Files
splatter-tennis/index.html
T
wuwiandClaude Opus 5 5a4c6e4359 Give the laser its own voice, and let a body sound like its size
The laser was playing boom() — the BOMB — so the showiest weapon in the game
sounded like the least showy one. zap() is its own: a highpassed crack, two
detuned saws diving through a resonant lowpass, weight underneath so it lands on
a phone speaker, and a triangle that rings after the plane has gone. The dive is
the whole reading; a rising sweep is a charge-up and this thing never charges.

And the NORMAL hit — ball meeting a body without killing it — was borrowing
pock(), the racket thock. That is a bright, dry, stationary-band click: exactly
right for gut on felt and exactly wrong for felt on a torso, which is why hitting
a zombie sounded like hitting a wall. thud() falls instead of sitting still,
which is where the wetness comes from, with one quiet bright tick just behind the
slap: something gave. The machine keeps its pock — it is furniture and it rings.

Both thud() and splat() now take a size, zombieH/1.8, so 1 is a shambler, 1.5 a
brute and 2.04 a chapter-4 boss. Everything pitches down and lengthens with it.
Measured through a patched AudioParam rather than assumed: the body thump under a
hit runs 150 Hz on a shambler, 100 on a brute, 59 on the boss.

splat() got the same treatment while I was in there — a resonant band collapsing
down the spectrum instead of a plain lowpass, plus a second brighter burst a beat
later. One clean hit is a thud; a thud followed by spatter is a body.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-03 23:23:47 +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=118"></script>
</body>
</html>