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splatter-tennis/zombies.js
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

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// The splatter phase: shamblers, gore decals, particles. The ball is the weapon;
// tennis scoring keeps running via gameplay.splatPoint. Zombies advance toward
// your baseline — one crossing it is a point for THEM.
// (zombies <-> gameplay is a runtime-only import cycle, same pattern as input.)
import { TUNE, UI, COURT, VOLLEY, CONTACT, BOSS_ART, WEAPONS, BARREL_WEAPONS, woundStage, EATEN_BURST, EATEN_SUMMARY, EATEN_FEED_R } from './config.js';
import { G, P, ball, sendBoy, setupPoint } from './state.js';
import { splat, moan, pock, voice, boom, swish, shriek, aww, sfx , whoosh } from './audio.js';
import { splatPoint, cheer, spentBall, resolveInterlude, showModal, endBossFight, aside, grantWeapon, weaponModal, endBurst } from './gameplay.js';
export const zombies = []; // {x, z, v, walkT, variant: 'a'|'b'|'c'}
export const gore = []; // lawn decals {x, z, r, a} — the flat ground layer
export const piles = []; // 3D-ish gore mounds {x, z, size 1..4, seed} — grow where kills cluster
export const parts = []; // splatter particles {x, y, z, vx, vy, vz, t, dark}
export const pellets = []; // machine-gun rounds during a horde {x, y, z, vx, vz, t}
export const extras = []; // triple-serve side balls {x, y, z, vx, vy, vz, pow, t} — ballistic clones
// INCOMING hostile balls: the ball machine's shots and the chapter boss's volleys. Deliberately a
// separate array from `ball` and `extras` rather than an extension of either — the main ball is the
// one you serve and there can only be one of it, and extras are yours and kill zombies. These are
// theirs and they hurt YOU. Swat one with a swing and it becomes an `extras` entry flying back
// up-court, which is how a parry turns into a real weapon for free.
export const shots = []; // {x, y, z, vx, vy, vz, g, t}
let spawnT = 1.5, moanT = 3;
// Every body, decal and projectile on the court, plus this module's own timers. Called by
// gameplay.restartRun — a restart is in-place now, not a page reload.
export function resetZombies() {
for (const a of [zombies, gore, piles, parts, pellets, extras, shots]) a.length = 0;
spawnT = 1.5; moanT = 3; mgTick = 0; lastBarrel = null;
}
export function spawnZombie(x, z, variant) {
// Keyed on GAMES FINISHED, not on splatT: the old `1 + min(1.5, splatT / 70)` maxed out after
// 105 seconds of splatter, so every shambler from roughly game 3 onward walked at the same top
// speed for the rest of a 50-game run. Games are what the player experiences as progress.
// test mode pins the shamble at a fixed MEDIUM speed instead of riding the per-game ramp
const ramp = 1 + Math.min(TUNE.zSpeedMax, G.runGames * TUNE.zSpeedPerGame);
const base = G.testMode ? TUNE.testZSpeed : TUNE.zSpeed * ramp;
const zb = { x, z, v: base * (0.8 + Math.random() * 0.4), walkT: Math.random() * 9,
homeOff: (Math.random() * 2 - 1) * 0.8, variant }; // personal lane offset so they don't stack into a column
if (variant === 'f') { zb.v = Math.min(TUNE.runnerVMax, zb.v * TUNE.runnerSpeed); shriek(); } // shriek = the fairness contract; capped so late runners stay reactable
if (variant === 'a' || variant === 'b') zb.hp = TUNE.shamblerHp; // classic shamblers take a wound before they drop — only the runner is one-shot glass
if (variant === 'g') { zb.v *= 0.55; zb.hp = TUNE.bruteHp; } // slow, but soaks hits
if (variant === 'd') { zb.v *= 0.8; zb.hp = TUNE.stewardHp; } // the steward: a head taller and several hits tougher than the crowd, nothing more exotic than that
if (variant === 'e') zb.hp = TUNE.ballboyHp; // the ball boy: shambler-sized, three hits deep
if (variant === 'h') { zb.v *= 0.75; zb.hp = TUNE.bouncerHp; } // the bouncer: between the steward and the brute
if (variant === 'k') { zb.v *= 0.45; zb.hp = TUNE.rollerHp; } // the roller man: slower and heavier than the brute
// Every body with hp remembers its FULL hp. The wound skins used to compare against the variant's
// TUNE constant, which meant every new body needed its own branch to look hurt; one field here and
// the rule is "hp below full = show the wound", for anything that has a wound skin.
if (zb.hp) zb.hpMax = zb.hp;
if (variant === 's') zb.shieldT = 0; // chair up; > 0 = seconds of stagger left
if ('fgsdehk'.includes(variant) && !G.seen['v' + variant]) { G.seen['v' + variant] = true; aside('ump_dress_code', 0.8); }
if (variant === 'o') { // the weapon barrel: a rolling pink target with a weapon inside it
zb.v = 0; zb.hp = zb.hpMax = TUNE.barrelHp;
zb.wid = pickBarrelWeapon();
zb.dir = Math.random() < 0.5 ? -1 : 1; zb.roll = 0;
}
if (variant === 'm') { // the rogue ball machine: furniture, not a body. It never SHAMBLES...
zb.v = 0; zb.hp = zb.hpMax = TUNE.machHp; zb.fireT = TUNE.machCycle; zb.windT = 0;
zb.repoT = TUNE.machRepo * (0.4 + Math.random()); // ...but it wheels itself somewhere else now and then
}
zombies.push(zb);
}
let lastBarrel = null;
// WHICH weapon is in the barrel. A flat 1-in-4 gave Oliver the laser "almost every time" and the
// beacon never — four samples is far too few for uniform to feel uniform. Weighted, gated on the
// run so the rocket is genuinely a late-game find, and it never hands you the same thing twice in
// a row, which is the part a player actually notices.
function pickBarrelWeapon() {
const pool = [];
for (const [id, b] of Object.entries(BARREL_WEAPONS)) {
if (G.runGames < b.from) continue;
if (id === lastBarrel) continue; // never twice running...
for (let k = 0; k < b.weight; k++) pool.push(id);
}
// ...unless it is the only thing unlocked, in which case repeating beats handing out nothing
if (!pool.length) return lastBarrel || 'beacon';
const id = pool[Math.floor(Math.random() * pool.length)];
lastBarrel = id;
return id;
}
// A WEAPON BARREL, rolled across the far court. Shoot it and you get what is inside, armed on the
// spot. It is the only source of the four weapons that are not on the duel ladder, and it is pure
// upside — it never attacks, never scores, and rolls off on its own if you ignore it.
export function spawnBarrel() {
spawnZombie((Math.random() * 2 - 1) * 3.2, 4.5 + Math.random() * 3, 'o');
if (!G.seen.barrel) {
G.seen.barrel = true;
showModal({ title: 'A GLOWING BARREL', color: UI.pink,
body: ['THERE IS A WEAPON INSIDE IT', 'SHOOT IT AND IT IS YOURS', 'PINK MEANS TAKE THE SHOT'] });
}
}
// the rogue ball machine, wheeled out onto the far court. It never moves and never scores; it just
// shoots at you until you deal with it.
export function spawnMachine() {
spawnZombie((Math.random() * 2 - 1) * 3.6, 2.2 + Math.random() * 3, 'm');
voice('ump_machine', 0.4, 0.95);
if (!G.seen.mach) {
G.seen.mach = true;
showModal({ title: 'A BALL MACHINE', color: UI.warm,
body: ['IT FIRES AT YOU ON A TIMER', 'SWING TO RETURN THE SHOT', 'OR SWISH TO BAT IT AWAY'] });
}
}
// ---- the chapter boss. One every TUNE.bossEvery games, bigger and tougher each time. It advances
// slowly and volleys at you, so it threatens BOTH channels: its shots chip your hp, and letting it
// reach you is the ordinary instant death. Reuses the whole existing damage model — it is just a
// body with a lot of hp (see the wound() invariant in HANDOFF), so no weapon needs special-casing.
export function spawnChapterBoss(chapter) {
const art = BOSS_ART[(chapter - 1) % BOSS_ART.length]; // which of the boss designs this chapter is
// Every behaviour field on the design is OPTIONAL and falls back to the shared TUNE number, so a
// design row that carries nothing but art behaves exactly the way a boss did before there were any.
const hp = Math.round((TUNE.bossHp + (chapter - 1) * TUNE.bossHpPerChapter) * (art.hpMul ?? 1));
zombies.push({ x: 0, z: -1.2, v: TUNE.bossSpeed * (art.speedMul ?? 1), walkT: 0, homeOff: 0, variant: 'B',
chapter, hp, hpMax: hp, scale: TUNE.bossScale + (chapter - 1) * TUNE.bossScalePer,
fireT: art.cycle ?? TUNE.bossCycle, windT: 0, salvo: 0, salvoT: 0,
dist: 0, dir: Math.random() < 0.5 ? -1 : 1, moveT: 0, // dist drives the stride: see drawZombie
art });
}
// ---- BOSS MOVEMENT. Before this the boss had no AI at all — it matched no branch in the variant
// chain below and fell through to the crowd's aimless ±0.15 m/s wobble, so "the boss moves" was a
// comment and nothing else. Each design owns a style (BOSS_ART.move) and they differ in the axis
// they threaten on: pace/bounce make you lead a moving target, mirror takes your lane away, charge
// trades its ranged game for closing the distance. Returns nothing; it moves zb.x/zb.z directly.
//
// Two rules hold for all of them:
// - IT PLANTS ITS FEET TO THROW. While winding up or mid-volley it does not move, which is the same
// fairness contract as the wind-up glow: the telegraph has to be worth reading.
// - IT STAYS IN THE BAND (bossZMin..bossZMax) unless it is charging. Uncapped, a boss ended the
// fight by simply arriving on top of you after about a minute — and every extra hp made that
// outcome MORE likely, not less. Only 'charge' is allowed through, and that is its whole threat.
// A NOTE THAT DECIDED THREE OF THESE FIVE: in splatter the player is rooted in `pretoss` for nearly
// the whole of a boss fight (he only walks during `rally` — a settled decision). So any style whose
// motion is "close on the player's x" arrives, stops, and is static for the rest of the fight, which
// is the exact complaint this work exists to fix. Every style below therefore moves under its OWN
// power and only BIASES toward the player. Measured: each of the six covers 5-14 m a minute.
function bossAI(zb, dt) {
if (zb.windT > 0 || zb.salvo > 0) return; // planted: throwing is not a moving action
const x0 = zb.x, z0 = zb.z, style = zb.art?.move || 'advance';
const strafe = TUNE.bossStrafe * (zb.art?.paceMul ?? 1);
if (style === 'charge') {
zb.moveT -= dt;
if (zb.charging) {
const dx = P.x - zb.x;
zb.x += Math.sign(dx) * Math.min(Math.abs(dx), TUNE.bossStrafe * dt);
zb.z = Math.min(P.z, zb.z + TUNE.bossChargeV * dt); // AT you and NO FURTHER: unclamped it ran
if (zb.moveT <= 0) { zb.charging = false; zb.moveT = TUNE.bossChargeRest; } // off the back of the court
} else {
// It withdraws LESS than it charged, so the fight has a visible clock: it is a couple of metres
// nearer after every rush and reaches you in about half a minute. A withdrawal that undid the
// whole charge made "the body is the weapon" untrue — it never once got near you.
zb.z = Math.max(TUNE.bossZMin, zb.z - TUNE.bossChargeV * 0.45 * dt);
if (zb.moveT <= 0) { zb.charging = true; zb.moveT = TUNE.bossChargeT; }
}
} else if (style === 'shadow') {
// paces — but the ground it paces over is centred on YOU, so it never stops moving and it takes
// your lane away the moment you take one
const c = Math.max(-TUNE.bossPaceX, Math.min(TUNE.bossPaceX, P.x));
zb.x += zb.dir * strafe * dt;
if (zb.x > c + TUNE.bossShadowX) zb.dir = -1; else if (zb.x < c - TUNE.bossShadowX) zb.dir = 1;
zb.z += zb.v * dt;
} else if (style === 'bounce') {
// hops, not a slide: it covers bossHopX per hop and is nearly still between them, so it reads as
// a costume with someone inside it rather than a sprite being lerped across the court. It flips
// every hop and only steers when it has drifted a long way off your lane.
zb.moveT -= dt;
if (zb.moveT <= 0) {
zb.moveT = TUNE.bossHopT;
// keep going the SAME way until it runs out of court or has overshot your lane, then turn.
// Flipping every hop kept it oscillating inside one metre — motion with no travel in it.
if (Math.abs(zb.x) > TUNE.bossPaceX) zb.dir = -Math.sign(zb.x);
else if (Math.abs(P.x - zb.x) > 2.5) zb.dir = Math.sign(P.x - zb.x) || zb.dir;
}
const k = Math.max(0, Math.sin(Math.PI * (1 - zb.moveT / TUNE.bossHopT))); // fast at mid-hop
zb.x += zb.dir * (TUNE.bossHopX / TUNE.bossHopT) * k * dt;
zb.z += zb.v * dt;
} else if (style === 'surge') {
// rolls up the whole band and back down it, over and over, drifting slowly into your lane. Its
// DEPTH is the threat, not its x — the one that simply keeps coming, and keeps coming back.
zb.z += zb.dir * zb.v * 3 * dt;
if (zb.z > TUNE.bossZMax) zb.dir = -1; else if (zb.z < TUNE.bossZMin) zb.dir = 1;
const dx = P.x - zb.x;
zb.x += Math.sign(dx) * Math.min(Math.abs(dx), strafe * 0.3 * dt);
} else if (style === 'pace') {
zb.x += zb.dir * strafe * dt;
if (Math.abs(zb.x) > TUNE.bossPaceX) { zb.dir = -Math.sign(zb.x); zb.x = Math.sign(zb.x) * TUNE.bossPaceX; }
zb.z += zb.v * dt;
} else { // 'advance': the old crawl, with a slow drift.
zb.x += Math.sin(zb.walkT * 0.6) * 0.4 * dt; // Unused by any design — it is what a row with
zb.z += zb.v * dt; // no `move` field falls back to.
}
if (style !== 'charge') zb.z = Math.max(TUNE.bossZMin, Math.min(TUNE.bossZMax, zb.z));
zb.x = Math.max(-TUNE.bossPaceX - 0.6, Math.min(TUNE.bossPaceX + 0.6, zb.x)); // never off the sides
// The stride steps off GROUND COVERED (the brute's rule). A strafing boss read off zb.z alone
// would slide sideways with both feet frozen — the exact defect the distance rule exists to stop.
zb.dist = (zb.dist || 0) + Math.hypot(zb.x - x0, zb.z - z0);
}
// ---- the player's second health channel. Only these two functions touch it.
export function hurtPlayer(n) {
// G.hurtT is the grace window: a volley must not delete you at once. G.dodgeI is the SIDESTEP —
// it beats this channel and the eat test below, which is the only reason to spend a dodge.
if (G.mode !== 'splatter' || G.hurtT > 0 || G.dodgeI > 0 || G.mode === 'eaten') return;
G.hp -= n;
G.hurtT = TUNE.hurtGrace; G.hurtFlash = 0.3;
G.shake = { t: 0.22, mag: 4 };
splat(0.7); aww(0.5);
for (let k = 0; k < 14; k++) parts.push({ // he takes it in the chest
x: P.x + (Math.random() * 2 - 1) * 0.2, y: 1.2, z: P.z,
vx: (Math.random() * 2 - 1) * 2.2, vy: 0.8 + Math.random() * 2, vz: (Math.random() * 2 - 1) * 2.2,
t: 0.35 + Math.random() * 0.35, dark: Math.random() < 0.5 });
if (G.hp <= 0) killPlayer();
else voice('ump_quiet_bleeding', 0.3, 0.95); // the umpire objects on your behalf. He is still watching.
}
// Death, from EITHER channel: a shambler reaching you, or your hp running out. Extracted so the two
// causes cannot drift apart — the run summary, the best-run write and the death animation are all
// here exactly once.
export function killPlayer() {
if (G.mode === 'eaten') return;
gore.push({ x: P.x, z: P.z, r: 0.9, a: 0.9 }); if (gore.length > 40) gore.shift();
for (let k = 0; k < 30; k++) parts.push({
x: P.x, y: 1.1, z: P.z,
vx: (Math.random() * 2 - 1) * 4.5, vy: 1 + Math.random() * 4, vz: (Math.random() * 2 - 1) * 4.5,
t: 0.5 + Math.random() * 0.5 });
splat(1);
voice('game_set_massacre', 0.8); aww(1); // the run is over — the crowd groans
// the death animation runs off G.eatenT: thrash here, burst at EATEN_BURST (playerGore), summary after
G.eatenT = 0; G.eatenAt = { x: P.x, z: P.z };
G.mode = 'eaten'; ball.active = false; G.flash = null; G.modal = null; // zombies keep shambling for ambience
G.horde = null; pellets.length = 0; extras.length = 0; shots.length = 0; G.mgT = 0; G.gunId = null; // everything stops
try { // the run is over — settle it against the best (games survived, sets as tiebreak)
const b = JSON.parse(localStorage.splatterBest || 'null') || { games: 0, sets: 0 };
G.newBest = G.runGames > b.games; // beat it → the summary crows about it
if (G.newBest) { b.games = G.runGames; b.sets = G.sets[0]; localStorage.splatterBest = JSON.stringify(b); }
G.best = b;
} catch (e) { G.best = null; } // private mode etc. — the summary just skips the best line
}
// One hostile ball, lobbed at where the player is standing. `spread` fans a volley sideways.
// It is a real ARC (solved like a serve, not fired flat) so it is readable coming in and so the
// swing window has something to meet — a flat bolt at head height is not a tennis shot.
function fireAtPlayer(x, z, spread = 0, speed = TUNE.machSpeed) {
const y0 = 1.1;
const tx = P.x + spread, tz = P.z;
const d = Math.hypot(tx - x, tz - z), Tf = Math.max(0.35, d / speed);
const g = TUNE.gravity;
shots.push({ x, y: y0, z,
vx: (tx - x) / Tf, vz: (tz - z) / Tf,
vy: (0.9 - y0 + 0.5 * g * Tf * Tf) / Tf, // land at racket height, not on the grass
g, t: Tf + 1.6 });
pock(0.55, 190); // the thunk of the throw
}
// Which shambler steps out next. Unlocks are keyed on GAMES, not on sets won: a set is six games,
// so the old top gate (`tier >= 2`) opened around game 12 and after that the mix was frozen forever
// at 15% shield / 15% brute / 12% runner — a third of why a 50-game run stopped changing.
// Now the advanced SHARE keeps climbing after everything is unlocked, which is what makes game 40
// feel different from game 20 rather than merely faster.
function pickVariant() {
const g = G.testMode ? TUNE.testLevel : G.runGames; // test mode unlocks the whole roster
const pool = [];
if (g >= 2 && !zombies.some(z => z.variant === 'f')) pool.push('f'); // at most one runner alive
if (g >= 6) pool.push('g');
if (g >= 12) pool.push('s');
// The steward is the mildest of the pool on purpose — bigger and one hit tougher, no special rule
// to learn — so he can arrive EARLY and thicken the ordinary crowd, which the shambler mix alone
// never did. He is also the only advanced body that shows up in a horde (see spawnHordeZombie).
if (g >= 4) pool.push('d');
// The late roster, spread WIDE on purpose. They were at 3/8/15 and Oliver had met the whole cast
// by about game 10 — "let's introduce them more gradually". One new body roughly every seven
// games now, and the ORIGINAL four keep their gates exactly (the curve through ~game 12 was
// already tuned; see the calibration rule in HANDOFF).
if (g >= 5) pool.push('e');
if (g >= 12) pool.push('h');
if (g >= 20) pool.push('k');
const nasty = Math.min(TUNE.nastyMax, g * TUNE.nastyPerGame);
if (pool.length && Math.random() < nasty) return pool[Math.floor(Math.random() * pool.length)];
return Math.random() < 0.5 ? 'a' : 'b';
}
// How big a target a body is. Bosses are deliberately a little more generous than a shambler —
// part of "the racket zombie doesn't seem harmable" was simply missing him.
// A BOSS BODY: takes wound damage from everything instead of being deleted by it. The brute ('g') is
// deliberately NOT one — melee/bomb/fire one-shotting a brute is a settled "power exception".
const isBoss = zb => zb.variant === 'r' || zb.variant === 'B';
const hitR = zb => zb.variant === 'g' ? 0.75 : zb.variant === 'd' ? 0.64 : zb.variant === 'r' ? 0.7
: zb.variant === 'o' ? 0.7 // the barrel: a wide low drum, generous on purpose
: zb.variant === 'k' ? 0.88 : zb.variant === 'h' ? 0.68 // the roller man is wider than the brute
: zb.variant === 'B' ? 0.55 * (zb.scale || 1) * 1.4 // a chapter boss is a barn door, as it should be
: zb.variant === 'm' ? 0.8 // the machine is a wide low box
: 0.55;
// THE LASER. Not a projectile: the serve gesture you already know, and instead of a ball you get a
// widening plane of light down the lane you aimed at, killing everything standing inside the wedge
// at once. Oliver asked for exactly this after a tap-per-round version read as broken — "the normal
// ball logic, but the band is blue and gets way wider at the end, like a blue plane cutting through".
// It goes through wound()/killZombie like everything else, so it cannot no-op on a boss.
export function fireBeam(dirX, dirZ) {
const d = Math.hypot(dirX, dirZ) || 1, ux = dirX / d, uz = dirZ / d;
// out of the PLAYER at chest height — same point the cone is measured from, so what you see and
// what it kills are one geometry
G.beam = { x: P.x, y: TUNE.beamY + TUNE.beamOriginLift, z: P.z, ux, uz, t: TUNE.beamT };
boom(0.55); G.shake = { t: 0.18, mag: 3 }; G.boomFlash = 0.08;
for (let i = zombies.length - 1; i >= 0; i--) {
const zb = zombies[i];
if (!zb) continue;
const rx = zb.x - P.x, rz = zb.z - P.z;
const along = rx * ux + rz * uz; // how far down the lane it stands
if (along < 0 || along > TUNE.beamLen) continue; // behind you, or past the end of the beam
const off = Math.abs(rx * uz - rz * ux); // lateral offset from the lane
// the kill follows whichever LOOK is on, or the A/B would be a lie: a narrow band that deletes a
// cone-wide crowd tells you nothing about how the narrow band plays
const halfW = TUNE.beamBand >= 0.5 ? TUNE.beamBandW * 2
: TUNE.beamW0 + (TUNE.beamW1 - TUNE.beamW0) * (along / TUNE.beamLen);
if (off > halfW + hitR(zb)) continue;
// THE BEAM DELETES ORDINARY BODIES. hp does not enter into it: a plane of light that left a
// roller man standing was the thing that made it feel like a worse ball rather than a weapon.
// A BOSS is the exception and takes a heavy wound instead — "they also must suffer severely".
if (isBoss(zb)) { if (wound(zb, TUNE.dmgBeam)) killZombie(i, true); }
else killZombie(i, !!G.horde);
}
}
// core kill: remove the zombie, spawn its gore/pile/particles, score. No ball coupling —
// shared by ball hits, machine-gun pellets, melee swipes, and extra (multi-serve) balls.
// how absurdly a variant dies: classics splash, the advanced roster DETONATES
const GORE_MUL = { a: 1, b: 1, e: 1, f: 1.8, s: 2.5, h: 2.5, g: 4, k: 5, r: 3, m: 1.5, o: 0, B: 6 }; // a chapter boss comes apart like nothing else on the court; a barrel is not meat at all
// A barrel bursts and hands you what was inside, armed. Pink debris rather than gore — it is a
// container, not a body — and the modal only fires the FIRST time you see each weapon, so the tenth
// rocket does not stop the world to explain itself.
function popBarrel(zb) {
boom(0.7); G.shake = { t: 0.22, mag: 4 }; G.boomFlash = 0.08;
for (let k = 0; k < 30; k++) parts.push({
x: zb.x, y: 0.7, z: zb.z,
vx: (Math.random() * 2 - 1) * 4, vy: 1.2 + Math.random() * 3.5, vz: (Math.random() * 2 - 1) * 4,
t: 0.35 + Math.random() * 0.5, pink: true });
grantWeapon(zb.wid);
const w = WEAPONS[zb.wid];
G.flash = { text: w.label, t: 1.1 };
weaponModal(zb.wid); // first sight only — the gate lives in weaponModal, for both callers
}
// dark smoke: one puff, drifting up and spreading. Not gravity-bound like gore (see the parts loop).
function smokePuff(x, y, z, spread = 0.5) {
parts.push({ x: x + (Math.random() * 2 - 1) * spread, y, z: z + (Math.random() * 2 - 1) * spread * 0.5,
vx: (Math.random() * 2 - 1) * 0.35, vy: 0.5 + Math.random() * 0.5, vz: (Math.random() * 2 - 1) * 0.35,
t: 0.9 + Math.random() * 0.9, smoke: true });
}
// The machine is the one thing on court that is not made of meat, and it used to burst like a body:
// blood decal, gore mound, the wet splat, a ball boy sent out to mop it. It comes apart as MACHINERY
// now — a flash, sparks, torn metal, and a column of dark smoke over a scorch mark.
function wreckMachine(zb) {
boom(); G.shake = { t: 0.3, mag: 5 }; G.boomFlash = 0.09;
gore.push({ x: zb.x, z: zb.z, r: 1.1, a: 0.95, scorch: true }); // burnt clay, not blood
if (gore.length > 40) gore.shift();
for (let k = 0; k < 26; k++) parts.push({ // sparks and burning debris
x: zb.x, y: 0.8, z: zb.z,
vx: (Math.random() * 2 - 1) * 4, vy: 1.5 + Math.random() * 4, vz: (Math.random() * 2 - 1) * 4,
t: 0.3 + Math.random() * 0.5, fire: true });
for (let k = 0; k < 26; k++) smokePuff(zb.x, 0.5 + Math.random() * 1.6, zb.z, 0.7); // a column, not a puff
}
// A chapter boss does not just die. It is the thing the whole fight was about, so it comes apart
// in its own beat: the world drops into slow motion, the screen kicks, a ring of blood blows out
// through the crowd's roar, and the card that announces it waits until the pieces have landed.
function bossDeath(zb) {
G.slowT = TUNE.bossSlowT; // real seconds; main.js scales dt while it runs
G.bossBurst = { x: zb.x, z: zb.z, t: 0.75 }; // the shockwave ring render.js draws
G.shake = { t: 0.5, mag: 7 }; G.boomFlash = 0.12;
boom(); splat(1); cheer(4, 1); voice('unbelievable', 0.5);
const h = 1.8 * (zb.scale || 1.5);
for (let k = 0; k < 90; k++) parts.push({ // on top of killZombie's own burst: a full body's worth
x: zb.x, y: h * (0.2 + Math.random() * 0.7), z: zb.z,
vx: (Math.random() * 2 - 1) * 7, vy: 1 + Math.random() * 7, vz: (Math.random() * 2 - 1) * 7,
t: 0.7 + Math.random() * 0.9, dark: Math.random() < 0.4 });
for (let k = 0; k < 6; k++) { // and it leaves a mess nothing else on the court leaves
const a = Math.random() * 6.283, r = Math.random() * 2.4;
gore.push({ x: zb.x + Math.cos(a) * r, z: zb.z + Math.sin(a) * r * 0.6, r: 0.6 + Math.random() * 0.7, a: 0.9 });
if (gore.length > 40) gore.shift();
}
}
function killZombie(i, quiet) {
const zb = zombies[i];
const mul = GORE_MUL[zb.variant] || 1;
zombies.splice(i, 1);
if (zb.variant === 'B') bossDeath(zb); // before endBossFight below, so the card can wait on it
if (zb.variant === 'o') { popBarrel(zb); return; } // a container: it pays out and scores NOTHING
if (zb.variant === 'm') { // furniture, not a body: no blood, no mound, no mop boy
wreckMachine(zb);
if (!G.horde && !G.clearing) splatPoint('P', quiet);
return;
}
if (G.interlude && zb.variant === 'r') resolveInterlude('P'); // regicide ends the duel your way — any weapon counts
if (zb.variant === 'B') endBossFight(); // the chapter is over
// A BURNT BODY DOES NOT BURST. Fire kills by cooking, so there is nothing left to spray — it goes
// to dark grey ash instead of blood: same decal, same mound, same particles, all recoloured and a
// little smaller, plus a puff of smoke. Marked either by still burning or by `ashes`, which the
// flame ball sets before it kills (that kill happens before the body ever catches).
const ash = zb.burnT > 0 || zb.ashes;
const stains = Math.round(Math.sqrt(mul)); // advanced kills splash a scatter of stains, not one puddle
for (let k = 0; k < stains; k++) {
gore.push({ x: zb.x + (k ? (Math.random() * 2 - 1) * 0.9 : 0), z: zb.z + (k ? (Math.random() * 2 - 1) * 0.9 : 0),
r: (0.45 + Math.random() * 0.35) * Math.sqrt(mul) * (ash ? 0.8 : 1), a: ash ? 0.7 : 0.85, ash });
if (gore.length > 40) gore.shift();
}
const pl = piles.find(p => Math.hypot(p.x - zb.x, p.z - zb.z) < 0.6); // stack up where kills cluster
if (pl) { pl.size = Math.min(4, pl.size + Math.round(mul / 2 + 0.5)); if (!ash) pl.ash = false; }
else { piles.push({ x: zb.x, z: zb.z, size: Math.min(4, Math.round(mul / 2 + 0.5)), seed: Math.random() * 1e4, blobs: null, builtSize: 0, ash });
if (piles.length > 30) piles.shift(); }
const n = Math.round((ash ? 18 : 30) * mul); // ash settles rather than sprays: fewer, slower motes
for (let k = 0; k < n; k++) { const dark = k >= n * 2 / 3; parts.push({ // ~1/3 dark & long-lived: settling gore
x: zb.x, y: 0.9, z: zb.z,
vx: (Math.random() * 2 - 1) * (ash ? 1.6 : 3.5), vy: (ash ? 0.6 : 1) + Math.random() * (ash ? 1.6 : 3.5),
vz: (Math.random() * 2 - 1) * (ash ? 1.6 : 3.5),
t: dark ? 0.6 + Math.random() * 0.6 : 0.4 + Math.random() * 0.4, dark, ash,
}); }
if (ash) { for (let k = 0; k < 5; k++) smokePuff(zb.x, 0.4 + Math.random() * 1.1, zb.z, 0.45); pock(0.35, 150); }
else {
splat();
sfx('headshot-' + (Math.random() < 0.5 ? 1 : 2), 0.6); // random headshot crack layered on the gore burst
}
sendBoy(zb.x, zb.z, true); // a boy comes out with the mop
// The chapter boss deliberately scores NOTHING: its reward is the chapter card and the parked game
// beat resuming. Letting it bank a point meant splatPoint's game-over branch and endBossFight both
// decided "what happens next" in the same frame and clobbered each other.
if (!G.horde && !G.clearing && zb.variant !== 'B') splatPoint('P', quiet); // horde = survival, clearing = mopping up an already-won game — neither scores
}
// ---- fire. The flame ball doesn't just kill what it touches, it starts an epidemic: the kill
// ignites its neighbours, and every burning body keeps igniting whatever it shambles past.
// Read-only over zombies[] (it only sets burnT), so it is safe to call from inside a kill loop.
export function ignite(x, z, r) {
for (const zb of zombies) {
if (!zb || zb.burnT > 0) continue; // the boss DOES catch now — just at TUNE.bossBurnMul the rate,
// so fire is a real answer to a big body instead of a no-op
if (Math.hypot(zb.x - x, zb.z - z) < r) { zb.burnT = TUNE.burnTime; if (zb.hp === undefined) zb.hp = 1; }
}
}
// Bank `amount` of damage on a multi-hit body and return true once it should DIE. Fractional amounts
// are legal (a machine-gun pellet chips a third of a point): they accumulate on zb.chip and only
// WHOLE points come off hp, because the wound skins and bleed() anchors switch on hp thresholds and
// a fractional hp would never match one. The caller decides HOW it dies — splatter() for the
// multi-kill fanfare, killZombie() for a quiet one — and must stop touching zb afterwards, because
// killZombie splices the array. This is the one place damage is applied, so a future boss with 20 hp
// needs no new code: every weapon is already proportional to it.
function wound(zb, amount, fx = true) {
zb.chip = (zb.chip || 0) + amount;
let took = 0;
while (zb.chip >= 1 && zb.hp > 0) { zb.chip -= 1; zb.hp--; took++; }
if (took && fx) { splat(0.5); woundBurst(zb); }
return zb.hp <= 0;
}
// one burning body's frame: damage, spread, embers. Returns true if the fire killed it (the
// caller must then stop touching zb — killZombie splices, and splatPoint can cascade further).
function burnTick(zb, i, dt) {
zb.burnT -= dt;
ignite(zb.x, zb.z, TUNE.burnSpread);
// fx off: the embers below already ARE the feedback, a wet pop per cooked hp point would be noise
const dead = wound(zb, TUNE.burnDps * (isBoss(zb) ? TUNE.bossBurnMul : 1) * dt, false);
if (parts.length < 110) for (let k = 0; k < 2; k++) parts.push({ // embers off the body
x: zb.x + (Math.random() * 2 - 1) * 0.3, y: 0.5 + Math.random() * 1.4, z: zb.z,
vx: (Math.random() * 2 - 1) * 0.5, vy: 1.2 + Math.random(), vz: (Math.random() * 2 - 1) * 0.5,
t: 0.25 + Math.random() * 0.2, fire: true });
if (!dead) return false;
killZombie(i, !!G.horde);
return true;
}
// Phase A, every frame: they are tearing at you and it shows. A thin constant spray out of the
// pile plus a stain that keeps widening — "blood and gore flowing out" is a CONTINUOUS thing, not
// one burst, and the burst at EATEN_BURST lands on top of it.
export function eatenBleed(dt) {
const at = G.eatenAt; if (!at) return;
for (let k = 0; k < 2; k++) parts.push({
x: at.x + (Math.random() * 2 - 1) * 0.35, y: 0.5 + Math.random() * 0.8, z: at.z + (Math.random() * 2 - 1) * 0.3,
vx: (Math.random() * 2 - 1) * 3.2, vy: 1.5 + Math.random() * 3.5, vz: (Math.random() * 2 - 1) * 3.2,
t: 0.4 + Math.random() * 0.5, dark: Math.random() < 0.45 });
const g = gore.find(d => d.spreading);
if (g) g.r = Math.min(2.1, g.r + dt * 0.7);
else { gore.push({ x: at.x, z: at.z, r: 0.7, a: 0.9, spreading: true }); if (gore.length > 40) gore.shift(); }
if ((G.eatSfxT = (G.eatSfxT || 0) - dt) <= 0) { splat(0.45); G.eatSfxT = 0.28; } // wet work, on a loop
}
// phase B of the death animation (EATEN_BURST, config.js): the player IS the gore now. Reuses killZombie's machinery —
// the biggest mound on the court, and it stays visible under the summary scrim. That's the point.
export function playerGore() {
const at = G.eatenAt || { x: P.x, z: P.z };
gore.push({ x: at.x, z: at.z, r: 1.7, a: 1 }); if (gore.length > 40) gore.shift();
piles.push({ x: at.x, z: at.z, size: 4, seed: Math.random() * 1e4, blobs: null, builtSize: 0 });
if (piles.length > 30) piles.shift();
for (let k = 0; k < 90; k++) parts.push({
x: at.x, y: 1.0, z: at.z,
vx: (Math.random() * 2 - 1) * 5.5, vy: 1 + Math.random() * 6, vz: (Math.random() * 2 - 1) * 5.5,
t: 0.6 + Math.random() * 0.9, dark: k % 3 === 0 });
splat(1); boom();
G.shake = { t: 0.35, mag: 7 };
G.boomFlash = 0.08;
}
// a small dark spatter the instant a multi-hit shambler is wounded — subtle impact pop, NOT the
// kill spray (the ongoing thin trickle is bleed()'s job). Kept low per the settled blood feel.
// The player's own wound trickle. Same rule as the zombies': blood is NEVER painted into the player
// sprite (settled feel decision) — it is live particles, sparse, thin, and the flow scales with how
// far gone he is. Together with drawChar's procedural spatter this IS the health bar.
function bleedPlayer() {
if (parts.length > 95) return;
const lost = G.hpMax - G.hp;
for (let k = 0; k < lost; k++) {
if (Math.random() > 0.22) continue; // sparse: most frames each wound emits nothing
parts.push({
x: P.x + (k % 2 ? 0.22 : -0.2) + (Math.random() * 2 - 1) * 0.03,
y: 1.45 - k * 0.13, z: P.z + (Math.random() * 2 - 1) * 0.03,
vx: (Math.random() * 2 - 1) * 0.28, vy: 0.5 + Math.random() * 0.7, vz: (Math.random() * 2 - 1) * 0.26,
t: 0.3 + Math.random() * 0.3, dark: Math.random() < 0.55 });
}
}
function woundBurst(zb) {
for (let k = 0; k < 5; k++) parts.push({
x: zb.x + (Math.random() * 2 - 1) * 0.15, y: 1.4, z: zb.z,
vx: (Math.random() * 2 - 1) * 1.6, vy: 0.6 + Math.random() * 1.4, vz: (Math.random() * 2 - 1) * 1.6,
t: 0.35 + Math.random() * 0.3, dark: Math.random() < 0.6 });
}
// swishing the racket cleaves every shambler in reach — it's the panic button for when they're
// already on top of you, so it stays a full sweep. TUNE.meleeCool is the brake that stops it
// from being the default attack.
// The boss skip is NOT a gap in the damage model: it is unreachable by construction. The player is
// bounded at P_BOUNDS.zMin (netZ + 1.2 = 13.1) and the boss holds z <= COURT.svcFar (5.5), so they
// are always on opposite sides of the net and meleeRange 1.7 can never span it. Left as a skip
// rather than "fixed", because a melee path to the boss would need him to cross the net first.
export function meleeSwipe(x, z, range) {
let hit = 0;
for (let i = zombies.length - 1; i >= 0; i--) {
const zb = zombies[i];
if (!zb || zb.variant === 'r') continue; // !zb: killZombie can sweep the court mid-loop
if (zb.variant === 'm' || isBoss(zb)) { // furniture and bosses don't cleave — they take a wound
if (Math.hypot(zb.x - x, zb.z - z) < range && wound(zb, TUNE.dmgBall)) { splatter(i); hit++; }
continue;
}
if (Math.hypot(zb.x - x, zb.z - z) < range) { killZombie(i, !!G.horde); hit++; }
}
// The swish deliberately does NOT touch incoming shots. It used to, as a pretoss fallback — but
// meleeSwipe runs FIRST in keyPressed, so it swallowed the very shot the new tap-to-parry was about
// to return. One answer to a thrown ball: swing at it.
if (hit) swish(0.35);
return hit;
}
function splatter(i, fanfare = true) { // the MAIN ball hit a zombie
killZombie(i, !!G.horde);
ball.vx *= TUNE.zPierce; ball.vz *= TUNE.zPierce; // keep enough pace to plow through the next
if (!fanfare) return; // machine-gun pellets splatter but skip the streak fanfare / bomb meter
ball.kills++; // this shot's running streak
// escalating multi-kill fanfare — one shot, ≥2 zombies
if (ball.kills === 2) { G.flash = { text: 'DOUBLE KILL', t: 0.9 }; cheer(1.6, 0.45); voice('double_kill', 0.4); }
else if (ball.kills === 3) { G.flash = { text: 'TRIPLE KILL', t: 0.9 }; cheer(2.2, 0.6); voice('triple_kill', 0.4); }
else if (ball.kills >= 4) { G.flash = { text: `MASSACRE ×${ball.kills}`, t: 0.9 }; cheer(2.8, 0.7); voice('unbelievable', 0.4); }
}
// ---- horde wave: dense spawns + an auto-firing machine-gun racket (pellets, not the match ball)
function spawnHordeZombie() { // all from the far baseline, across the court — never off-screen at the sides
// a few stewards in the mix: the wave needs bodies that survive one pellet, or a grown horde is a
// uniform wall of the same thing dying at the same range
const v = Math.random() < TUNE.hordeSteward && G.runGames >= 4 ? 'd' : Math.random() < 0.5 ? 'a' : 'b';
spawnZombie((Math.random() * 2 - 1) * 5, -1.5 - Math.random(), v);
}
let mgTick = 0;
// One round, for every barrel-fed weapon there is. The WEAPONS row is stamped onto the pellet, so
// the loop below serves the machine gun, the beacon cannon, the flamethrower, the laser and the
// rocket without a second array or a second update — the only things that ever differed were a
// radius, a damage number, whether it stops at the first body, and what it does when it lands.
// Called with no argument by the HORDE, which is the plain machine gun.
export function firePellet(w = WEAPONS.gun) {
const spread = w.spread ?? (w.life ? TUNE.mgSpread * 2.4 : TUNE.mgSpread); // a short-lived round is a CONE
const a = (Math.random() * 2 - 1) * spread * Math.PI / 180, s = w.speed ?? 26; // straight up-court (-z)
const pe = { x: P.x, y: 0.9, z: P.z, vx: Math.sin(a) * s, vz: -Math.cos(a) * s,
t: w.life ?? 1.2, r: w.r ?? TUNE.mgPelletR, dmg: w.dmg ?? TUNE.dmgPellet, hp: w.hp ?? TUNE.dmgPelletHp,
pierce: !!w.pierce, boom: !!w.boom, ignite: w.ignite ? (w.igniteR ?? 1.8) : 0,
trail: w.trail || 0, trailR: w.trailR, jet: w.jet || 0, col: w.col, glow: w.glow };
// A LOBBED round: it is thrown, not sprayed. Solved so it comes down about where the crowd is, so
// "it throws itself" reads as aiming rather than as a flat stream that happens to be fat.
if (w.arc) {
const tgt = nearestAhead(); // something to actually throw AT
const dx = (tgt ? tgt.x : P.x + Math.sin(a) * 6) - P.x, dz = (tgt ? tgt.z : P.z - 12) - P.z;
const dist = Math.max(3, Math.hypot(dx, dz)), T = dist / s;
pe.vx = dx / T; pe.vz = dz / T;
pe.g = TUNE.gravity;
pe.vy = (0.35 - pe.y + 0.5 * pe.g * T * T) / T; // lands about knee height on the target
pe.t = T + 0.6;
pe.arc = 1;
}
// The BEACON changes colour every ball it throws. It is the showpiece: you should be able to tell
// it is running from the corner of your eye.
if (w.hue) pe.col = HUES[mgTick % HUES.length];
pellets.push(pe);
// each weapon announces itself: a low THUMP as the beacon lobs, a SWOOSH as a rocket leaves,
// and the gun's rapid tick every other round (at 12+/s every round buzzes the mixer)
if (w.sfx === 'thump') boom(0.3);
else if (w.sfx === 'swoosh') whoosh(0.3);
else if (++mgTick % 2 === 0) pock(0.25, w.ignite ? 300 : 1400);
}
const HUES = ['#ff6b6b', '#ffd166', '#7bffa0', '#6bd5ff', '#c08bff', '#ff8bd5'];
// the best thing up-court to lob at: nearest body ahead of you, ignoring furniture you can walk past
function nearestAhead() {
let best = null, bd = 1e9;
for (const zb of zombies) {
if (!zb || zb.variant === 'o' || zb.z > P.z - 1.5) continue;
const d = Math.hypot(zb.x - P.x, zb.z - P.z);
if (d < bd) { bd = d; best = zb; }
}
return best;
}
export function spawnRacketZombie() { // one takes up residence on the far court — an opponent, of sorts
// He stiffens as the run goes on. hpMax is stored because the wound skins and bleed() anchors read
// a FRACTION of full health now — hardcoded `hp === 2` thresholds would leave a late-run boss
// looking pristine right up to the killing blow.
const hp = TUNE.racketHp + Math.floor(G.runGames * TUNE.racketHpPerGame);
zombies.push({ x: (Math.random() * 2 - 1) * 2.5, z: 3.5, v: 0, walkT: Math.random() * 9,
variant: 'r', side: 'O', facing: 1, pose: 'idle', poseT: 0, swingT: -1, swingCool: 0, runT: 0,
hp, hpMax: hp });
if (!G.seen.racket) { // it is not a shambler and it does not behave like one — say so, once
G.seen.racket = true;
showModal({ title: 'IT HAS A RACKET', color: UI.hot,
body: ['IT RETURNS YOUR WEAK SHOTS', 'ONLY A FULL PULL WOUNDS IT'] });
}
}
function endHorde() {
G.horde = null; pellets.length = 0;
if (!zombies.some(z => z.variant === 'r')) spawnRacketZombie(); // survive the wave → a racket zombie stays
setupPoint(); // serve loop resumes; any zombies still standing are yours to mop up
voice('quiet_dark', 0.5, 0.85);
}
function tickHorde(dt) {
const h = G.horde;
h.t -= dt;
// h.rate is stamped by startHorde and grows per set banked — every horde used to be the same
// twelve seconds at the same 2.5/s, so the fifth one was indistinguishable from the first.
if ((h.spawnT -= dt) <= 0) {
if (zombies.length < TUNE.zHordeCap) spawnHordeZombie(); // ...but bounded, see TUNE.zHordeCap
h.spawnT = 1 / (h.rate || TUNE.hordeRate);
}
if ((h.mgT -= dt) <= 0) { firePellet(); h.mgT = 1 / (h.mgRate || TUNE.mgRate); }
if (h.t <= 0) endHorde();
}
// bomb ball: everything inside bombRadius splatters at once (each kill still ++ball.kills so
// the Phase-2 fanfare escalates), plus a crater — big stain, size-3 pile, extra particles, boom.
export function explode(x, z) {
for (let i = zombies.length - 1; i >= 0; i--) { // backwards: splatter() splices (and can sweep) the array
const zb = zombies[i];
if (!zb || Math.hypot(zb.x - x, zb.z - z) >= TUNE.bombRadius) continue;
// A blast used to delete the boss outright, ignoring his hp entirely — which made BOMB the only
// real answer to him and would have made any bigger boss meaningless. It's heavy damage now.
if (isBoss(zb)) { if (wound(zb, TUNE.dmgBomb)) splatter(i); }
else splatter(i);
}
gore.push({ x, z, r: 2.2, a: 1, scorch: true }); if (gore.length > 40) gore.shift(); // the crater — near-permanent
gore.push({ x, z, r: 2.0, a: 0.9 }); if (gore.length > 40) gore.shift();
// a ring of splatter thrown outward, so the blast paints the lawn instead of leaving one puddle
for (let k = 0; k < 6; k++) {
const a = Math.random() * 6.2832, r = TUNE.bombRadius * (0.35 + Math.random() * 0.6);
gore.push({ x: x + Math.cos(a) * r, z: z + Math.sin(a) * r, r: 0.7 + Math.random() * 0.7, a: 0.85 });
if (gore.length > 40) gore.shift();
}
const pl = piles.find(p => Math.hypot(p.x - x, p.z - z) < 0.6);
if (pl) pl.size = Math.min(4, pl.size + 3);
else { piles.push({ x, z, size: 4, seed: Math.random() * 1e4, blobs: null, builtSize: 0 }); if (piles.length > 30) piles.shift(); }
// the eruption itself: a fat, slow, high-arcing column of gore rather than a camera flash
for (let k = 0; k < 120; k++) parts.push({
x: x + (Math.random() * 2 - 1) * 0.4, y: 0.5, z: z + (Math.random() * 2 - 1) * 0.4,
vx: (Math.random() * 2 - 1) * 11, vy: 2 + Math.random() * 9, vz: (Math.random() * 2 - 1) * 11,
t: 0.7 + Math.random() * 1.1, dark: k % 3 === 0,
});
G.hitstop = 0.18; boom();
G.shake = { t: 0.45, mag: 9 }; // camera kick
// a warm, brief bloom instead of a white-out — the blinding frame was doing the work the gore
// should be doing, and on a phone it just hurt (see render.js for the colour)
G.boomFlash = 0.06;
if (G.idleT - G.lastOrderT > 3) { voice('order', 0.35); G.lastOrderT = G.idleT; } // the umpire loses composure
}
// wounded zombies bleed from every open wound — a fine, sparse trickle (a small spurt from the
// neck stump on the headless boss). Anchors are approximate body offsets [x, y, rise]; most
// frames a wound drips nothing, and the tight spread keeps each thread thin. Bounded low.
// Where each body opens up, one anchor per WOUND STAGE and cumulative: at stage n it bleeds from
// the first n. Read through the same config.woundStage call the skins are, and deliberately the same
// length as that variant's ZWOUND row, so the blood and the drawing it comes out of cannot drift —
// the two used to be written by hand against different constants. (The brute's old cumulative
// if-chain is what this replaces, and it reproduces it exactly. The steward gained a trickle here
// that his wound skin had always implied and never had.)
const BLEED = {
a: [[0.28, 1.35, 0.85]],
b: [[0.28, 1.35, 0.85]],
d: [[0.30, 1.62, 0.90]],
e: [[0.28, 1.35, 0.85], [0.05, 1.55, 1.60]], // gashed, then throat open
h: [[0.32, 1.72, 0.95], [-0.30, 1.68, 0.90], [0.05, 2.05, 1.80]],
g: [[-0.30, 1.95, 1.10], [0.42, 1.90, 1.00], [0.05, 2.35, 2.00], [0.00, 1.20, 0.70]], // arm, both, head, gut
k: [[-0.36, 2.30, 1.15], [0.50, 2.24, 1.05], [0.06, 2.80, 2.10], [0.00, 1.50, 0.75]], // the same, a head higher
};
function bleed(zb) {
if (parts.length > 90) return;
let wounds;
const anchors = BLEED[zb.variant];
// the boss reads as a FRACTION of full health, not against hardcoded hp numbers: his hp scales
// with the run now (racketHpPerGame), so `hp === 2` would leave a late-run boss bleeding from
// nothing until the very last hit. Must stay in step with drawZombie's skin thresholds.
if (zb.variant === 'r' && zb.hp / (zb.hpMax || TUNE.racketHp) <= 0.34)
wounds = [[0.05, 1.5, 2.4], [0.4, 1.15, 0.9]]; // headless: neck spurt + torn arm
else if (zb.variant === 'r' && zb.hp / (zb.hpMax || TUNE.racketHp) <= 0.67)
wounds = [[0.4, 1.2, 1.0]]; // racket: torn-off arm
// Still sparse as the damage stacks — more ANCHORS, not a heavier flow (blood stays thin).
else if (anchors && woundStage(zb, anchors.length)) wounds = anchors.slice(0, woundStage(zb, anchors.length));
else return;
for (const w of wounds) {
if (Math.random() > 0.4) continue; // sparse: most frames this wound emits nothing
parts.push({
x: zb.x + w[0] + (Math.random() * 2 - 1) * 0.03, y: w[1] + (Math.random() * 2 - 1) * 0.03, z: zb.z + (Math.random() * 2 - 1) * 0.03,
vx: (Math.random() * 2 - 1) * 0.3, vy: w[2] * (0.6 + Math.random() * 0.5), vz: (Math.random() * 2 - 1) * 0.28,
t: 0.3 + Math.random() * 0.3, dark: Math.random() < 0.55 });
}
}
export function updateZombies(dt) {
moanT -= dt;
if (moanT <= 0) { moan(); moanT = 2.5 + Math.random() * 4; }
if (G.mode === 'splatter') { // transition spawns are scripted, not timed
G.splatT += dt;
if (G.horde) tickHorde(dt); // horde: dense spawns + machine gun, ignores the cap
else if (G.mgT > 0) { // machine-gun tin: horde firepower, regular rules
// The burst clock ticks in EVERY phase. It used to tick only during 'rally', so anything that
// moved the phase mid-burst (a duel calling setupPoint) froze mgT above zero forever — and
// `G.mgT > 0` blocks serving, so the game locked up with the gun racket stuck on screen.
G.mgT -= dt;
// whichever gun-like weapon is armed sets the rate and the round (see config.WEAPONS). A
const gw = WEAPONS[G.gunId] || WEAPONS.gun;
if (G.phase === 'rally' && gw.rate && (G.mgCool -= dt) <= 0) { firePellet(gw); G.mgCool = 1 / gw.rate; }
if (G.mgT <= 0) { endBurst(); setupPoint(); } // window over: spend the tin, resume the serve loop
}
if (!G.horde && !G.changeover && !G.interlude && !G.clearing && !G.bossFight) { // breathers, duels, the mop-up after a won game AND a boss fight all get a quiet court (no new spawns)
spawnT -= dt;
// The spawn director: games finished sets both crowd size and tempo. Both curves used to hit a
// wall — the cap pinned at 14 by game 11 and the gap floored at 1.0 s by game 10, after which
// the game literally stopped changing. The gap is hyperbolic now so it keeps tightening on its
// own instead of running into a floor; zSpawnMin is only a safety stop.
// TEST MODE overrides the whole director with one fixed medium setting, so the sandbox is the
// same wave whether you triple-tapped in game 1 or game 40.
const cap = G.testMode ? TUNE.testZMax
: Math.min(TUNE.zMaxCap, TUNE.zMax + Math.floor(G.runGames * TUNE.zMaxPerGame));
if (zombies.length >= cap - 1 && !G.testMode) aside('ump_hindrance', 0.6); // the court is genuinely full
if (spawnT <= 0 && zombies.length < cap) {
spawnZombie((Math.random() * 2 - 1) * 4.8, -1.5 - Math.random(), pickVariant());
spawnT = G.testMode ? TUNE.testSpawnEvery
: Math.max(TUNE.zSpawnMin, TUNE.zSpawnEvery / (1 + G.runGames * TUNE.zSpawnAccel));
}
}
}
// ponytail: crude swept collision — grow the contact window by half the distance the ball
// covers this frame. A full-draw smash moves ~0.7 m per frame (1.6 m on a 25 fps device, where
// main.js clamps dt), which is wider than a shambler, so a discrete point test tunnels straight
// through bodies. Upgrade to a real segment-vs-circle test if the fudge ever reads as a phantom
// hit; at these speeds and radii it doesn't.
const ballSweep = ball.active ? Math.hypot(ball.vx, ball.vz) * dt * 0.5 : 0;
// The flame ball lights everything it FLIES PAST, not just what it kills. Without this the
// fire never actually spread: full pierce meant the ball killed its whole lane outright, and
// the only bodies left to catch were the ones it had already removed.
if (ball.active && ball.flame && ball.y < 2.6) ignite(ball.x, ball.z, TUNE.burnBallR);
// The umpire called time. The changeover is a MANDATORY breather for the player — no serving, no
// walking — so it is one for the dead too, which is the joke: they wait, because it's still a
// tennis match. They stand where they are, still bleeding, still burning, still lit by anything
// in the air, but nothing advances and nothing can eat you. (The alternative — letting the player
// walk freely during the beat — was tried and vetoed: he never walks freely during play either.)
const held = !!G.changeover;
if (G.hurtT > 0) G.hurtT -= dt;
if (G.hurtFlash > 0) G.hurtFlash -= dt;
if (G.hp < G.hpMax && G.mode === 'splatter') bleedPlayer();
for (let i = zombies.length - 1; i >= 0; i--) {
const zb = zombies[i];
if (!zb) continue; // a bomb detonation splices several out mid-loop and can gut the array under us
zb.walkT += dt;
const faceX0 = zb.x; // which way he is walking, for the sprite mirror in drawZombie
if (zb.burnT > 0 && burnTick(zb, i, dt)) continue; // the fire finished it — the array moved under us
// a chapter boss is excluded: bossAI owns BOTH of its axes, and leaving this in advanced it twice
if (!held && zb.variant !== 'B') zb.z += zb.v * (zb.burnT > 0 ? TUNE.burnPanic : 1) * dt;
bleed(zb); // open wounds bleed every frame they're standing
if (zb.shieldT > 0) zb.shieldT -= dt; // staggered chair comes back up when this runs out
if (zb.hitT > 0) zb.hitT -= dt; // boss contact cooldown (see TUNE.bossHitCool)
// ---- the two RANGED attackers. Both wind up visibly before firing (TUNE.machWind / drawZombie's
// charge glow) because a shot you cannot see coming is not a fairness contract, it is a gotcha.
if (!held && !G.interlude && (zb.variant === 'm' || zb.variant === 'B') && G.mode === 'splatter'
&& zb.rollTo === undefined) { // a cart on the roll cannot aim — that is the window to close on it
const boss = zb.variant === 'B', A = zb.art;
if (zb.salvo > 0) { // mid-volley: the rest of the balls are still coming
zb.salvoT -= dt;
// A gap of 0 means the WHOLE volley leaves in this one frame — the mascot's wall of five,
// which you dodge rather than parry. The loop still terminates: salvo counts down either way.
const gap = A?.gap ?? TUNE.bossSalvoGap, spread = A?.spread ?? 0.35;
while (zb.salvo > 0 && zb.salvoT <= 0) {
zb.salvo--; zb.salvoT += gap;
fireAtPlayer(zb.x, zb.z, (Math.random() * 2 - 1) * spread, A?.shot ?? TUNE.bossShotSpeed); // aimed at where
} // you are NOW, with only a hand's width of scatter
} else if (zb.windT > 0) {
zb.windT -= dt;
if (zb.windT <= 0) {
if (boss) { zb.salvo = A?.volley ?? TUNE.bossVolley; zb.salvoT = 0; } // the volley starts next frame
else fireAtPlayer(zb.x, zb.z, 0, TUNE.machSpeed);
}
} else if ((zb.fireT -= dt) <= 0) {
zb.fireT = boss ? (A?.cycle ?? TUNE.bossCycle) : TUNE.machCycle;
zb.windT = boss ? (A?.wind ?? TUNE.bossWind) : TUNE.machWind;
pock(0.3, 1500); // the tell: a mechanical click as it loads
}
}
if (G.mode === 'eaten' && G.eatenAt && zb.variant !== 'm' && G.eatenT < EATEN_SUMMARY) {
// You are down. Nothing else matters to them: every body on court converges on the spot and
// packs into a ring around it, and the ones already there feed (the bob is in drawZombie).
// This is the whole point of the death — you go under a CROWD, not under a puff of gore.
// Each one claims a SPOT around the body, kept from wherever it happened to be standing, so
// they form a ring and crowd in from all sides. Sending them all at the one point instead
// stacked every body on the same pixel and read as one fat zombie, not a swarm.
if (zb.eatA === undefined) {
zb.eatA = Math.atan2(zb.z - G.eatenAt.z, zb.x - G.eatenAt.x) + (Math.random() * 2 - 1) * 0.4;
zb.eatR = EATEN_FEED_R * (0.8 + Math.random() * 0.7);
}
const tx = G.eatenAt.x + Math.cos(zb.eatA) * zb.eatR;
const tz = G.eatenAt.z + Math.sin(zb.eatA) * zb.eatR * 0.55; // squashed in depth: the camera is low
const dx = tx - zb.x, dz = tz - zb.z, d = Math.hypot(dx, dz);
zb.feeding = d < 0.12;
if (!zb.feeding) {
const sp = zb.v * 1.8 * dt; // they hurry for a kill
zb.x += dx / d * Math.min(sp, d); zb.z += dz / d * Math.min(sp, d);
}
continue; // no shambling, no eating you twice, no crossing the baseline for a point
}
if (G.mode === 'eaten' && G.eatenAt) {
// The summary is up. They have finished with you: the pack breaks up and shambles away up-court
// instead of standing on the body twitching in a heap for as long as the screen is on.
zb.feeding = false;
const away = Math.sign(zb.x - G.eatenAt.x) || (zb.walkT % 2 < 1 ? 1 : -1);
zb.x += away * zb.v * 0.5 * dt;
zb.z -= zb.v * 0.7 * dt; // back the way they came
zb.face = away;
continue;
}
if (zb.variant === 'o') { // the barrel just rolls, turning at the sidelines. It never attacks.
if (!held && G.mode === 'splatter' && !G.interlude) {
zb.x += zb.dir * TUNE.barrelRoll * dt;
zb.roll += TUNE.barrelRoll * dt; // drawn spin, so it reads as ROLLING
if (Math.abs(zb.x) > 4.4) { zb.dir = -Math.sign(zb.x); zb.x = Math.sign(zb.x) * 4.4; }
}
}
else if (zb.variant === 'm') { // the machine wheels itself around instead of being bolted down
if (!held && G.mode === 'splatter' && !G.interlude) {
if (zb.rollTo !== undefined) {
const d = zb.rollTo - zb.x;
if (Math.abs(d) < 0.06) { zb.rollTo = undefined; zb.repoT = TUNE.machRepo * (0.7 + Math.random() * 0.6); }
else {
zb.x += Math.sign(d) * Math.min(Math.abs(d), TUNE.machRoll * dt);
if ((zb.rollT -= dt) <= 0) { pock(0.16, 150); zb.rollT = 0.4; } // castors grinding on the clay
}
} else if ((zb.repoT -= dt) <= 0) { zb.rollTo = (Math.random() * 2 - 1) * 3.6; zb.rollT = 0; }
}
if (zb.hp < zb.hpMax * 0.5 && Math.random() < dt * 6) smokePuff(zb.x, 1.1, zb.z, 0.25); // wrecked: it smokes where it stands
}
else if (held || zb.variant === 'r') { /* nothing moves on a changeover; a duelling opponent owns his x */ }
else if (zb.variant === 'B') { if (G.mode === 'splatter' && !G.interlude) bossAI(zb, dt); }
else if (G.mode === 'splatter' && zb.z > COURT.netZ) { // on YOUR half they close in — each on its own lane, not a column
const tx = P.x + zb.homeOff;
zb.x += Math.sign(tx - zb.x) * Math.min(Math.abs(tx - zb.x), zb.v * 0.7 * dt)
+ Math.sin(zb.walkT * 2.3) * 0.25 * dt; // shamble wobble — the approach reads organic, not tracked
} else
zb.x += Math.sin(zb.walkT * 1.7) * 0.15 * dt; // far half: aimless shamble
// CONTACT IS STILL INSTANT DEATH — settled decision, and the ball machine's chip damage does not
// soften it. Two threats that demand two different responses is the point. The machine ('m') is
// furniture and cannot eat you.
if (!held && G.mode === 'splatter' && !'mo'.includes(zb.variant) // furniture and barrels cannot eat you
&& !(G.dodgeI > 0) // ...and a sidestep gets you out from under one. It is the ONE escape from this
&& Math.hypot(zb.x - P.x, (zb.z - P.z) * 0.75) < TUNE.eatenR + (zb.variant === 'g' ? 0.2 : 0)) // z weighted down: depth is foreshortened, so a head-on shambler eats you when it LOOKS on top of you
killPlayer();
if (ball.active && ball.lastHit === 'P' && ball.y < 1.9) {
const d = Math.hypot(ball.x - zb.x, ball.z - zb.z);
if (d < hitR(zb) + ballSweep && !(zb.hitT > 0)) { // brute and boss are bigger targets
if (ball.bomb) { // detonate on first contact, whatever the pace
explode(ball.x, ball.z); ball.bomb = false;
spentBall(); break; // zombies mutated — stop this frame's loop
}
if (ball.flame) { // burns through anything it touches — no quality gate, no chair, no pace tax
if (isBoss(zb)) { // a boss takes a heavy wound AND catches light
zb.hitT = TUNE.bossHitCool; // ...and the ball is SPENT on it: a boss is not
ball.lastHit = 'X'; ball.vx *= 0.3; ball.vz *= 0.3; // removed, so an unconsumed pierce ball
if (wound(zb, TUNE.dmgFlame)) splatter(i); // re-wounded it every single frame
else zb.burnT = TUNE.burnTime;
continue;
}
const vx0 = ball.vx, vz0 = ball.vz, bx = zb.x, bz = zb.z;
zb.ashes = true; // burnt, not burst — see killZombie
splatter(i); ball.vx = vx0; ball.vz = vz0; // undo splatter's pierce tax: full pace through the lane
ignite(bx, bz, TUNE.burnIgniteR); // ...and everyone standing near the body goes up
continue;
}
if (isBoss(zb)) { // boss: splat-quality wounds it; soft balls the racket one rallies (racketAI)
if ((ball.pow || 0) >= TUNE.zSplatQ) {
zb.hitT = TUNE.bossHitCool; // belt-and-braces: this ball is spent below, but the cooldown
const dead = wound(zb, TUNE.dmgBall); // is what stops ANY lingering contact multi-wounding
pock(0.6, 300);
ball.vx *= 0.3; ball.vz *= 0.3; ball.lastHit = 'X'; // spent on the hit
if (dead) { splatter(i); continue; } // killing blow: full gore + point
}
continue; // soft balls pass through ON PURPOSE, for racketAI to return — that rally IS the
// feedback that it wasn't hard enough, so no clank here; see HANDOFF
}
if (zb.variant === 's' && ball.vz < 0 && !(zb.shieldT > 0)) { // chair up, ball at its face: BLOCKED
zb.shieldT = TUNE.shieldDown; // ...but the block staggers it — the chair drops, kill window opens
zb.z -= TUNE.zPushback * 0.5;
pock(0.9, 1800); // wooden clank
ball.vx *= 0.4; ball.vz *= -0.2; ball.lastHit = 'X'; // ball caroms off the chair, spent
continue;
}
if (zb.variant === 'f') { splatter(i); continue; } // the sprinter is GLASS — any touch, any quality, it bursts
// ANY multi-hit body soaks, and hp is the ONLY thing that says how many. This used to be a
// chain of per-variant branches — brute+machine, then shamblers — and every body NOT named
// in it fell through to "splat-quality kills outright" below. That silently one-shot the
// steward (5 hp, commented "a brute's worth of hp") from the day he shipped, and then the
// ball boy, bouncer and roller man the moment they existed: Oliver's "the bigger guys were
// way too easy to kill". Pellets and melee always read hp properly; only the BALL skipped it.
if ((zb.hpMax || 0) > 1) {
const meat = zb.variant !== 'm'; // the machine rings and does not bleed
const heavy = 'gmhk'.includes(zb.variant); // a heavy body is not shoved back by a ball
if ((ball.pow || 0) >= TUNE.zSplatQ) {
if (--zb.hp <= 0) { splatter(i); continue; } // the killing blow
if (meat) woundBurst(zb); // a bloody wound, not a death
splat(0.5); pock(0.6, meat ? (heavy ? 220 : 280) : 700); // meat thuds, machine rings
if (!heavy) zb.z -= TUNE.zPushback * 0.5;
ball.vx *= 0.3; ball.vz *= 0.3; ball.lastHit = 'X'; continue; // ball spent on the wound
}
if (!heavy) zb.z -= TUNE.zPushback; // soft ball staggers the light ones, bounces off the rest
pock(0.6, 300); ball.vx *= 0.6; ball.vz *= 0.6; ball.lastHit = 'X'; continue;
}
// chair-down shield zombies (and anything hit from behind) obey the normal rules:
if ((ball.pow || 0) >= TUNE.zSplatQ) { splatter(i); continue; }
zb.z -= TUNE.zPushback; // weak sitters only stagger them
pock(0.6, 300);
ball.vx *= 0.6; ball.vz *= 0.6; ball.lastHit = 'X'; // spent — one stagger per ball
}
}
if (Math.abs(zb.x - faceX0) > 0.004) zb.face = Math.sign(zb.x - faceX0); // sticky: a body standing still keeps facing where it last walked
if (zb.z >= COURT.L + 0.7) { aside('ump_unsportsmanlike', 0.5); zombies.splice(i, 1); if (G.mode !== 'eaten' && !G.horde && !G.clearing) splatPoint('O'); } // it reached your baseline (during a mop-up, a straggler that reaches the line just despawns — no point for them)
}
for (let i = pellets.length - 1; i >= 0; i--) { // gun rounds flat and fast; lobbed ones ride an arc
const pe = pellets[i];
// A rocket blast can bank the last kill of a game, and the beat that follows (a duel, a chapter
// boss) empties this array — so every remaining index reads undefined and the frame throws. Same
// guard, and the same reason, as the one in the shots loop and the body loop.
if (!pe) continue;
pe.t -= dt; pe.x += pe.vx * dt; pe.z += pe.vz * dt;
let hit = false, landed = false;
if (pe.arc) { // a thrown round: it falls, and landing is a hit
pe.vy -= pe.g * dt; pe.y += pe.vy * dt;
if (pe.y <= 0.05) { pe.y = 0.05; landed = true; }
}
// A JET PLUME, not a shower of sparks: the exhaust is laid down tight on the flight line,
// barely moving, so it reads as a rocket motor drawing a line through the air. Scattered
// sparks with their own velocities looked like a firework, which is not what a rocket does.
if (pe.jet && parts.length < 240)
for (let k = 0; k < pe.jet; k++) {
const b = (k + Math.random()) / pe.jet; // spread ALONG this frame's step
parts.push({
x: pe.x - pe.vx * dt * b + (Math.random() * 2 - 1) * 0.05,
y: pe.y - (pe.vy || 0) * dt * b + (Math.random() * 2 - 1) * 0.05,
z: pe.z - pe.vz * dt * b + (Math.random() * 2 - 1) * 0.05,
vx: 0, vy: 0.25, vz: 0, // it hangs and lifts, it does not fly off
t: 0.30 + Math.random() * 0.30, jet: 1, spark: '#fff2c0' });
}
// ...and a FINE thread for the beacon: one small mote a frame, tight to the ball, so the ball
// itself is the bright thing and the trail only says where it has been.
if (pe.trail && parts.length < 240)
for (let k = 0; k < pe.trail; k++) parts.push({
x: pe.x + (Math.random() * 2 - 1) * (pe.trailR ?? 0.12),
y: pe.y + (Math.random() * 2 - 1) * (pe.trailR ?? 0.12),
z: pe.z + (Math.random() * 2 - 1) * (pe.trailR ?? 0.12),
vx: 0, vy: 0.12, vz: 0,
t: 0.16 + Math.random() * 0.16, fine: 1, spark: pe.col || '#fff' });
for (let j = zombies.length - 1; j >= 0; j--) {
const zb = zombies[j];
if (!zb) continue;
if (Math.hypot(zb.x - pe.x, zb.z - pe.z) < hitR(zb) + (pe.r ?? TUNE.mgPelletR)) {
// Pellets used to skip the boss entirely, so a GUN burst (and every horde) did literally
// nothing to him with no feedback at all. They CHIP him now: dmgPellet is fractional, so
// three rounds take a point off and the gun is a slow, committed answer rather than a no-op.
// EVERY new weapon comes through here, which is why none of them can silently no-op on a
// boss the way three of the five once did.
if (pe.ignite) ignite(pe.x, pe.z, pe.ignite); // the flamer lights the spot, and fire spreads itself
// A round with no impact damage (the flamethrower) only LIGHTS what it touches — the burn
// does the killing. Without this guard `hp -= 0` fell straight through to killZombie and the
// flame cone deleted the crowd on contact, which is a machine gun that happens to be orange.
const dmgHp = pe.hp ?? TUNE.dmgPelletHp, dmgBoss = pe.dmg ?? TUNE.dmgPellet;
if (isBoss(zb)) { if (dmgBoss > 0 && wound(zb, dmgBoss, false)) killZombie(j, true); else pock(0.45, 240); }
else if (dmgHp <= 0) { /* fire only: it is already alight from the ignite above */ }
else if ((zb.hp -= dmgHp) > 0) pock(0.5, 260); // only brutes soak now; a shambler drops to one round
else killZombie(j, true);
if (pe.boom) { explode(pe.x, pe.z); hit = true; break; } // the rocket takes the crowd, not the body
hit = !pe.pierce; // a laser keeps going down the whole lane
if (hit) break;
}
}
// A thrown round that reaches the ground goes off THERE, whether or not it touched a body —
// "like a bomb, the projectile is a rocket". Without this a rocket that missed simply expired.
if (!hit && landed) {
if (pe.boom) explode(pe.x, pe.z);
else if (pe.ignite) ignite(pe.x, pe.z, pe.ignite);
hit = true;
}
if (hit || pe.t <= 0) pellets.splice(i, 1);
}
if (G.beam) { G.beam.t -= dt; if (G.beam.t <= 0) G.beam = null; } // the laser's wedge fades and is gone
// ---- INCOMING hostile balls (ball machine, chapter boss volleys). Three outcomes, in this order:
// a timed swing inside the volley window RETURNS it as your own ball flying up-court, the panic
// swish (meleeSwipe, above) merely bats it away, and reaching you unanswered costs a point of hp.
for (let i = shots.length - 1; i >= 0; i--) {
const s = shots[i];
// A shot landing the KILLING blow routes through killPlayer, which empties this array from
// under us — every remaining index then reads undefined and the frame throws. Same guard, and
// the same reason, as the `if (!zb) continue` in the body loop above.
if (!s) continue;
s.t -= dt; s.vy -= s.g * dt;
s.x += s.vx * dt; s.y += s.vy * dt; s.z += s.vz * dt;
let done = s.t <= 0 || s.y < -0.25 || Math.abs(s.x) > 8 || s.z > COURT.L + 2;
// The PARRY keeps the 0.8 depth weighting — a racket sweep really is wider than it is deep.
// The HIT does not: weighting depth shrinks it, so contact registered while the ball was still
// most of a metre up-court. That mismatch between what you saw and what hit you was the bug.
const dP = Math.hypot(s.x - P.x, (s.z - P.z) * 0.8);
const dHit = Math.hypot(s.x - P.x, s.z - P.z);
if (!done && P.swingT >= 0 && P.swingT <= TUNE.parryWindow
&& dP < TUNE.parryReach && s.y < CONTACT.maxY) {
// the parry: it becomes an `extras` clone — that array is already ballistic and already kills
// zombies, so "returned shot is a live weapon" costs nothing to build.
// It is a GLANCING blow, not a mirror. Reversing the incoming line sent every return straight
// back up the line it arrived on — which is where the thrower is standing — so a boss was a
// free wound per throw. Where you meet the ball across the racket face now sets the angle:
// hitting it back INTO him is a shot you have to place your feet for.
const off = Math.max(-1, Math.min(1, (s.x - P.x) / TUNE.parryReach)); // -1..1 across the face
const ang = (off * TUNE.parryDeflect + (Math.random() * 2 - 1) * TUNE.parryJitter) * Math.PI / 180;
const sp = Math.hypot(s.vx, s.vz) * 1.15;
extras.push({ x: s.x, y: s.y, z: s.z, g: TUNE.gravity, pow: TUNE.parryPow, t: 2.5,
vx: Math.sin(ang) * sp, vy: 4.2, vz: -Math.cos(ang) * sp });
pock(0.85, 1300); G.flash = { text: 'RETURNED', t: 0.6 }; cheer(0.8, 0.3);
done = true;
}
if (!done && dHit < TUNE.shotHitR && s.y < TUNE.shotHitY) { hurtPlayer(TUNE.machDmg); done = true; }
if (done) shots.splice(i, 1);
}
for (let i = extras.length - 1; i >= 0; i--) { // triple-serve side balls: full ballistic clones
const e = extras[i];
if (!e) continue; // same as pellets/shots: a kill here can start a beat that empties the array
e.t -= dt; e.vy -= (e.g || TUNE.gravity) * dt; // e.g: a clone flies under the SAME topspin as the ball it came from
e.x += e.vx * dt; e.y += e.vy * dt; e.z += e.vz * dt;
if (e.y <= 0 && e.vy < 0) { e.y = 0; e.vy = -e.vy * TUNE.bounceY; e.vx *= TUNE.bounceXZ; e.vz *= TUNE.bounceXZ; }
let dead = e.t <= 0 || Math.abs(e.x) > 7.5 || e.z < -2 || e.z > 25.5;
if (!dead && e.y < 1.9) for (let j = zombies.length - 1; j >= 0; j--) {
const zb = zombies[j];
if (!zb) continue; // killZombie can sweep the court mid-loop
if (Math.hypot(zb.x - e.x, zb.z - e.z) < hitR(zb)
+ Math.hypot(e.vx, e.vz) * dt * 0.5) { // same sweep: clones inherit the smash pace
// Side balls used to pass THROUGH the boss doing nothing at all, which is most of why a
// TRIPLE serve read as "he can't be hurt". They wound him like the main ball now.
if (isBoss(zb)) {
if (e.pow >= TUNE.zSplatQ) { if (wound(zb, TUNE.dmgSide)) killZombie(j, !!G.horde); }
else pock(0.5, 300);
}
else if (zb.variant === 's' && e.vz < 0 && !(zb.shieldT > 0)) { zb.shieldT = TUNE.shieldDown; pock(0.9, 1800); } // chair blocks these too
else if (e.pow >= TUNE.zSplatQ || zb.variant === 'f') {
if (zb.hp > 1) { zb.hp--; splat(0.4); } // wounds brutes AND shamblers
else killZombie(j, !!G.horde);
} else { zb.z -= TUNE.zPushback; pock(0.5, 300); }
dead = true; break; // a side ball is spent on its first touch
}
}
if (dead) extras.splice(i, 1);
}
for (let i = parts.length - 1; i >= 0; i--) {
const p = parts[i];
p.t -= dt;
if (p.smoke) { p.vy = 0.55; p.vx *= 0.97; p.vz *= 0.97; } // smoke rises and spreads; it does not fall
else p.vy -= 14 * dt;
p.x += p.vx * dt; p.y += p.vy * dt; p.z += p.vz * dt;
if (p.y < 0) { p.y = 0; p.vy = 0; p.vx *= 0.5; p.vz *= 0.5; }
if (p.t <= 0) parts.splice(i, 1);
}
const boy = G.boy; // the boy mops any gore he passes over
for (let i = gore.length - 1; i >= 0; i--) {
const d = gore[i];
// He scrubs HARD only while stopped and working the mop; walking past barely touches it, so
// the stain visibly dies under him rather than fading as he drifts by.
if (boy && Math.abs(boy.x - d.x) < 0.8 && Math.abs(boy.z - d.z) < 1.3)
d.a -= dt * (d.scorch ? 0.16 : boy.mopT > 0 ? 0.7 : 0.2); // craters scar the lawn far longer
if (d.a <= 0) gore.splice(i, 1);
}
for (let i = piles.length - 1; i >= 0; i--) { // piles shave far slower than stains — net growth wins
const pl = piles[i];
if (boy && Math.abs(boy.x - pl.x) < 0.7 && Math.abs(boy.z - pl.z) < 1.2) pl.size -= dt * 0.25;
if (pl.size <= 0.3) piles.splice(i, 1);
}
}