Three courts, picked on a second start-screen stage: CENTRE COURT (grass), TERRE ROUGE (clay) and THE SLAB (hard). A court is a row in config.COURTS and four PNGs — render() never learns their names. Each row carries two palettes, because every court still rots: what "drained" means on orange clay is not what it means on green lawn. Mow stripes became a flag rather than a colour — recolouring the lawn and leaving the bands on still read as grass. Bounce is two numbers copied into TUNE on selection, so the three bounce sites in gameplay.js and the T panel stay untouched: grass skids low and fast, clay sits up and drags, hard is the old baseline. Per-court crowd sheets and ad strips. Each court's clap frame is generated from its OWN seated sheet, not from x_crowd2 — pairing one court's crowd with another's applause cross-fades between two different crowds. The picker is a second panel in the existing #intro overlay, rows built from the table. Last pick is remembered and comes up pre-highlighted; 1..N or Enter on a keyboard. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
429 KiB
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429 KiB
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