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splatter-tennis/index.html
T
wuwiandClaude Opus 5 55c0f75c37 Give him a sidestep, and split the messages into two voices
He died at every chapter boss because he could not move, and there were two
independent reasons for it. The movement block is 'rally'-only — a settled feel
decision the six boss AI styles were written around — and a boss is fought from
'pretoss'. On top of that canAimServe() is true through a boss fight, so his one
finger was already spent on the slingshot: there was no gesture left over that
could have meant "move".

So it is a SIDESTEP, not a walk. One committed step on a cooldown, carrying
invulnerability that beats both damage channels — the chip damage in hurtPlayer
and the instant-death contact test. The rule about walking stands untouched.

The gesture is picked by WHICH WAY the drag leaves the deadzone, decided once and
never revisited for that touch: down-ish is the pull the game already teaches,
sideways is the step. No timing window, no invisible mode, so "one gesture means
one thing" still holds. The finger-steer modes are untouched — stick.aimable is
false in a horde, so the drag is the absolute steer it always was. The apron demo
now alternates PULL DOWN and SWIPE TO DODGE, and Marvin has a page for it.

The rest of the playtest list:

- Bangers is bundled beside Silkscreen, and the register IS the category. The
  quiet face keeps the HUD, the rack, the control hints and RESUMING IN; the loud
  one takes SET, CHAPTER, EPIC!, PERFECT and every free-floating flash. Floating
  text gets one shared y and a drop shadow, so it survives crowd, clay and blood.
- Modals queue instead of being dropped. That was why the trainer and the weapon
  had to be crammed into one card after a won duel; the heal gets its own popup
  with the x_cross tin over it — a sprite loaded since that merge and drawn by
  nothing.
- weaponModal's first-sight gate moved inside the function. The barrels gated
  themselves and the tin ladder did not, so four weapons re-explained themselves
  every three games while a barrel weapon explained itself once.
- Ten rack slots. Past five it grows a second row upward rather than shrinking
  ten tiles under the thumb target; slots 0-4 stay welded to the bottom edge.
- The boss win holds for its own 3.6s and says EPIC!, with no GAME n NEXT line —
  the bar under the scoreboard already prints that permanently. That bar went
  from 6px to 7px, which is the smallest type in the game becoming words.
- The turn punches the camera in on him and the ground shakes harder at each beat.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-03 21:48:24 +02:00

190 lines
13 KiB
HTML

<!doctype html>
<html lang="en">
<head>
<meta charset="utf-8">
<title>Splatter Tennis</title>
<meta name="viewport" content="width=device-width, initial-scale=1, viewport-fit=cover">
<!-- save-to-homescreen: a bloody tennis ball. iOS needs the apple-* tags (it ignores the
manifest's display/name); Android reads the manifest. -->
<link rel="icon" type="image/png" href="assets/favicon.png">
<link rel="apple-touch-icon" href="assets/icon-180.png">
<link rel="manifest" href="manifest.webmanifest">
<meta name="apple-mobile-web-app-capable" content="yes">
<meta name="mobile-web-app-capable" content="yes">
<meta name="apple-mobile-web-app-title" content="Splatter">
<meta name="apple-mobile-web-app-status-bar-style" content="black-translucent">
<meta name="theme-color" content="#2b2735">
<style>
/* pixel HUD font — bundled so it renders offline; used by the canvas scoreboard + rack */
@font-face { font-family: 'Silkscreen'; font-weight: 400; font-display: block;
src: url('assets/fonts/Silkscreen-Regular.ttf') format('truetype'); }
@font-face { font-family: 'Silkscreen'; font-weight: 700; font-display: block;
src: url('assets/fonts/Silkscreen-Bold.ttf') format('truetype'); }
/* the ANNOUNCEMENT face. Silkscreen is the HUD and the instructions — small, even, quiet. The
things that shout (SET, CHAPTER, EPIC!, PERFECT) are a second register on purpose, so a message
tells you which kind it is before you have read a word of it. Bundled, like the other one. */
@font-face { font-family: 'Bangers'; font-weight: 400; font-display: block;
src: url('assets/fonts/Bangers-Regular.ttf') format('truetype'); }
/* html needs a real HEIGHT: the root element's background paints the viewport, but a GRADIENT is
laid out in the root's own box — and with the canvas position:fixed the root has no content and
collapses, so the gradient render.js sets had nowhere to go. */
html { height: 100%; height: 100dvh; }
html, body { margin: 0; padding: 0; background: #10141c; overflow: hidden; }
/* invisible probe: env() is only readable from CSS, so park the insets on an element and let
render.js measure them. The canvas stays FULL-BLEED (the stands under the notch look good) —
it is the HUD that has to move, see SAFE in render.js. */
#safe { position: fixed; top: 0; left: 0; width: 0; height: 0; pointer-events: none; visibility: hidden;
padding-top: env(safe-area-inset-top, 0px); padding-bottom: env(safe-area-inset-bottom, 0px); }
/* The canvas STRETCHES to the viewport and render.js derives its logical height from the box it
actually got. Sizing it the other way round (compute a scale from innerWidth/innerHeight, then set
explicit px) meant it was laid out against whatever innerHeight reported at load — before iOS
Safari's toolbars had settled — and it stayed a strip short of the bottom forever after.
100dvh is the dynamic viewport height, so it tracks those toolbars. */
/* TOP inset only. The status bar is opaque UI and the scoreboard must clear it, so the canvas starts
below it — but the home indicator is a slim translucent bar, so the canvas runs all the way to the
PHYSICAL bottom edge and the court art fills it. Only the weapon RACK lifts clear of the indicator,
via SAFE.bottom in render.js. Reserving the bottom inset here instead just left a dead band.
100dvh is the dynamic viewport height, so it tracks iOS Safari's toolbars appearing/hiding. */
canvas { image-rendering: pixelated; display: block; position: fixed; touch-action: none;
top: env(safe-area-inset-top, 0px);
left: env(safe-area-inset-left, 0px);
width: calc(100vw - env(safe-area-inset-left, 0px) - env(safe-area-inset-right, 0px));
height: calc(100vh - env(safe-area-inset-top, 0px));
height: calc(100dvh - env(safe-area-inset-top, 0px)); }
/* ...but NOT installed. Launched from the homescreen, WebKit does not initialise the DYNAMIC
viewport until the geometry is "exercised" — 100dvh stays provisional until you rotate the
phone, which is exactly the bug. Standalone has no toolbars, so 100vh is both correct and
stable from the first frame; dvh only exists for the browser's disappearing toolbars. */
@media (display-mode: standalone) {
html { height: 100vh; }
canvas { height: calc(100vh - env(safe-area-inset-top, 0px)); }
}
/* desktop key hint — up in the empty top-right corner now that the rack owns the bottom edge */
#hint { position: fixed; top: 6px; right: 10px; text-align: right;
font: 400 10px Silkscreen, monospace; color: #6b7688; }
@media (pointer: coarse) { #hint { display: none; } }
#intro { position: fixed; inset: 0; z-index: 10; touch-action: none; display: grid; place-items: center;
background: radial-gradient(circle at 50% 34%, rgba(34,16,20,0.92), rgba(8,10,16,0.96)); }
#intro .card { font: 400 11px Silkscreen, monospace; color: #dfe6f2; text-align: center; line-height: 1.9;
padding: 18px 26px; max-width: 92vw; animation: drop 0.5s ease-out; }
@keyframes drop { from { transform: translateY(-14px); opacity: 0; } }
/* the logo is generated pixel art now (assets/logo.png), not stacked CSS text */
#intro .logo { display: block; width: min(320px, 78vw); height: auto; margin: 0 auto 8px;
image-rendering: pixelated; filter: drop-shadow(0 3px 0 rgba(0,0,0,0.45)); }
/* the slogan carries most of the gap between the logo's blood and the first button */
#intro .slogan { margin: 10px 0 26px; font-size: 12px; color: #b6a0a4; letter-spacing: 0.5px; }
#intro .slogan b { color: #c9564a; }
/* which build is served — filled in by main.js, empty (and invisible) if the header is missing */
#build { margin: 10px 0 0; font-size: 9px; color: #5a6270; letter-spacing: 0.5px; }
/* ONE overlay, four panels, swapped by #intro[data-stage]. Keeping the backdrop and the card frame
alive across every screen is the point — a screen that unmounts the whole overlay flashes the
court through between menus. */
#splash, #courts, #tutorial { display: none; }
#intro[data-stage="splash"] #splash { display: block; }
#intro[data-stage="courts"] #courts { display: block; animation: drop 0.3s ease-out; }
#intro[data-stage="tutorial"] #tutorial { display: block; animation: drop 0.3s ease-out; }
/* the overlay is HIDDEN during play, not removed: a restart puts it straight back, and the
display:grid above would otherwise win over the hidden attribute */
#intro[hidden] { display: none; }
/* headline: taller than the body text, so a screen reads as a screen and not as a list */
#intro h2 { margin: 0 0 20px; font: 400 15px Silkscreen, monospace; color: #e0cc72;
letter-spacing: 3px; line-height: 1.5; }
/* one button look for every menu screen */
.btn { display: block; width: min(340px, 84vw); margin: 0 auto 10px; padding: 12px 10px;
background: rgba(255,255,255,0.04); border: 2px solid #3b4354; color: #dfe6f2;
font: 400 12px Silkscreen, monospace; letter-spacing: 1px; cursor: pointer;
-webkit-tap-highlight-color: transparent; }
.btn.go { border-color: #e0cc72; color: #e0cc72; }
/* The two menu buttons wear generated plates. The LETTERING stays live text on top rather than
being drawn into the art: generated type is a lottery and would not match the rest of the HUD.
A text-shadow is what keeps it readable where a drip runs behind it. The border is CSS, not
art — the plate crops are interior-only, so both buttons get the same clean frame. */
.btn.plate, .btn.plate2 { padding: 15px 10px; font-size: 15px; letter-spacing: 2px;
background-size: 100% 100%; background-repeat: no-repeat;
image-rendering: pixelated; text-shadow: 0 2px 0 rgba(0,0,0,0.9); }
/* No gold frame on START any more — the sweep below is what draws the eye, and the two buttons
now share one border so the pair reads as a pair. */
.btn.plate { background-image: url('assets/btn_start.png?v=94'); color: #f7ecb8;
border-color: #3b4354; position: relative; overflow: hidden; }
/* a light passing over the sign: across in ~0.8s, then still for the rest of the cycle.
pointer-events:none so the sweep can never eat the tap. */
.btn.plate::after { content: ''; position: absolute; inset: 0; pointer-events: none;
background: linear-gradient(105deg, transparent 42%, rgba(255,255,255,0.34) 50%,
transparent 58%);
transform: translateX(-140%); animation: shine 4.5s ease-in-out infinite; }
@keyframes shine { 0% { transform: translateX(-140%); } 18%, 100% { transform: translateX(140%); } }
@media (prefers-reduced-motion: reduce) { .btn.plate::after { animation: none; opacity: 0; } }
.btn.plate2 { background-image: url('assets/btn_tut.png?v=94'); color: #d6dfec; }
.btn.back { font-size: 10px; padding: 9px 10px; color: #8a96ab; }
/* a row, not a stacked tile: three 3:2 tiles stacked fill a phone twice over, and the art still
reads at this size. -webkit-tap-highlight-color kills iOS's blue flash over the pixel art. */
#courts button.court { display: flex; align-items: center; gap: 12px; width: min(340px, 84vw);
margin: 0 auto 8px; padding: 6px; background: rgba(255,255,255,0.04);
border: 2px solid #3b4354; color: inherit; font: inherit; text-align: left;
cursor: pointer; -webkit-tap-highlight-color: transparent; }
#courts button.court.on { border-color: #e0cc72; background: rgba(224,204,114,0.10); }
#courts img { width: 108px; height: 72px; display: block; image-rendering: pixelated; flex: none; }
#courts b { display: block; font: 400 11px Silkscreen, monospace; color: #dfe6f2; letter-spacing: 0.5px; }
#courts i { display: block; margin-top: 5px; font: 400 9px Silkscreen, monospace; color: #8a96ab; font-style: normal; }
#courts .acts { margin-top: 16px; }
/* tutorial: Marvin on the left, his line and the picture on the right */
#tutorial .page { display: flex; align-items: flex-end; gap: 14px; width: min(360px, 88vw);
margin: 0 auto; text-align: left; min-height: 190px; }
#tutorial .marvin { width: 84px; flex: none; image-rendering: pixelated; align-self: flex-end; }
#tutorial .say { flex: 1; }
#tutorial .say p { margin: 0 0 10px; font: 400 10px Silkscreen, monospace; color: #dfe6f2; line-height: 1.9; }
#tutorial .say em { color: #e0cc72; font-style: normal; }
/* the panel is 2:1 and it is the point of the page, so it gets the full card width above the
Marvin row rather than being squeezed into the text column beside him */
#tutorial .shot { display: block; width: min(360px, 88vw); margin: 0 auto 12px;
image-rendering: pixelated; border: 2px solid #2a3140; }
#tutorial .dots { margin: 14px 0 10px; font: 400 10px Silkscreen, monospace; color: #5a6270; letter-spacing: 3px; }
#tutorial .acts { display: flex; gap: 8px; width: min(340px, 84vw); margin: 0 auto; }
#tutorial .acts .btn { margin: 0; flex: 1; }
</style>
</head>
<body>
<canvas id="c" width="480" height="270"></canvas>
<div id="safe"></div>
<div id="hint">move: WASD/arrows &nbsp;·&nbsp; serve/swing: SPACE &nbsp;·&nbsp; aim: hold a direction while swinging &nbsp;·&nbsp; T: tuning panel</div>
<div id="intro" data-stage="splash">
<div class="card">
<!-- The title screen IS the menu. A separate menu stage behind it was the same logo over the
same backdrop with two buttons, so it read as the title screen failing to advance. The
control list that used to sit here is the tutorial's job now. -->
<div id="splash">
<img class="logo" src="assets/logo.png" alt="Splatter Tennis">
<p class="slogan">Fifteen. Thirty. Forty. <b>Dead.</b></p>
<button class="btn plate" id="mStart">START GAME</button>
<button class="btn plate2" id="mTut">TUTORIAL</button>
<p id="build"></p>
</div>
<!-- court rows are built from config.COURTS in main.js: adding a court is a table row, never markup -->
<div id="courts">
<h2>CHOOSE YOUR COURT</h2>
<div id="courtList"></div>
<div class="acts">
<button class="btn go" id="cStart">START GAME</button>
<button class="btn back" id="cBack">BACK</button>
</div>
</div>
<!-- tutorial pages are built from a table in main.js -->
<div id="tutorial">
<h2>HOW IT WORKS</h2>
<img class="shot" id="tShot" alt="">
<div class="page">
<img class="marvin" id="tMarvin" src="assets/marvin1.png" alt="">
<div class="say" id="tSay"></div>
</div>
<p class="dots" id="tDots"></p>
<div class="acts">
<button class="btn back" id="tBack">BACK</button>
<button class="btn go" id="tNext">NEXT</button>
</div>
</div>
</div>
</div>
<script type="module" src="main.js?v=114"></script>
</body>
</html>