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>
87 lines
5.2 KiB
JavaScript
87 lines
5.2 KiB
JavaScript
// All mutable game state in one place, plus the point-reset that re-arms it.
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import { HOME } from './config.js';
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export const P = { x: 1.3, z: 22.8, side: 'P', pose: 'idle', poseT: 0, swingT: -1, facing: 1, runT: 0 };
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export const O = { x: -1.3, z: 1.0, side: 'O', pose: 'idle', poseT: 0, swingT: -1, facing: 1, runT: 0 };
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export const ball = { x: 0, y: 1, z: 20, vx: 0, vy: 0, vz: 0, g: 9.2,
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active: false, lastHit: 'P', bounces: 0, firstLand: null, collected: false, kills: 0, bomb: false, flame: false };
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export const score = { pts: [0, 0], games: [0, 0], server: 'P' }; // pts index 0=P 1=O
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export const crowd = { cheer: 0, dots: [] }; // dots are (re)built by render.buildCrowd
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// everything that used to be loose top-level lets
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export const G = {
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mode: 'tennis', // tennis | transition | splatter
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transT: 0, // transition timeline clock
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tFlags: null, // one-shot markers within the transition
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hideO: false, // the opponent has... left the match
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everTransitioned: false,
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phase: 'pretoss', // pretoss | toss | rally | over
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serveNum: 1,
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overT: 0,
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hitstop: 0,
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flash: null, // {text, t}
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shake: null, // {t, mag} — camera shake, decays like flash (bomb impact)
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boomFlash: 0, // s of white flash frame left (bomb impact)
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lastOrderT: -9, // idleT of the last 'Order' call — bomb chains mustn't spam the umpire
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idleT: 0,
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outMarker: null, // {x, z, out, t} — where your last shot lands
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boy: null, // ball boy sprinting across: {x, z, dir, runT}
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aiServeT: 0,
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aiSwingCool: 0,
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aiReactT: 9, // time since the player's last hit; CPU reads the shot after TUNE.aiReaction
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wasServe: false, // the ball in flight is a serve (first bounce must hit the box)
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splatT: 0, // time survived in splatter mode — drives the difficulty ramp
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bombs: 0, // bomb-ball stock; the next serve auto-consumes one (delivery 1 of the ladder)
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triples: 0, // triple-serve stock — a serve fans into three balls (delivery 2)
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flames: 0, // flame-ball stock — kills on any touch, full pierce (delivery 3)
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mgT: 0, // s of machine-gun time left (delivery 4) — auto-fire, no serving
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mgCool: 0, // s until the next pickup-mode pellet
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deliveries: 0, // tins delivered this run — indexes the weapon ladder
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tinDue: false, // the rules called for new balls — deliver at the next changeover
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pendingGame: false, // a game just ended — flash 'GAME N' when the next one arms
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aim: null, // live two-stage serve aim {fx, fy, mag} while the thumb is down (splatter pretoss)
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interlude: false, // sudden-death point vs the racket zombie: tennis rules apply, shamblers spectate
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horde: null, // active horde wave {t, spawnT, mgT} — machine-gun racket, no serving
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runGames: 0, // games finished this run (either side) — the difficulty director
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sets: [0, 0], // splatter sets won [you, them]; 6 games = a set = a horde
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changeover: false, // the odd-game breather: no spawns, no serving, the boys mop
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shameGame: false, // they took a game — the next new-balls delivery is withheld
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best: null, // best run {games, sets}, loaded from localStorage when you get eaten
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lastScoreT: -9, // idleT of the last score voice — rate-limits umpire during a horde
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eatenT: 0, // time since you were eaten — gates the restart tap
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missLog: [], // swing diagnostics ring buffer (tennis mode) — inspect via T.G.missLog
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swingSnaps: null, // ball-approach samples during the live swing, feeds the miss log
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rallyNear: null, // closest the incoming ball got this rally (for never-swung passes)
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swung: false, // player swung at least once this rally — whiff log supersedes PASSED
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lastMiss: null, // {text, at} — most recent miss reason, drawn on the HUD briefly
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logShow: false, // tap the scoreboard to toggle the on-screen miss-log dump
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};
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export const other = s => s === 'P' ? 'O' : 'P';
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export const deuceSide = () => (score.pts[0] + score.pts[1]) % 2 === 0; // even points → deuce (right) side
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export function setupPoint() {
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G.phase = 'pretoss'; ball.active = false; ball.bounces = 0; ball.firstLand = null;
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G.swingSnaps = null; G.rallyNear = null; G.swung = false;
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if (G.mode === 'splatter') { // always your serve, from wherever you're standing
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score.server = 'P';
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P.pose = 'idle'; P.swingT = -1; P.facing = 1;
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return;
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}
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const sv = score.server === 'P' ? P : O, rc = score.server === 'P' ? O : P;
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const sx = deuceSide() ? 1.3 : -1.3;
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sv.x = sv.side === 'P' ? sx : -sx; // deuce side mirrors across the net
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sv.z = sv.side === 'P' ? 24.3 : -0.5;
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rc.x = -sv.x; rc.z = rc.side === 'P' ? 22.5 : HOME.O.z - 1.3;
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P.pose = O.pose = 'idle'; P.swingT = O.swingT = -1;
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P.facing = O.facing = 1; // canonical righty stance — bounce/serve sprites must not render mirrored
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G.aiServeT = score.server === 'O' ? 1.4 : 0;
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}
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export function sendBoy(tx = ball.x, tz = ball.z) { // fetch a dead ball — or mop a splat
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if (tz < -3 || tz > 27) return; // target left the field lengthwise, let it go
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const dir = tx > 0 ? 1 : -1; // enter from the opposite side so the pickup is mid-run
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G.boy = { x: dir > 0 ? -13 : 13, z: tz, dir, runT: 0 };
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}
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