The menu stage was the same logo on the same backdrop with two buttons, so it read as the title screen failing to advance. The buttons move onto the title screen in place of the control list, which is the tutorial's job now. Death no longer reloads the page. The reload was an honest full reset, but it also tore down the AudioContext — so the theme restarted from silence every time you died, when it should carry straight on from the death summary into the title screen. restartRun() puts G, P, O, ball and score back from a structuredClone taken at module load (all plain data, so the clone is the whole job and a field added later is covered for free), and the two modules with timers of their own reset themselves: every zombies array plus spawnT/moanT/ mgTick, and input's held keys and half-finished drags, which would otherwise be inherited by the next run's first frame. The overlay is hidden rather than removed so it can come straight back, which needs its own [hidden] rule to beat the display:grid on #intro. The theme starts on the first tap and never restarts: loopBed's beds.has guard already makes every later menuMusic() a no-op. Verified: one background-music fetch across launch -> run -> death -> title -> second run, and a full second run through the transition after the in-place reset. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
161 lines
11 KiB
JavaScript
161 lines
11 KiB
JavaScript
// All mutable game state in one place, plus the point-reset that re-arms it.
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import { HOME, BOY_ENTER, TUNE, COURT, COURTS } from './config.js';
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import { gore } from './zombies.js'; // runtime-only cycle (zombies imports state): sendBoy reads gore
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// to decide whether a mopping round is worth walking out for
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export const P = { x: 1.3, z: 22.8, side: 'P', pose: 'idle', poseT: 0, swingT: -1, facing: 1, runT: 0 };
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export const O = { x: -1.3, z: 1.0, side: 'O', pose: 'idle', poseT: 0, swingT: -1, facing: 1, runT: 0 };
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export const ball = { x: 0, y: 1, z: 20, vx: 0, vy: 0, vz: 0, g: 9.2,
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active: false, lastHit: 'P', bounces: 0, firstLand: null, collected: false, kills: 0, bomb: false, flame: false };
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export const score = { pts: [0, 0], games: [0, 0], server: 'P' }; // pts index 0=P 1=O
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export const crowd = { cheer: 0, dots: [] }; // dots are (re)built by render.buildCrowd
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// The court you picked on the start screen. Everything visual reads `court` directly; the two
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// bounce numbers are COPIED INTO TUNE instead, so the T panel still edits the live physics and
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// gameplay's three bounce sites stay untouched.
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export let court = COURTS[0];
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export function selectCourt(id) {
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court = COURTS.find(c => c.id === id) || COURTS[0];
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TUNE.bounceY = court.bounceY; TUNE.bounceXZ = court.bounceXZ;
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try { localStorage.setItem('court', court.id); } catch {} // private mode: a forgotten pick is fine
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return court;
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}
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// everything that used to be loose top-level lets
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export const G = {
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mode: 'tennis', // tennis | transition | splatter
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transT: 0, // transition timeline clock
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tFlags: null, // one-shot markers within the transition
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hideO: false, // the opponent has... left the match
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everTransitioned: false,
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phase: 'pretoss', // pretoss | toss | rally | over
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serveNum: 1,
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overT: 0,
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hitstop: 0,
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flash: null, // {text, t}
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shake: null, // {t, mag} — camera shake, decays like flash (bomb impact)
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boomFlash: 0, // s of white flash frame left (bomb impact)
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lastOrderT: -9, // idleT of the last 'Order' call — bomb chains mustn't spam the umpire
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idleT: 0,
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outMarker: null, // {x, z, out, t} — where your last shot lands
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boy: null, // ball boy sprinting across: {x, z, dir, runT}
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aiServeT: 0,
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aiSwingCool: 0,
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aiReactT: 9, // time since the player's last hit; CPU reads the shot after TUNE.aiReaction
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wasServe: false, // the ball in flight is a serve (first bounce must hit the box)
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splatT: 0, // time survived in splatter mode — drives the difficulty ramp
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// the courtside rack: tins ACCUMULATE (capped at TUNE.wCap), and G.weapon picks which one
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// the next serve throws. Slot 0 = PLAIN (a normal ball — how you bank your specials).
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bombs: 0, // bomb-ball stock — a serve blasts an area (rack slot 1)
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triples: 0, // triple-serve stock — a serve fans into three balls (slot 2)
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flames: 0, // flame-ball stock — kills on any touch, full pierce (slot 3)
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guns: 0, // machine-gun charges — committing one starts an mgT burst (slot 4)
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weapon: 0, // selected rack slot: 0 PLAIN, 1 BOMB, 2 TRIPLE, 3 FIRE, 4 GUN
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mgT: 0, // s of machine-gun burst left — auto-fire, no serving (spent from G.guns)
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mgCool: 0, // s until the next pickup-mode pellet
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deliveries: 0, // tins delivered this run — indexes the weapon ladder
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duelDue: false, // the schedule called a duel — fire it at the next hand-cleared court
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afterDuel: null, // the game beat the scheduled duel interrupted ('changeover' | 'game'), resumed when it resolves
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pendingGame: false, // a game just ended — flash 'GAME N' when the next one arms
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aim: null, // live two-stage serve aim {fx, fy, mag} while the thumb is down (splatter pretoss)
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idleHintT: 0, // s the player has sat in pretoss without touching anything — after a beat the
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// pull gesture demonstrates itself (render.drawPullHint)
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meleeT: 0, // s of racket-swish cooldown left
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// ---- the SECOND damage channel. Only ranged attacks (ball machine, chapter boss) touch this;
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// a shambler reaching you is still instant permadeath, deliberately. No HP bar anywhere — the
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// state is drawn as blood on the man (drawChar's spatter + bleedPlayer's live trickle).
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hp: TUNE.playerHp,
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hpMax: TUNE.playerHp,
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hurtT: 0, // s of post-hit grace left; also drives the red hit flash
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hurtFlash: 0, // s of the impact wash left
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asideT: 14, // s until the umpire's next unsolicited remark (TUNE.asideEvery)
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bossDue: 0, // chapter number the schedule owes you — fired at the next hand-cleared court
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bossFight: 0, // chapter number of the boss currently on court, 0 = none. Blocks all other spawns.
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slowT: 0, // s of REAL time left running the world in slow motion (a chapter boss dying)
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bossBurst: null, // {x, z, t} — the shockwave ring thrown off by that death
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interlude: false, // sudden-death duel vs the racket zombie: falsy, or {introT} while announcing
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duelLerp: 0, // 0..1 — how far the court has returned to tennis colors for the duel
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horde: null, // active horde wave {t, spawnT, mgT} — machine-gun racket, no serving
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killCount: 0, // splatter: kills banked toward the next point (see TUNE.killsPerPoint)
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runGames: 0, // games finished this run (either side) — the difficulty director
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sets: [0, 0], // splatter sets won [you, them]; 6 games = a set = a horde
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changeover: false, // the odd-game breather: no spawns, no serving, the boys mop
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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.
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afterClear: null, // what happens once the court is clear: 'changeover' | 'game' | 'set'
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clearWinner: null, // 'P'|'O' — who took the game/set being cleared (for the milestone card)
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pendingHorde: false,// a set was won; the horde starts after the set card's pause
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card: null, // {title, sub1, sub2, color, t} — centered milestone card (set won, duel); the reusable 'block'
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// the modal: a real interruption. Unlike card/flash it FREEZES the world (update() early-returns)
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// and only a tap or key clears it, so a popup can be read without being eaten while you read it.
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modal: null, // {title, body: [lines], icon, iconH, color, onDismiss}
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seen: {}, // one-shot markers so a first-time-only modal fires once per run
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best: null, // best run {games, sets}, loaded from localStorage when you get eaten
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newBest: false, // this run beat the stored best — the eaten summary celebrates it
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lastScoreT: -9, // idleT of the last score voice — rate-limits umpire during a horde
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eatenT: 0, // time since you were eaten — the death-animation clock, and it gates the restart tap
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eatenAt: null, // {x, z} where you fell — the gore mound blooms there
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missLog: [], // swing diagnostics ring buffer (tennis mode) — inspect via T.G.missLog
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swingSnaps: null, // ball-approach samples during the live swing, feeds the miss log
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rallyNear: null, // closest the incoming ball got this rally (for never-swung passes)
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swung: false, // player swung at least once this rally — whiff log supersedes PASSED
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lastMiss: null, // {text, at} — most recent miss reason, drawn on the HUD briefly
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logShow: false, // tap the scoreboard to toggle the on-screen miss-log dump
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};
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// A pristine deep copy of every mutable bag, taken at module load before anything can touch them.
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// This is what replaced `location.reload()` on death: the reload was an honest full reset, but it
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// also tore down the AudioContext, so the menu theme restarted from silence every time you died.
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// Everything above is plain data — primitives, nulls, small arrays and {} — so a structured clone
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// is the whole job.
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const PRISTINE = structuredClone({ G, P, O, ball, score });
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export function resetState() {
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const p = structuredClone(PRISTINE);
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Object.assign(G, p.G); Object.assign(P, p.P); Object.assign(O, p.O);
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Object.assign(ball, p.ball); Object.assign(score, p.score);
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G.hp = G.hpMax = TUNE.playerHp; // re-read: the T panel may have moved it since boot
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crowd.cheer = 0;
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}
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export const other = s => s === 'P' ? 'O' : 'P';
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export const deuceSide = () => (score.pts[0] + score.pts[1]) % 2 === 0; // even points → deuce (right) side
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export function setupPoint() {
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G.phase = 'pretoss'; ball.active = false; ball.bounces = 0; ball.firstLand = null;
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G.swingSnaps = null; G.rallyNear = null; G.swung = false;
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if (G.mode === 'splatter') { // always your serve, from wherever you're standing
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score.server = 'P';
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P.pose = 'idle'; P.swingT = -1; P.facing = 1;
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return;
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}
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const sv = score.server === 'P' ? P : O, rc = score.server === 'P' ? O : P;
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const sx = deuceSide() ? 1.3 : -1.3;
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sv.x = sv.side === 'P' ? sx : -sx; // deuce side mirrors across the net
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sv.z = sv.side === 'P' ? 24.3 : -0.5;
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rc.x = -sv.x; rc.z = rc.side === 'P' ? 22.5 : HOME.O.z - 1.3;
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P.pose = O.pose = 'idle'; P.swingT = O.swingT = -1;
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P.facing = O.facing = 1; // canonical righty stance — bounce/serve sprites must not render mirrored
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G.aiServeT = score.server === 'O' ? 1.4 : 0;
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}
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// fetch a dead ball — or, in splatter, come out to CLEAN: a different sprite sheet and a slower
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// walk, because mopping is not sprinting. Mopping is the DEFAULT once the gore starts; the plain
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// running fetch-boy survives for tennis mode, where there is nothing on the grass but a ball.
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// Is there a stain worth walking out for? Must match mopRound's own target test, or he walks on,
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// finds nothing he can reach, and walks straight off again — which is exactly what Oliver saw:
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// "the mopboy sometimes moves over the court without anything to mop".
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const mopWorthIt = () => gore.some(d => d.a >= 0.15 && d.z >= COURT.netZ - 2);
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export function sendBoy(tx = ball.x, tz = ball.z, mop = G.mode === 'splatter') {
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if (G.interlude) return; // the sudden-death duel is clean tennis: nobody mops through it
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if (mop && !mopWorthIt()) return; // no job, no boy
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if (tz < -3 || tz > 27) return; // target left the field lengthwise, let it go
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// ONE boy, one slot. Every kill used to call this and teleport him back to the wing mid-stride,
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// which is why he flickered in and out: a kill streak restarted him several times a second.
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// A boy already out on the court keeps working — he just adds the new mess to his round.
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if (G.boy) { if (mop) { G.boy.mop = true; G.boy.jobs = Math.min(TUNE.boyMaxJobs, (G.boy.jobs || 1) + 1); } return; }
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const dir = tx > 0 ? 1 : -1; // enter from the opposite side so the pickup is mid-run
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const e = mop ? BOY_ENTER.mop : BOY_ENTER.run;
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G.boy = { x: dir > 0 ? -e : e, z: tz, dir, runT: 0, dist: 0, mop, jobs: 1 };
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}
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