Files
splatter-tennis/index.html
T
wuwiandClaude Opus 5 7b15e10494 Carry the court colour into the page background
A phone's rounded display corners clip slivers out of the canvas, and the flat
dark body showed through them as a dark notch where the bottom corners curve in.
The page background is a two-stop gradient now: dark down to the top safe-area
inset, where it sits behind the status bar, then the court's out-area colour for
everything below.

That colour is read live from the palette rather than hardcoded, because it
lerps between the tennis and splatter courts — bright green to dark olive — so
a fixed hex would only match in one mode. Written in resolved pixels rather
than env() so the declaration can't be invalid and drop the background
entirely, and only assigned when the string actually changes.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-30 19:15:43 +02:00

86 lines
5.3 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, 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(100dvh - env(safe-area-inset-top, 0px)); }
#hint { position: fixed; bottom: 8px; width: 100%; text-align: center;
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; }
#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>
</div>
</div>
<script type="module" src="main.js?v=48"></script>
</body>
</html>