wuwiandClaude Fable 5 8cfe9fdbcd Two-stage serve aim: hold + drag shows the reticle, release fires
Flick-to-aim was aim-by-faith — you learned where you aimed after the ball
was gone. Now, at a serveable pretoss, touching and dragging shows a LIVE
reticle (same mapping: direction + length = landing point); release serves
there. The magnet is finally visible: within zSnap the ring turns red and
rides the locked zombie (plus a marker over its head) — you see the lock
BEFORE you commit the tin.

- Context locked at touchstart: a movement drag started mid-rally never
  morphs into a serve when the ball dies (sub-300ms releases still count
  as the rapid flick re-serve — the Phase 1 cadence survives)
- Drag back home = cancel: no serve, the tin stays in stock
- Aimed (drag) serves commit specials at fixed 0.62 quality; the tap-toss
  ritual keeps the PERFECT-timing power ceiling and the stock — placement
  vs power is now a real choice
- Rally / horde / machine gun untouched: drag steers, flick swings
- Serve prompt: 'TAP TO SERVE - HOLD + DRAG TO AIM' / 'AIMED SERVES FIRE
  THE BOMB - TAP KEEPS IT'

Verified with synthetic touch sequences: drag arms the reticle without
serving and it tracks the thumb; release serves at the marker with the bomb
committed; cancel keeps the tin; rally-started drags never morph; locked
reticle renders red on the zombie (screenshot); tennis 12/12; no console
errors.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-12 13:00:15 +02:00
2026-07-11 09:23:01 +02:00
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