Files
splatter-tennis/config.js
T
wuwiandClaude Opus 5 f3dcf0b16f Splatter: chevrons in perspective, and a smash that actually flies
The chevrons were stepped along the SCREEN line at a fixed size, so they read as
a flat sticker over a 3D court. They now step through world space and take their
size from their own projection scale — near ones roughly twice the far ones —
and they fade IN toward the target so the eye is walked up the lane instead of
being handed a uniform stripe. The arrowhead scales with the target's own depth
too. (proj is a true projective map, so the screen direction stays constant
along the line; only size and alpha needed to vary.)

Hard shots now fly hard: serve pace is weighted onto quality (19 base + 22×q,
so 21 -> 41 m/s) instead of 21 -> 28. Two things had to give way for it.

Serve topspin was a fixed 1 + 0.35q, which meant a fast flat ball could not
both clear the tape and land on a target, so the net-loft loop throttled every
smash back to walking pace — measured 21.8 m/s whether you drew 60px or 95px.
TUNE.serveSpin 1.3 lets it leave flat and DIVE, which is what a smash is.

And the loft loop's margin was doHit's quality cushion, which taxed exactly the
shots meant to hurt. It's now sized to the real error it exists to cover: the
sim samples the net plane once a frame, so a diving ball can test below the tape
when the closed form clears it. Margin = descent rate × the dt clamp. A flat
drive pays almost nothing, a lob pays what it must.

Measured, target 20m out: 24.7 / 32.2 / 41 m/s for weak / mid / full draw. At
the net it's 9.6 / 11.2 / 11.6 — still the slow floaty lob, as it should be.

Ball-vs-shambler contact gets a crude sweep (radius + half a frame's travel),
because a 41 m/s ball steps 0.7m per frame at 60fps and 1.6m at main.js's dt
clamp, both wider than a shambler. Verified the full smash connects at both.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-26 16:36:06 +03:00

132 lines
9.0 KiB
JavaScript

// All tuning and constants. TUNE is live-editable in game via the T panel;
// the exported consts below are structural values that code shares but the panel doesn't show.
export const TUNE = {
camZ: 42, camY: 9, camF: 406, horizon: 40, // camF/horizon are per-orientation, set in fitViewport
gravity: 9.2, // slightly floaty vs 9.8 for readability
spinFactor: 0.9, // extra dive on quality shots (fake topspin)
bounceY: 0.58, bounceXZ: 0.78,
playerSpeed: 5.4, aiSpeed: 4.3,
reach: 1.3, aiReach: 1.6, // tight contact radius: the assist positions you, the tap must be honest
swingWindup: 0.06, // s before contact window opens
swingWindow: 0.16, // s contact window length
baseShotSpeed: 16, qualityShotSpeed: 12, // horizontal m/s = base + q*quality; perfect timing = real pace
// the slingshot's pace range. Weighted hard toward QUALITY so a full draw is a smash you can
// see: 21 m/s floppy at the minimum pull, 41 m/s at full. (baseShotSpeed above is the rally
// volley and stays put — it's shared with tennis mode and the CPU.)
serveSpeed: 19, serveQualitySpeed: 22,
serveSpin: 1.3, // extra gravity a full-power serve carries (was a fixed 0.35). Without it the
// net-clearance loop ate the whole smash: a flat fast ball can't get over the
// tape AND come down on a target, so it got throttled back to walking pace.
// Heavy topspin lets it leave flat and DIVE, which is what a smash actually is.
aimError: 2.4, // m of scatter at quality 0
perfectMs: 45, // |offset from window center| for PERFECT
aiQualityMin: 0.45, aiQualityMax: 0.85, aiFlub: 0.09,
aiReaction: 0.45, // s before the CPU reads your shot — well-aimed corners are winners
autoAssist: matchMedia('(pointer: coarse)').matches ? 1.15 : 0, // auto-run speed factor (mobile)
zSpeed: 0.7, // zombie shamble speed m/s
zSpawnEvery: 3.0, // s between spawns in game 1 — shrinks by zSpawnStep per finished game
zSpawnMin: 1.0, // spawn-gap floor late in a run
zSpawnStep: 0.22, // spawn-gap reduction per finished game
zMax: 3, // shamblers on court in game 1 (cap grows +1 per game to zMaxCap; 0 = spawns off, for tests)
zMaxCap: 14, // absolute shambler cap
changeoverT: 4.5, // s the changeover breather lasts (after odd games, as the rules demand)
gameBeatT: 1.6, // s the game-end beat lasts on even (non-changeover) games
eatenR: 0.9, // m a shambler must close to eat you — matches the visual sprite overlap
zSnap: 0.9, // m of lateral slack at zero range — the aim cone's base width (fat-thumb forgiveness)
killsPerPoint: 3, // splatter: zombie kills to score ONE tennis point (1 = every kill scores, old behavior)
zSplatQ: 0.5, // min shot quality to splatter; below = stagger pushback
zPushback: 1.4, // m a staggered zombie is knocked back
splatterOverT: 0.1, // s the spent-ball 'over' beat lasts before the next serve is armed
// the slingshot: the pull's DIRECTION picks a lane, its LENGTH is power. Deliberately DECOUPLED —
// reaching a far shambler must not cost a longer drag than the screen has room for. The old
// mapping (pull length = reach) is why you had to drag off the bottom of the phone.
pullMin: 18, // px of pull below which the release cancels — no shot, nothing spent
pullFull: 95, // px of pull for a full-power shot. Keep this well inside one thumb's travel.
pullQMin: 0.12, // shot quality at pullMin, scaling to 1.0 (= PERFECT) at pullFull. Below
// zSplatQ it only staggers, so a lazy flick can't kill: THE anti-spam knob.
aimCone: 0.10, // lane half-width added per meter of range. This is what makes the pull's ANGLE
// mean something: at 0.45 the cone was ±10 m at the far baseline — the whole
// court — so every downward pull picked the same body and the angle felt inert.
// 0.10 gives ±2.9 m out there: you have to actually point at a lane.
aimReach: 22, // m the aim ray runs when no shambler stands in the lane
// How the camera moves while you're drawing the slingshot. NEGATIVE (the default) drops it and
// pushes in — you crouch into the shot. POSITIVE lifts it and leans back for a steeper, more
// top-down look, which reads the depth behind the net better but feels less like aiming.
// Both 0 = the old fixed camera.
aimCamY: 0, // m of camera height change (negative drops you into the shot)
aimCamZ: 0, // m of camera dolly (negative = closer). Both 0 = the camera holds still,
// which is where Oliver landed: the aim graphics carry the read on their own.
backstopZ: -1.8, // z of the far backstop — must sit IN FRONT of the -2 retire line, or balls die before they reach it
backstopKeep: 0.55, // pace a ball keeps after the rebound — still lethal, slower
backstopPop: 1.8, // m/s of lift off the fence, so the rebound travels back instead of dying at the net posts
meleeCool: 1.0, // s between racket swishes — melee is the panic button, not the default
zPierce: 0.75, // pace a ball keeps after a splatter — hot balls plow through lined-up pairs
ballChangeFirst: 3, // game of the first new-balls delivery (real rule: 7, then every 9 — too sparse here)
ballChangeEvery: 4, // games between deliveries after the first
bombMax: 3, // bomb balls in a fresh tin
wCap: 3, // per-type cap on the courtside rack — tins accumulate, but only so many
rackH: 22, // px height of the bottom weapon rack (feel knob: how much court it covers)
bombRadius: 2.5, // m blast radius of a bomb ball
hordeLen: 12, // s a horde wave lasts
hordeRate: 2.5, // zombies spawned per second during a horde
mgRate: 6, // machine-gun pellets fired per second during a horde
mgPickupLen: 8, // s the machine-gun tin (4th delivery) auto-fires outside hordes
fps: 60, // frame cap — 30 halves battery/heat but Oliver felt it; smoothness wins (0 = uncapped)
runnerSpeed: 3.2, // runner ('f') speed multiplier over the shamble
runnerVMax: 4.2, // hard runner speed cap — the late-game ramp must stay humanly reactable
shamblerHp: 2, // splat-quality hits a classic shambler ('a'/'b') soaks before it dies — only the runner ('f') is still one-shot glass
setCardT: 2.0, // s the centered SET card holds (the 'kurze unterbrechung' before the horde)
bruteHp: 2, // splat-quality hits (or pellets) a brute ('g') soaks before it dies
shieldDown: 1.5, // s a shield zombie's ('s') chair stays dropped after a block — the kill window
meleeRange: 1.7, // m — a racket swish cleaves shamblers this close to you
racketHp: 3, // splat-quality hits a racket zombie (mini-boss) takes before it dies
racketSpeed: 2.8, // m/s the racket zombie shambles to chase a ball
racketQMax: 0.55, // its return quality is capped here (slower, sloppier than the tennis CPU)
racketFlub: 0.2, // chance the racket zombie whiffs a return
missHud: 0, // show the last miss reason on screen (full log: T.G.missLog) — off; dev-only
killPips: 1, // splatter: show the kills-to-next-point pips on the scoreboard
};
export const COURT = { L: 23.77, W: 8.23, dblW: 10.97, netZ: 11.885, netH: 0.914, netW: 10.06 };
COURT.svcFar = COURT.netZ - 6.4; // far service line
COURT.svcNear = COURT.netZ + 6.4; // near service line
// world sizes (meters)
export const PLAYER_H = 1.88;
export const BOY_H = 1.2;
export const UMP_H = 3.0;
export const UMP_X = 5.6; // chair right beside the doubles line — x 7.1 projected off-screen in portrait
// contact rules: outside this height band the ball can't be hit (below = it's past you)
export const CONTACT = { minY: 0.24, maxY: 2.3 };
// volleys (pre-bounce contact) get extra forgiveness: the ball passes at full speed and
// there's no bounce cue to time against, so reach and swing window widen by these factors
export const VOLLEY = { reach: 1.4, window: 1.8 };
// how deep from the far/near baseline a player's interception zone extends
export const ZONE_DEPTH = 9.5;
// recovery positions between shots
export const HOME = { P: { x: 0, z: 22.8 }, O: { x: 0, z: 2.5 } };
// where the near player is allowed to move
export const P_BOUNDS = { x: 6.5, zMin: COURT.netZ + 1.2, zMax: 26 };
// serve toss: release height and upward speed (apex derives from these + gravity)
export const TOSS = { y0: 1.8, vy: 4.6 };
// shot target depth from the receiving baseline, by aim (up = deep, none = mid, down = short)
export const SHOT_DEPTH = { deep: 3.0, mid: 5.4, short: 8.6 };
// how long swing/serve poses hold before returning to idle (s)
export const POSE_TIME = 0.38;
// the server's idle ball bounce: sideways offset to the free hand, apex height, tempo.
// tempo drives the ball, the hand sprite AND the pock sound — one value, always in sync.
export const BOUNCE_IDLE = { dx: 0.5, apex: 0.55, tempo: 3.6 };
// generated sprite sheets: the idle pose is this many pixels tall; all scales derive from it
export const SPRITE_H = 112;