Files
splatter-tennis/index.html
T
wuwiandClaude Opus 5 5f97c7cff4 Show which build the start screen is running
"Am I on the right version?" needs an answer on the device, not in a terminal.
The browser cannot see git and push = deploy leaves no build step to inject a
sha into, so the marker is the served main.js's own Last-Modified — it moves on
every deploy with nothing to remember to bump. Match it with
`git log -1 --format=%cd`.

Cache-buster bumped with it: without that the phone keeps the old main.js and
shows a stale build line, which is the exact thing this is meant to catch.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-31 08:42:23 +02:00

95 lines
6.0 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'); }
/* 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)); }
/* 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, #intro .kb { 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)); }
#intro .slogan { margin: 8px 0 16px; font-size: 12px; color: #b6a0a4; letter-spacing: 0.5px; }
#intro .slogan b { color: #c9564a; }
#intro .how { display: inline-block; text-align: left; color: #cbd4e2; line-height: 2; }
#intro .how p { margin: 0; }
#intro .how span { display: inline-block; width: 30px; }
#intro em { color: #8a96ab; font-style: normal; font-size: 12px; }
/* 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; }
#intro .start { margin-top: 18px; color: #e0cc72; font-weight: bold; letter-spacing: 1px; animation: blink 1.1s step-end infinite; }
@keyframes blink { 50% { opacity: 0.25; } }
</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">
<div class="card">
<img class="logo" src="assets/logo.png" alt="Splatter Tennis">
<p class="slogan">Fifteen. Thirty. Forty. <b>Dead.</b></p>
<div class="how">
<p><span>👆</span> tap — serve + swing</p>
<p><span>👉</span> flick — aimed shot</p>
<p><span>✋</span> drag — run <em>(auto-run is on)</em></p>
<p class="kb"><span>⌨️</span> WASD / arrows + SPACE</p>
</div>
<p class="start">TAP TO START</p>
<p id="build"></p>
</div>
</div>
<script type="module" src="main.js?v=51"></script>
</body>
</html>