Files
splatter-tennis/.dockerignore
T
wuwiandClaude Opus 5 491f3b97f1 The highlights shoot themselves: one command, seven vertical clips
`python3 tools/capture.py` fills promo/clips/ with 1080x1920 h264/aac takes of
the moments the campaign plan (item 4) already named — transition, horde,
flamer, mopboy, death on the gore side, boss and match on the zombie-tennis
side. capture.py serves the repo with tools/clips.js injected, opens a
throwaway-profile Chrome and converts each POSTed webm with ffmpeg; clips.js
stages every scene through the real doors on window.T and drives it with the
reachability soak's own mediocre autopilot. Nothing is faked for the camera.

The game gains four names on window.T (start, intoSplatter, startHorde,
sendBoy) and nothing else: the frame is pinned by the canvas box rather than
the window, RES 4 comes from lowPower 0 plus device-scale-factor 3, and the
audio is tapped by making BaseAudioContext's `destination` a gain node — so
audio.js needs no master bus for a tool that ships to nobody. tools/ and
promo/clips/ are ignored by git and docker alike.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-18 13:07:21 +02:00

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# Everything under assets/ whose name starts with _ is the SPRITE PIPELINE, not the game: the
# generator scripts, the reference poses, and the big source sheets _slice.py cuts the frames out
# of. That is 34 MB of the 45 MB in assets/, no client ever fetches one, and until now they were
# all sitting in the image and publicly served. The game loads no underscore-prefixed file — see
# the SPR list in render.js — so the rule is the prefix, with nothing to maintain per sheet.
assets/_*
.git
.env
HANDOFF.md
**/__pycache__
**/.DS_Store
# promo footage is a local build product (tools/capture.py), never served
promo/clips
tools