Files
splatter-tennis/state.js
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

125 lines
8.6 KiB
JavaScript

// All mutable game state in one place, plus the point-reset that re-arms it.
import { HOME, BOY_ENTER, TUNE } from './config.js';
export const P = { x: 1.3, z: 22.8, side: 'P', pose: 'idle', poseT: 0, swingT: -1, facing: 1, runT: 0 };
export const O = { x: -1.3, z: 1.0, side: 'O', pose: 'idle', poseT: 0, swingT: -1, facing: 1, runT: 0 };
export const ball = { x: 0, y: 1, z: 20, vx: 0, vy: 0, vz: 0, g: 9.2,
active: false, lastHit: 'P', bounces: 0, firstLand: null, collected: false, kills: 0, bomb: false, flame: false };
export const score = { pts: [0, 0], games: [0, 0], server: 'P' }; // pts index 0=P 1=O
export const crowd = { cheer: 0, dots: [] }; // dots are (re)built by render.buildCrowd
// everything that used to be loose top-level lets
export const G = {
mode: 'tennis', // tennis | transition | splatter
transT: 0, // transition timeline clock
tFlags: null, // one-shot markers within the transition
hideO: false, // the opponent has... left the match
everTransitioned: false,
phase: 'pretoss', // pretoss | toss | rally | over
serveNum: 1,
overT: 0,
hitstop: 0,
flash: null, // {text, t}
shake: null, // {t, mag} — camera shake, decays like flash (bomb impact)
boomFlash: 0, // s of white flash frame left (bomb impact)
lastOrderT: -9, // idleT of the last 'Order' call — bomb chains mustn't spam the umpire
idleT: 0,
outMarker: null, // {x, z, out, t} — where your last shot lands
boy: null, // ball boy sprinting across: {x, z, dir, runT}
aiServeT: 0,
aiSwingCool: 0,
aiReactT: 9, // time since the player's last hit; CPU reads the shot after TUNE.aiReaction
wasServe: false, // the ball in flight is a serve (first bounce must hit the box)
splatT: 0, // time survived in splatter mode — drives the difficulty ramp
// the courtside rack: tins ACCUMULATE (capped at TUNE.wCap), and G.weapon picks which one
// the next serve throws. Slot 0 = PLAIN (a normal ball — how you bank your specials).
bombs: 0, // bomb-ball stock — a serve blasts an area (rack slot 1)
triples: 0, // triple-serve stock — a serve fans into three balls (slot 2)
flames: 0, // flame-ball stock — kills on any touch, full pierce (slot 3)
guns: 0, // machine-gun charges — committing one starts an mgT burst (slot 4)
weapon: 0, // selected rack slot: 0 PLAIN, 1 BOMB, 2 TRIPLE, 3 FIRE, 4 GUN
mgT: 0, // s of machine-gun burst left — auto-fire, no serving (spent from G.guns)
mgCool: 0, // s until the next pickup-mode pellet
deliveries: 0, // tins delivered this run — indexes the weapon ladder
duelDue: false, // the schedule called a duel — fire it at the next hand-cleared court
afterDuel: null, // the game beat the scheduled duel interrupted ('changeover' | 'game'), resumed when it resolves
pendingGame: false, // a game just ended — flash 'GAME N' when the next one arms
aim: null, // live two-stage serve aim {fx, fy, mag} while the thumb is down (splatter pretoss)
idleHintT: 0, // s the player has sat in pretoss without touching anything — after a beat the
// pull gesture demonstrates itself (render.drawPullHint)
meleeT: 0, // s of racket-swish cooldown left
// ---- the SECOND damage channel. Only ranged attacks (ball machine, chapter boss) touch this;
// a shambler reaching you is still instant permadeath, deliberately. No HP bar anywhere — the
// state is drawn as blood on the man (drawChar's spatter + bleedPlayer's live trickle).
hp: TUNE.playerHp,
hpMax: TUNE.playerHp,
hurtT: 0, // s of post-hit grace left; also drives the red hit flash
hurtFlash: 0, // s of the impact wash left
bossDue: 0, // chapter number the schedule owes you — fired at the next hand-cleared court
bossFight: 0, // chapter number of the boss currently on court, 0 = none. Blocks all other spawns.
interlude: false, // sudden-death duel vs the racket zombie: falsy, or {introT} while announcing
duelLerp: 0, // 0..1 — how far the court has returned to tennis colors for the duel
horde: null, // active horde wave {t, spawnT, mgT} — machine-gun racket, no serving
killCount: 0, // splatter: kills banked toward the next point (see TUNE.killsPerPoint)
runGames: 0, // games finished this run (either side) — the difficulty director
sets: [0, 0], // splatter sets won [you, them]; 6 games = a set = a horde
changeover: false, // the odd-game breather: no spawns, no serving, the boys mop
clearing: false, // a game just ended: the surviving wave stays and must be killed by HAND before play advances (no auto-sweep). No new spawns, kills don't score.
afterClear: null, // what happens once the court is clear: 'changeover' | 'game' | 'set'
clearWinner: null, // 'P'|'O' — who took the game/set being cleared (for the milestone card)
pendingHorde: false,// a set was won; the horde starts after the set card's pause
card: null, // {title, sub1, sub2, color, t} — centered milestone card (set won, duel); the reusable 'block'
// the modal: a real interruption. Unlike card/flash it FREEZES the world (update() early-returns)
// and only a tap or key clears it, so a popup can be read without being eaten while you read it.
modal: null, // {title, body: [lines], icon, iconH, color, onDismiss}
seen: {}, // one-shot markers so a first-time-only modal fires once per run
best: null, // best run {games, sets}, loaded from localStorage when you get eaten
newBest: false, // this run beat the stored best — the eaten summary celebrates it
lastScoreT: -9, // idleT of the last score voice — rate-limits umpire during a horde
eatenT: 0, // time since you were eaten — the death-animation clock, and it gates the restart tap
eatenAt: null, // {x, z} where you fell — the gore mound blooms there
missLog: [], // swing diagnostics ring buffer (tennis mode) — inspect via T.G.missLog
swingSnaps: null, // ball-approach samples during the live swing, feeds the miss log
rallyNear: null, // closest the incoming ball got this rally (for never-swung passes)
swung: false, // player swung at least once this rally — whiff log supersedes PASSED
lastMiss: null, // {text, at} — most recent miss reason, drawn on the HUD briefly
logShow: false, // tap the scoreboard to toggle the on-screen miss-log dump
};
export const other = s => s === 'P' ? 'O' : 'P';
export const deuceSide = () => (score.pts[0] + score.pts[1]) % 2 === 0; // even points → deuce (right) side
export function setupPoint() {
G.phase = 'pretoss'; ball.active = false; ball.bounces = 0; ball.firstLand = null;
G.swingSnaps = null; G.rallyNear = null; G.swung = false;
if (G.mode === 'splatter') { // always your serve, from wherever you're standing
score.server = 'P';
P.pose = 'idle'; P.swingT = -1; P.facing = 1;
return;
}
const sv = score.server === 'P' ? P : O, rc = score.server === 'P' ? O : P;
const sx = deuceSide() ? 1.3 : -1.3;
sv.x = sv.side === 'P' ? sx : -sx; // deuce side mirrors across the net
sv.z = sv.side === 'P' ? 24.3 : -0.5;
rc.x = -sv.x; rc.z = rc.side === 'P' ? 22.5 : HOME.O.z - 1.3;
P.pose = O.pose = 'idle'; P.swingT = O.swingT = -1;
P.facing = O.facing = 1; // canonical righty stance — bounce/serve sprites must not render mirrored
G.aiServeT = score.server === 'O' ? 1.4 : 0;
}
// fetch a dead ball — or, in splatter, come out to CLEAN: a different sprite sheet and a slower
// walk, because mopping is not sprinting. Mopping is the DEFAULT once the gore starts; the plain
// running fetch-boy survives for tennis mode, where there is nothing on the grass but a ball.
export function sendBoy(tx = ball.x, tz = ball.z, mop = G.mode === 'splatter') {
if (G.interlude) return; // the sudden-death duel is clean tennis: nobody mops through it
if (tz < -3 || tz > 27) return; // target left the field lengthwise, let it go
// ONE boy, one slot. Every kill used to call this and teleport him back to the wing mid-stride,
// which is why he flickered in and out: a kill streak restarted him several times a second.
// A boy already out on the court keeps working — he just adds the new mess to his round.
if (G.boy) { if (mop) { G.boy.mop = true; G.boy.jobs = Math.min(TUNE.boyMaxJobs, (G.boy.jobs || 1) + 1); } return; }
const dir = tx > 0 ? 1 : -1; // enter from the opposite side so the pickup is mid-run
const e = mop ? BOY_ENTER.mop : BOY_ENTER.run;
G.boy = { x: dir > 0 ? -e : e, z: tz, dir, runT: 0, dist: 0, mop, jobs: 1 };
}