The old death was a red tint and a shake for half a second, then a puff of gore. That reads as the sprite having a moment, not as being eaten. Now it takes four and a half seconds and it is a crowd doing it. You are dragged to your knees fighting it (new frames, p_die1/p_die2, alternating), blood coming out of you the whole time — a constant spray and a stain that keeps widening, with the wet work on a loop underneath. Every body on court drops what it was doing and converges: each claims a spot in a ring around you, kept from wherever it was standing, so they crowd in from all sides instead of stacking on one pixel. Then you are pressed flat into the ground while the ring closes over you — you are drawn INSIDE the crowd's z order, so the ones between you and the camera hide you exactly as they arrive — and what is left is the mound, with them still feeding over it when the summary finally fades in. Also: the wounded shamblers were stepping their two frames at half the cadence of the healthy four, which reads as frozen next to the crowd they walk in. Same clock now. (They were animating — verified frame by frame — just too slowly.) Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
1190 lines
68 KiB
JavaScript
1190 lines
68 KiB
JavaScript
// Game logic: ballistics, swings, serves, rules/scoring, AI, and the per-frame update.
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import { TUNE, UI, BOSS_ART, APPLAUSE_T, EATEN_BURST, COURT, CONTACT, VOLLEY, ZONE_DEPTH, HOME, P_BOUNDS, TOSS, SHOT_DEPTH, POSE_TIME, BOUNCE_IDLE } from './config.js';
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import { P, O, ball, score, crowd, G, other, deuceSide, setupPoint, sendBoy } from './state.js';
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import { audio, pock, swish, whoosh, applause, voice, sfx, aww, zombieMusic, zombieDuck } from './audio.js';
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import { axisX, axisZ, takeFlickAim, touchPX } from './input.js';
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import { W } from './render.js'; // runtime-only cycle (render imports gameplay), same pattern as input/zombies
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import { updateZombies, spawnZombie, spawnRacketZombie, spawnMachine, spawnChapterBoss, zombies, gore, explode, meleeSwipe, extras, parts, pellets, shots, playerGore, eatenBleed } from './zombies.js';
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// ------------------------------------------------------------- ballistics ----
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// Launch ball from (x0,y0,z0) so it lands at (tx, tz) with horizontal speed s under gravity g.
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export function solveShot(x0, y0, z0, tx, tz, s, g = TUNE.gravity) {
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const dx = tx - x0, dz = tz - z0, dist = Math.hypot(dx, dz), T = dist / s;
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return { vx: dx / T, vz: dz / T, vy: (0.08 - y0 + 0.5 * g * T * T) / T };
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}
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export function predictLanding() { // first-bounce point, closed form — exact, so the ring never jitters
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const g = ball.g || TUNE.gravity;
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const disc = ball.vy * ball.vy + 2 * g * ball.y;
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if (disc < 0) return null;
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const t = (ball.vy + Math.sqrt(disc)) / g; // time until y = 0
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return { x: ball.x + ball.vx * t, z: ball.z + ball.vz * t };
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}
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// splatter FREE-AIM (slingshot). The pull is a RAY, not a landing point: its DIRECTION picks the
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// lane you fire down, its LENGTH is power — and nothing else. Pulling further does NOT reach
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// further, which is the whole fix: a shambler at the far baseline costs the same short pull as
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// one on top of you, so the gesture always fits on the screen. The first body standing in the
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// lane is the target; the cone widens with range so distant lanes stay pickable.
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export const pullFrac = mag => Math.max(0, Math.min(1, (mag - TUNE.pullMin) / (TUNE.pullFull - TUNE.pullMin)));
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export const pullQuality = mag => TUNE.pullQMin + pullFrac(mag) * (1 - TUNE.pullQMin);
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export function flickTarget(ch, aim) { // exported: render draws the live reticle with it
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const q = pullQuality(aim.mag), f = pullFrac(aim.mag);
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if (aim.mag < TUNE.pullMin) return { q, f }; // barely drawn: no lane yet, so no target
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const ax = aim.fx, az = aim.fy; // unit vector; input already inverted the pull. screen up = -z
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let zt = null, near = 1e9, bestErr = 1e9;
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for (const zb of zombies) {
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const dx = zb.x - ch.x, dz = zb.z - ch.z;
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const along = dx * ax + dz * az; // how far down the lane it stands
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if (along <= 0) continue; // behind the shot
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const cone = TUNE.zSnap + TUNE.aimCone * along;
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const err = Math.abs(dx * az - dz * ax) / cone; // 0 = dead on the ray, 1 = the cone's edge
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if (err > 1) continue; // outside the cone entirely
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// Pick the body you are actually POINTING AT, not merely the nearest one that happens to fall
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// inside the cone. "First in the lane wins" let a close shambler off to one side steal a shot
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// clearly aimed past it — the magnet Oliver felt. Range only breaks ties between equally
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// well-aimed targets (TUNE.aimTie of slack), so a deliberate far shot still beats a sloppy
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// near one while a genuine straight-ahead lane still eats the nearest body first.
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const tie = TUNE.aimTie;
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if (err < bestErr - tie || (Math.abs(err - bestErr) <= tie && along < near)) {
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bestErr = Math.min(bestErr, err); near = along; zt = zb;
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}
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}
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const R = zt ? near : TUNE.aimReach; // empty lane: the ball just flies the full length of it
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const tx = Math.max(-6.5, Math.min(6.5, ch.x + ax * R));
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const tz = Math.max(1, Math.min(24.5, ch.z + az * R));
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return { tx, tz, zt, q, f };
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}
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// splatter tap/lane aiming (no flick): the shot locks onto the best-matching zombie
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// anywhere on the court — including your own side of the net.
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function zombieTarget(aim) {
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if (!zombies.length) return null;
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const none = !aim || (!aim.ax && !aim.az);
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if (none) return null; // no direction, no lock. Free predictive auto-aim was the reason a
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// bare rhythm of taps could clear the court without any aiming at all.
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let best = null, bs = 1e9;
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for (const zb of zombies) {
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let s = Math.abs(zb.x - (P.x + aim.ax * 4)); // lane relative to where YOU stand
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if (aim.az < 0) s += zb.z * 0.35; // flick up: prefer the far ones
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if (aim.az > 0) s += (COURT.L - zb.z) * 0.35; // flick down: the close ones on your side
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if (s < bs) { bs = s; best = zb; }
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}
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return best;
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}
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function doHit(ch, quality, aim) {
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// aim: {ax: -1|0|1, az: -1|0|1} from held keys / flick at contact (az -1 = deep, 1 = short)
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const toFar = ch.side === 'P';
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// snap the ball to the racket at the contact frame so the hit visually connects
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ball.x = ch.x + ch.facing * 0.5;
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ball.z = ch.z + (toFar ? -0.3 : 0.3);
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const err = () => (Math.random() * 2 - 1) * TUNE.aimError * (1 - quality);
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let tx, tz;
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let s = TUNE.baseShotSpeed + quality * TUNE.qualityShotSpeed;
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const ft = G.mode !== 'tennis' && !G.interlude && ch.side === 'P' // the duel aims like tennis: lanes, not free-aim
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? (aim && aim.fx !== undefined ? flickTarget(ch, aim) : { zt: zombieTarget(aim) }) : null;
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if (ft && ft.zt) {
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const zt = ft.zt;
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tx = zt.x + err() * 0.4;
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const T0 = Math.hypot(zt.x - ball.x, zt.z - ball.z) / s;
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tz = Math.min(23, zt.z + zt.v * T0) + err() * 0.3; // lead the shambler's walk
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} else if (ft && ft.tx !== undefined) {
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tx = ft.tx + err() * 0.4; tz = ft.tz + err() * 0.3; // no magnet: the ball goes where you flicked
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} else {
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tx = aim.ax * (toFar ? 3.3 : 2.7) + err(); // your aimed shots go properly wide
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const tzBase = aim.az < 0 ? SHOT_DEPTH.deep : aim.az > 0 ? SHOT_DEPTH.short : SHOT_DEPTH.mid;
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tz = (toFar ? tzBase : COURT.L - tzBase) + err() * 0.8;
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}
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tx = Math.max(-5, Math.min(5, tx));
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// topspin: quality shots dive under extra effective gravity, which is what lets real
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// pace arc over the net and still land in — the core tennis trade-off
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const g = TUNE.gravity * (1 + quality * TUNE.spinFactor);
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let v = solveShot(ball.x, ball.y, ball.z, tx, tz, s, g);
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// low contact → trade pace for loft until the net is cleared; good timing gets a
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// comfortable margin, sloppy timing keeps some tape risk
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const margin = 0.06 + 0.22 * quality;
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for (let i = 0; i < NET_LOFT_TRIES; i++) {
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const tN = (COURT.netZ - ball.z) / v.vz;
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const yN = ball.y + v.vy * tN - 0.5 * g * tN * tN;
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if (tN <= 0 || yN >= COURT.netH + margin) break;
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s *= 0.9; v = solveShot(ball.x, ball.y, ball.z, tx, tz, s, g);
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}
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ball.g = g;
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ball.vx = v.vx; ball.vy = v.vy; ball.vz = v.vz;
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ball.lastHit = ch.side; ball.bounces = 0; ball.firstLand = null;
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G.wasServe = false; // a serve volleyed back pre-bounce must not fault-check the return
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ball.pow = quality; // carried pace: zombies splatter only above zSplatQ
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ball.kills = 0; // fresh shot: multi-kill streak restarts
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ball.bomb = false; ball.flame = false; // only a consuming serve arms these; any other hit clears them
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if (ch.side === 'P') { // shot marker: where this will land — red means it's going out
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const ok = G.mode !== 'tennis' || (Math.abs(tx) <= COURT.W / 2 + 0.02 && tz >= -0.02 && tz <= COURT.netZ);
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G.outMarker = { x: tx, z: tz, out: !ok, t: 1.3 };
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G.aiReactT = 0; // CPU hasn't read the shot yet
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}
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sfx(ch.side === 'P' ? 'tennis-player' : 'tennis-opponent', 0.9, { reverb: true }); // recorded racket strike, per side
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if (quality > 0.999) { G.hitstop = 0.05; G.flash = { text: 'PERFECT', t: 0.7 }; pock(0.5, 1600); }
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ch.pose = 'swing'; ch.poseT = 0;
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}
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// ----------------------------------------------------------------- serve ----
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function tossBall(sv) {
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ball.active = true; ball.bounces = 0; ball.firstLand = null; ball.collected = false;
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ball.x = sv.x + 0.35 * (sv.side === 'P' ? 1 : -1); ball.z = sv.z; ball.y = TOSS.y0;
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ball.vx = 0; ball.vz = 0; ball.vy = TOSS.vy; ball.g = TUNE.gravity;
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G.phase = 'toss';
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}
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export function serveApexY() { return TOSS.y0 + TOSS.vy * TOSS.vy / (2 * TUNE.gravity); } // ~2.95
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// how many 10%-pace cuts a shot may take to get over the net. 8 wasn't enough for a target
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// sitting right behind the tape — that needs a near-vertical drop, so ~10 cuts (pace × 0.35).
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const NET_LOFT_TRIES = 12;
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function hitServe(sv, quality, aim = null) {
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const toFar = sv.side === 'P';
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let s = TUNE.serveSpeed + quality * TUNE.serveQualitySpeed;
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let boxX, tzs;
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const ft = G.mode !== 'tennis' && !G.interlude // the duel serves like tennis: to the box, not free-aim
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? (aim && aim.fx !== undefined ? flickTarget(sv, aim) : { zt: zombieTarget(aim) }) : null;
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if (ft && ft.zt) { // magnet hit, or (tap) the most advanced zombie
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const zt = ft.zt;
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boxX = zt.x + (Math.random() * 2 - 1) * (1 - quality) * 0.8;
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const T0 = Math.hypot(zt.x - ball.x, zt.z - ball.z) / s;
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tzs = Math.min(23, zt.z + zt.v * T0);
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} else if (ft && ft.tx !== undefined) { // free-aim, no magnet: serve to the flicked spot
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boxX = ft.tx; tzs = ft.tz;
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} else {
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// target: diagonal service box. Serving from deuce side → target box is across.
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boxX = (deuceSide() ? -1 : 1) * (toFar ? 1 : -1) * 2.0 + (Math.random() * 2 - 1) * TUNE.aimError * 0.8 * (1 - quality);
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const boxZ = toFar ? COURT.svcFar + 1.6 : COURT.svcNear - 1.6;
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tzs = boxZ + (Math.random() * 2 - 1) * (1 - quality) * 1.5;
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}
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const g = TUNE.gravity * (1 + quality * TUNE.serveSpin); // the harder you hit it, the harder it dips
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// CLEAR THE NET. A shambler standing just the other side of the tape is only reachable on a
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// loft, so trade pace for arc until the ball actually gets over. doHit has done this since
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// forever; the serve never did, which is why every shot at a net-hugger died in the tape.
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// The trade is real: the loftier it goes the slower it arrives, and the walk-lead below was
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// computed for the original pace — a lob is a genuinely less reliable shot.
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let v = solveShot(ball.x, ball.y, ball.z, boxX, tzs, s, g);
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for (let i = 0; i < NET_LOFT_TRIES; i++) {
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const tN = (COURT.netZ - ball.z) / v.vz;
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const yN = ball.y + v.vy * tN - 0.5 * g * tN * tN;
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// The sim only samples the net plane once a frame, so a steeply DIVING ball can test below
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// the tape even when the closed form clears it. Charge margin for exactly that sampling
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// error (descent rate × the worst frame step) instead of doHit's flat quality cushion —
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// that cushion is paid for in pace, and it was taxing precisely the shots meant to hurt.
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const margin = 0.06 + Math.abs(v.vy - g * tN) * 0.04; // 0.04 s = main.js's dt clamp
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if (tN <= 0 || yN >= COURT.netH + margin) break;
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s *= 0.9; v = solveShot(ball.x, ball.y, ball.z, boxX, tzs, s, g);
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}
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ball.g = g;
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ball.vx = v.vx; ball.vy = v.vy; ball.vz = v.vz;
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ball.lastHit = sv.side; ball.bounces = 0;
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ball.pow = quality;
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ball.kills = 0; // fresh serve: multi-kill streak restarts
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// the SELECTED tin arms the serve; slot 0 (PLAIN) throws a normal ball and banks your
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// specials for later. Placement still follows the flick — only WHICH ball flies is the
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// rack's call now. GUN (slot 4) never reaches here; it starts a burst before the serve.
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const wsel = G.mode === 'splatter' ? G.weapon : 0;
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ball.bomb = wsel === 1 && G.bombs > 0;
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if (ball.bomb) G.bombs--;
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ball.flame = wsel === 3 && G.flames > 0;
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if (ball.flame) G.flames--;
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if (wsel === 2 && G.triples > 0) { // one serve, three balls: clones fanned ±6°
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G.triples--;
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for (const deg of [-6, 6]) {
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const r = deg * Math.PI / 180, c = Math.cos(r), sn = Math.sin(r);
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// g: ball.g — a serve carries up to 2.3x gravity in topspin; clones integrated at flat
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// TUNE.gravity floated long while the centre ball dived, which is the "wings lob off at
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// the wrong height" report. They are the SAME shot, fanned.
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extras.push({ x: ball.x, y: ball.y, z: ball.z, vy: ball.vy, pow: quality, t: 2.5, g: ball.g,
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vx: ball.vx * c - ball.vz * sn, vz: ball.vx * sn + ball.vz * c });
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}
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}
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if (wsel > 0 && slotStock(wsel) <= 0) G.weapon = 0; // that was the last tin — hand back to plain balls
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if (sv.side === 'P') G.outMarker = { x: boxX, z: tzs, out: G.mode === 'tennis' && !inServeBox(boxX, tzs), t: 1.3 };
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G.phase = 'rally'; sfx(sv.side === 'P' ? 'tennis-player' : 'tennis-opponent', 0.9, { reverb: true }); // recorded serve strike, per side
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sv.pose = 'serve'; sv.poseT = 0;
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if (quality > 0.999) { G.flash = { text: 'PERFECT', t: 0.7 }; G.hitstop = 0.05; }
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}
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// ---------------------------------------------------------------- scoring ----
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function scoreKey() {
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const N = ['love', 'fifteen', 'thirty', 'forty'];
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const s = score.server === 'P' ? [score.pts[0], score.pts[1]] : [score.pts[1], score.pts[0]];
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if (s[0] >= 3 && s[1] >= 3) {
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if (s[0] === s[1]) return 'deuce';
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return (s[0] > s[1]) === (score.server === 'P') ? 'advantage_player' : 'advantage_receiver';
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}
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if (s[0] === s[1]) return N[s[0]] + '_all';
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return N[s[0]] + '_' + N[s[1]];
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}
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// ---- the modal: the only thing in the game that stops the world. Play resumes on a tap, not
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// on a timer, so a popup can be READ. showModal never clobbers an open one (a kill cascade can
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// try to open two in the same frame) and only ever touches G — never the zombie array it may
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// be called from mid-iteration.
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export function showModal(m) {
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if (G.modal) return;
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m.in = 0; G.modal = m; whoosh(); // 0..1 entrance clock, ticked in update() behind the freeze
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}
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export function dismissModal() {
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const m = G.modal; if (!m) return false;
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// Still flying in? Eat the gesture but DON'T dismiss. A modal you haven't read yet must not be
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// skippable by the same panic tap that was mid-air when it appeared — and returning false here
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// would let that tap fall through into a serve, which is the swallowed-gesture bug all over again.
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if (m.in < 1) return true;
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G.modal = null; if (m.onDismiss) m.onDismiss();
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return true; // the caller must swallow the gesture: dismissing must never also serve
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}
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// The umpire's asides. He has never once acknowledged that the match turned into a massacre, and
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// that is the joke — so he keeps officiating it. But each line is tied to a SITUATION that actually
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// justifies it, not drawn from a bag on a timer: Oliver's verdict on the first version was "too much
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// and not situation aware.. they seem random". `aside()` is the single entry point and it enforces
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// one shared cooldown (TUNE.asideEvery), so several triggers firing at once still yields one remark.
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export function aside(name, delay = 0.2) {
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if (G.mode !== 'splatter' || G.modal || G.changeover || G.interlude || G.card) return;
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if (G.asideT > 0) return;
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G.asideT = TUNE.asideEvery;
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voice(name, delay, 0.95);
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}
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export function cheer(seconds, vol) {
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sfx('tennis-applaus', Math.min(1.5, vol * 2.2)); // recorded crowd; vol scales with the size of the moment (gain > 1 amplifies)
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// floored at the CLIP LENGTH: the sample always plays out in full, so the stand must stay on its
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// feet until it stops. `seconds` still lets a big moment run longer than the audio.
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crowd.cheer = Math.max(crowd.cheer, seconds, APPLAUSE_T);
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}
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function advancePoint(side) { // shared scoring math; returns whether a game was won
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const i = side === 'P' ? 0 : 1, j = 1 - i;
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score.pts[i]++;
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if (score.pts[i] >= 4 && score.pts[i] - score.pts[j] >= 2) {
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score.games[i]++; score.pts = [0, 0];
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return true;
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}
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return false;
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}
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function pointTo(side, reason) {
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if (G.mode === 'tennis' && side === 'O' && ball.lastHit === 'O' && G.rallyNear && !G.swung) { // their ball died on your side untouched — and no whiff already explains it
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const n = G.rallyNear;
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logSwing({ result: 'PASSED', reason: `never swung in range — ball got ${r2(n.d)}m away at y=${r2(n.y)}m`,
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dMin: r2(n.d), y: r2(n.y), ballZ: r2(n.bz), px: r2(n.px), pz: r2(n.pz) });
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}
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const gameOver = advancePoint(side);
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G.phase = 'over'; G.overT = gameOver ? 3.2 : 2.2;
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sendBoy();
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if (side === 'O') aww(0.8); // you dropped the point — the crowd sighs
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if (reason) voice(reason);
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if (gameOver) {
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if (G.mode === 'tennis' && side === 'P' && !G.everTransitioned) return startTransition();
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voice(side === 'P' ? 'game_player' : 'game_opponent', 0.7);
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cheer(2.8, 0.6);
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score.server = other(score.server);
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} else {
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voice(scoreKey(), 0.7);
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if (side === 'P') cheer(1.2, 0.3);
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}
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G.serveNum = 1;
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}
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// splatter-mode scoring: points land mid-flight without interrupting play.
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// quiet (during a horde) rate-limits the umpire so he doesn't call every rapid-fire point.
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// The scoreboard IS the progression: games drive spawn pressure, 6 games = a set = a horde,
|
||
// odd games end in a changeover breather.
|
||
// Which bodies gate the hand-clear after a won game. The racket zombie keeps its residence, and the
|
||
// ball machine is furniture — a standing threat you deal with WHEN YOU CHOOSE. Making either block
|
||
// progression would turn "decide what to prioritise" into "clear the chore list".
|
||
const blocksClear = z => z.variant !== 'r' && z.variant !== 'm';
|
||
|
||
export function splatPoint(side, quiet = false) {
|
||
if (side === 'P' && ++G.killCount < TUNE.killsPerPoint) return; // K kills bank one point; the rest just splatter
|
||
if (side === 'P') G.killCount = 0;
|
||
const gameOver = advancePoint(side);
|
||
if (gameOver) {
|
||
G.runGames++;
|
||
// the schedule calls a DUEL, not a tin: it comes round on its own so there's always a chance
|
||
// at a weapon, but you still have to win the point to be handed one. Fires at the next clear.
|
||
if (G.runGames === TUNE.duelFirst ||
|
||
(G.runGames > TUNE.duelFirst && (G.runGames - TUNE.duelFirst) % TUNE.duelEvery === 0))
|
||
G.duelDue = true;
|
||
// ...and every bossEvery games the schedule calls a CHAPTER BOSS. Like the duel it fires from
|
||
// proceedAfterClear(), the one beat where the court is guaranteed empty, and it outranks
|
||
// everything else there — a boss must not walk on into a standing wave.
|
||
if (G.runGames % TUNE.bossEvery === 0)
|
||
G.bossDue = Math.max(G.bossDue, Math.floor(G.runGames / TUNE.bossEvery)); // never backwards; a
|
||
// long stretch with no clear skips a chapter rather than queueing one, which is intended
|
||
|
||
voice(side === 'P' ? 'game_set_massacre' : 'game_opponent', 0.5); // game-win lines always speak
|
||
if (side === 'O') aside('ump_scoreline', 1.4); // they took a game: he would like that noted
|
||
if (side === 'P') cheer(2.2, 0.5); else aww(0.85); // your game = applause, theirs = a groan
|
||
const i = side === 'P' ? 0 : 1;
|
||
if (score.games[i] >= 6) { G.sets[i]++; score.games = [0, 0]; G.afterClear = 'set'; } // set banked; a horde follows the card
|
||
else if ((score.games[0] + score.games[1]) % 2 === 1) G.afterClear = 'changeover'; // real rule: after odd games
|
||
else G.afterClear = 'game'; // even game: a beat, then the next wave
|
||
G.clearWinner = side;
|
||
// The racket zombie is DEMOTED: he used to appear on every single game you won, which is exactly
|
||
// why he read as "the boss" and why a real boss would not have stood out next to him. He is an
|
||
// occasional opponent now — every racketEvery games — and the chapter boss is the wall.
|
||
if (side === 'P' && G.runGames % TUNE.racketEvery === 0 && !zombies.some(z => z.variant === 'r')
|
||
&& !G.bossFight)
|
||
spawnRacketZombie();
|
||
// the rogue ball machine gets wheeled out on the same kind of schedule, capped on court
|
||
if (side === 'P' && G.runGames >= TUNE.machEvery && G.runGames % TUNE.machEvery === 0
|
||
&& zombies.filter(z => z.variant === 'm').length < TUNE.machMax && !G.bossFight)
|
||
spawnMachine();
|
||
// The wave does NOT auto-collapse anymore: the survivors stay and must be cleared BY HAND before
|
||
// play advances — only no NEW shamblers spawn. When the last one is down, proceedAfterClear()
|
||
// fires (see update()). If the winning shot already emptied the court, proceed at once.
|
||
if (zombies.some(blocksClear)) {
|
||
G.clearing = true; ball.active = false;
|
||
G.flash = { text: 'CLEAR THE COURT', t: 1.8 };
|
||
G.phase = 'over'; G.overT = TUNE.gameBeatT; // a short beat to register the game, then the serve loop resumes for the mop-up
|
||
} else proceedAfterClear();
|
||
} else if (!quiet || G.idleT - G.lastScoreT > 2) {
|
||
voice(scoreKey(), 0.45); G.lastScoreT = G.idleT;
|
||
if (side === 'P' && !quiet) cheer(0.7, 0.25);
|
||
}
|
||
}
|
||
|
||
// the court is mopped up (or was already clear): play advances to whatever the won game earned —
|
||
// a changeover breather, a plain even-game beat, or (on a set) the centered SET card then a horde.
|
||
export function proceedAfterClear() {
|
||
G.clearing = false;
|
||
const mode = G.afterClear, side = G.clearWinner;
|
||
G.afterClear = null;
|
||
// A clear is the ONE moment the court is guaranteed empty — the natural slot for the scheduled
|
||
// duel. (A wall-clock timer would need its own "wait for a safe moment" and could fire mid-swarm.)
|
||
// The chapter boss outranks everything here, including a set: a boss walking on into a standing
|
||
// wave (or into a horde) would be unreadable. Like the duel it parks the interrupted beat.
|
||
if (G.bossDue) { const c = G.bossDue; G.bossDue = 0; G.afterDuel = mode || 'game'; startBossFight(c); return; }
|
||
// The set/horde beat outranks the duel; the duel just waits for the next clear.
|
||
if (mode !== 'set' && G.duelDue) { G.duelDue = false; G.afterDuel = mode || 'game'; startDuel(); return; }
|
||
if (mode === 'set') {
|
||
G.card = { title: 'SET ' + (G.sets[0] + G.sets[1]), // the set just banked (sets already ++'d at game over)
|
||
sub1: side === 'P' ? 'THE SET IS YOURS' : 'SET TO THEM',
|
||
sub2: 'SETS ' + G.sets[0] + ' – ' + G.sets[1],
|
||
color: side === 'P' ? UI.pick : UI.hot, t: TUNE.setCardT };
|
||
G.pendingHorde = true; // the horde begins when the card's pause ends
|
||
ball.active = false; G.phase = 'over'; G.overT = TUNE.setCardT;
|
||
} else if (mode === 'changeover') {
|
||
G.pendingGame = true; startChangeover(); // 'GAME N' after the breather
|
||
} else { // 'game': even-game beat, then GAME N announces the next wave
|
||
G.pendingGame = true; ball.active = false; G.phase = 'over'; G.overT = TUNE.gameBeatT;
|
||
}
|
||
}
|
||
|
||
// changeover (after odd games, as the rules demand): a forced breather — no spawns,
|
||
// no serving, the boys mop. Zombies already on court keep walking; it's calm, not safe.
|
||
function startChangeover() {
|
||
G.changeover = TUNE.changeoverT; // seconds left, not a flag: "Time." is called when THIS runs out
|
||
G.phase = 'over'; G.overT = TUNE.changeoverT;
|
||
// out with the mop, across the near court where the gore is — NOT to the ball: a dead ball
|
||
// parked off the field (sendBoy's z guard) meant no boy came out at all, and the breather is
|
||
// now long enough that an empty court reads as the game having stalled.
|
||
sendBoy(0, COURT.L * 0.75, true); // near enough the camera to actually watch him work
|
||
G.flash = { text: 'CHANGEOVER', t: 1.4 };
|
||
aside('ump_still_a_match', 2.6); // the breather is when he reminds you this is a match
|
||
// no tins here anymore — weapons are won in the duel, never handed out on a schedule
|
||
}
|
||
|
||
// ---- the courtside rack: five slots, PLAIN plus the four tins. Stock lives on G; slot 0 is
|
||
// infinite plain balls. selectWeapon is the tap/key target — an empty special can't be picked.
|
||
export const SLOTS = ['PLAIN', 'BOMB', 'TRIPLE', 'FIRE', 'GUN'];
|
||
export const slotStock = i => [Infinity, G.bombs, G.triples, G.flames, G.guns][i];
|
||
export function selectWeapon(i) {
|
||
if (G.interlude) return; // the sudden-death duel is played under tennis rules — plain balls only
|
||
if (i > 0 && slotStock(i) <= 0) return; // dud: no tins of that kind on the rack
|
||
G.weapon = i; pock(0.3, 1100);
|
||
}
|
||
|
||
// the weapon ladder: each delivery opens the next tin in the cycle and ADDS it to the rack
|
||
// (capped per type at TUNE.wCap) — old stock is kept, so you can bank a bomb for the horde
|
||
// instead of spending it now. G.weapon picks which tin the next serve throws.
|
||
const WDESC = { // what the tin you just won actually does — one line, shown on the pickup modal
|
||
BOMB: ['DETONATES ON CONTACT', 'CLEARS A WHOLE CROWD AT ONCE'],
|
||
TRIPLE: ['ONE SERVE, THREE BALLS', 'FANNED WIDE ACROSS THE LANE'],
|
||
FIRE: ['KILLS ON ANY TOUCH', 'AND SETS THE OTHERS ALIGHT'],
|
||
GUN: ['HOLD THE LINE AND SPRAY', 'A BURST, NOT A SERVE'],
|
||
};
|
||
export function deliverTin(healLine = null) {
|
||
const w = G.deliveries++ % 4, add = k => Math.min(TUNE.wCap, k);
|
||
if (w === 0) G.bombs = add(G.bombs + TUNE.bombMax);
|
||
else if (w === 1) G.triples = add(G.triples + TUNE.tinTriples);
|
||
else if (w === 2) G.flames = add(G.flames + TUNE.tinFlames);
|
||
else G.guns = add(G.guns + TUNE.tinGuns); // machine-gun charges — a burst you pop when you choose, not on arrival
|
||
if (G.weapon !== 0) G.weapon = w + 1; // equip the new tin — but never yank you off a deliberate PLAIN (banking)
|
||
sendBoy(); voice('new_balls', 0.6);
|
||
aside('ump_new_balls_dark', 2.0); // "...and a new opponent, apparently."
|
||
|
||
const name = SLOTS[w + 1];
|
||
// healLine folds the trainer's visit INTO this popup. `showModal` deliberately never clobbers an
|
||
// open modal (a kill cascade can try to open two in one frame), so when both happened the heal
|
||
// modal opened first and the weapon one was lost entirely — Oliver: "the weapon message is lost".
|
||
showModal({ title: name, body: healLine ? [...WDESC[name], '', healLine] : WDESC[name],
|
||
icon: ['w_bomb', 'w_triple', 'w_fire', 'w_gun'][w], iconH: 40, color: UI.warm });
|
||
}
|
||
|
||
// ---- the interlude: order is restored, one sudden-death point vs the racket zombie.
|
||
// Tennis rules apply for exactly one point — the absurdity peak: the umpire never stopped watching.
|
||
// This is now the ONLY source of weapons in the game: win the point or leave empty-handed.
|
||
export function startDuel() {
|
||
if (G.interlude) return;
|
||
if (!zombies.some(z => z.variant === 'r')) spawnRacketZombie(); // the schedule guarantees an opponent
|
||
for (const z of zombies) if (z.variant === 'r') z.dueled = true; // a veteran can be challenged again — this marks the fresh duel
|
||
G.weapon = 0; // tennis rules for the duel: plain balls, no tins
|
||
G.mgT = 0; pellets.length = 0; // ...and a burst in progress is over. The umpire has restored order.
|
||
G.interlude = { introT: 2.4 }; // the intro beat: serving blocked while the umpire announces
|
||
G.boy = null; // ...and the mop boy is waved off the court (sendBoy is barred for the duration)
|
||
ball.active = false; setupPoint();
|
||
zombieDuck(true); // fade the zombie music out for the 1:1 duel
|
||
voice('play_resume', 0.2); voice('sudden_death', 2.4);
|
||
if (!G.seen.duel) { // the rules change back — worth one real interruption, once per run
|
||
G.seen.duel = true;
|
||
showModal({ title: 'SUDDEN DEATH', color: UI.hot,
|
||
body: ["IT'S TENNIS AGAIN — ONE POINT", 'WIN IT AND THEY HAND YOU A WEAPON'] });
|
||
} else G.flash = { text: 'SUDDEN DEATH', t: 1.6 };
|
||
}
|
||
|
||
// ---- the chapter boss: every TUNE.bossEvery games, the court is cleared and ONE thing walks on.
|
||
// No other spawns until it is down, so the fight is legible and so banking a bomb for it is a real
|
||
// decision (which is the point — tins arrive every 3 games, so there was never a reason to save one).
|
||
// It threatens BOTH channels: its volleys chip your hp, and letting it reach you is the ordinary
|
||
// instant death. G.bossFight holds the chapter number while it runs.
|
||
export function startBossFight(chapter) {
|
||
if (G.bossFight) return;
|
||
G.bossFight = chapter;
|
||
zombies.length = 0; pellets.length = 0; extras.length = 0; shots.length = 0; // a clean stage
|
||
G.horde = null; G.mgT = 0; G.clearing = false;
|
||
ball.active = false; setupPoint();
|
||
spawnChapterBoss(chapter);
|
||
zombieDuck(true); // the music drops out for it
|
||
voice('ump_boss_arrives', 0, 0.9); voice('sudden_death', 2.6, 0.85);
|
||
const art = BOSS_ART[(chapter - 1) % BOSS_ART.length];
|
||
G.card = { title: 'CHAPTER ' + chapter, sub1: art.name, sub2: 'IT THROWS. RETURN IT.',
|
||
color: UI.bad, t: TUNE.setCardT };
|
||
G.flash = null;
|
||
if (!G.seen.boss) { // the rules change: a wall, and a thing that shoots back
|
||
G.seen.boss = true;
|
||
showModal({ title: 'IT BRINGS A MACHINE', color: UI.bad,
|
||
body: ['IT THROWS BALLS AT YOU', 'SWING TO RETURN THEM — OR SWISH TO BAT THEM AWAY',
|
||
'A HIT COSTS BLOOD. WIN A DUEL TO HEAL.'] });
|
||
}
|
||
}
|
||
|
||
// the chapter boss is down: the parked game beat resumes and normal spawning comes back
|
||
export function endBossFight() {
|
||
if (!G.bossFight) return;
|
||
const c = G.bossFight; G.bossFight = 0;
|
||
zombieDuck(false);
|
||
shots.length = 0;
|
||
cheer(3.4, 0.9); voice('unbelievable', 0.3);
|
||
G.card = { title: 'CHAPTER ' + c + ' DOWN', sub1: 'THE STANDS ARE ON THEIR FEET',
|
||
sub2: 'GAME ' + (G.runGames + 1) + ' NEXT', color: UI.pick, t: TUNE.setCardT,
|
||
wait: TUNE.bossDeathT }; // ...after the body has finished coming apart
|
||
ball.active = false; G.phase = 'over'; G.overT = TUNE.setCardT + TUNE.bossDeathT;
|
||
// hand back the game beat the boss interrupted — same contract resolveInterlude uses
|
||
if (G.afterDuel) { G.afterClear = G.afterDuel; G.afterDuel = null; proceedAfterClear(); }
|
||
}
|
||
|
||
export function resolveInterlude(side) {
|
||
if (!G.interlude) return;
|
||
G.interlude = false;
|
||
zombieDuck(false); // duel over — bring the music back up
|
||
ball.active = false; G.phase = 'over'; G.overT = 2.2;
|
||
if (side === 'P') {
|
||
cheer(3, 0.7);
|
||
// winning the duel patches you up. THE reason to want a duel rather than merely tolerate it —
|
||
// it is the only healing in the game, and blood is the only thing you cannot buy back otherwise.
|
||
let healLine = null;
|
||
if (G.hp < G.hpMax) {
|
||
const before = G.hp;
|
||
G.hp = Math.min(G.hpMax, G.hp + TUNE.healPerDuel);
|
||
voice('ump_trainer', 0.2, 0.95);
|
||
healLine = '+ WOUNDS TREATED · NOW ' + G.hp + '/' + G.hpMax;
|
||
}
|
||
deliverTin(healLine); // win the point, win the next tin — and the trainer, in ONE popup
|
||
} else {
|
||
voice('game_opponent', 0.4); aww(0.85); // lost the sudden-death duel
|
||
score.games[1]++; G.runGames++; // it goes on the scoreboard
|
||
if (score.games[1] >= 6) { G.sets[1]++; score.games = [0, 0]; }
|
||
G.flash = { text: 'GAME. THEM.', t: 1.6 };
|
||
for (let k = 0; k < 5; k++) // and the dead lose their patience: an instant surge
|
||
spawnZombie((Math.random() * 2 - 1) * 5, -1.5 - Math.random() * 2, Math.random() < 0.5 ? 'a' : 'b');
|
||
}
|
||
if (G.afterDuel) { // a scheduled duel interrupted a game beat — hand it back now that it's settled
|
||
G.afterClear = G.afterDuel; G.afterDuel = null;
|
||
proceedAfterClear();
|
||
}
|
||
}
|
||
|
||
// retire the splatter ball; a running changeover's long beat must not be clobbered short
|
||
export function spentBall() {
|
||
ball.active = false;
|
||
G.phase = 'over';
|
||
if (!G.changeover) G.overT = TUNE.splatterOverT;
|
||
}
|
||
|
||
// the swarm keeps coming: no serving, the racket auto-fires, the thumb drag steers you
|
||
function startHorde() {
|
||
if (G.horde) return;
|
||
G.changeover = false; // a cheat-forced horde mid-changeover must not leave spawns locked
|
||
G.pendingGame = false; // the horde IS the announcement
|
||
const grow = 1 + (G.sets[0] + G.sets[1]) * TUNE.hordeGrow; // each set banked makes the next wave worse
|
||
// the gun grows WITH the wave: spawn rate and length both scale by grow, so a flat gun fell
|
||
// further behind on every set banked (the second horde was where every run ended)
|
||
G.horde = { t: TUNE.hordeLen * grow, spawnT: 0, mgT: 0, rate: TUNE.hordeRate * grow, mgRate: TUNE.mgRate * grow };
|
||
ball.active = false; G.phase = 'rally'; // ball gone; 'rally' lets the movement block steer P
|
||
P.pose = 'idle'; P.poseT = 0; P.swingT = -1; // clear the triggering shot's serve/swing pose
|
||
P.z = HOME.P.z; // brace at the baseline — the horde is a hold-the-line stand (finger steers x only)
|
||
aside('ump_spectators', 0.4); // a horde IS the crowd on the court. (The near-identical 'remain seated'
|
||
// that used to play right before it belongs to the transition, not here.)
|
||
G.flash = { text: 'THEY KEEP COMING', t: 1.2 };
|
||
}
|
||
|
||
// hidden shortcut: tapping the umpire three times summons the horror early
|
||
export function forceZombies() {
|
||
if (G.mode === 'splatter') { startHorde(); return; } // in splatter the cheat forces a horde wave
|
||
if (G.mode !== 'tennis') return;
|
||
ball.active = false;
|
||
startTransition();
|
||
}
|
||
|
||
// -------------------------------------------------------------- transition ----
|
||
// You won your first game. The applause dies. The match... continues.
|
||
function startTransition() {
|
||
G.mode = 'transition'; G.transT = 0; G.tFlags = {}; G.everTransitioned = true;
|
||
G.overT = 9999; // hold the point flow; the timeline below releases it
|
||
applause(0.7, 0.5); // the clap that gets cut off
|
||
G.serveNum = 1;
|
||
}
|
||
|
||
function transition(dt) {
|
||
const t = (G.transT += dt);
|
||
const once = (key, at, fn) => { if (t >= at && !G.tFlags[key]) { G.tFlags[key] = true; fn(); } };
|
||
once('quiet', 1.8, () => voice('quiet_dark', 0, 0.82));
|
||
once('turn', 3.4, () => { spawnZombie(O.x, O.z, 'c'); G.hideO = true; }); // the opponent... turns
|
||
once('mob', 4.8, () => { spawnZombie(-3.5, -1.6, 'a'); spawnZombie(2.5, -2.1, 'b'); });
|
||
once('seated', 5.4, () => voice('remain_seated', 0, 0.95));
|
||
once('go', 8.2, () => {
|
||
G.mode = 'splatter'; score.server = 'P'; setupPoint(); voice('play', 0.4, 0.9); zombieMusic();
|
||
// the mechanic changed under you — the one popup that gets an illustration, because it has
|
||
// to TEACH the gesture, not just announce it
|
||
showModal({ title: 'THE MATCH HAS CHANGED', color: UI.hot, icon: 'x_howto', iconH: 120,
|
||
body: ['PULL BACK TO AIM — THEN LET GO', 'THE FURTHER YOU PULL, THE HARDER IT HITS',
|
||
'A WEAK SHOT ONLY STAGGERS THEM'] });
|
||
});
|
||
}
|
||
|
||
function fault() {
|
||
if (G.serveNum === 1) { G.serveNum = 2; voice('fault'); G.phase = 'over'; G.overT = 1.4; sendBoy(); }
|
||
else pointTo(other(score.server), 'double_fault');
|
||
}
|
||
|
||
export function inCourt(x, z) { return Math.abs(x) <= COURT.W / 2 + 0.02 && z >= -0.02 && z <= COURT.L + 0.02; }
|
||
export function inServeBox(x, z) {
|
||
const toFar = score.server === 'P';
|
||
const xOK = deuceSide() ? (toFar ? x <= 0.02 : x >= -0.02) : (toFar ? x >= -0.02 : x <= 0.02);
|
||
const zOK = toFar ? (z >= COURT.svcFar - 0.02 && z <= COURT.netZ) : (z >= COURT.netZ && z <= COURT.svcNear + 0.02);
|
||
return xOK && Math.abs(x) <= COURT.W / 2 + 0.02 && zOK;
|
||
}
|
||
|
||
function onBounce() {
|
||
ball.bounces++;
|
||
pock(0.35, 500);
|
||
if (G.mode === 'splatter' && ball.bomb && ball.bounces === 1) { // a bomb that missed everyone still blows up
|
||
explode(ball.x, ball.z); ball.bomb = false;
|
||
spentBall(); return;
|
||
}
|
||
if (G.mode === 'splatter' && G.interlude) { // sudden death: the lines are LIVE again
|
||
if (ball.bounces === 1) {
|
||
const okSide = ball.lastHit === 'P' ? ball.z < COURT.netZ : ball.z > COURT.netZ;
|
||
if (!inCourt(ball.x, ball.z) || !okSide) { ball.active = false; resolveInterlude(other(ball.lastHit)); voice('out'); }
|
||
} else if (ball.bounces === 2) { ball.active = false; resolveInterlude(ball.lastHit); }
|
||
return;
|
||
}
|
||
if (G.mode !== 'tennis') return; // no lines, no faults — the umpire has other concerns
|
||
if (ball.bounces === 1) {
|
||
ball.firstLand = { x: ball.x, z: ball.z };
|
||
const wasServe = G.wasServe; G.wasServe = false;
|
||
if (wasServe) {
|
||
if (!inServeBox(ball.x, ball.z)) { ball.active = false; fault(); }
|
||
return;
|
||
}
|
||
// must land on the side opposite the hitter
|
||
const okSide = ball.lastHit === 'P' ? ball.z < COURT.netZ : ball.z > COURT.netZ;
|
||
if (!inCourt(ball.x, ball.z) || !okSide) {
|
||
ball.active = false; pointTo(other(ball.lastHit), 'out');
|
||
}
|
||
} else if (ball.bounces === 2) {
|
||
ball.active = false; pointTo(ball.lastHit, null);
|
||
}
|
||
}
|
||
|
||
// -------------------------------------------------------------- movement ----
|
||
// Where should a player run to? Simulate the ball forward and take the first point in
|
||
// their half at hitting height that they can actually REACH IN TIME; otherwise chase the
|
||
// deepest hittable point. This is the "every ball is catchable, timing is the skill" contract.
|
||
function intercept(side) {
|
||
const ch = side === 'O' ? O : P;
|
||
const spd = side === 'O' ? TUNE.aiSpeed : TUNE.playerSpeed * TUNE.autoAssist;
|
||
let { x, y, z, vx, vy, vz } = ball;
|
||
const g = ball.g || TUNE.gravity, dt = 0.01;
|
||
const inZone = side === 'O' ? zz => zz <= ZONE_DEPTH : zz => zz >= COURT.L - ZONE_DEPTH;
|
||
const home = HOME[side];
|
||
let fallback = null, deepest = null;
|
||
for (let i = 0; i < 300; i++) {
|
||
vy -= g * dt; x += vx * dt; y += vy * dt; z += vz * dt;
|
||
if (y <= 0 && vy < 0) { y = 0; vy = -vy * TUNE.bounceY; vx *= TUNE.bounceXZ; vz *= TUNE.bounceXZ; }
|
||
if (i > 5 && inZone(z) && y < 1.6 && y > 0.3) {
|
||
const pt = { x, z: side === 'O' ? Math.max(0.8, z) : Math.min(24.5, z) };
|
||
const reachable = Math.hypot(pt.x - ch.x, pt.z - ch.z) / spd <= i * dt;
|
||
if (y > 0.7 && reachable) return pt; // waist-high AND arrivable in time
|
||
if (reachable && !fallback) fallback = pt; // low but arrivable
|
||
deepest = pt; // last resort: run at the deepest hittable point
|
||
}
|
||
}
|
||
return fallback || deepest || home;
|
||
}
|
||
|
||
// ---------------------------------------------------------- miss diagnostics ----
|
||
// Every player swing in tennis mode gets logged: HIT with quality, or MISS with the
|
||
// gate that rejected it and the ball's closest approach. Balls that pass without a
|
||
// swing log as PASSED when the point ends. Inspect live via T.G.missLog; the latest
|
||
// miss reason is drawn on the HUD (TUNE.missHud).
|
||
const r2 = x => Math.round(x * 100) / 100;
|
||
|
||
function logSwing(entry) {
|
||
entry.at = r2(G.idleT);
|
||
G.missLog.push(entry);
|
||
if (G.missLog.length > 50) G.missLog.shift();
|
||
if (entry.result !== 'HIT') G.lastMiss = { text: entry.reason, at: G.idleT };
|
||
}
|
||
|
||
function logWhiff() {
|
||
const snaps = G.swingSnaps; G.swingSnaps = null;
|
||
if (G.mode !== 'tennis') return;
|
||
if (!snaps || !snaps.length) {
|
||
logSwing({ result: 'MISS', reason: !ball.active ? 'no live ball' : 'ball was yours — already hit' });
|
||
return;
|
||
}
|
||
const best = snaps.reduce((a, b) => (b.d < a.d ? b : a));
|
||
const inReach = snaps.filter(s => s.d <= s.r);
|
||
let reason;
|
||
if (!inReach.length) {
|
||
// never in reach during the swing: was the swing mistimed, or the ball line simply wide?
|
||
const tX = ball.active && ball.vz > 0.1 ? (P.z - ball.z) / ball.vz : -1; // time until ball reaches your depth
|
||
const lat = tX > 0 ? Math.abs(ball.x + ball.vx * tX - P.x) : null; // how wide it will pass
|
||
const nearD = G.rallyNear ? G.rallyNear.d : 1e9; // closest true pass so far this rally
|
||
if (lat !== null && lat > best.r) reason = `ball line ${r2(lat)}m wide of you — run, don't swing`;
|
||
else if (tX > 0) reason = `tap too early — ball still ${r2(best.d)}m out, arrives ${Math.round(tX * 1000)}ms after swing ended`;
|
||
else if (nearD > best.r) reason = `ball passed ${r2(nearD)}m wide of you — never reachable from where you stood`;
|
||
else reason = `tap too late — ball already gone (it came within ${r2(nearD)}m of you earlier)`;
|
||
} else {
|
||
const inWin = inReach.filter(s => s.t >= TUNE.swingWindup && s.t <= TUNE.swingWindup + s.w);
|
||
if (!inWin.length) {
|
||
const first = inReach[0], last = inReach[inReach.length - 1];
|
||
reason = last.t < TUNE.swingWindup
|
||
? `tap too late — ball already passing ${Math.round((TUNE.swingWindup - last.t) * 1000)}ms before swing opened`
|
||
: `tap too early — ball arrived ${Math.round((first.t - (TUNE.swingWindup + first.w)) * 1000)}ms after window closed`;
|
||
} else if (inWin.every(s => s.y > CONTACT.maxY)) reason = `too high — ball at ${r2(best.y)}m overhead`;
|
||
else if (inWin.every(s => s.y < CONTACT.minY)) reason = `too low — ball at ${r2(best.y)}m, past you`;
|
||
else reason = 'unclassified — in reach, in window, in height band'; // should not happen
|
||
}
|
||
logSwing({ result: 'MISS', reason, dMin: r2(best.d), y: r2(best.y), tSwing: r2(best.t),
|
||
ballZ: r2(best.bz), bounces: best.bounces, px: r2(P.x), pz: r2(P.z) });
|
||
}
|
||
|
||
function trySwing(ch, isAI, qCap = TUNE.aiQualityMax) {
|
||
// Contact happens if the ball is inside reach while the swing window is open.
|
||
// Player volleys (pre-bounce) get wider reach + window: full-speed ball, no bounce cue.
|
||
const volley = !isAI && ball.bounces === 0;
|
||
const reach = isAI ? TUNE.aiReach : TUNE.reach * (volley ? VOLLEY.reach : 1);
|
||
const win = TUNE.swingWindow * (volley ? VOLLEY.window : 1);
|
||
const t = ch.swingT;
|
||
if (t < TUNE.swingWindup || t > TUNE.swingWindup + win) return;
|
||
if (!ball.active || G.phase !== 'rally') return;
|
||
// splatter: your OWN ball is fair game. It rebounds off the backstop and comes back at you —
|
||
// volleying it is how you keep firing without walking it down. (The duel is tennis: one touch.)
|
||
const own = G.mode === 'splatter' && !G.interlude && ch.side === 'P';
|
||
if (ball.lastHit === ch.side && !own) return;
|
||
const dx = ball.x - ch.x, dz = ball.z - ch.z;
|
||
if (Math.hypot(dx, dz * 0.8) > reach || ball.y > CONTACT.maxY) return;
|
||
if (ball.y < CONTACT.minY && ball.vy <= 0) return; // a DROPPING ball below the ankles is past you — but a rising one is a half-volley, always scoopable
|
||
// quality: how centered in the window the contact lands
|
||
const center = TUNE.swingWindup + win / 2;
|
||
const off = Math.abs(t - center) / (win / 2);
|
||
let q = Math.max(0.05, 1 - off);
|
||
if (Math.abs(t - center) * 1000 < TUNE.perfectMs) q = 1;
|
||
ch.facing = dx >= 0 ? 1 : -1; // forehand right (righty), backhand left → mirrored sprite
|
||
const flick = isAI ? null : takeFlickAim();
|
||
const aim = isAI
|
||
? { ax: [ -1, 0, 1 ][Math.floor(Math.random() * 3)], az: Math.random() < 0.25 ? -1 : 0 }
|
||
: flick || { ax: axisX(), az: axisZ() * (ch.side === 'P' ? 1 : -1) };
|
||
if (isAI) q = Math.min(q, TUNE.aiQualityMin + Math.random() * (qCap - TUNE.aiQualityMin));
|
||
if (!isAI && G.mode === 'tennis') {
|
||
G.swingSnaps = null; G.rallyNear = null;
|
||
logSwing({ result: 'HIT', reason: `contact q=${Math.round(q * 100) / 100}`, d: Math.round(Math.hypot(dx, dz * 0.8) * 100) / 100, y: Math.round(ball.y * 100) / 100 });
|
||
}
|
||
doHit(ch, q, aim);
|
||
ch.swingT = -1;
|
||
}
|
||
|
||
// racket zombie (splatter mini-boss): a slimmed tennis CPU that holds the far court and returns
|
||
// your SOFT shots as live balls. Splat-quality balls it won't rally — those wound its HP instead.
|
||
function racketAI(rz, dt) {
|
||
expirePose(rz, dt);
|
||
rz.swingCool -= dt;
|
||
const incoming = ball.active && ball.lastHit === 'P' && ball.vz < 0
|
||
&& (G.interlude || (ball.pow || 0) < TUNE.zSplatQ); // in the duel it plays EVERY ball — it's tennis now
|
||
if (!incoming) { if (rz.pose === 'run') rz.pose = 'idle'; return; }
|
||
const tz = Math.max(1.5, Math.min(COURT.svcFar, ball.z)); // chase laterally, hold deep on the far court
|
||
const dx = ball.x - rz.x, dz = tz - rz.z, d = Math.hypot(dx, dz);
|
||
if (d > 0.15) {
|
||
const step = Math.min(TUNE.racketSpeed * dt, d);
|
||
rz.x += dx / d * step; rz.z += dz / d * step; rz.runT += dt;
|
||
if (rz.pose !== 'swing') rz.pose = 'run';
|
||
if (Math.abs(dx) > 0.2) rz.facing = dx > 0 ? 1 : -1;
|
||
} else if (rz.pose === 'run') rz.pose = 'idle';
|
||
if (rz.swingCool <= 0 && rz.swingT < 0
|
||
&& Math.hypot(ball.x - rz.x, (ball.z - rz.z) * 0.8) < TUNE.aiReach
|
||
&& ball.y < CONTACT.maxY && ball.y > CONTACT.minY) {
|
||
if (Math.random() < TUNE.racketFlub) rz.swingCool = 0.5; // whiff — it hesitates
|
||
else { rz.swingT = TUNE.swingWindup + TUNE.swingWindow / 2; trySwing(rz, true, TUNE.racketQMax); rz.swingT = -1; rz.swingCool = 0.3; }
|
||
}
|
||
}
|
||
|
||
// GUN in the rack isn't a ball — committing a charge starts an mgT auto-fire burst (the same
|
||
// mode a horde uses). With GUN selected, any serve gesture spends one charge instead of serving.
|
||
function tryGunBurst() {
|
||
if (G.mode !== 'splatter' || G.weapon !== 4 || G.guns <= 0) return false;
|
||
G.guns--; if (G.guns <= 0) G.weapon = 0; // spent the last tin — back to plain balls
|
||
G.mgT = TUNE.mgPickupLen; G.mgCool = 0;
|
||
ball.active = false; G.phase = 'rally';
|
||
P.pose = 'idle'; P.poseT = 0; P.swingT = -1;
|
||
P.z = HOME.P.z; // brace at the baseline for the burst (finger steers x only)
|
||
G.flash = { text: 'GUN', t: 1.0 };
|
||
return true;
|
||
}
|
||
|
||
// slingshot serve, stage one: the pull-back starts the toss animation. The ball rises while
|
||
// you aim (dotted line, render.js); the release (dragServe) fires it. Only from a fresh pretoss.
|
||
export function serveToss() {
|
||
if (score.server === 'P' && G.phase === 'pretoss' && !ball.active) tossBall(P);
|
||
}
|
||
|
||
// release of the slingshot aim: an instant serve to the reticle (quality fixed — placement
|
||
// is this serve's power; the toss ritual keeps the PERFECT-timing power ceiling)
|
||
export function dragServe(aim) {
|
||
if (G.mode !== 'splatter' || score.server !== 'P') return;
|
||
if (G.interlude || G.horde || G.mgT > 0 || G.changeover) return; // the duel serves like tennis, not the reticle
|
||
if (G.phase === 'over') { ball.active = false; setupPoint(); } // mid-beat pull: arm the next shot now
|
||
if (G.phase !== 'pretoss' && G.phase !== 'toss' && G.phase !== 'rally') return;
|
||
if (tryGunBurst()) return;
|
||
if (aim.mag < TUNE.pullMin) return; // released without really drawing: cancel, nothing spent
|
||
// Firing while the last ball still flies is fine again — the brake is the pull itself, not the
|
||
// rally clock. This is what lets the drag mean ONE thing at all times: a second gesture that
|
||
// walked the player around between shots was the confusing part, not the fire rate.
|
||
if (ball.active && G.phase !== 'toss') // the old ball flies on as a ballistic clone
|
||
extras.push({ x: ball.x, y: ball.y, z: ball.z, vx: ball.vx, vy: ball.vy, vz: ball.vz, pow: ball.pow || 0.5, t: 2.5, g: ball.g });
|
||
ball.active = true; ball.collected = false; ball.bounces = 0; ball.firstLand = null;
|
||
ball.x = P.x + 0.35; ball.z = P.z; ball.y = 2.2; ball.g = TUNE.gravity;
|
||
hitServe(P, pullQuality(aim.mag), aim); // a full pull is quality 1.0 — PERFECT, hitstop and all
|
||
}
|
||
|
||
// The swish cooldown, scaled by how crowded you are. Oliver died on every game-20 horde: the wave
|
||
// grows with hordeGrow but the panic button was a flat 1 s, so past a certain density it simply could
|
||
// not keep up. He picked "melee fires more frequently with horde density" over shrinking the horde.
|
||
function meleeCooldown() {
|
||
let near = 0;
|
||
for (const zb of zombies) if (zb && Math.hypot(zb.x - P.x, zb.z - P.z) < TUNE.meleeCrowdR) near++;
|
||
return Math.max(TUNE.meleeCoolMin, TUNE.meleeCool / (1 + Math.max(0, near - 1) * TUNE.meleeCrowd));
|
||
}
|
||
|
||
export function keyPressed(code) {
|
||
if (code !== 'Space') return;
|
||
audio(); // unlock on first gesture
|
||
// a swish cleaves adjacent shamblers — but it's on a cooldown now: the panic button, not the
|
||
// default attack. A whiff costs nothing (nothing was in range), a connect locks it for meleeCool.
|
||
if (G.mode === 'splatter' && G.meleeT <= 0) {
|
||
// measure the crowd BEFORE the swipe — it kills everything in reach, so counting afterwards
|
||
// counts the SURVIVORS and the cooldown barely moved no matter how swarmed you were
|
||
const cool = meleeCooldown();
|
||
if (meleeSwipe(P.x, P.z, TUNE.meleeRange)) G.meleeT = cool;
|
||
}
|
||
// AN INCOMING SHOT OWNS THE TAP. The parry used to live behind the `phase === 'rally'` branch at the
|
||
// bottom of this function — and in splatter you are in `pretoss` almost all of the time, so a tap
|
||
// aimed at a machine's shot tossed the serve ball instead and the return was, in practice,
|
||
// impossible. Oliver could not land one. A hostile ball in the air is the most visible thing on the
|
||
// screen, so "the tap is a swing at it" keeps one gesture meaning one thing at any given moment.
|
||
if (G.mode === 'splatter' && shots.some(s => Math.hypot(s.x - P.x, (s.z - P.z) * 0.8) < TUNE.parryArm)) {
|
||
P.swingT = 0; P.pose = 'swing'; P.poseT = 0; G.swung = true;
|
||
swish(0.3);
|
||
return;
|
||
}
|
||
if (G.horde || G.mgT > 0) return; // auto-fire modes: a tap only swishes, never serves
|
||
if (G.changeover) return; // the breather is mandatory — the melee swish above still works
|
||
if (G.interlude && G.interlude.introT > 0) return; // let the umpire finish announcing the duel
|
||
// splatter: a tap/flick during the brief 'over' beat re-arms the next serve immediately
|
||
if (G.mode === 'splatter' && G.phase === 'over') { ball.active = false; setupPoint(); }
|
||
// splatter serve stays a TWO-STAGE ritual — toss up, THEN fire. It can only start from
|
||
// pretoss WITH a ball in hand: one ball, and it has to come back before you fire it again.
|
||
// A flick is the aimed one-motion variant (the reticle). The duel is exempt: it serves like tennis.
|
||
if (G.mode === 'splatter' && !G.interlude && score.server === 'P' && G.phase === 'pretoss') {
|
||
const flick = takeFlickAim();
|
||
if (flick) { dragServe(flick); return; } // dragServe handles GUN (burst) and the ball check
|
||
}
|
||
if (G.phase === 'pretoss' && score.server === 'P') {
|
||
if (tryGunBurst()) return; // GUN selected: the serve gesture pops a burst, no ball
|
||
tossBall(P); return; // plain tap: the two-stage toss ritual (tennis, and the duel)
|
||
}
|
||
if (G.phase === 'toss' && score.server === 'P') {
|
||
// serve timing: distance from apex = quality — a real serve, not a free tap
|
||
const dy = Math.abs(ball.y - serveApexY());
|
||
if (ball.y < 2.0) return; // too low, let it drop (re-toss)
|
||
let q = Math.max(0.05, 1 - dy / 0.9);
|
||
if (dy < 0.12) q = 1;
|
||
G.wasServe = true;
|
||
// a flick at the apex (or held arrows) makes this a DELIBERATE serve: aimed + consumes a special
|
||
const flick = G.mode === 'splatter' && !G.interlude ? takeFlickAim() : null;
|
||
const kb = { ax: axisX(), az: axisZ() };
|
||
hitServe(P, q, flick || (kb.ax || kb.az ? kb : null));
|
||
return;
|
||
}
|
||
if (G.phase === 'rally' && P.swingT < 0) { P.swingT = 0; P.pose = 'swing'; P.poseT = 0; G.swung = true; }
|
||
}
|
||
|
||
function expirePose(ch, dt) {
|
||
if (ch.pose === 'swing' || ch.pose === 'serve') { ch.poseT += dt; if (ch.poseT > POSE_TIME) ch.pose = 'idle'; }
|
||
}
|
||
|
||
// ------------------------------------------------------------- ball boys ----
|
||
// The fetch boy is unchanged: sprint the width of the court, scoop the dead ball in passing.
|
||
function fetchRound(b, dt) {
|
||
const step = b.dir * 7.5 * dt;
|
||
b.x += step; b.runT += dt; b.dist = (b.dist || 0) + Math.abs(step);
|
||
if (!ball.collected && !ball.active) {
|
||
const dz = ball.z - b.z;
|
||
b.z += Math.sign(dz) * Math.min(Math.abs(dz), 3 * dt); // track the rolling ball a little
|
||
if (Math.abs(b.x - ball.x) < 0.4 && Math.abs(dz) < 1.2) ball.collected = true;
|
||
}
|
||
if (Math.abs(b.x) > 13.5) G.boy = null;
|
||
}
|
||
|
||
// The mop boy actually does a JOB: walk to a stain, stand on it and push the mop until it's
|
||
// gone, then move to the next one, then leave. He used to slide the width of the court in a
|
||
// straight line at constant speed, which read as moonwalking past the mess rather than cleaning it.
|
||
function mopRound(b, dt) {
|
||
b.runT += dt;
|
||
if (b.mopT > 0) { // ON a stain: no travel, but the push cycle keeps animating (dist drives frames)
|
||
b.mopT -= dt;
|
||
b.dist = (b.dist || 0) + TUNE.boyMopSpeed * 0.6 * dt; // the mop travels even when he doesn't
|
||
if (b.mopT <= 0) b.jobs--; // that one's done — look for the next
|
||
return;
|
||
}
|
||
// pick the next target: the biggest stain he can still reach, ignoring ones already scrubbed out
|
||
if (b.tx === undefined && b.jobs > 0) {
|
||
let best = null, bs = -1;
|
||
for (const d of gore) {
|
||
if (d.a < 0.15 || d.z < COURT.netZ - 2) continue; // faded, or up the far end where he can't work
|
||
const score = d.a * d.r - Math.hypot(d.x - b.x, d.z - b.z) * 0.04; // big and close first
|
||
if (score > bs) { bs = score; best = d; }
|
||
}
|
||
if (best) { b.tx = best.x; b.tz = best.z; }
|
||
else b.jobs = 0; // nothing left to clean — go home
|
||
}
|
||
const working = b.tx !== undefined && b.jobs > 0;
|
||
const gx = working ? b.tx : b.dir * 14, gz = working ? b.tz : b.z; // no target left: walk off the wing
|
||
const dx = gx - b.x, dz = gz - b.z, d = Math.hypot(dx, dz);
|
||
const step = Math.min(TUNE.boyMopSpeed * dt, d);
|
||
if (d > 0.001) { b.x += dx / d * step; b.z += dz / d * step; b.dist = (b.dist || 0) + step; }
|
||
if (Math.abs(dx) > 0.05) b.dir = dx > 0 ? 1 : -1; // face the way he's walking
|
||
if (working && d <= 0.12) { b.mopT = TUNE.boyMopDwell; b.tx = undefined; b.tz = undefined; } // arrived: get to work
|
||
if (Math.abs(b.x) > 13.5) G.boy = null; // off the wing — round over
|
||
}
|
||
|
||
// ---------------------------------------------------------------- update ----
|
||
export function update(dt) {
|
||
if (G.hitstop > 0) { G.hitstop -= dt; return; }
|
||
if (G.mode === 'eaten') { // the match is over in the truest sense
|
||
G.idleT += dt;
|
||
const was = G.eatenT; G.eatenT += dt;
|
||
if (G.eatenT < EATEN_BURST) eatenBleed(dt); // phase A: they are still tearing at you
|
||
if (was < EATEN_BURST && G.eatenT >= EATEN_BURST) playerGore(); // phase B: you become the gore
|
||
if (G.shake && (G.shake.t -= dt) <= 0) G.shake = null;
|
||
if (G.boomFlash > 0) G.boomFlash -= dt;
|
||
updateZombies(dt);
|
||
return;
|
||
}
|
||
if (G.flash) { G.flash.t -= dt; if (G.flash.t <= 0) G.flash = null; }
|
||
// A card can wait before it shows. The chapter card used to land on the same frame as the boss
|
||
// died, so the biggest gore burst in the game happened underneath it and nobody ever saw it.
|
||
if (G.card) {
|
||
if (G.card.wait > 0) G.card.wait -= dt;
|
||
else { G.card.t -= dt; if (G.card.t <= 0) G.card = null; }
|
||
}
|
||
if (G.shake && (G.shake.t -= dt) <= 0) G.shake = null;
|
||
if (G.bossBurst && (G.bossBurst.t -= dt) <= 0) G.bossBurst = null;
|
||
if (G.boomFlash > 0) G.boomFlash -= dt;
|
||
// A modal freezes the WORLD, not the clock: no zombie steps, no ball flight, no spawn timers,
|
||
// so nobody gets eaten while reading a popup. idleT keeps running for the blink.
|
||
if (G.modal) {
|
||
G.idleT += dt;
|
||
const m = G.modal; // the entrance is the ONE thing that animates behind the freeze
|
||
if (m.in < 1 && (m.in = Math.min(1, m.in + dt / TUNE.modalIn)) >= 1) pock(0.4, 620); // it lands with a thud
|
||
return;
|
||
}
|
||
crowd.cheer = Math.max(0, crowd.cheer - dt);
|
||
G.idleT += dt;
|
||
if (G.asideT > 0) G.asideT -= dt; // the asides' shared cooldown (see aside())
|
||
// "Time." belongs to the changeover alone. It used to ride the generic 'over' expiry, so any
|
||
// other beat that overwrote overT while the breather ran (a melee kill taking a game, say)
|
||
// had the umpire calling time on a pause that was never a changeover.
|
||
if (G.changeover > 0 && (G.changeover -= dt) <= 0) { G.changeover = false; voice('time', 0, 0.95); }
|
||
const w = BOUNCE_IDLE.tempo;
|
||
// idle in the serve stance and not touching anything: after a beat, show the pull gesture
|
||
if (G.phase === 'pretoss' && !G.aim) G.idleHintT += dt; else G.idleHintT = 0;
|
||
if (G.phase === 'pretoss' && Math.sin(G.idleT * w) * Math.sin((G.idleT - dt) * w) < 0) pock(0.12, 420); // ball bounce
|
||
// the toss/smash pose belongs to the SHOT, not to the aim: while the slingshot is drawn (G.aim)
|
||
// the server stays in the pretoss stance and only snaps into 'serve' when hitServe fires.
|
||
if (G.phase === 'toss' && !G.aim) { const sv = score.server === 'P' ? P : O; sv.pose = 'serve'; sv.poseT = 0; }
|
||
|
||
// --- player movement (near half only, generous margins)
|
||
// 'rally' ONLY, deliberately. Letting the player walk during the between-point beats was tried
|
||
// and vetoed on feel: you never walk freely during play, so suddenly being able to between points
|
||
// reads as the game breaking, not as a fix. The frozen-changeover complaint is answered by
|
||
// holding the DEAD instead (see updateZombies), and the stuck pose by the reset below.
|
||
if (G.phase === 'rally') {
|
||
if (G.mode === 'tennis' && ball.active && ball.lastHit === 'O') { // closest approach, for never-swung passes
|
||
const d = Math.hypot(ball.x - P.x, (ball.z - P.z) * 0.8);
|
||
if (!G.rallyNear || d < G.rallyNear.d) G.rallyNear = { d, y: ball.y, bz: ball.z, px: P.x, pz: P.z };
|
||
}
|
||
// auto-fire steering is ABSOLUTE: the finger x IS the player x — zero lag, and clamped
|
||
// to what the camera can see (portrait's world bounds are wider than its viewport)
|
||
const mgMode = G.horde || G.mgT > 0;
|
||
const xVis = Math.min(P_BOUNDS.x, (W / 2 - 14) / (TUNE.camF / (TUNE.camZ - P.z)));
|
||
let mgSteer = false;
|
||
if (mgMode && touchPX() !== null) {
|
||
mgSteer = true;
|
||
const tx = Math.max(-xVis, Math.min(xVis, touchPX() * xVis));
|
||
if (Math.abs(tx - P.x) > 0.04) { P.facing = tx > P.x ? 1 : -1; P.runT += dt; P.pose = 'run'; }
|
||
else P.pose = 'idle';
|
||
P.x = tx;
|
||
}
|
||
const slow = P.swingT >= 0 ? 0.35 : 1;
|
||
const mx = mgSteer ? 0 : axisX(), mz = mgSteer ? 0 : axisZ();
|
||
P.x += mx * TUNE.playerSpeed * slow * dt;
|
||
P.z += mz * TUNE.playerSpeed * slow * dt;
|
||
let assist = 0;
|
||
if (!mx && !mz && TUNE.autoAssist > 0 && ball.active && !G.horde && !(G.mgT > 0)) { // auto-fire: you aim by hand, no assist
|
||
// splatter: anything travelling back toward you is yours to run down — your own rebound
|
||
// included. The assist puts you there; the volley timing stays honest.
|
||
const chasing = ball.lastHit === 'O' || (G.mode === 'splatter' && !G.interlude && ball.vz > 0);
|
||
// no `slow` here: tapping must not freeze your legs, or anticipating a shot loses it
|
||
const rate = TUNE.playerSpeed * TUNE.autoAssist * dt * (chasing ? 1 : 0.55);
|
||
const tgt = chasing ? intercept('P') : HOME.P; // run to the ball, then recover home
|
||
const dx = tgt.x - P.x, dz = tgt.z - P.z, d = Math.hypot(dx, dz);
|
||
if (d > 0.35) { // deadzone: stand ready near the spot instead of dithering over it
|
||
P.x += dx / d * Math.min(rate, d);
|
||
P.z += dz / d * Math.min(rate, d);
|
||
assist = dx;
|
||
}
|
||
}
|
||
// Stay ON SCREEN — always, not just in auto-fire. P_BOUNDS.x is 6.5 m, but at the baseline in
|
||
// portrait the camera only shows about ±4 m either side of the centre line, so walking to the
|
||
// bound put the player clean off the edge (x = -6.5 projects to screen -61 of 270). Floored at
|
||
// the sideline so every legal tennis ball stays catchable — the court is never out of bounds.
|
||
const xLim = Math.max(xVis, COURT.W / 2);
|
||
P.x = Math.max(-xLim, Math.min(xLim, P.x));
|
||
P.z = Math.max(P_BOUNDS.zMin, Math.min(P_BOUNDS.zMax, P.z));
|
||
const moving = mx || mz || assist !== 0;
|
||
P.runT += moving ? dt : 0;
|
||
if (!mgSteer && P.pose !== 'swing' && P.pose !== 'serve') P.pose = moving ? 'run' : 'idle';
|
||
if (mx) P.facing = mx > 0 ? 1 : -1;
|
||
else if (Math.abs(assist) > 0.25) P.facing = assist > 0 ? 1 : -1; // hysteresis: small corrections don't flip facing
|
||
}
|
||
// ...and out of 'rally' he STANDS. 'run' is the one pose nothing else expires (expirePose only
|
||
// handles swing/serve), and P.runT stops advancing outside the block, so a beat that began
|
||
// mid-stride left him welded to a single run frame — the "stuck mid-animation" report.
|
||
else if (P.pose === 'run') { P.pose = 'idle'; P.poseT = 0; }
|
||
// splatter: you START at the baseline but you're free to advance up-court (bounded at the net by
|
||
// P_BOUNDS) — hunt the shamblers down, especially when mopping up a won game. Auto-assist still
|
||
// recovers you toward the baseline between shots on touch; the duel is plain tennis as ever.
|
||
if (P.swingT >= 0) {
|
||
P.swingT += dt;
|
||
if (G.mode === 'tennis' && ball.active && ball.lastHit === 'O') { // sample the approach for the miss log (t = what trySwing tests this frame)
|
||
const volley = ball.bounces === 0;
|
||
(G.swingSnaps ||= []).push({ t: P.swingT, d: Math.hypot(ball.x - P.x, (ball.z - P.z) * 0.8), y: ball.y,
|
||
bz: ball.z, bounces: ball.bounces,
|
||
r: TUNE.reach * (volley ? VOLLEY.reach : 1), w: TUNE.swingWindow * (volley ? VOLLEY.window : 1) });
|
||
}
|
||
trySwing(P, false); // a contact resets swingT to -1 inside trySwing
|
||
// volley-length window while a hostile shot is in the air too, or the swing clock expires at
|
||
// 0.24 s and closes TUNE.parryWindow (0.34 s) before it has had its chance
|
||
const win = TUNE.swingWindow * ((shots.length || (ball.active && ball.bounces === 0)) ? VOLLEY.window : 1);
|
||
if (P.swingT > TUNE.swingWindup + win + 0.02) { P.swingT = -1; if (G.phase === 'rally') swish(); logWhiff(); } // log even if the point ended mid-swing
|
||
}
|
||
expirePose(P, dt);
|
||
|
||
// --- zombies + transition timeline
|
||
if (G.mode !== 'tennis') updateZombies(dt);
|
||
if (G.meleeT > 0) G.meleeT -= dt;
|
||
if (G.clearing && !zombies.some(blocksClear)) proceedAfterClear(); // the won-game wave is mopped up — advance
|
||
if (G.mode === 'transition') transition(dt);
|
||
|
||
// --- interlude trigger: the court is clear, an opponent holds the far court, you're about
|
||
// to serve — the umpire recognizes a legal match and restores order. One point. Sudden death.
|
||
// The schedule is a FLOOR, not a ceiling: this lucky-clear trigger stays, and a bonus duel is
|
||
// pure upside for weapon supply.
|
||
if (G.mode === 'splatter' && !G.interlude && !G.horde && !G.changeover && !(G.mgT > 0) && !G.bossFight
|
||
&& G.phase === 'pretoss' && zombies.length === 1 && zombies[0].variant === 'r' && !zombies[0].dueled)
|
||
startDuel();
|
||
if (G.interlude && G.interlude.introT > 0) G.interlude.introT -= dt;
|
||
// the duel is played under tennis lights: lerp the palette home while it runs, back after
|
||
G.duelLerp = Math.max(0, Math.min(1, G.duelLerp + (G.interlude ? dt : -dt) / 0.8));
|
||
|
||
// --- AI (the opponent only exists in tennis mode)
|
||
if (G.mode === 'tennis' && score.server === 'O' && G.phase === 'pretoss') {
|
||
G.aiServeT -= dt;
|
||
if (G.aiServeT <= 0) tossBall(O);
|
||
} else if (G.mode === 'tennis' && score.server === 'O' && G.phase === 'toss') {
|
||
if (ball.vy < 0 && ball.y < serveApexY() - 0.1) { G.wasServe = true; hitServe(O, 0.6 + Math.random() * 0.35); }
|
||
}
|
||
if (G.mode === 'tennis' && G.phase === 'rally') {
|
||
G.aiReactT += dt;
|
||
const incoming = ball.active && ball.lastHit === 'P' && G.aiReactT >= TUNE.aiReaction;
|
||
const tgt = incoming ? intercept('O') : HOME.O;
|
||
const spd = TUNE.aiSpeed * (incoming ? 1 : 0.5); // slow recovery: wrong-footing wins points
|
||
const dx = tgt.x - O.x, dz = tgt.z - O.z, d = Math.hypot(dx, dz);
|
||
if (d > 0.1) {
|
||
O.x += dx / d * Math.min(spd * dt, d);
|
||
O.z += dz / d * Math.min(spd * dt, d);
|
||
O.pose = O.pose === 'swing' ? 'swing' : 'run'; O.runT += dt;
|
||
if (Math.abs(dx) > 0.25) O.facing = dx > 0 ? 1 : -1;
|
||
} else if (O.pose === 'run') O.pose = 'idle';
|
||
G.aiSwingCool -= dt;
|
||
if (incoming && G.aiSwingCool <= 0 && O.swingT < 0) {
|
||
// same radius trySwing uses for contact, so an armed swing actually connects
|
||
const near = Math.hypot(ball.x - O.x, (ball.z - O.z) * 0.8) < TUNE.aiReach
|
||
&& ball.y < CONTACT.maxY && ball.y > CONTACT.minY && ball.vz < 0;
|
||
if (near) {
|
||
if (Math.random() < TUNE.aiFlub) G.aiSwingCool = 0.5; // whiff: hesitates and misses
|
||
else {
|
||
O.swingT = TUNE.swingWindup + TUNE.swingWindow / 2;
|
||
trySwing(O, true); O.swingT = -1;
|
||
G.aiSwingCool = ball.lastHit === 'O' ? 0.4 : 0.12;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
expirePose(O, dt);
|
||
|
||
// --- racket zombies rally from the far court (splatter only, between hordes)
|
||
if (G.mode === 'splatter' && !G.horde)
|
||
for (const rz of zombies) if (rz.variant === 'r') racketAI(rz, dt);
|
||
|
||
// --- ball physics
|
||
if (ball.active) {
|
||
if (ball.flame) parts.push({ // fire trail: one ember per frame, brief and rising
|
||
x: ball.x, y: ball.y, z: ball.z, t: 0.22, fire: true,
|
||
vx: (Math.random() * 2 - 1) * 0.6, vy: 0.8, vz: (Math.random() * 2 - 1) * 0.6 });
|
||
ball.vy -= (ball.g || TUNE.gravity) * dt;
|
||
const oldZ = ball.z;
|
||
ball.x += ball.vx * dt; ball.y += ball.vy * dt; ball.z += ball.vz * dt;
|
||
// net: plane at netZ, only during rally flight
|
||
if (G.phase === 'rally' && (oldZ - COURT.netZ) * (ball.z - COURT.netZ) < 0 && Math.abs(ball.x) < COURT.netW / 2) {
|
||
const tCross = (COURT.netZ - oldZ) / (ball.z - oldZ);
|
||
const yAt = ball.y - ball.vy * dt * (1 - tCross); // approx height at crossing
|
||
if (yAt < COURT.netH) {
|
||
ball.z = COURT.netZ + (oldZ < COURT.netZ ? -0.05 : 0.05);
|
||
ball.vz *= -0.08; ball.vx *= 0.3; ball.vy = Math.min(ball.vy, 0);
|
||
pock(0.4, 300);
|
||
}
|
||
}
|
||
if (ball.y <= 0 && ball.vy < 0) {
|
||
ball.y = 0; ball.vy = -ball.vy * TUNE.bounceY;
|
||
ball.vx *= TUNE.bounceXZ; ball.vz *= TUNE.bounceXZ;
|
||
onBounce();
|
||
if (ball.active && Math.abs(ball.vy) < 0.8) { // rolled out — dead ball
|
||
ball.active = false;
|
||
if (G.mode === 'splatter' && G.interlude) { // a roller nobody returned: point to the hitter
|
||
if (ball.lastHit === 'X') spentBall(); // spent on the boss's body — no point, re-serve the duel
|
||
else resolveInterlude(ball.lastHit);
|
||
} else if (G.mode === 'splatter') { // hand the server a fresh one, fast — they're coming
|
||
spentBall(); sendBoy();
|
||
if (Math.random() < 0.12) voice('new_balls', 0.3);
|
||
} else if (ball.bounces === 1) pointTo(ball.lastHit, null);
|
||
}
|
||
}
|
||
// a racket zombie's return that gets past you (crosses your baseline) is a point for THEM
|
||
if (G.mode === 'splatter' && ball.active && ball.lastHit === 'O' && ball.z > COURT.L + 0.3) {
|
||
ball.active = false;
|
||
if (G.interlude) resolveInterlude('O'); // sudden death: its passing shot ends the duel
|
||
else { if (!G.horde && !G.clearing) splatPoint('O'); spentBall(); } // clearing = mop-up, no scoring either way
|
||
}
|
||
// the far backstop: a LIVE ball doesn't leave the field, it rebounds off the fence and comes
|
||
// back down-court — still lethal on the way home, and yours to volley. Spent balls just die.
|
||
if (G.mode === 'splatter' && !G.interlude && ball.active && ball.lastHit === 'P'
|
||
&& ball.z < TUNE.backstopZ && ball.vz < -3) { // only a ball with real pace left comes back; a roller just stops
|
||
ball.z = TUNE.backstopZ;
|
||
ball.vz *= -TUNE.backstopKeep; ball.vx *= 0.7;
|
||
ball.vy = Math.max(ball.vy, TUNE.backstopPop); // the fence kicks it up, so it carries back through the crowd
|
||
pock(0.5, 200); // chain-link thud
|
||
}
|
||
// splatter: retire spent or hopeless balls fast so the next serve comes right up.
|
||
// z-bounds gate on travel direction — a serve born behind the baseline (P.z up to 26)
|
||
// heads to the far court (vz<0), so it must not read as "out the back" on frame one.
|
||
// (during the interlude only spent balls retire early — flying balls must reach their
|
||
// bounce so the line call can happen; the umpire is watching again)
|
||
if (G.mode === 'splatter' && ball.active &&
|
||
((ball.lastHit === 'X' && ball.bounces >= 1)
|
||
|| (!G.interlude &&
|
||
((ball.z < -2 && ball.vz < 0) || (ball.z > 25.5 && ball.vz > 0) || Math.abs(ball.x) > 7.5)))) {
|
||
spentBall();
|
||
}
|
||
if (G.phase === 'toss' && ball.y <= 1.4 && ball.vy < 0 && !G.aim) { // uncaught toss → retoss (a held slingshot aim keeps the toss up)
|
||
ball.active = false; G.phase = 'pretoss';
|
||
if (score.server === 'O') G.aiServeT = 0.8;
|
||
}
|
||
}
|
||
|
||
// ball boy: sprint across, scoop the ball in passing, despawn off the far side
|
||
const boy = G.boy;
|
||
if (boy) boy.mop ? mopRound(boy, dt) : fetchRound(boy, dt);
|
||
if (G.outMarker && (G.outMarker.t -= dt) <= 0) G.outMarker = null;
|
||
|
||
if (G.phase === 'over') {
|
||
G.overT -= dt;
|
||
if (G.overT <= 0) {
|
||
// A boss (or a duel) OUTRANKS the horde, and pendingHorde is a latch: it is armed when the set
|
||
// banks and cashed by whichever 'over' beat expires next — which, at game 30, is the chapter
|
||
// card, because 30 is both a set and a boss. The wave then poured onto the boss stage. Leave the
|
||
// latch alone and let the beat AFTER the fight cash it: the set still gets its horde, later.
|
||
if (G.pendingHorde && !G.bossFight && !G.interlude) { // the set card's pause is over — but the horde is a different CONTROL MODE
|
||
G.pendingHorde = false; // (racket auto-fires, the finger steers you absolutely),
|
||
showModal({ title: 'THEY KEEP COMING', color: UI.hot, // so it gets a real block, not just a card
|
||
body: ['THE RACKET FIRES ON ITS OWN', 'SLIDE TO AIM · HOLD THE BASELINE'],
|
||
onDismiss: startHorde });
|
||
return;
|
||
}
|
||
// auto-fire modes must NEVER re-enter the serve loop: an 'over' beat expiring into
|
||
// setupPoint() -> pretoss left the player locked in the serve posture while the gun
|
||
// fired (no movement outside 'rally', no serving during auto-fire). Back to rally.
|
||
if (G.horde || G.mgT > 0) {
|
||
G.phase = 'rally'; ball.active = false;
|
||
P.pose = 'idle'; P.poseT = 0; P.swingT = -1;
|
||
} else {
|
||
setupPoint();
|
||
if (G.pendingGame && G.mode === 'splatter') { // the next wave is announced as it arms
|
||
G.pendingGame = false;
|
||
G.flash = { text: 'GAME ' + (G.runGames + 1), t: 1.1 };
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|