A Capacitor iOS project (`npm run ios`), and the first three bullets of LATER item 2 built. The web
build is untouched and stays primary: every line here degrades to a no-op in a browser.
- HAPTICS ride the sound map, as the plan said they would: six call sites, all of them places an
sfx already fires — your racket contact, the serve strike, `killZombie` (the one funnel every
weapon routes through), `explode`, `hurtPlayer`, `killPlayer`, the weapon swap. The restraint
rule lives in `haptics.js`, not at the call sites: a minimum gap per kind, so a bomb that kills
twelve bodies is felt twice and the machine gun is a metronome rather than one long rumble.
Pinned by a test. Untested on hardware — the simulator has no Taptic Engine.
- The plugin is reached through the INJECTED bridge, `Capacitor.nativePromise('Haptics', ...)`.
`Capacitor.Plugins.Haptics` reads like the zero-dependency answer and is silently empty without
@capacitor/core's registerPlugin — it would have fallen through to the web path inside the app
and looked exactly like a phone with haptics switched off. No package JS ships.
- PORTRAIT is enforced where it can be: one orientation in Info.plist, so the app never rotates.
That retires landscape as a surface rather than fixing it (OPEN 6). The web half is best-effort —
`orientation` in both manifests and one guarded `screen.orientation.lock()`.
- SWIPE LEFT GOES BACK. The gesture finds the screen's one visible chevron and clicks it, so the
shape of the wizard stays in the handlers that already own it. Not passive on purpose: a swipe
inside a poster card also fires that card's click, and preventDefault is what stops the screen
answering forward in the frame the chevron walked it back.
- The app has no server behind it, so `config.API` and one branch in `net.js` point the shell at the
live host by name. Consequence: the app always talks to PROD, never staging.
`node test.js` green (105) over four seeds; builds, launches and reaches the native plugin on the
iOS 26.5 simulator; swipe-back walks the whole wizard in the browser pane.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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Splatter Tennis — session rules
- Read
PROJECT.mdfirst — it is the only planning document: how Oliver's feedback is handled, every invariant, every settled feel decision, what is open. Do not re-derive or contradict it. node test.jsmust pass before every commit. It is also a Dockerfile build stage, so a red suite blocks the deploy — but run it locally first. New state-machine behavior gets a test.- Mode transitions live in
beats.jsonly (duel/horde/boss/changeover). One mode owns the court; everystart*refuses while another mode runs. A new mode starts there and refuses there. - Every push deploys (Coolify → splatter-tennis.wuwi.one). Bump
main.js?v=Nin index.html on every push or phones keep the old build. New top-level files must be added to the Dockerfile COPY. - Zero dependencies, no build step, no framework. This is a settled decision — solve it with
what is already in the repo. The Capacitor shell (
package.json,ios/) is the ONE exception and it is outsidesrc/: no package JS ships. Game code calls native plugins through the injected bridge —Capacitor.nativePromise(name, method, opts), seesrc/haptics.js— never animportof a package (a bare specifier 404s on the web) and neverCapacitor.Plugins.*(empty without @capacitor/core, so it fails SILENTLY).npm run iosbuilds the app.