Files
splatter-tennis/HANDOFF.md
T
wuwiandClaude Opus 5 4a066e5cc6 Add chapter bosses and a second damage channel; demote the racket zombie
Steps 4 and 5 of the late-game depth plan.

The ranged channel. A rogue ball machine gets wheeled onto the far court every
four games: it never walks, never crosses your baseline and never scores, so
it is a standing threat you choose when to deal with — the target-priority
decision the game was missing. Its shot is a real arc solved like a serve, not
a flat bolt, so it reads coming in and the swing window has something to meet.
Three outcomes: a swing inside the volley window returns it as your own ball
flying up-court (an extras clone, so "a parry is a weapon" cost nothing to
build), the panic swish bats it away, and letting it reach you costs blood.
The swish path is load-bearing, not politeness: in pretoss the player is
rooted and cannot swing at all.

Contact still kills outright — that stays a separate channel, and killPlayer()
is now the single death path for both causes so the run summary and the best-run
write cannot drift. Health is drawn on the man: procedural spatter at fixed
anchors, a live trickle, and a red wash from the screen edges. No bar. Healing
is winning a duel, which finally gives the duel a reason to be wanted.

Chapter bosses every ten games, with their own sheet — a colossal zombie
groundskeeper hauling a ball hopper, coming apart through arm-off, ribs-out and
headless-still-throwing. Chapter 1 is 10 hp and 2.7 m, chapter 4 is 34 hp and
3.67 m. It outranks the set and duel beats at a clear, because a boss walking
into a standing wave is unreadable. And it fixes the economy: a chapter-4 boss
costs 12 bombs or 100 rounds or 34 side balls against a per-type cap of 9, so
no single weapon can take one and a banked mixed arsenal is mandatory.

The racket zombie is demoted to an occasional opponent, as asked — appearing
every won game is exactly why he read as the boss.

Five silent bugs found on the way, all in HANDOFF: a blast deleted a 34 hp boss
outright (isBoss() exists to stop that class recurring), the machine's hp did
nothing because it fell through to the one-shot fallback, the boss both scored
and fired its card, the machine gated the hand-clear, and a boss died with a
shambler-sized gore burst.

Tennis untouched: 30 tapped points still 50 hits / 0 whiffs. 45-game soak clean
with all four chapters firing.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-30 12:55:35 +02:00

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# HANDOFF — Splatter Tennis
**This file is the only planning document.** `PLAN.md` and `POLISH-PLAN.md` are deleted —
everything they specified is shipped, and what still matters from them is recorded below. For the
long history, `~/.claude/projects/.../memory/splatter-tennis-history.md` is auto-loaded; for the
detail of any individual change, read the git log.
Last updated 2026-07-30. The **late-game depth work is complete**: steps 1-5 of the plan agreed after
Oliver's 50+ game playtest are all built and verified in-browser. Step 6 (crowd turning, ball-boy
catcher) is PARKED by his decision. **Awaiting his phone playtest of the boss/ranged build.**
What is still owed is art, not mechanics — see "Art still owed" at the bottom.
## What this is
SNES-style pseudo-3D tennis (Super Tennis reference) that transitions into a zombie splatter game
while keeping every tennis aesthetic (umpire voice, 15/30/40 scoring, ball boys, applause).
Zero-dependency vanilla JS, native ES modules, no build step. Mobile portrait one-handed play is
the primary target.
- **Run locally**: `preview_start` name `splatter-tennis` (python http.server :8641, `.claude/launch.json`)
- **Deploy**: push to `git@gitea.wuwi.one:wuwi/splatter-tennis.git` (main) → Coolify webhook builds
the Dockerfile (nginx, no-cache). Oliver tests on his phone at splatter-tennis.wuwi.one ~30s after
a push. **Bump `main.js?v=N` in index.html every time** or phones keep the old build.
The Dockerfile must also COPY any new top-level file (it currently ships `index.html`,
`manifest.webmanifest`, `*.js`, `assets/`).
- **Oliver edits files himself** (tuning values, sometimes sprites). ALWAYS Read current file state
before editing; never assume your last version is what is on disk.
## Module map (all in repo root)
`config.js` TUNE (live T panel) + structural constants + `UI` palette · `state.js` the `G` object +
P/O/ball/score + `setupPoint`/`sendBoy` · `gameplay.js` ballistics/swings/serve/rules/AI/`update()` +
transition + `splatPoint` + ball-boy routines · `zombies.js` zombie/gore/particle state +
`updateZombies` · `render.js` camera/palette-lerp/sprites/all drawing · `input.js` keys/touch/flick ·
`audio.js` sfx + recorded umpire (`assets/audio/*`, macOS `say -v Daniel`) · `panel.js` the T panel ·
`main.js` boot, loop, umpire-tap cheat, `window.T` test surface.
Two runtime-only import cycles (documented in headers): input↔gameplay, zombies↔gameplay.
## How the game flows
Tennis → win a game → **transition** (`G.mode='transition'`, timeline on `G.transT`) → **splatter**.
In splatter you serve at zombies; `ball.pow` ≥ `TUNE.zSplatQ` splatters, below that it staggers.
Tennis scoring keeps running. `TUNE.killsPerPoint` kills = one point; games/sets accumulate;
6 games = a set = a **horde** (racket auto-fires, finger steers you absolutely).
Odd games end in a **changeover** breather. A won game leaves the wave standing — you must
**clear it by hand** (`G.clearing`) before play advances (`proceedAfterClear`).
Every **10 games a CHAPTER BOSS** walks on (`G.bossFight`) — it clears the stage, blocks all spawns,
and volleys at you. Every 4 games a **rogue ball machine** is wheeled out. Both attack the second
damage channel: `shots[]` chip `G.hp`, which only a won duel heals. Contact is still instant death.
Weapons are **only ever won**, in the **sudden-death duel** (`G.interlude`) against the racket
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.
## Architecture & invariants — know these before touching anything
- **`G.modal` is the only thing that stops the world.** `update()` early-returns on it (after
flash/card decay), so no zombie steps, no ball flight, no spawn timers — only `idleT` ticks for
the blink. `showModal`/`dismissModal` in gameplay.js; `drawModal` is the LAST thing render draws.
Dismissal must **swallow the gesture**: input.js `touchstart` returns on it, keydown returns on
it, and the `pointerdown` dismisser is registered **only on `pointer: fine`** — on touch,
pointerdown fires *before* touchstart, so a shared handler cleared the modal and let the
touchstart underneath serve. `G.seen.<key>` gates first-time-only modals.
**`m.in` (0..1 over `TUNE.modalIn`) is the arcade entrance** and the ONE thing that animates behind
the freeze — it is ticked inside that same early-return, so it advances while nothing else does.
Icon and title fly in from the right (with a two-ghost speed streak), body lines cascade from the
left, all on `easeOutBack`; every x is `Math.round`ed, because a fractional x on a nearest-neighbour
scaled image re-snaps its pixel columns (the boiling that once read as HUD flicker). A modal with no
`in` field draws fully landed, so older/test call sites still work.
While `m.in < 1`, `dismissModal` **returns true without dismissing** — it swallows the gesture but
won't let a panic tap that was already mid-air skip a popup nobody has read. Returning false there
would drop that tap through into a serve instead.
- **The difficulty director lives in `updateZombies`'s spawn block + `spawnZombie` + `pickVariant`,
and every dial is keyed on `G.runGames`.** It is the thing that broke first: as shipped, ALL of it
bottomed out by about game 12 (body cap pinned at 14, spawn gap floored at 1.0 s, variant mix frozen
at exactly 0.42 advanced, shamble speed maxed after 105 *seconds* of splatter, boss stuck at 3 hp,
every horde identical). Oliver played 50+ games and reported the plateau; games 12-50 were
arithmetically the same game. All six now keep climbing — see the TUNE block marked
THE DIFFICULTY DIRECTOR. Calibration rule: the curve must **track the old values through ~game 12**
and only then extend, or you have silently nerfed the part of the game that was already fine.
The raw dials do run out around game 25 by design; bosses and ranged attacks (steps 4-5) are what
carry escalation past that, not more bodies.
- **`wound(zb, amount, fx)` in zombies.js is the ONE place damage is applied to a multi-hit body.**
Fractional amounts are legal (a pellet chips `TUNE.dmgPellet` = 0.34 of a point); they bank on
`zb.chip` and only WHOLE points come off `zb.hp`, because the wound skins and `bleed()` anchors
switch on hp thresholds and a fractional hp would never match one. It returns true when the body
should die and the CALLER kills it — `splatter()` when the kill should get the multi-kill fanfare,
`killZombie()` for a quiet one — after which the caller must stop touching `zb`, because
`killZombie` splices the array. A boss with 20 hp therefore needs no new damage code at all.
- **Boss damage state is read as a FRACTION of `zb.hpMax`, never against literal hp numbers.**
`spawnRacketZombie` scales hp with `TUNE.racketHpPerGame` and stores `hpMax`. Two places switch on
it and they MUST stay in step: `drawZombie`'s skins (`<= 0.34` headless `z_cw2`, `<= 0.67` torn-arm
`z_cw1`) and `bleed()`'s wound anchors. The old hardcoded `hp === 2` left a scaled boss looking
pristine until the killing blow.
- **The racket boss has NO health bar, deliberately.** It was the only floating UI on a body anywhere,
it was on screen for nearly the whole run (a boss respawns every game you win), and players did not
know what it meant. The wound skins already encode the same information in the language every other
multi-hit enemy uses. A one-per-run modal (`G.seen.racket`, fired from `spawnRacketZombie`) explains
what he *is* instead. Do not re-add a bar; give a new boss more wound stages.
- **There are TWO damage channels and they must never be merged.** Contact with a body is still
instant permadeath (`killPlayer`, `G.mode='eaten'`); ranged attacks chip `G.hp` (`hurtPlayer`).
Oliver settled this explicitly — two threats that demand two different responses is the depth, and
making contact chip instead of kill would lose the dread the whole game runs on. `killPlayer()` is
the single death path for BOTH causes (extracted for exactly that reason: the run summary, the
best-run localStorage write and the death animation exist once). `TUNE.hurtGrace` is what stops a
three-shot volley deleting you in one frame.
- **The player's health is drawn ON HIM and nowhere else.** No bar, no meter, no HUD number — same
rule that removed the boss's bar. `drawPlayerWounds` paints procedural spatter at FIXED anchors
(fixed so it cannot crawl frame to frame), `bleedPlayer()` adds the live trickle, and `G.hurtFlash`
washes the screen edges inward on impact. Blood is never painted into the player sprite: that is a
settled feel decision, which is why this is an overlay and not a set of bloodied-kit PNGs.
- **`shots[]` in zombies.js is the HOSTILE ball array** — the ball machine's shots and the chapter
boss's volleys. Deliberately separate from `ball` (there is only ever one of those and it is yours)
and from `extras` (also yours, and they kill zombies). Three outcomes, in this order: a swing inside
the volley window RETURNS it — as an `extras` clone at `TUNE.parryPow`, so "a parry is a real
weapon" costs nothing to build; `meleeSwipe` merely bats it away; reaching you unanswered costs hp.
**The swish path is not optional politeness** — in `pretoss` the player is rooted and cannot swing
at all, so without it a machine winding up while you lined up a serve was an unanswerable hit.
- **`isBoss(zb)`** (`'r'` or `'B'`) marks bodies that take `wound()` damage from everything instead of
being deleted by it. The brute `'g'` is deliberately NOT one: melee/bomb/fire one-shotting a brute
is a settled "power exception". Every weapon path checks it — miss one and that weapon silently
no-ops or one-shots a 34 hp boss. This has already been the bug twice.
- **The chapter boss scores NOTHING when it dies.** Its reward is the chapter card plus the parked
game beat resuming. Letting it bank a kill meant `splatPoint`'s game-over branch and
`endBossFight` both decided "what happens next" in the same frame and clobbered each other.
- **`blocksClear`** decides which bodies gate the hand-clear after a won game: NOT the racket zombie
(it keeps its residence) and NOT the ball machine (furniture — a standing threat you deal with when
you choose). Making the machine gate progression turned "decide what to prioritise" into a chore
every four games.
- **`UI` in config.js is the accent palette** (hot/warm/pick/cream/dim/bad/ball). Every HUD colour
goes through it. Gore reds are deliberately NOT in it — the splatter stays loud.
- **`F(size, bold)` in render.js builds every canvas font string.** Bare `monospace` resolves to
Courier, a slab SERIF — that was the "generic serif" bug, not taste. Never hand-write `ctx.font`.
Widest string checked fits 270px portrait with ~10px spare.
- **Weapons are only ever WON.** `deliverTin()` has exactly one caller: `resolveInterlude('P')`.
The schedule (`TUNE.duelFirst`/`duelEvery`, `G.duelDue`) calls the **duel**, fired from
`proceedAfterClear()` — the one beat where the court is guaranteed empty. The game beat it
interrupts is parked in `G.afterDuel` and resumed when the duel resolves.
- **Anything that blocks serving.** If a "can't serve" report ever comes in, check these first —
each is an early return in `keyPressed`: `G.mgT`, `G.horde`, `G.changeover`, `G.interlude.introT`,
`G.modal`. `G.mgT` in particular must keep counting down in EVERY phase (it used to tick only
during `rally`, so a duel calling `setupPoint()` stranded it above zero forever = permanent lock).
- **Animation frames step off DISTANCE COVERED, never elapsed time** — `boy.dist` for ball boys,
`zb.z / TUNE.bruteStride` for brutes. Time-driven cycles moonwalk the moment speed and frame rate
disagree. Sprite heights follow the PNG (`img.height / SPRITE_H`) because `_slice.py`
common-scales a sheet; a wound stage's height must ALWAYS come from its A frame or it pops.
- **Fire chains.** `zb.burnT`/`burnD`; `ignite()` is read-only over `zombies[]` so it is safe inside
a kill loop; `burnTick()` returns true when the fire killed the body and the caller MUST
`continue`. The flame ball also ignites what it FLIES PAST (`TUNE.burnBallR`) — without that its
full pierce killed its own lane outright and nothing was left to catch. Flames are drawn
procedurally (`drawFlames`), no sprite sheet.
- **Any loop over `zombies[]` whose body can kill** can cascade into a sweep and gut the array
mid-iteration — keep the `if (!zb) continue` guards and iterate backwards.
- **The ball boy is ONE slot.** `sendBoy` never replaces a boy already on court (a kill streak used
to teleport him back to the wing several times a second); new work is appended via `jobs`.
`mopRound` walks him to a stain, holds him there for `TUNE.boyMopDwell` while the push cycle
animates in place, then moves him on. Three sheets: `x_boymop` (stopped, working),
`x_boycarry` (walking with the mop shouldered), `x_boyrun` (tennis-mode fetch).
- **Crowd applause is a real two-frame swap** (`x_crowd` seated / `x_crowd2` arms up), per column on
its own phase, with **no vertical offset**. A fractional `dy` on a scaled image re-snaps its pixel
rows every frame under nearest-neighbour — that boiling beside the HUD was the "scoreboard
flicker" (the board art is 99.9% opaque; nothing was ever showing through it).
**If you touch one crowd frame you must apply the identical curve to the other**, or the swap
starts flashing brightness. `assets/_sheet_crowd1.png` is the pre-brightening original.
## Settled feel decisions — do not regress silently
- **Two-stage serve**: touch = reticle, drag = aim, release = fire, drag back under `pullMin` =
cancel. The pull's DIRECTION picks the lane, its LENGTH is power — deliberately decoupled so a
far shambler never costs a longer drag than the screen has.
- **The manual wave clear** after a won game (`G.clearing`). Oliver was emphatic.
- **Thin, dynamic blood.** Open wounds gush live particles (`bleed()`); blood is never painted into
a sprite. Gore piles/stains are the loud part; keep the trickle sparse.
- **One gesture means one thing** on touch. No mode where a drag silently becomes something else.
- **Volleys**: pre-bounce contact gets reach ×1.4 / window ×1.8 (`VOLLEY`). A RISING ball is
hittable at any height; only a dropping ball below `CONTACT.minY` is past you.
- **Aim magnet**: `flickTarget` picks the best-ALIGNED body, with `TUNE.aimTie` of slack in which a
nearer one still wins, so a straight-ahead lane still eats the nearest body first.
`aimTie: 1` restores the old "nearest along the lane always wins" for A/B.
- `TUNE.fps` 60 — 30 was vetoed on feel.
- **The player only walks during `rally`.** Never between points. Letting him walk during the 'over'
beats and `pretoss` was shipped once and vetoed immediately: *"I basically can never walk around
freely"* — so suddenly being able to, only between points, reads as the game breaking rather than
as a fix. Frozen-with-danger-approaching is fixed by holding the DEAD instead (`held` in
`updateZombies`), never by handing back movement.
- **The player must always be ON SCREEN.** `P_BOUNDS.x` is 6.5 m but portrait only shows about
±4 m either side of the centre line at the baseline, so the walk bound alone let him leave the
frame entirely. `xLim = Math.max(xVis, COURT.W / 2)` — the camera limit, floored at the sideline so
every legal ball stays catchable.
## Verification recipe (the regression net)
Drive the game deterministically via `window.T` with `javascript_tool`. The Browser-pane eval
context reports `document.visibilityState === 'hidden'`, so RAF is paused; halt it anyway with
`window.requestAnimationFrame = () => 0` and step with `T.step(1/60)`. `T.press('Space')` = tap.
Clear the intro first: `document.getElementById('intro')?.remove()`.
- **You MUST set `T.TUNE.autoAssist = 1.15` first** — the Browser pane reports `pointer: fine`, so
the mobile assist is off and every ball reads as "never reachable".
- Force splatter with `T.forceZombies()` then ~600 steps (in splatter it forces a HORDE instead).
- `T.zombies`, `T.spawnZombie(x, z, 'a')`, `T.TUNE.zMax = 0` to stop spawns during tests.
- Also exposed: `T.explode`, `T.splatPoint`, `T.startDuel`, `T.resolveInterlude`, `T.deliverTin`,
`T.flickTarget`, `T.showModal`/`T.dismissModal`, `T.render`.
**Benchmarks that must keep holding** (re-run after any physics/aim change):
- CPU returns ~11/12 serves (91.7%). Recent 150-sample runs: 90.7%, 89.3%, 90.7%, 88.7% (±2.5%).
Watch this — the last few sit under the bar rather than scattered around it.
**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.
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.
---
# ART STILL OWED (mechanics are done)
The only outstanding work on the boss/ranged build is art. Everything below is playable now.
- **The chapter boss has no B-frames for its wound stages.** `assets/_sheet_boss.png` is a 5-frame
sheet: `z_B1`/`z_B2` (a real 2-frame stride, driven off `zb.z / TUNE.bruteStride` per the
distance-not-time invariant) plus three static wound skins `z_Bw1` (arm torn off) / `z_Bw2` (ribs
out) / `z_Bw3` (headless, still throwing). The brute precedent has an A **and** B frame per wound
stage (`z_gw` + `z_gwb`, etc.), so a wounded boss currently stops striding mid-fight. Fix by
generating a second sheet of the three wound poses with the stride swapped, named `z_Bw1b`..`z_Bw3b`,
and extending drawZombie's stage pick the way the brute's does.
**Generating it: the model laid the first sheet out in TWO ROWS, which `_slice.py` cannot cut (it
segments on column gaps).** Don't fight the prompt — detect the blobs and re-flow them into one
baseline-aligned row before slicing. The reflow script is in this session's git history.
- **The ball machine is drawn procedurally** (`drawMachine` in render.js) — a hopper, a barrel and two
wheels, with the muzzle glowing hotter through the wind-up. That was a choice, not a stopgap: it is
furniture, a box is four rects, and the readable parts are the barrel and the charge. Replace with a
sheet only if it reads as a crate on a phone.
- **Chapter cards reuse `drawCard`,** which still cuts in with no entrance while modals now swoosh
(`TUNE.modalIn`). Giving the card a matching entrance was offered and not yet asked for.
# 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.