Files
splatter-tennis/state.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

60 lines
2.9 KiB
JavaScript

// All mutable game state in one place, plus the point-reset that re-arms it.
import { HOME } from './config.js';
export const P = { x: 1.3, z: 22.8, side: 'P', pose: 'idle', poseT: 0, swingT: -1, facing: 1, runT: 0 };
export const O = { x: -1.3, z: 1.0, side: 'O', pose: 'idle', poseT: 0, swingT: -1, facing: 1, runT: 0 };
export const ball = { x: 0, y: 1, z: 20, vx: 0, vy: 0, vz: 0, g: 9.2,
active: false, lastHit: 'P', bounces: 0, firstLand: null, collected: false };
export const score = { pts: [0, 0], games: [0, 0], server: 'P' }; // pts index 0=P 1=O
export const crowd = { cheer: 0, dots: [] }; // dots are (re)built by render.buildCrowd
// everything that used to be loose top-level lets
export const G = {
mode: 'tennis', // tennis | transition | splatter
transT: 0, // transition timeline clock
tFlags: null, // one-shot markers within the transition
hideO: false, // the opponent has... left the match
everTransitioned: false,
phase: 'pretoss', // pretoss | toss | rally | over
serveNum: 1,
overT: 0,
hitstop: 0,
flash: null, // {text, t}
idleT: 0,
outMarker: null, // {x, z, out, t} — where your last shot lands
boy: null, // ball boy sprinting across: {x, z, dir, runT}
aiServeT: 0,
aiSwingCool: 0,
aiReactT: 9, // time since the player's last hit; CPU reads the shot after TUNE.aiReaction
wasServe: false, // the ball in flight is a serve (first bounce must hit the box)
splatT: 0, // time survived in splatter mode — drives the difficulty ramp
eatenT: 0, // time since you were eaten — gates the restart tap
};
export const other = s => s === 'P' ? 'O' : 'P';
export const deuceSide = () => (score.pts[0] + score.pts[1]) % 2 === 0; // even points → deuce (right) side
export function setupPoint() {
G.phase = 'pretoss'; ball.active = false; ball.bounces = 0; ball.firstLand = null;
if (G.mode === 'splatter') { // always your serve, from wherever you're standing
score.server = 'P';
P.pose = 'idle'; P.swingT = -1; P.facing = 1;
return;
}
const sv = score.server === 'P' ? P : O, rc = score.server === 'P' ? O : P;
const sx = deuceSide() ? 1.3 : -1.3;
sv.x = sv.side === 'P' ? sx : -sx; // deuce side mirrors across the net
sv.z = sv.side === 'P' ? 24.3 : -0.5;
rc.x = -sv.x; rc.z = rc.side === 'P' ? 22.5 : HOME.O.z - 1.3;
P.pose = O.pose = 'idle'; P.swingT = O.swingT = -1;
P.facing = O.facing = 1; // canonical righty stance — bounce/serve sprites must not render mirrored
G.aiServeT = score.server === 'O' ? 1.4 : 0;
}
export function sendBoy(tx = ball.x, tz = ball.z) { // fetch a dead ball — or mop a splat
if (tz < -3 || tz > 27) return; // target left the field lengthwise, let it go
const dir = tx > 0 ? 1 : -1; // enter from the opposite side so the pickup is mid-run
G.boy = { x: dir > 0 ? -13 : 13, z: tz, dir, runT: 0 };
}