Files
splatter-tennis/HANDOFF.md
T
wuwiandClaude Opus 5 79fb43f60d Stop the dead for the changeover instead of letting the player wander
Oliver vetoed the free movement between points on sight: he never walks
freely during play, so being able to only between points reads as the game
breaking, not as a fix. Reverted to 'rally' only, and the rule is written into
the settled-feel list so it doesn't get re-invented.

The frozen changeover is answered his other way instead — the dead wait too.
`held` in updateZombies stops their advance, their steering and the eat check
for the breather; they still bleed and burn, they just stand there, because
the umpire called time and it is still a tennis match. The path where this
actually bit: losing a duel scheduled on a changeover beat spawns five fresh
shamblers and THEN starts five seconds you have no agency in.

The stuck pose was never about movement — 'run' is the one pose expirePose
doesn't expire, and runT stops advancing outside the block, so a beat that
began mid-stride welded him to a single frame. Reset it and it's fixed for
every phase.

And he could walk off the screen in ordinary play, not just during the beat I
had added: P_BOUNDS.x is 6.5 m, portrait shows about ±4 m at the baseline.
The xVis clamp already existed but only applied during auto-fire; it now
always applies, floored at the sideline so every legal ball stays catchable.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-30 10:07:38 +02:00

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HANDOFF — Splatter Tennis

This file is the only planning document. PLAN.md and POLISH-PLAN.md are deleted — everything they specified is shipped, and what still matters from them is recorded below. For the long history, ~/.claude/projects/.../memory/splatter-tennis-history.md is auto-loaded; for the detail of any individual change, read the git log.

Last updated 2026-07-30 after Oliver playtested the fixes. All eight retest issues are closed and recorded at the bottom with what the fix was, because each one is a trap worth not re-digging. Issue 1's first fix was vetoed on feel and replaced — read that entry before touching movement.

What this is

SNES-style pseudo-3D tennis (Super Tennis reference) that transitions into a zombie splatter game while keeping every tennis aesthetic (umpire voice, 15/30/40 scoring, ball boys, applause). Zero-dependency vanilla JS, native ES modules, no build step. Mobile portrait one-handed play is the primary target.

  • Run locally: preview_start name splatter-tennis (python http.server :8641, .claude/launch.json)
  • Deploy: push to git@gitea.wuwi.one:wuwi/splatter-tennis.git (main) → Coolify webhook builds the Dockerfile (nginx, no-cache). Oliver tests on his phone at splatter-tennis.wuwi.one ~30s after a push. Bump main.js?v=N in index.html every time or phones keep the old build. The Dockerfile must also COPY any new top-level file (it currently ships index.html, manifest.webmanifest, *.js, assets/).
  • Oliver edits files himself (tuning values, sometimes sprites). ALWAYS Read current file state before editing; never assume your last version is what is on disk.

Module map (all in repo root)

config.js TUNE (live T panel) + structural constants + UI palette · state.js the G object + P/O/ball/score + setupPoint/sendBoy · gameplay.js ballistics/swings/serve/rules/AI/update() + transition + splatPoint + ball-boy routines · zombies.js zombie/gore/particle state + updateZombies · render.js camera/palette-lerp/sprites/all drawing · input.js keys/touch/flick · audio.js sfx + recorded umpire (assets/audio/*, macOS say -v Daniel) · panel.js the T panel · main.js boot, loop, umpire-tap cheat, window.T test surface. Two runtime-only import cycles (documented in headers): input↔gameplay, zombies↔gameplay.

How the game flows

Tennis → win a game → transition (G.mode='transition', timeline on G.transT) → splatter. In splatter you serve at zombies; ball.pow ≥ TUNE.zSplatQ splatters, below that it staggers. Tennis scoring keeps running. TUNE.killsPerPoint kills = one point; games/sets accumulate; 6 games = a set = a horde (racket auto-fires, finger steers you absolutely). Odd games end in a changeover breather. A won game leaves the wave standing — you must clear it by hand (G.clearing) before play advances (proceedAfterClear). Weapons are only ever won, in the sudden-death duel (G.interlude) against the racket zombie. Getting caught = G.mode='eaten' = permadeath, and the run summary is the whole game.

Architecture & invariants — know these before touching anything

  • G.modal is the only thing that stops the world. update() early-returns on it (after flash/card decay), so no zombie steps, no ball flight, no spawn timers — only idleT ticks for the blink. showModal/dismissModal in gameplay.js; drawModal is the LAST thing render draws. Dismissal must swallow the gesture: input.js touchstart returns on it, keydown returns on it, and the pointerdown dismisser is registered only on pointer: fine — on touch, pointerdown fires before touchstart, so a shared handler cleared the modal and let the touchstart underneath serve. G.seen.<key> gates first-time-only modals.
  • UI in config.js is the accent palette (hot/warm/pick/cream/dim/bad/ball). Every HUD colour goes through it. Gore reds are deliberately NOT in it — the splatter stays loud.
  • F(size, bold) in render.js builds every canvas font string. Bare monospace resolves to Courier, a slab SERIF — that was the "generic serif" bug, not taste. Never hand-write ctx.font. Widest string checked fits 270px portrait with ~10px spare.
  • Weapons are only ever WON. deliverTin() has exactly one caller: resolveInterlude('P'). The schedule (TUNE.duelFirst/duelEvery, G.duelDue) calls the duel, fired from proceedAfterClear() — the one beat where the court is guaranteed empty. The game beat it interrupts is parked in G.afterDuel and resumed when the duel resolves.
  • Anything that blocks serving. If a "can't serve" report ever comes in, check these first — each is an early return in keyPressed: G.mgT, G.horde, G.changeover, G.interlude.introT, G.modal. G.mgT in particular must keep counting down in EVERY phase (it used to tick only during rally, so a duel calling setupPoint() stranded it above zero forever = permanent lock).
  • Animation frames step off DISTANCE COVERED, never elapsed time — boy.dist for ball boys, zb.z / TUNE.bruteStride for brutes. Time-driven cycles moonwalk the moment speed and frame rate disagree. Sprite heights follow the PNG (img.height / SPRITE_H) because _slice.py common-scales a sheet; a wound stage's height must ALWAYS come from its A frame or it pops.
  • Fire chains. zb.burnT/burnD; ignite() is read-only over zombies[] so it is safe inside a kill loop; burnTick() returns true when the fire killed the body and the caller MUST continue. The flame ball also ignites what it FLIES PAST (TUNE.burnBallR) — without that its full pierce killed its own lane outright and nothing was left to catch. Flames are drawn procedurally (drawFlames), no sprite sheet.
  • Any loop over zombies[] whose body can kill can cascade into a sweep and gut the array mid-iteration — keep the if (!zb) continue guards and iterate backwards.
  • The ball boy is ONE slot. sendBoy never replaces a boy already on court (a kill streak used to teleport him back to the wing several times a second); new work is appended via jobs. mopRound walks him to a stain, holds him there for TUNE.boyMopDwell while the push cycle animates in place, then moves him on. Three sheets: x_boymop (stopped, working), x_boycarry (walking with the mop shouldered), x_boyrun (tennis-mode fetch).
  • Crowd applause is a real two-frame swap (x_crowd seated / x_crowd2 arms up), per column on its own phase, with no vertical offset. A fractional dy on a scaled image re-snaps its pixel rows every frame under nearest-neighbour — that boiling beside the HUD was the "scoreboard flicker" (the board art is 99.9% opaque; nothing was ever showing through it). If you touch one crowd frame you must apply the identical curve to the other, or the swap starts flashing brightness. assets/_sheet_crowd1.png is the pre-brightening original.

Settled feel decisions — do not regress silently

  • Two-stage serve: touch = reticle, drag = aim, release = fire, drag back under pullMin = cancel. The pull's DIRECTION picks the lane, its LENGTH is power — deliberately decoupled so a far shambler never costs a longer drag than the screen has.
  • The manual wave clear after a won game (G.clearing). Oliver was emphatic.
  • Thin, dynamic blood. Open wounds gush live particles (bleed()); blood is never painted into a sprite. Gore piles/stains are the loud part; keep the trickle sparse.
  • One gesture means one thing on touch. No mode where a drag silently becomes something else.
  • Volleys: pre-bounce contact gets reach ×1.4 / window ×1.8 (VOLLEY). A RISING ball is hittable at any height; only a dropping ball below CONTACT.minY is past you.
  • Aim magnet: flickTarget picks the best-ALIGNED body, with TUNE.aimTie of slack in which a nearer one still wins, so a straight-ahead lane still eats the nearest body first. aimTie: 1 restores the old "nearest along the lane always wins" for A/B.
  • TUNE.fps 60 — 30 was vetoed on feel.
  • The player only walks during rally. Never between points. Letting him walk during the 'over' beats and pretoss was shipped once and vetoed immediately: "I basically can never walk around freely" — so suddenly being able to, only between points, reads as the game breaking rather than as a fix. Frozen-with-danger-approaching is fixed by holding the DEAD instead (held in updateZombies), never by handing back movement.
  • The player must always be ON SCREEN. P_BOUNDS.x is 6.5 m but portrait only shows about ±4 m either side of the centre line at the baseline, so the walk bound alone let him leave the frame entirely. xLim = Math.max(xVis, COURT.W / 2) — the camera limit, floored at the sideline so every legal ball stays catchable.

Verification recipe (the regression net)

Drive the game deterministically via window.T with javascript_tool. The Browser-pane eval context reports document.visibilityState === 'hidden', so RAF is paused; halt it anyway with window.requestAnimationFrame = () => 0 and step with T.step(1/60). T.press('Space') = tap. Clear the intro first: document.getElementById('intro')?.remove().

  • You MUST set T.TUNE.autoAssist = 1.15 first — the Browser pane reports pointer: fine, so the mobile assist is off and every ball reads as "never reachable".
  • Force splatter with T.forceZombies() then ~600 steps (in splatter it forces a HORDE instead).
  • T.zombies, T.spawnZombie(x, z, 'a'), T.TUNE.zMax = 0 to stop spawns during tests.
  • Also exposed: T.explode, T.splatPoint, T.startDuel, T.resolveInterlude, T.deliverTin, T.flickTarget, T.showModal/T.dismissModal, T.render.

Benchmarks that must keep holding (re-run after any physics/aim change):

  • CPU returns ~11/12 serves (91.7%). Recent 150-sample runs: 90.7%, 89.3%, 90.7%, 88.7% (±2.5%). Watch this — the last few sit under the bar rather than scattered around it. The harness for this number was never written down and I could not reconstruct it. A rig that counts "did the CPU get a racket on the served ball" scores 100/100, because after a flub the CPU gets another swing at the SAME ball (aiSwingCool = 0.5) and connects — 91.7% ≈ 1 − aiFlub, so the recorded number must count only the FIRST swing opportunity, or only returns that land in. Until someone writes the rig down, prove "no tennis regression" differentially instead: run your rig, git stash the change, reload the modules, run the identical rig, compare. Equal numbers on the same rig is the real claim; a bare percentage against this line is not.
  • 30 human-tapped points (tap when the incoming ball is 2.2–3.2 m away) = 50 hits / 0 whiffs. This one DOES reproduce exactly — drive it off G.missLog (HIT vs MISS counts).
  • A 26-game state-machine soak with bombs/bursts/fire must finish with no exceptions, no stall, mgT back to 0, and gore/piles arrays bounded (gore caps at 40, piles at 30). Two ways a soak lies to you, both cost me a run: force-spawning zombies during G.clearing makes the hand-clear un-completable and reads as a 30-minute stall; and reviving the player after each eaten inflates gore past its cap, because the death push (zombies.js, the eatenR hit) is the one uncapped gore.push in the file — fine at one death per run, not at 260. Respect clearing, and either end the soak on death or set TUNE.eatenR = 0 to make him untouchable.
  • Never trust a single sample. aiFlub is 9%; a 20/24 run is normal noise. Use 150.

Asset pipeline

  1. generate-image skill (needs OPENROUTER_API_KEY in the gitignored repo .env; run with the scratchpad venv python — system python lacks requests). Passing the existing sheet as --input (edit mode) nails the style and is how every matching sheet here was made.
  2. Ask for a magenta background and, for sheets, "at least 150px of empty magenta between frames" plus "the prop must stay inside its own frame".
  3. python3 assets/_slice.py sheet.png out1.png ... — chroma-key on the corner colour, magenta de-fringe, column-gap segmentation, common-scale per sheet, IDLE_TARGET_H=112. --largest keeps only the main blob.
  4. Standalone art (logo, popup panels) uses assets/_key.py instead: chroma-key + crop to the content bbox + optional downscale, no frame splitting, no forced height.
  5. Register new names in render.js's SPR preload array.

Known generator quirks, all still true:

  • It sometimes ignores the magenta (harmless — the key uses the corner colour).
  • It draws near-identical animation frames unless you describe strongly contrasted poses.
  • It adds props the A frames don't have (a dragged pole on every brute B frame, a mop head). If the prop is a separate blob, keep the largest connected component; if it touches the body, cut on column density — a torso is dense, a dragged pole is a thin diagonal of ~7 px per column.
  • If frames merge (a handle bridging the gap) _slice.py reports "found 1 frames". Re-prompt for wider gaps first; if that fails, cut at the true column gaps plus the thinnest column inside the merged pair, then common-scale.
  • Colour-match any regenerated frame of an existing pair before shipping: fit a per-channel linear map onto the original's mean and sd, then verify with a mean-difference number.

Gotchas learned the hard way

  • Stale ES modules are the #1 time sink. python http.server sends no cache headers, so an edited module often loads STALE. preview_stop/preview_start only helps if the port actually changes, and holding 8641 with a throwaway socket did not work reliably. What DOES work:
    await Promise.all(['main.js','state.js','gameplay.js','render.js','config.js','zombies.js',
      'input.js','audio.js','panel.js','dom.js'].map(f => fetch(f, {cache:'reload'})));
    
    then reload the page. Always sanity-check a just-added field before trusting any result — and note the trap: if state.js is stale but gameplay.js is fresh, a new G field materialises as NaN (undefined + dt), which reads exactly like a logic bug.
  • drawChar mirrors sprites by ch.facing — any stance that must not mirror needs facing reset.
  • Synthetic touch tests: input.js only sets stick.moved in touchmove, so touchstart→touchend reads as a TAP. Always dispatch a touchmove between them.
  • Contact/kill tests must step 1/60 — pellets at 26 m/s tunnel past 0.55 m radii at coarser steps and kills silently don't happen, which looks exactly like a bug.
  • When testing fire or any serve, fire a real ARC. A flat ball from z=16 hits the net (netH 0.914) and bounces back at you; a "the weapon is broken" reading was my test hitting the tape.
  • The scratchpad venv gets wiped between sessions — recreate it with requests + pillow.
  • Commit style: imperative summary + Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>. Push = deploy.

CLOSED — Oliver's 35-game retest (2026-07-27), all fixed 2026-07-30

Kept because each one is a trap worth not re-digging. Every fix was verified in the browser via window.T; the numbers quoted are from those runs.

1 + 6. Player frozen (and stuck mid-animation) during the between-game pauses — was HIGH

Two fixes: the first was wrong. The movement block — pose update included — lived inside if (G.phase === 'rally'), so every 'over' beat and every pretoss left the player standing while zombies walked at him. The pretoss case is issue 6: endHorde calls setupPoint().

The first attempt widened the block to all of splatter except 'toss'. Oliver vetoed it on sight: "the mechanic where I suddenly can move freely around feels broken.. I basically can never walk around freely - also I could walk off the screen". He is right — free movement for five seconds between points, in a game where you otherwise only move while a ball is live, reads as a bug. It is reverted, and the rule is now in Settled feel decisions above.

What actually ships, three separate pieces:

  • The dead wait too. held = !!G.changeover in updateZombies stops every zombie's z advance, its x steering, and the eat check for the breather's duration. They still bleed, still burn, still animate — they just stand there, because the umpire called time and it is still a tennis match. This is Oliver's own second option and the characterful one (the boys mop, everyone waits).
  • The stuck pose. expirePose only ever expired swing/serve; 'run' was the pose nothing reset, and P.runT stops advancing outside the movement block, so a beat that began mid-stride welded him to one run frame. An else if (P.pose === 'run') on the movement block fixes it for every phase at once.
  • The on-screen clamp (see Settled feel decisions) — xVis already existed but was applied only in auto-fire modes, so ordinary play could walk clean off the edge. Now it always applies.

The path where this actually bit — worth knowing, because a clear court makes it look impossible: a changeover normally starts only after G.clearing has emptied the court, so nothing is walking. But resolveInterlude('O') spawns five fresh zombies ("the dead lose their patience") and then hands back to startChangeover via G.afterDuel. Lose a duel scheduled on a changeover beat and you get five shamblers plus five seconds with no agency. Verified fixed: they advance 0.000 m across the breather and resume 0.75 m/s the instant "Time." is called.

If the 5 s still drags on a phone, TUNE.changeoverT is the knob — it is now a safe, watchable beat rather than a dangerous one, so shortening it is purely a pacing call.

2. The mop boy walks on during the 1:1 duel — was LOW

sendBoy now returns early on G.interlude, and startDuel sets G.boy = null. Note the ordering that makes this safe: resolveInterlude('P') clears G.interlude before calling deliverTin(), so the boy still comes out with the tin.

3. Triple serve: the two wing balls lob off at the wrong height — was MEDIUM

The diagnosis in the old text was right. g: ball.g is now copied onto each clone (both push sites: hitServe's triple fan and dragServe's re-fire clone) and zombies.js integrates e.vy -= (e.g || TUNE.gravity) * dt. Verified at full pull: clones carry g = 21.16 (2.3 × the 9.2 base) instead of 9.2, and centre and wing apex heights now match exactly (2.90 m both).

4. The umpire calls "Time" on pauses that aren't changeovers — was LOW

G.changeover is now the seconds left, not a flag (still truthy, so every !G.changeover guard reads the same), and it counts itself down near the top of update(), calling voice('time') when it hits zero. It no longer rides the generic G.overT expiry — anything that overwrote overT mid- breather (a melee kill taking a game, say) used to make the umpire call time on a pause that was never a changeover. Verified with a fetch spy on assets/audio/time.m4a: an unrelated overT expiry at t=0.4 s says nothing and leaves 4.6 s on the breather; the line fires exactly once, when the breather's own clock runs out.

5. The transition tutorial illustration confuses people — was MEDIUM

assets/x_howto.png regenerated (Gemini 3 Pro, edit mode with the old sheet as --input, then assets/_key.py … 240). The curved arrow and thumbprint are gone; it is now a press ring at the top, a straight vertical dashed track, two chevrons pointing DOWN, and a fingertip at the bottom — with the yellow shot arrow flying the opposite way to the zombie, which is the inversion lesson. Aspect is unchanged (240×321 vs 240×322), so the modal still draws it at 90×120 in portrait. Checked at that drawn size, not at full resolution.

7. Aiming plays the toss animation; it should stay in the pretoss stance — was MEDIUM

update()'s forced sv.pose = 'serve' for phase === 'toss' is now gated on !G.aim: while the slingshot is drawn the server holds the pretoss stance, and only hitServe puts him into the toss/smash. Verified: plain tap → pose serve; drawn bow → pose idle.

8. Show the current game number persistently — was LOW

GAME N now sits permanently under the scoreboard, right-aligned to the board's width, on the same row as the NEXT pips and in the same dim tone (render.js, just before the pips block). The 1.1 s flash when a game arms is still there.