Files
splatter-tennis/render.js
T
wuwiandClaude Fable 5 a3bd45e2f1 Phase 8: bomb juice — the explosion is finally FELT
- Camera shake (G.shake, decays over 0.35s; HUD stays steady via transform reset)
- One white flash frame (G.boomFlash overlay)
- Scorch crater: near-black stain the boys mop 10x slower — the lawn scars
- Hitstop 0.1 -> 0.18
- Umpire loses composure: 'Order. Order, please.' (new order.m4a), rate-limited
  so bomb chains don't spam him

Verified: explode kills cluster of 4 (MASSACRE x4 chains), shake/flash set and
decay clean, 2nd bomb order-call suppressed, 1s of mopping erases blood (0.9->0)
but not the crater (1->0.84); screenshot mid-shake; no console errors.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-12 09:57:31 +02:00

397 lines
21 KiB
JavaScript

// Camera, viewport, sprites and all drawing. Owns the crowd dots (visual-only state).
import { cv, ctx } from './dom.js';
import { TUNE, COURT, PLAYER_H, BOY_H, UMP_H, BOUNCE_IDLE, SPRITE_H } from './config.js';
import { P, O, ball, score, crowd, G } from './state.js';
import { predictLanding } from './gameplay.js';
import { zombies, gore, piles, parts, pellets } from './zombies.js';
// ---------------------------------------------------------------- palette ----
// tennis palette -> drained splatter palette; the transition lerps between them
const PAL = {
tennis: { stands: '#232e42', tierA: '#2a3750', tierB: '#26324a', board: '#0e5c2e',
out: '#295c2d', lawn: '#4cae52', stripe: '#46a54c' },
splatter: { stands: '#181426', tierA: '#201a33', tierB: '#1c172e', board: '#3a1212',
out: '#20331c', lawn: '#5e7747', stripe: '#576f42' },
};
const hexLerp = (a, b, t) => {
const c = h => [parseInt(h.slice(1, 3), 16), parseInt(h.slice(3, 5), 16), parseInt(h.slice(5, 7), 16)];
const [ar, ag, ab] = c(a), [br, bg, bb] = c(b);
return `rgb(${Math.round(ar + (br - ar) * t)},${Math.round(ag + (bg - ag) * t)},${Math.round(ab + (bb - ab) * t)})`;
};
function palette() {
const t = G.mode === 'tennis' ? 0 : G.mode === 'splatter' ? 1 : Math.min(1, G.transT / 6);
if (t === 0) return PAL.tennis;
if (t === 1) return PAL.splatter;
const m = {};
for (const k in PAL.tennis) m[k] = hexLerp(PAL.tennis[k], PAL.splatter[k], t);
return m;
}
// ---------------------------------------------------------------- camera ----
export const RES = 2; // physical pixels per logical pixel — sprites keep 2x detail
export let W = 480, H = 270;
export function fitViewport() { // landscape 480x270, portrait 270x480 with a longer lens
const portrait = innerHeight > innerWidth;
const [w, h] = portrait ? [270, 480] : [480, 270];
if (cv.width !== w * RES) {
W = w; H = h;
cv.width = w * RES; cv.height = h * RES;
TUNE.camF = portrait ? 400 : 280;
TUNE.horizon = portrait ? 90 : 40;
buildCrowd();
}
ctx.imageSmoothingEnabled = false; // resets on canvas resize
const sc = Math.min(innerWidth / w, innerHeight / h);
cv.style.width = w * sc + 'px'; cv.style.height = h * sc + 'px';
}
addEventListener('resize', fitViewport);
export function proj(x, y, z) {
const d = TUNE.camZ - z, s = TUNE.camF / d;
return { x: W / 2 + x * s, y: TUNE.horizon + (TUNE.camY - y) * s, s };
}
// ---------------------------------------------------------------- sprites ----
// assets/<name>.png; game falls back to code-drawn figures until sprites load.
const SPR = {};
for (const n of ['p_idle1','p_idle2','p_bounce','p_bounce2','p_toss','p_smash','p_run1','p_run2','p_swing1','p_swing2',
'o_idle1','o_idle2','o_bounce','o_bounce2','o_toss','o_smash','o_run1','o_run2','o_swing1','o_swing2',
'x_ump','x_boyrun1','x_boyrun2','x_boyrun3','x_boyrun4',
'z_a1','z_a2','z_b1','z_b2','z_c1','z_c2']) {
const img = new Image();
img.onload = () => SPR[n] = img;
img.src = 'assets/' + n + '.png';
}
// ------------------------------------------------------------------ crowd ----
export function buildCrowd() {
crowd.dots.length = 0;
const rows = Math.floor((proj(0, 0, 0).y - 26) / 5.5), cols = Math.ceil(W / 8);
for (let row = 0; row < rows; row++) for (let i = 0; i < cols; i++) crowd.dots.push({
x: 4 + i * 8 + (row % 2) * 4 + Math.random() * 3, y: 8 + row * 5.5 + Math.random() * 2,
c: ['#c9b18f','#8f6f4f','#d9c6a5','#5f7f9f','#9f5f5f','#7f9f5f','#e0d0b0','#b0a0c0'][(i * 7 + row) % 8]
});
}
// -------------------------------------------------------------- primitives ----
function line(x1, z1, x2, z2, w = 1) {
const a = proj(x1, 0, z1), b = proj(x2, 0, z2);
ctx.strokeStyle = '#e8e8dc'; ctx.lineWidth = w;
ctx.beginPath(); ctx.moveTo(a.x, a.y); ctx.lineTo(b.x, b.y); ctx.stroke();
}
function quadXZ(x1, z1, x2, z2, color) { // filled court-plane rect (screen trapezoid)
const a = proj(x1, 0, z1), b = proj(x2, 0, z1), c = proj(x2, 0, z2), d = proj(x1, 0, z2);
ctx.fillStyle = color; ctx.beginPath();
ctx.moveTo(a.x, a.y); ctx.lineTo(b.x, b.y); ctx.lineTo(c.x, c.y); ctx.lineTo(d.x, d.y); ctx.fill();
}
function drawShadow(px, py, rx, ry, alpha = 0.28) {
ctx.fillStyle = `rgba(0,0,0,${alpha})`;
ctx.beginPath(); ctx.ellipse(px, py, rx, Math.max(1, ry), 0, 0, 7); ctx.fill();
}
function drawBall(x, y, z, glint = false, bomb = false) {
const sh = proj(x, 0, z);
drawShadow(sh.x, sh.y, Math.max(1.5, sh.s * 0.09), sh.s * 0.04, 0.3);
const bp = proj(x, y, z);
const r = Math.max(1.5, bp.s * 0.09);
if (bomb) { // black ball with a flickering orange fuse pixel on top
ctx.fillStyle = '#111'; ctx.beginPath(); ctx.arc(bp.x, bp.y, r, 0, 7); ctx.fill();
if (Math.floor(G.idleT * 20) % 2) { ctx.fillStyle = '#ff8010'; ctx.fillRect(bp.x - 0.5, bp.y - r - 1, Math.max(1, r * 0.5), Math.max(1, r * 0.6)); }
return;
}
ctx.fillStyle = '#e8f03a'; ctx.beginPath(); ctx.arc(bp.x, bp.y, r, 0, 7); ctx.fill();
if (glint) { ctx.fillStyle = '#f8f8d0'; ctx.fillRect(bp.x - r * 0.3, bp.y - r * 0.5, Math.max(1, r * 0.5), Math.max(1, r * 0.5)); }
}
// ----------------------------------------------------------------- actors ----
function drawStatic(name, x, z, hMeters, bob = 0) {
const img = SPR[name]; if (!img) return;
const p = proj(x, 0, z);
const h = hMeters * p.s, w = h * img.width / img.height;
drawShadow(p.x, p.y, w * 0.4, h * 0.04, 0.25);
ctx.drawImage(img, p.x - w / 2, p.y - h - bob, w, h);
}
function drawBoy(b) {
const img = SPR['x_boyrun' + (Math.floor(b.runT * 14) % 4 + 1)]; if (!img) return;
const p = proj(b.x, 0, b.z);
const h = BOY_H * p.s, w = h * img.width / img.height;
drawShadow(p.x, p.y, w * 0.3, h * 0.04, 0.25);
ctx.save(); ctx.translate(p.x, p.y - (Math.floor(b.runT * 20) % 2));
if (b.dir < 0) ctx.scale(-1, 1);
ctx.drawImage(img, -w / 2, -h, w, h);
ctx.restore();
}
function drawZombie(zb) {
const rk = zb.variant === 'r';
const v = rk ? 'c' : zb.variant; // the racket boss reuses the turned-CPU sprite (already holds a racket)
const frame = rk && zb.pose === 'swing' ? 2 : Math.floor(zb.walkT * 2.6) % 2 + 1;
drawStatic('z_' + v + frame, zb.x, zb.z, rk ? 1.85 : 1.8, Math.floor(zb.walkT * 5.2) % 2);
if (rk) { // HP bar floating above the mini-boss
const p = proj(zb.x, 2.05, zb.z), w = Math.max(10, p.s * 0.5), x = p.x - w / 2;
ctx.fillStyle = '#300'; ctx.fillRect(x, p.y, w, 3);
ctx.fillStyle = '#e03030'; ctx.fillRect(x, p.y, w * Math.max(0, zb.hp) / TUNE.racketHp, 3);
}
}
function drawRing(x, z, color) {
const p = proj(x, 0, z);
// integer-snapped so the moving ring steps whole pixels instead of shimmering
const cx = Math.round(p.x), cy = Math.round(p.y);
const rx = Math.max(2, Math.round(p.s * 0.3)), ry = Math.max(1, Math.round(p.s * 0.12));
ctx.strokeStyle = color; ctx.lineWidth = 2;
ctx.beginPath(); ctx.ellipse(cx, cy, rx, ry, 0, 0, 7); ctx.stroke();
}
// gore piles: little 3D-ish mounds that accrete where kills cluster. Each pile's blobs are
// seeded ONCE from p.seed (rebuilt only when it grows), so the pile never shimmers frame to
// frame and drawing costs one proj() call — blob screen positions offset from that base.
function mulberry32(a) {
return () => { a |= 0; a = a + 0x6D2B79F5 | 0;
let t = Math.imul(a ^ a >>> 15, 1 | a); t = t + Math.imul(t ^ t >>> 7, 61 | t) ^ t;
return ((t ^ t >>> 14) >>> 0) / 4294967296; };
}
const PILE_COLS = ['#6e1414', '#8c1212', '#4e0e0e', '#7a2a18'];
function buildBlobs(pl) {
const rnd = mulberry32((pl.seed | 0) + 1), n = Math.round(6 + pl.size * 5);
pl.blobs = [];
for (let k = 0; k < n; k++) {
const ang = rnd() * 6.2832, rad = Math.sqrt(rnd()); // uniform over the disk
pl.blobs.push({ nx: Math.cos(ang) * rad, nz: Math.sin(ang) * rad,
lift: rnd(), pr: 1 + rnd() * 2, color: rnd() < 0.1 ? '#cfc9b0' : PILE_COLS[(rnd() * 4) | 0] });
}
pl.blobs.sort((a, b) => (b.nz - 1.25 * b.lift) - (a.nz - 1.25 * a.lift)); // back/low first, peak on top
pl.builtSize = pl.size;
}
function drawGorePile(pl) {
if (!pl.blobs || pl.size > pl.builtSize) buildBlobs(pl); // rebuild only on growth, never on the mop-shrink
const base = proj(pl.x, 0, pl.z), s = base.s, sz = pl.size;
for (const b of pl.blobs) {
const sx = base.x + b.nx * sz * 0.28 * s;
const sy = base.y + b.nz * sz * 0.28 * s * 0.4 - b.lift * sz * 0.14 * s; // depth squished onto ground; lift raises it
const r = Math.max(1.2, b.pr * s * 0.035);
ctx.fillStyle = b.color;
ctx.beginPath(); ctx.ellipse(sx, sy, r, Math.max(1, r * 0.72), 0, 0, 7); ctx.fill();
}
}
function drawPiles(near) { // split at the net like zombies so height occludes correctly
for (const pl of piles.filter(p => near ? p.z > COURT.netZ : p.z <= COURT.netZ).sort((a, b) => a.z - b.z))
drawGorePile(pl);
}
function drawChar(ch) {
const receiverWaiting = G.phase === 'pretoss' && ch.side !== score.server && ch.pose === 'idle';
const sway = receiverWaiting ? Math.sin(G.idleT * 3.2) : 0;
const p = proj(ch.x + sway * 0.12, 0, ch.z);
const hpx = PLAYER_H * p.s;
// pick sprite
const pre = ch.side === 'P' ? 'p_' : 'o_';
let name = pre + (Math.floor(G.idleT * 1.6) % 2 ? 'idle1' : 'idle2'); // idle weight shift
if (G.phase === 'pretoss' && ch.side === score.server && ch.pose === 'idle') {
const w = G.idleT * BOUNCE_IDLE.tempo; // same phase as the bouncing ball
const rising = Math.sin(w) * Math.cos(w) > 0;
name = pre + (rising ? 'bounce2' : 'bounce'); // hand up while the ball rises, pat down exactly at the apex
}
if (ch.pose === 'run') name = pre + (Math.floor(ch.runT * 9) % 2 ? 'run1' : 'run2');
if (receiverWaiting) name = pre + (sway > 0 ? 'run1' : 'run2'); // split-step shuffle
if (ch.pose === 'swing') name = pre + (ch.poseT < 0.15 ? 'swing1' : 'swing2');
if (ch.pose === 'serve') name = pre + (G.phase === 'toss' ? 'toss' : 'smash');
if (ch.pose === 'run') p.y -= Math.floor(ch.runT * 18) % 2; // 1px run bob
const img = SPR[name];
drawShadow(p.x, p.y, hpx * 0.22, hpx * 0.06);
if (img) {
const k = hpx / SPRITE_H; // sprites share one scale; the idle pose defines it
const w = img.width * k, h = img.height * k;
ctx.save();
ctx.translate(p.x, p.y);
if (ch.facing < 0) ctx.scale(-1, 1);
ctx.drawImage(img, -w / 2, -h, w, h);
ctx.restore();
} else drawFallbackChar(ch, p, hpx);
}
function drawFallbackChar(ch, p, h) { // shown only until sprites load
const you = ch.side === 'P';
const u = h / 16, x = p.x, y = p.y;
const skin = '#e8b88a', shirt = you ? '#e8e8e8' : '#d04848', shorts = you ? '#3858a8' : '#404040';
ctx.fillStyle = skin; ctx.fillRect(x - 2 * u, y - 16 * u, 4 * u, 4 * u);
ctx.fillStyle = you ? '#804820' : '#282828'; ctx.fillRect(x - 2 * u, y - 16 * u, 4 * u, 1.2 * u);
ctx.fillStyle = shirt; ctx.fillRect(x - 2.6 * u, y - 12 * u, 5.2 * u, 6 * u);
ctx.fillStyle = shorts; ctx.fillRect(x - 2.4 * u, y - 6 * u, 4.8 * u, 3 * u);
ctx.fillStyle = skin; ctx.fillRect(x - 1.8 * u, y - 3 * u, 1.4 * u, 3 * u); ctx.fillRect(x + 0.4 * u, y - 3 * u, 1.4 * u, 3 * u);
}
function drawMgRacket() { // horde: the player braces the racket forward and up-court, machine-gun style
const hip = proj(P.x + 0.15, 1.05, P.z);
const tip = proj(P.x, 0.95, P.z - 1.35); // pointing up-court, where the pellets stream out
ctx.strokeStyle = '#d8d8d8'; ctx.lineWidth = 2;
ctx.beginPath(); ctx.moveTo(hip.x, hip.y); ctx.lineTo(tip.x, tip.y); ctx.stroke();
ctx.strokeStyle = '#b07030'; ctx.lineWidth = 1.5; // the head, aimed forward
ctx.beginPath(); ctx.ellipse(tip.x, tip.y, Math.max(2, tip.s * 0.14), Math.max(3, tip.s * 0.22), 0, 0, 7); ctx.stroke();
if (G.horde && G.horde.mgT > 1 / TUNE.mgRate - 0.06) { // muzzle flash right after a shot
ctx.fillStyle = '#fff0a0'; ctx.beginPath(); ctx.arc(tip.x, tip.y, Math.max(2, tip.s * 0.12), 0, 7); ctx.fill();
}
}
// ------------------------------------------------------------------ frame ----
export function render() {
ctx.setTransform(RES, 0, 0, RES, 0, 0); // logical W x H coordinates at RES density
if (G.shake) { // bomb kick: jitter the whole world (transform is reset before the HUD)
const m = G.shake.mag * G.shake.t / 0.35;
ctx.translate((Math.random() * 2 - 1) * m, (Math.random() * 2 - 1) * m);
}
const pal = palette();
// stands: tiered crowd from top of screen down to just above the far court
const standsBottom = proj(0, 0, 0).y - 12;
ctx.fillStyle = pal.stands; ctx.fillRect(0, 0, W, standsBottom);
for (let r = 0; r < 16; r++) {
ctx.fillStyle = r % 2 ? pal.tierA : pal.tierB;
ctx.fillRect(0, 6 + r * 5.5, W, 5.5);
}
for (const d of crowd.dots) {
const jx = crowd.cheer > 0 ? (Math.random() * 2 - 1) : 0;
const jy = crowd.cheer > 0 ? -Math.random() * 1.5 : 0;
ctx.fillStyle = d.c; ctx.fillRect(d.x + jx | 0, d.y + jy | 0, 2, 2);
}
// courtside billboard wall
ctx.fillStyle = pal.board; ctx.fillRect(0, standsBottom - 10, W, 10);
ctx.fillStyle = '#dfe8d0'; ctx.font = 'bold 7px monospace'; ctx.textBaseline = 'top'; ctx.textAlign = 'center';
ctx.fillText(W > 400 ? '· SPLATTER OPEN · NEW BALLS PLEASE · SPLATTER OPEN ·' : '· SPLATTER OPEN ·', W / 2, standsBottom - 9);
ctx.textAlign = 'left';
// ground + court (Super Tennis lawn); everything outside the doubles court is OUT
const dw = COURT.dblW / 2;
quadXZ(-14, -6, 14, 30, pal.out); // out area
quadXZ(-dw - 0.15, -0.15, dw + 0.15, COURT.L + 0.15, '#e8e8dc'); // perimeter border line
quadXZ(-dw, 0, dw, COURT.L, pal.lawn); // lawn (doubles court)
for (let z = 0; z < COURT.L; z += 2.97) quadXZ(-dw, z, dw, Math.min(z + 1.49, COURT.L), pal.stripe); // mow stripes
// lines: baselines, doubles + singles sidelines, service box
line(-dw, 0, dw, 0, 2); line(-dw, COURT.L, dw, COURT.L, 2);
line(-dw, 0, -dw, COURT.L, 1.5); line(dw, 0, dw, COURT.L, 1.5);
line(-COURT.W / 2, 0, -COURT.W / 2, COURT.L, 1.5); line(COURT.W / 2, 0, COURT.W / 2, COURT.L, 1.5);
line(-COURT.W / 2, COURT.svcFar, COURT.W / 2, COURT.svcFar, 1);
line(-COURT.W / 2, COURT.svcNear, COURT.W / 2, COURT.svcNear, 1);
line(0, COURT.svcFar, 0, COURT.svcNear, 1);
line(0, 0, 0, 0.35, 1); line(0, COURT.L - 0.35, 0, COURT.L, 1); // center marks
// gore decals: what remains of the visiting team (flat ground layer, then far-side mounds)
for (const d of gore) {
const p = proj(d.x, 0, d.z);
ctx.fillStyle = d.scorch ? `rgba(28,22,16,${d.a})` : `rgba(140,18,18,${d.a})`; // craters burn black-brown
ctx.beginPath(); ctx.ellipse(p.x, p.y, p.s * d.r * 0.4, p.s * d.r * 0.16, 0, 0, 7); ctx.fill();
}
drawPiles(false); // far-side piles (occluded by the net); near-side piles drawn after the net
// landing rings: white = incoming ball, yellow/red = your shot (red lands out)
if (G.phase === 'rally' && ball.active && ball.bounces === 0 && ball.lastHit === 'O') {
const l = predictLanding();
if (l) drawRing(l.x, l.z, 'rgba(255,255,255,0.85)');
}
if (G.outMarker) drawRing(G.outMarker.x, G.outMarker.z, G.outMarker.out ? '#ff5050' : '#f8e048');
// far-side drawables in z order (far → near), then the net, then the near side
const farSide = [
{ z: COURT.netZ - 0.01, f: () => drawStatic('x_ump', 7.1, COURT.netZ, UMP_H) },
];
if (!G.hideO) farSide.push({ z: O.z, f: () => drawChar(O) });
if (G.boy && G.boy.z <= COURT.netZ) farSide.push({ z: G.boy.z, f: () => drawBoy(G.boy) });
for (const zb of zombies) if (zb.z <= COURT.netZ) farSide.push({ z: zb.z, f: () => drawZombie(zb) });
farSide.sort((a, b) => a.z - b.z).forEach(d => d.f());
// net
const nl = proj(-COURT.netW / 2, 0, COURT.netZ), nr = proj(COURT.netW / 2, 0, COURT.netZ);
const nlt = proj(-COURT.netW / 2, COURT.netH, COURT.netZ), nrt = proj(COURT.netW / 2, COURT.netH, COURT.netZ);
ctx.fillStyle = 'rgba(20,26,34,0.72)';
ctx.beginPath(); ctx.moveTo(nl.x, nl.y); ctx.lineTo(nr.x, nr.y); ctx.lineTo(nrt.x, nrt.y); ctx.lineTo(nlt.x, nlt.y); ctx.fill();
ctx.strokeStyle = '#eeeeee'; ctx.lineWidth = 1.5;
ctx.beginPath(); ctx.moveTo(nlt.x, nlt.y); ctx.lineTo(nrt.x, nrt.y); ctx.stroke();
ctx.fillStyle = '#333'; ctx.fillRect(nl.x - 1, nlt.y, 2, nl.y - nlt.y); ctx.fillRect(nr.x - 1, nrt.y, 2, nr.y - nrt.y);
drawPiles(true); // near-side piles: after the net (they're closer), before the near actors
if (G.boy && G.boy.z > COURT.netZ) drawBoy(G.boy);
zombies.filter(zb => zb.z > COURT.netZ).sort((a, b) => a.z - b.z).forEach(drawZombie);
// server idly bouncing the ball while waiting
if (G.phase === 'pretoss') {
const sv = score.server === 'P' ? P : O;
const bx = sv.x - BOUNCE_IDLE.dx * (sv.side === 'P' ? 1 : -1);
const by = Math.abs(Math.sin(G.idleT * BOUNCE_IDLE.tempo)) * BOUNCE_IDLE.apex;
drawBall(bx, by, sv.z);
}
// the match ball
if ((ball.active || G.phase === 'over') && !ball.collected) drawBall(ball.x, ball.y, ball.z, true, ball.bomb);
// splatter particles
for (const pt of parts) {
const pp = proj(pt.x, pt.y, pt.z);
ctx.fillStyle = pt.dark ? 'rgba(96,14,14,0.9)' : 'rgba(170,22,22,0.9)';
ctx.fillRect(pp.x | 0, pp.y | 0, 2, 2);
}
// machine-gun pellets: flat tracers with a tiny ground shadow
for (const pe of pellets) {
const sh = proj(pe.x, 0, pe.z); drawShadow(sh.x, sh.y, Math.max(1, sh.s * 0.04), Math.max(1, sh.s * 0.02), 0.25);
const pp = proj(pe.x, pe.y, pe.z);
ctx.fillStyle = '#f8e048'; ctx.fillRect((pp.x | 0) - 1, (pp.y | 0) - 1, 2, 2);
}
if (G.mode !== 'eaten') drawChar(P); // there is no P anymore
if (G.horde && G.mode === 'splatter') drawMgRacket(); // rambo racket over the player
ctx.setTransform(RES, 0, 0, RES, 0, 0); // un-shake: the HUD and overlays stay rock steady
if (G.boomFlash > 0) { ctx.fillStyle = `rgba(255,255,255,${Math.min(1, G.boomFlash / 0.08) * 0.85})`; ctx.fillRect(0, 0, W, H); }
// HUD — scoreboard
ctx.fillStyle = 'rgba(12,16,24,0.82)'; ctx.fillRect(6, 6, 132, 30);
ctx.strokeStyle = '#5a6a85'; ctx.strokeRect(6.5, 6.5, 131, 29);
ctx.font = 'bold 9px monospace'; ctx.textBaseline = 'top';
const ptTxt = i => score.pts[i] >= 3 && score.pts[0] >= 3 && score.pts[1] >= 3
? (score.pts[i] === score.pts[1 - i] ? '40' : (score.pts[i] > score.pts[1 - i] ? 'AD' : '40'))
: ['0', '15', '30', '40'][Math.min(score.pts[i], 3)];
const setsTxt = i => G.mode === 'tennis' ? '' : G.sets[i] + '·'; // splatter scoreboard: SETS·GAMES PTS
ctx.fillStyle = score.server === 'P' ? '#f8e048' : '#c8d0dc';
ctx.fillText('YOU ' + setsTxt(0) + score.games[0] + ' ' + ptTxt(0), 12, 10);
for (let b = 0; b < G.bombs; b++) { // stocked bomb balls: black pips with an orange fuse rim
ctx.fillStyle = '#111'; ctx.beginPath(); ctx.arc(96 + b * 8, 14, 2.6, 0, 7); ctx.fill();
ctx.strokeStyle = '#ff8010'; ctx.lineWidth = 0.75; ctx.stroke();
}
ctx.fillStyle = score.server === 'O' ? '#f8e048' : '#c8d0dc';
ctx.fillText((G.mode === 'tennis' ? 'CPU ' : 'THEM ') + setsTxt(1) + score.games[1] + ' ' + ptTxt(1), 12, 22);
ctx.textAlign = 'center';
if (G.mode === 'eaten') { // the run summary — permadeath makes this scoreboard the whole game
ctx.fillStyle = 'rgba(10,4,6,0.72)'; ctx.fillRect(0, 0, W, H);
ctx.fillStyle = '#c02020'; ctx.font = 'bold 16px monospace';
ctx.fillText('GAME, SET, MASSACRE.', W / 2, H / 2 - 32);
ctx.fillStyle = '#c8d0dc'; ctx.font = 'bold 10px monospace';
ctx.fillText('SURVIVED ' + G.runGames + ' GAMES · ' + G.sets[0] + ' SETS', W / 2, H / 2 - 6);
if (G.best) {
ctx.fillStyle = '#8fa0b8'; ctx.font = 'bold 8px monospace';
ctx.fillText('BEST ' + G.best.games + ' GAMES · ' + G.best.sets + ' SETS', W / 2, H / 2 + 10);
}
if (G.eatenT > 0.7) { ctx.fillStyle = '#f8e048'; ctx.font = 'bold 8px monospace'; ctx.fillText('TAP TO PLAY AGAIN', W / 2, H / 2 + 28); }
}
if (G.phase === 'pretoss' && score.server === 'P' && G.mode !== 'eaten' && !G.horde) {
ctx.fillStyle = '#f8e048'; ctx.font = 'bold 8px monospace';
const touch = matchMedia('(pointer: coarse)').matches;
const txt = G.mode === 'splatter'
? (touch ? 'TAP TO SERVE · FLICK TO AIM · SWISH TO MELEE' : 'SPACE SERVES · ARROWS AIM')
: G.serveNum === 2 ? (touch ? 'SECOND SERVE — TAP' : 'SECOND SERVE — SPACE')
: (touch ? 'TAP TO TOSS, TAP TO SERVE' : 'SPACE TO TOSS, SPACE TO SERVE');
ctx.fillText(txt, W / 2, H - 16);
}
if (G.flash) {
ctx.font = 'bold 14px monospace'; ctx.fillStyle = '#ffffff';
ctx.fillText(G.flash.text, W / 2, 60 + Math.sin(G.flash.t * 20) * 1);
}
if (TUNE.missHud && G.lastMiss && G.idleT - G.lastMiss.at < 3.5) { // last miss reason, live
ctx.font = 'bold 8px monospace'; ctx.fillStyle = '#ff9060';
ctx.fillText(G.lastMiss.text.toUpperCase(), W / 2, H - 28);
}
if (G.logShow) { // scoreboard tap: recent swing diagnostics, screenshot-friendly
const list = G.missLog.slice(-9), lh = 10, top = 40;
ctx.fillStyle = 'rgba(8,10,16,0.88)'; ctx.fillRect(6, top, W - 12, list.length * lh + 16);
ctx.font = 'bold 7px monospace'; ctx.textAlign = 'left';
ctx.fillStyle = '#8fa0b8'; ctx.fillText('SWING LOG — tap scoreboard to hide', 10, top + 5);
const maxCh = Math.floor((W - 20) / 4.3);
list.forEach((e, i) => {
ctx.fillStyle = e.result === 'HIT' ? '#7fd07f' : '#ff9060';
ctx.fillText((e.at + 's ' + e.result + ' ' + e.reason).slice(0, maxCh), 10, top + 16 + i * lh);
});
}
ctx.textAlign = 'left';
}