Files
splatter-tennis/main.js
T
wuwiandClaude Fable 5 943b7da9fd Zombies get faster over time; when one reaches you, you're eaten
splatT now ticks while in splatter mode and scales spawn speed by
1 + min(1.5, splatT/70). A zombie within 0.7m of the player ends the
run: gore burst, 'game, set, massacre', dark EATEN. overlay with final
games and a tap-to-restart (gated 0.7s so death-spam doesn't skip it).
Zombies keep shambling on the end screen but no longer score. Also
verified the two prior unverified items: quick-serve cadence (0.25s
between balls, flick = instant aimed serve) and flick aiming across
the net (far/near lane selection works as designed). HANDOFF updated.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 19:54:09 +02:00

59 lines
2.6 KiB
JavaScript

// Splatter Tennis — boot, main loop, intro overlay, and the window.T test hooks.
// World units: meters. z axis = court depth, 0 at FAR baseline, 23.77 at NEAR baseline.
// Module map: config (tuning/constants) · state (mutable game state) · gameplay (logic/update)
// render (camera/drawing) · input (keys/touch) · audio (sfx/umpire) · panel (T tuning UI)
import { TUNE, COURT, UMP_H } from './config.js';
import { P, O, ball, score, G, setupPoint } from './state.js';
import { update, keyPressed, solveShot, inServeBox, inCourt, forceZombies } from './gameplay.js';
import { fitViewport, render, proj } from './render.js';
import { voice } from './audio.js';
import { zombies, spawnZombie } from './zombies.js';
import { cv } from './dom.js';
import './input.js';
let last = performance.now();
function frame(now) {
const dt = Math.min(0.033, (now - last) / 1000); last = now;
update(dt); render();
requestAnimationFrame(frame);
}
fitViewport();
setupPoint();
// intro overlay: first tap dismisses it, unlocks audio (iOS needs the gesture) and starts play
const intro = document.getElementById('intro');
function dismissIntro() {
if (!intro.parentNode) return;
intro.remove(); voice('quiet_please');
}
intro.addEventListener('pointerdown', e => { e.preventDefault(); dismissIntro(); });
addEventListener('keydown', () => dismissIntro(), { once: true });
// eaten: any tap or key (after a beat, so death-spam doesn't skip the screen) restarts
const maybeRestart = () => { if (G.mode === 'eaten' && G.eatenT > 0.7) location.reload(); }; // ponytail: reload = honest full reset
cv.addEventListener('pointerdown', maybeRestart);
addEventListener('keydown', maybeRestart);
// hidden shortcut: tap the umpire three times to summon zombie mode early
let umpTaps = [];
cv.addEventListener('pointerdown', e => {
const r = cv.getBoundingClientRect();
const x = (e.clientX - r.left) / r.width * (cv.width / 2); // logical coords (RES = 2)
const y = (e.clientY - r.top) / r.height * (cv.height / 2);
const u = proj(7.1, 0, COURT.netZ);
if (Math.abs(x - u.x) > 16 || y > u.y + 6 || y < u.y - UMP_H * u.s - 8) return;
const now = performance.now();
umpTaps = umpTaps.filter(t => now - t < 1600);
umpTaps.push(now);
if (umpTaps.length >= 3) { umpTaps = []; forceZombies(); }
});
requestAnimationFrame(frame);
// exposed for in-browser sanity checks and simulated playtests
window.T = { TUNE, ball, P, O, score, G, zombies, spawnZombie, solveShot, inServeBox, inCourt, proj, setupPoint,
step: dt => update(dt), press: keyPressed,
get phase() { return G.phase; }, set phase(v) { G.phase = v; } };