirks, all still true:
|
||
- It sometimes ignores the magenta (harmless — the key uses the corner colour).
|
||
- It draws near-identical animation frames unless you describe strongly contrasted poses.
|
||
- **It adds props the A frames don't have** (a dragged pole on every brute B frame, a mop head). If
|
||
the prop is a separate blob, keep the largest connected component; if it touches the body, cut on
|
||
column density — a torso is dense, a dragged pole is a thin diagonal of ~7 px per column.
|
||
- **If frames merge** (a handle bridging the gap) `_slice.py` reports "found 1 frames". Re-prompt
|
||
for wider gaps first; if that fails, cut at the true column gaps plus the thinnest column inside
|
||
the merged pair, then common-scale.
|
||
- **Colour-match any regenerated frame** of an existing pair before shipping: fit a per-channel
|
||
linear map onto the original's mean and sd, then verify with a mean-difference number.
|
||
|
||
## Gotchas learned the hard way
|
||
- **Stale ES modules are the #1 time sink.** python http.server sends no cache headers, so an edited
|
||
module often loads STALE. `preview_stop`/`preview_start` only helps if the port actually changes,
|
||
and holding 8641 with a throwaway socket **did not work reliably**. What DOES work:
|
||
```js
|
||
await Promise.all(['main.js','state.js','gameplay.js','render.js','config.js','zombies.js',
|
||
'input.js','audio.js','panel.js','dom.js'].map(f => fetch(f, {cache:'reload'})));
|
||
```
|
||
then reload the page. **Always sanity-check a just-added field before trusting any result** —
|
||
and note the trap: if `state.js` is stale but `gameplay.js` is fresh, a new `G` field
|
||
materialises as **NaN** (undefined + dt), which reads exactly like a logic bug.
|
||
- `drawChar` mirrors sprites by `ch.facing` — any stance that must not mirror needs facing reset.
|
||
- Synthetic touch tests: input.js only sets `stick.moved` in touchmove, so touchstart→touchend
|
||
reads as a TAP. Always dispatch a touchmove between them.
|
||
- Contact/kill tests must step 1/60 — pellets at 26 m/s tunnel past 0.55 m radii at coarser steps
|
||
and kills silently don't happen, which looks exactly like a bug.
|
||
- **When testing fire or any serve, fire a real ARC.** A flat ball from z=16 hits the net
|
||
(netH 0.914) and bounces back at you; a "the weapon is broken" reading was my test hitting the tape.
|
||
- The scratchpad venv gets wiped between sessions — recreate it with `requests` + `pillow`.
|
||
- Commit style: imperative summary + `Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>`.
|
||
Push = deploy.
|
||
|
||
---
|
||
|
||
# CLOSED — Oliver's third playtest: audio, hit timing, readability (2026-07-30)
|
||
|
||
### The umpire talked too much and at random
|
||
Rebuilt as situational triggers behind one shared cooldown — see the invariant above. `asideEvery`
|
||
26 s -> 55 s. Removed `ump_out_of_order`, `ump_let`, and `ump_no_appeal` (he asked for
|
||
"ump_no_deal"; that line does not exist and `ump_no_appeal` is the one he meant — confirm if a
|
||
different line is still unwanted). 11 `ump_*` lines remain.
|
||
|
||
### "Visually the ball is not yet at the player but somehow the player already is hit"
|
||
Real, and measurable. The hostile-ball hit test reused the PARRY's `hypot(dx, dz * 0.8)` — weighting
|
||
depth by 0.8 SHRINKS it, so contact fired while the ball was still most of a metre up-court. Measured
|
||
at the moment of the hit: `dz = -0.68 m`, and the ball drawn at screen y 314 against a head at 305 —
|
||
up around his head, not on his body. Fixed with a separate unweighted test (`TUNE.shotHitR` 0.42,
|
||
`shotHitY` 1.75). Re-measured: contact at `dz ≈ -0.25 m`, ball at screen y 325 against head 305 /
|
||
feet 362 — squarely on the chest. **The parry keeps its 0.8 weighting on purpose**: a racket sweep
|
||
really is wider than it is deep.
|
||
|
||
### "Everything is a tad too small" (his wife, and the best note of the project)
|
||
Measured before changing anything, because "regenerate the sprites at higher resolution" is only half
|
||
right. With `RES` 3, drawn DEVICE pixels vs the 112px source were:
|
||
```
|
||
player at baseline 170 px UPSCALED 1.52x <- higher-res art helps
|
||
shambler your half 120 px upscaled 1.08x <- helps
|
||
shambler mid-court 98 px downscaled <- cannot help; needs to be BIGGER
|
||
shambler far 78 px downscaled 0.70x <- cannot help
|
||
```
|
||
So near bodies needed resolution and far bodies needed the camera. Both were done.
|
||
|
||
**Camera** (portrait only; landscape untouched): `camZ` 42->48, `camF` 580->760, `camY` 9->11,
|
||
`horizon` 90->45. Pushing the camera back while lengthening the lens FLATTENS the perspective, so
|
||
distant bodies grow relative to near ones instead of everything merely zooming; `camY` rises with it
|
||
for a steeper look-down so bodies overlap less at depth, and `horizon` re-centres the court after
|
||
both. Result: far shambler 26 -> 30 logical px, mid 33 -> 36, chapter-1 boss 39 -> 45, **player
|
||
unchanged at 57**, court band 200..390 (was 199..380). If you retune these four, check all four
|
||
outputs: far size, near size, court top, court bottom.
|
||
|
||
**Sprite remaster, at zero generation cost.** The original `assets/_sheet_*.png` files are retained at
|
||
full generated resolution (~1400px wide), so nothing needed regenerating — `IDLE_TARGET_H` went to 224
|
||
and every sheet was RE-SLICED. The sheet-to-output mapping was never written down, so it was recovered
|
||
automatically: slice each sheet to a temp dir, then greedily assign frames to existing assets 1:1 by
|
||
LANCZOS-normalised RGBA signature distance. 58 sprites came back from sheets; the 29 with no confident
|
||
sheet match were 2x-upscaled instead, which adds no detail but keeps them on the shared scale (see the
|
||
`SPRITE_H` invariant — a mismatched sprite renders at half height). `x_crowd`/`x_crowd2` were reverted
|
||
to originals: they never touch `SPRITE_H` and doubling them is pure memory.
|
||
**Known gap:** `p_idle1`/`p_idle2` and most `o_*` frames were among the 2x-upscaled set, so the two
|
||
most-seen poses gained scale but not detail. Re-slicing `_sheet_player2/3` and `_sheet_opp2/3` by hand
|
||
(rather than via the matcher) would fix that.
|
||
|
||
### Regression net
|
||
30 tapped tennis points = 50 hits / 0 whiffs. 45-game soak: no exceptions, all four chapters fired,
|
||
`mgT` drains, gore 40 / piles 30 / bodies capped at 34.
|
||
|
||
---
|
||
|
||
# CLOSED — Oliver's second boss/ranged playtest (2026-07-30)
|
||
|
||
### The parry was too generous
|
||
*"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. Now 3.4 / 0.2 /
|
||
1.7 — verified: a tap at 6.0 m or 4.5 m is rejected and costs blood, 3.2 m and closer returns.
|
||
|
||
### The boss's three balls were decoration
|
||
*"he throws 3 of them from which only ever one can reach me. that does not make sense."* Correct — they
|
||
were fanned +-1.9 m across space, so only the middle one was ever aimed at the player. They are a
|
||
**timed salvo** now: three shots `TUNE.bossSalvoGap` apart, each aimed at where you are AT THAT MOMENT
|
||
with only a hand's width of scatter. Verified firing at 0.02 / 0.45 / 0.88 s, all within 0.3 m of the
|
||
player. Note `hurtGrace` (1.1 s) still caps a whole volley at one point of damage by design.
|
||
Reaction time also tightened: bosses get `bossWind` 0.5 s of telegraph against the machine's 0.9, and
|
||
throw at `bossShotSpeed` 15.5 m/s against its 13.
|
||
|
||
### Every chapter was the same boss
|
||
Right — chapters only differed in hp and scale. There are three designs now, cycling, each with its
|
||
own sheet, a 2-frame stride, a throw pose, a wrecked skin and a wrecked-throw skin:
|
||
**THE GROUNDSKEEPER** (ch 1/4/7…, blazer + ball hopper, and the only one with three wound stages),
|
||
**THE LINE JUDGE** (ch 2/5/…, fat, striped officials' polo, cap, ball apron),
|
||
**THE CHAIR UMPIRE** (ch 3/6/…, tall and gaunt, panama hat, the umpire's chair strapped to his back).
|
||
The chapter card names the design. Chapter 4 repeats design 1 but at 43 hp and 3.67 m.
|
||
**The chair-umpire sheet came back on a WHITE background**, and it wears a cream blazer and a white
|
||
hat — a colour key would have eaten both. Fixed by flood-filling the background inward from the image
|
||
BORDER instead of keying by colour; that script is in this session's git history and is the right tool
|
||
whenever a generated sheet's background colour also appears on the character.
|
||
|
||
### Healing needed to announce itself
|
||
Winning a duel while wounded now opens a real modal — `x_cross` first-aid tin, "WOUNDS TREATED / THE
|
||
TRAINER PATCHED YOU UP / N OF M BACK" — plus an umpire line. It was a 1.4 s flash before.
|
||
|
||
### The umpire needed to comment on the new reality
|
||
14 new recorded lines (`say -v Daniel -r 168` -> `afconvert`), all `ump_*`. Ten are a rotating pool of
|
||
sarcastic asides fired on a jittered `TUNE.asideEvery` timer whenever nothing else owns the audio
|
||
(`umpireAside` in gameplay.js); four are hooked to specific beats — a machine arriving, a boss
|
||
arriving, the trainer, and taking a hit. The joke is that he has still never acknowledged that the
|
||
match became a massacre, so he keeps officiating it: *"Code violation. Unsportsmanlike conduct.
|
||
Eating."*
|
||
|
||
### Regression net
|
||
30 tapped tennis points = 50 hits / 0 whiffs. 45-game soak: no exceptions, `mgT` drains, gore 40 /
|
||
piles 30 / bodies capped at 34.
|
||
|
||
---
|
||
|
||
# CLOSED — Oliver's first boss/ranged playtest (2026-07-30)
|
||
|
||
Six reports, all fixed. Two were serious.
|
||
|
||
### A boss sprite appeared in the shambler crowd — CASE COLLISION
|
||
`z_B1.png` / `z_B2.png` overwrote the 'b' shambler's `z_b1.png` / `z_b2.png` on a case-insensitive
|
||
filesystem. Restored from `HEAD~1`; boss frames renamed `z_boss1`, `z_boss2`, `z_bossw1..3`. The rule
|
||
is now in the asset pipeline section — this is a trap that leaves no obvious trace.
|
||
|
||
### The parry was unreachable — the whole mechanic was dead
|
||
*"I could not return a single ball of the ballmachine.. I tried it with taps near the hit - it never
|
||
worked"*, and the same for the boss's volleys. Cause: `P.swingT` is only set in `keyPressed`'s
|
||
`phase === 'rally'` branch, and splatter is in `pretoss` almost all of the time, so the tap tossed
|
||
the serve ball instead of swinging. An incoming shot now owns the tap in every phase — see the
|
||
invariant above. Verified returning from `pretoss`, `rally` and `over`, at 0.9 m through 5.4 m, with
|
||
the three fail cases (too early / too late / no tap) intact.
|
||
|
||
### One flame ball killed a 16 hp boss
|
||
Not tuning — a real bug. The flame ball is not consumed on contact (full pierce) and a boss is not
|
||
removed when hit, so it re-wounded every frame. `zb.hitT` + spending the ball on a boss. Chapter 1
|
||
now costs 4 flame balls or 16 clean smashes, and `bossHp` went 10 -> 16 (`bossHpPerChapter` 8 -> 9),
|
||
so chapter 4 is 43 hp.
|
||
|
||
### The boss had no wounded state while throwing
|
||
Correct — the wound skins were standing poses only. New sheet `_sheet_bossthrow.png` gives all four
|
||
damage states their own overarm pitch (`z_bosst0..3`), used whenever `windT > 0`.
|
||
|
||
### The ball machine was "naively painted"
|
||
It was — four rects. Replaced with a generated sheet (`z_mach1` idle, `z_mach2` firing with a muzzle
|
||
flash): a dented hopper cart on wheels with a barrel aimed down-court. The muzzle GLOW stays
|
||
procedural on top, because the telegraph has to read at 20 px tall.
|
||
|
||
### The player's blood read as a painted layer
|
||
Removed entirely. See the invariant above.
|
||
|
||
# CLOSED — chapter bosses + ranged attacks, steps 4-5 (2026-07-30)
|
||
|
||
## Step 4 — the ranged channel
|
||
|
||
**The ball machine (`'m'`)**, Oliver's own idea and the most on-brand thing on the list, because a ball
|
||
machine is real tennis furniture. It never walks, 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. Measured: 3.4 s cycle, **0.9 s telegraph** (`TUNE.machWind`, muzzle glow + a mechanical
|
||
click — the same fairness contract the runner's `shriek()` is), 3 hp, exempt from the clear gate.
|
||
|
||
**The projectile is a real ARC**, solved like a serve rather than fired flat, so it reads coming in and
|
||
so the swing window has something to meet. `fireAtPlayer` aims where you *stand*, which means moving
|
||
is a partial answer during a rally — and is exactly why the swish path exists for `pretoss`, where you
|
||
cannot move or swing.
|
||
|
||
**Player damage.** 4 hp, `hurtGrace` 1.1 s, +2 on a won duel (the only healing in the game, and now
|
||
THE reason to want a duel rather than tolerate it). Verified: 4 hits kill you and land in the same
|
||
`eaten` path as being caught, with `eatenAt`, the death animation and the best-run write all intact;
|
||
three hits in one frame cost only one point.
|
||
|
||
## Step 5 — chapter bosses, and the racket zombie demoted
|
||
|
||
**Demoted, as Oliver asked.** The racket zombie used to respawn on *every* game you won, which is
|
||
precisely why he read as "the boss" and why a real boss could not have stood out next to him. He is an
|
||
occasional opponent now (`TUNE.racketEvery` = 3 games).
|
||
|
||
**The chapter boss (`'B'`)** arrives every `TUNE.bossEvery` = 10 games, fired from `proceedAfterClear`
|
||
— the one beat where the court is guaranteed empty — and it OUTRANKS the set/horde and duel beats
|
||
there, because a boss walking on into a standing wave would be unreadable. It clears the stage,
|
||
blocks all other spawns while it lives, and threatens both channels: volleys of `bossVolley` = 3
|
||
chip your hp, and letting it reach you is the ordinary instant death. Chapter 1 is 10 hp and 2.7 m;
|
||
chapter 4 is 34 hp and 3.67 m.
|
||
|
||
**The economy fix this was really for:** tins arrive every 3 games forever, so nothing was ever worth
|
||
banking. Measured cost of a chapter-4 boss — 12 bombs, or 100 machine-gun rounds, or 34 side balls.
|
||
`TUNE.wCap` is 9 per type, so **no single weapon can kill a late boss** and a mixed, banked arsenal is
|
||
mandatory. That is the strategic pressure Oliver was asking for.
|
||
|
||
`G.bossDue` never moves backwards (`Math.max`): going a long stretch without ever clearing the court
|
||
skips a chapter rather than queueing a backlog. Deliberate — you face the boss the run has earned.
|
||
|
||
## Bugs found and fixed while building this (all were silent)
|
||
|
||
- A blast **deleted** a 34 hp chapter boss outright: `explode` only wounded `'r'`. This is what
|
||
`isBoss()` now exists to prevent, and it is the second time the same class of bug has shipped.
|
||
- The machine's `machHp` did nothing — `'m'` fell through every variant branch to the generic
|
||
one-shot fallback. It soaks like the brute now (3 balls, verified).
|
||
- The boss both scored a kill and fired its chapter card, so two code paths set "what happens next"
|
||
in the same frame.
|
||
- The machine gated the hand-clear, turning a priority decision into a chore.
|
||
- A boss death produced a shambler-sized gore burst (`GORE_MUL` had no `'B'`; now 6 → ~305 particles).
|
||
|
||
## Regression net after steps 4-5
|
||
30 tapped tennis points = **50 hits / 0 whiffs** (unchanged — tennis is untouched by any of this).
|
||
45-game splatter soak: no exceptions, **all four chapters fired [1,2,3,4]**, machines appeared, ranged
|
||
hits landed, `mgT` drains, gore 40 / piles 30 / bodies capped at 34.
|
||
|
||
---
|
||
|
||
# CLOSED — the 50-game plateau, steps 1-3 (2026-07-30)
|
||
|
||
### Racket zombie's HP bar removed
|
||
See invariants. Replaced by a one-per-run "IT HAS A RACKET / IT RETURNS YOUR WEAK SHOTS / ONLY A FULL
|
||
PULL WOUNDS IT" modal from `spawnRacketZombie`, gated on `G.seen.racket`.
|
||
|
||
### "Sometimes the racket zombie doesn't seem harmable" — it was real, not a feeling
|
||
Three of the five rack slots did **nothing at all** to him, silently:
|
||
`TRIPLE` side balls skipped him (`variant === 'r'` → continue), `GUN`/horde pellets skipped him, and
|
||
fire spread could not ignite him. Meanwhile `BOMB` deleted him outright ignoring hp. All fixed via the
|
||
new `TUNE.dmg*` table and `wound()`. Verified numerically: 9 pellets kill a 3 hp boss, one side ball
|
||
takes 1 hp and is consumed, a weak side ball does nothing (correct — the `zSplatQ` gate), a bomb takes
|
||
3 off, and he now catches fire from a burning neighbour and cooks to death in 3.6 s at
|
||
`bossBurnMul` 0.4.
|
||
- **`hitR(zb)` gives him a 0.7 m contact radius** (shambler 0.55, brute 0.75) — part of "unharmable"
|
||
was simply missing him.
|
||
- **Melee is still skipped, and that is correct, not an oversight.** The player is bounded at
|
||
`P_BOUNDS.zMin` = 13.1 and the boss holds `z <= COURT.svcFar` = 5.5, so they are always on opposite
|
||
sides of the net and `meleeRange` 1.7 can never span it. Don't "fix" an unreachable path.
|
||
- **A sub-threshold ball still passes through him on purpose** so `racketAI` can rally it back. That
|
||
rally IS the feedback that the pull wasn't hard enough, so there is deliberately no clank there.
|
||
|
||
### The director un-capped
|
||
Old vs new, verified in-browser (gap s / body cap / speed m/s / advanced share / boss hp):
|
||
|
||
```
|
||
gap cap speed nasty bossHp
|
||
g 1 2.59/2.78 3/4 0.79/1.75 0.03/— 3/3
|
||
g10 1.15/1.00 12/13 1.61/1.75 0.30/0.27 4/3
|
||
g12 1.03/1.00 13/14 1.79/1.75 0.36/0.42 4/3
|
||
g20 0.71/1.00 21/14 2.52/1.75 0.60/0.42 5/3
|
||
g30 0.52/1.00 24/14 2.73/1.75 0.75/0.42 6/3
|
||
g50 0.35/1.00 24/14 2.73/1.75 0.75/0.42 9/3
|
||
```
|
||
- The spawn gap is **hyperbolic** now (`zSpawnEvery / (1 + games * zSpawnAccel)`) so it keeps
|
||
tightening instead of hitting a floor; `zSpawnMin` is only a safety stop.
|
||
- **Known, deliberate early-game change:** shamble speed used to be TIME-based (`splatT / 70`) and
|
||
maxed out after 105 seconds of splatter — i.e. during game 2 — so it was never a progression lever
|
||
and every early shambler already walked at top speed. It is games-based now, which makes games 1-10
|
||
genuinely gentler than before. Oliver has not playtested that yet; if the on-ramp feels flabby the
|
||
knob is `zSpeedPerGame`.
|
||
- Hordes scale with sets banked (`hordeGrow`) — length AND spawn rate. **`TUNE.zHordeCap` = 34 is
|
||
required**: a horde deliberately ignores the director cap, and with growth a late wave asks for
|
||
~120 spawns where the old fixed 12 s x 2.5/s could only ask for 30. A 41-body court showed up in the
|
||
soak before the cap went in.
|
||
|
||
### Regression net after all of it
|
||
30 tapped tennis points = 50 hits / 0 whiffs (unchanged). 40-game splatter soak: no exceptions,
|
||
`mgT` drains to 0, gore 40 / piles 30 / bodies capped at exactly 34.
|
||
|
||
---
|
||
|
||
# CLOSED — Oliver's 35-game retest (2026-07-27), all fixed 2026-07-30
|
||
Kept because each one is a trap worth not re-digging. Every fix was verified in the browser via
|
||
`window.T`; the numbers quoted are from those runs.
|
||
|
||
### 1 + 6. Player frozen (and stuck mid-animation) during the between-game pauses — was HIGH
|
||
**Two fixes: the first was wrong.** The movement block — pose update included — lived inside
|
||
`if (G.phase === 'rally')`, so every 'over' beat and every `pretoss` left the player standing while
|
||
zombies walked at him. The `pretoss` case is issue 6: `endHorde` calls `setupPoint()`.
|
||
|
||
The first attempt widened the block to all of splatter except `'toss'`. Oliver vetoed it on sight:
|
||
*"the mechanic where I suddenly can move freely around feels broken.. I basically can never walk
|
||
around freely - also I could walk off the screen"*. He is right — free movement for five seconds
|
||
between points, in a game where you otherwise only move while a ball is live, reads as a bug. It is
|
||
reverted, and the rule is now in Settled feel decisions above.
|
||
|
||
What actually ships, three separate pieces:
|
||
- **The dead wait too.** `held = !!G.changeover` in `updateZombies` stops every zombie's `z` advance,
|
||
its x steering, and the eat check for the breather's duration. They still bleed, still burn, still
|
||
animate — they just stand there, because the umpire called time and it is still a tennis match.
|
||
This is Oliver's own second option and the characterful one (the boys mop, everyone waits).
|
||
- **The stuck pose.** `expirePose` only ever expired `swing`/`serve`; `'run'` was the pose nothing
|
||
reset, and `P.runT` stops advancing outside the movement block, so a beat that began mid-stride
|
||
welded him to one run frame. An `else if (P.pose === 'run')` on the movement block fixes it for
|
||
every phase at once.
|
||
- **The on-screen clamp** (see Settled feel decisions) — `xVis` already existed but was applied only
|
||
in auto-fire modes, so ordinary play could walk clean off the edge. Now it always applies.
|
||
|
||
**The path where this actually bit** — worth knowing, because a clear court makes it look impossible:
|
||
a changeover normally starts only after `G.clearing` has emptied the court, so nothing is walking.
|
||
But `resolveInterlude('O')` spawns **five fresh zombies** ("the dead lose their patience") and *then*
|
||
hands back to `startChangeover` via `G.afterDuel`. Lose a duel scheduled on a changeover beat and you
|
||
get five shamblers plus five seconds with no agency. Verified fixed: they advance 0.000 m across the
|
||
breather and resume 0.75 m/s the instant "Time." is called.
|
||
|
||
If the 5 s still drags on a phone, `TUNE.changeoverT` is the knob — it is now a safe, watchable beat
|
||
rather than a dangerous one, so shortening it is purely a pacing call.
|
||
|
||
### 2. The mop boy walks on during the 1:1 duel — was LOW
|
||
`sendBoy` now returns early on `G.interlude`, and `startDuel` sets `G.boy = null`. Note the ordering
|
||
that makes this safe: `resolveInterlude('P')` clears `G.interlude` **before** calling `deliverTin()`,
|
||
so the boy still comes out with the tin.
|
||
|
||
### 3. Triple serve: the two wing balls lob off at the wrong height — was MEDIUM
|
||
The diagnosis in the old text was right. `g: ball.g` is now copied onto each clone (both push sites:
|
||
`hitServe`'s triple fan and `dragServe`'s re-fire clone) and `zombies.js` integrates
|
||
`e.vy -= (e.g || TUNE.gravity) * dt`. Verified at full pull: clones carry g = 21.16 (2.3 × the 9.2
|
||
base) instead of 9.2, and centre and wing apex heights now match exactly (2.90 m both).
|
||
|
||
### 4. The umpire calls "Time" on pauses that aren't changeovers — was LOW
|
||
`G.changeover` is now the **seconds left**, not a flag (still truthy, so every `!G.changeover` guard
|
||
reads the same), and it counts itself down near the top of `update()`, calling `voice('time')` when it
|
||
hits zero. It no longer rides the generic `G.overT` expiry — anything that overwrote `overT` mid-
|
||
breather (a melee kill taking a game, say) used to make the umpire call time on a pause that was
|
||
never a changeover. Verified with a `fetch` spy on `assets/audio/time.m4a`: an unrelated `overT`
|
||
expiry at t=0.4 s says nothing and leaves 4.6 s on the breather; the line fires exactly once, when
|
||
the breather's own clock runs out.
|
||
|
||
### 5. The transition tutorial illustration confuses people — was MEDIUM
|
||
`assets/x_howto.png` regenerated (Gemini 3 Pro, edit mode with the old sheet as `--input`, then
|
||
`assets/_key.py … 240`). The curved arrow and thumbprint are gone; it is now a press ring at the top,
|
||
a straight vertical dashed track, two chevrons pointing DOWN, and a fingertip at the bottom — with the
|
||
yellow shot arrow flying the opposite way to the zombie, which is the inversion lesson. Aspect is
|
||
unchanged (240×321 vs 240×322), so the modal still draws it at 90×120 in portrait. Checked at that
|
||
drawn size, not at full resolution.
|
||
|
||
### 7. Aiming plays the toss animation; it should stay in the pretoss stance — was MEDIUM
|
||
`update()`'s forced `sv.pose = 'serve'` for `phase === 'toss'` is now gated on `!G.aim`: while the
|
||
slingshot is drawn the server holds the pretoss stance, and only `hitServe` puts him into the
|
||
toss/smash. Verified: plain tap → pose `serve`; drawn bow → pose `idle`.
|
||
|
||
### 8. Show the current game number persistently — was LOW
|
||
`GAME N` now sits permanently under the scoreboard, right-aligned to the board's width, on the same
|
||
row as the NEXT pips and in the same dim tone (`render.js`, just before the pips block). The 1.1 s
|
||
flash when a game arms is still there.
|