The three foundations first, since everything else leans on them:
- G.modal is the only thing that stops the world. update() early-returns on it
so no zombie steps, no ball flight, no spawn timers run while a popup is on
screen — you can read it without being eaten. Dismissal swallows the gesture;
the pointerdown dismisser is registered only on pointer:fine, because on touch
pointerdown beats touchstart and a shared handler cleared the modal and then
served with the same thumb.
- UI in config.js is the accent palette. The arcade primaries were shouting over
the artwork; the gore reds deliberately stay loud.
- Every canvas font string now goes through F(). Bare `monospace` resolved to
Courier — a slab serif — which was the "generic serif" bug, not taste.
Then: weapons are only ever WON. deliverTin() has exactly one caller now
(resolveInterlude('P')); the old game schedule calls the DUEL instead, fired off
proceedAfterClear() where the court is guaranteed empty. Four popups (splatter
tutorial with a generated illustration, first duel, weapon received, horde),
wCap 9 with the tin amounts tunable, a 5-hp brute that comes apart over four
wound skins, fire that ignites the neighbours and chains outward, a three-stage
death where you become the biggest gore mound on the court, and a 7s changeover
with a ball boy who finally has a mop.
New art: assets/logo.png, x_howto, z_gw2-4, x_boymop1-4, plus assets/_key.py for
standalone art (chroma-key + crop, no frame splitting, no forced sprite height).
Benchmarks re-run and holding: CPU returns 23/24 serves, 30 human-tapped points
= 50 hits / 0 whiffs, 26 simulated games with no exceptions.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
155 lines
11 KiB
JavaScript
155 lines
11 KiB
JavaScript
// All tuning and constants. TUNE is live-editable in game via the T panel;
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// the exported consts below are structural values that code shares but the panel doesn't show.
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export const TUNE = {
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camZ: 42, camY: 9, camF: 406, horizon: 40, // camF/horizon are per-orientation, set in fitViewport
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gravity: 9.2, // slightly floaty vs 9.8 for readability
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spinFactor: 0.9, // extra dive on quality shots (fake topspin)
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bounceY: 0.58, bounceXZ: 0.78,
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playerSpeed: 5.4, aiSpeed: 4.3,
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reach: 1.3, aiReach: 1.6, // tight contact radius: the assist positions you, the tap must be honest
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swingWindup: 0.06, // s before contact window opens
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swingWindow: 0.16, // s contact window length
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baseShotSpeed: 16, qualityShotSpeed: 12, // horizontal m/s = base + q*quality; perfect timing = real pace
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// the slingshot's pace range. Weighted hard toward QUALITY so a full draw is a smash you can
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// see: 21 m/s floppy at the minimum pull, 41 m/s at full. (baseShotSpeed above is the rally
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// volley and stays put — it's shared with tennis mode and the CPU.)
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serveSpeed: 19, serveQualitySpeed: 22,
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serveSpin: 1.3, // extra gravity a full-power serve carries (was a fixed 0.35). Without it the
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// net-clearance loop ate the whole smash: a flat fast ball can't get over the
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// tape AND come down on a target, so it got throttled back to walking pace.
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// Heavy topspin lets it leave flat and DIVE, which is what a smash actually is.
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aimError: 2.4, // m of scatter at quality 0
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perfectMs: 45, // |offset from window center| for PERFECT
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aiQualityMin: 0.45, aiQualityMax: 0.85, aiFlub: 0.09,
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aiReaction: 0.45, // s before the CPU reads your shot — well-aimed corners are winners
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autoAssist: matchMedia('(pointer: coarse)').matches ? 1.15 : 0, // auto-run speed factor (mobile)
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zSpeed: 0.7, // zombie shamble speed m/s
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zSpawnEvery: 3.0, // s between spawns in game 1 — shrinks by zSpawnStep per finished game
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zSpawnMin: 1.0, // spawn-gap floor late in a run
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zSpawnStep: 0.22, // spawn-gap reduction per finished game
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zMax: 3, // shamblers on court in game 1 (cap grows +1 per game to zMaxCap; 0 = spawns off, for tests)
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zMaxCap: 14, // absolute shambler cap
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changeoverT: 7.0, // s the changeover breather lasts (after odd games, as the rules demand)
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boyMopSpeed: 4.0, // m/s a MOPPING ball boy crosses at (a fetching one still sprints at 7.5)
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gameBeatT: 1.6, // s the game-end beat lasts on even (non-changeover) games
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eatenR: 0.9, // m a shambler must close to eat you — matches the visual sprite overlap
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zSnap: 0.9, // m of lateral slack at zero range — the aim cone's base width (fat-thumb forgiveness)
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killsPerPoint: 3, // splatter: zombie kills to score ONE tennis point (1 = every kill scores, old behavior)
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zSplatQ: 0.5, // min shot quality to splatter; below = stagger pushback
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zPushback: 1.4, // m a staggered zombie is knocked back
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splatterOverT: 0.1, // s the spent-ball 'over' beat lasts before the next serve is armed
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// the slingshot: the pull's DIRECTION picks a lane, its LENGTH is power. Deliberately DECOUPLED —
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// reaching a far shambler must not cost a longer drag than the screen has room for. The old
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// mapping (pull length = reach) is why you had to drag off the bottom of the phone.
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pullMin: 18, // px of pull below which the release cancels — no shot, nothing spent
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pullFull: 95, // px of pull for a full-power shot. Keep this well inside one thumb's travel.
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pullQMin: 0.12, // shot quality at pullMin, scaling to 1.0 (= PERFECT) at pullFull. Below
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// zSplatQ it only staggers, so a lazy flick can't kill: THE anti-spam knob.
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aimCone: 0.10, // lane half-width added per meter of range. This is what makes the pull's ANGLE
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// mean something: at 0.45 the cone was ±10 m at the far baseline — the whole
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// court — so every downward pull picked the same body and the angle felt inert.
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// 0.10 gives ±2.9 m out there: you have to actually point at a lane.
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aimReach: 22, // m the aim ray runs when no shambler stands in the lane
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// How the camera moves while you're drawing the slingshot. NEGATIVE (the default) drops it and
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// pushes in — you crouch into the shot. POSITIVE lifts it and leans back for a steeper, more
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// top-down look, which reads the depth behind the net better but feels less like aiming.
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// Both 0 = the old fixed camera.
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aimCamY: 0, // m of camera height change (negative drops you into the shot)
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aimCamZ: 0, // m of camera dolly (negative = closer). Both 0 = the camera holds still,
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// which is where Oliver landed: the aim graphics carry the read on their own.
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backstopZ: -1.8, // z of the far backstop — must sit IN FRONT of the -2 retire line, or balls die before they reach it
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backstopKeep: 0.55, // pace a ball keeps after the rebound — still lethal, slower
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backstopPop: 1.8, // m/s of lift off the fence, so the rebound travels back instead of dying at the net posts
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meleeCool: 1.0, // s between racket swishes — melee is the panic button, not the default
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zPierce: 0.75, // pace a ball keeps after a splatter — hot balls plow through lined-up pairs
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// The schedule calls the DUEL, not the tin: weapons are only ever won, but a duel comes round
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// on its own so there is always a chance at one. Fires off the next hand-cleared wave.
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duelFirst: 2, // game after which the first scheduled sudden-death duel is called
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duelEvery: 3, // games between scheduled duels after the first
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bombMax: 3, // bomb balls in a fresh tin
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tinTriples: 3, // triple-serves in a fresh tin
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tinFlames: 3, // flame balls in a fresh tin
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tinGuns: 1, // machine-gun charges in a fresh tin
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wCap: 9, // per-type cap on the courtside rack — tins accumulate, but only so many
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rackH: 22, // px height of the bottom weapon rack (feel knob: how much court it covers)
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bombRadius: 2.5, // m blast radius of a bomb ball
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hordeLen: 12, // s a horde wave lasts
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hordeRate: 2.5, // zombies spawned per second during a horde
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mgRate: 6, // machine-gun pellets fired per second during a horde
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mgPickupLen: 8, // s the machine-gun tin (4th delivery) auto-fires outside hordes
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fps: 60, // frame cap — 30 halves battery/heat but Oliver felt it; smoothness wins (0 = uncapped)
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runnerSpeed: 3.2, // runner ('f') speed multiplier over the shamble
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runnerVMax: 4.2, // hard runner speed cap — the late-game ramp must stay humanly reactable
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shamblerHp: 2, // splat-quality hits a classic shambler ('a'/'b') soaks before it dies — only the runner ('f') is still one-shot glass
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// fire: the flame ball no longer just kills what it touches, it starts an epidemic.
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burnTime: 3.0, // s a body burns before the fire goes out
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burnDps: 2.0, // hp lost per second while burning — burnTime*burnDps must exceed bruteHp or tanks walk out of the fire
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burnSpread: 1.3, // m — a burning body ignites anything this close, every frame it burns
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burnIgniteR: 2.6, // m — the flame ball's ignition radius around the body it kills
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burnPanic: 1.0, // walk-speed multiplier while burning (1 = off; crank it for panicked sprinting)
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setCardT: 2.0, // s the centered SET card holds (the 'kurze unterbrechung' before the horde)
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bruteHp: 5, // splat-quality hits (or pellets) a brute ('g') soaks before it dies — one wound skin per stage
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shieldDown: 1.5, // s a shield zombie's ('s') chair stays dropped after a block — the kill window
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meleeRange: 1.7, // m — a racket swish cleaves shamblers this close to you
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racketHp: 3, // splat-quality hits a racket zombie (mini-boss) takes before it dies
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racketSpeed: 2.8, // m/s the racket zombie shambles to chase a ball
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racketQMax: 0.55, // its return quality is capped here (slower, sloppier than the tennis CPU)
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racketFlub: 0.2, // chance the racket zombie whiffs a return
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missHud: 0, // show the last miss reason on screen (full log: T.G.missLog) — off; dev-only
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killPips: 1, // splatter: show the kills-to-next-point pips on the scoreboard
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};
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// the death animation's timeline, in seconds of G.eatenT. A: thrash · B: you burst into gore
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// · C: the summary fades in. The restart tap is gated past the whole thing so a panic tap
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// during the burst can't skip it.
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export const EATEN_BURST = 0.5, EATEN_SUMMARY = 1.6, EATEN_RESTART = 2.2;
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// UI accent colours, one place so the whole HUD can be re-tuned at once. Deliberately
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// desaturated from the original arcade primaries: they were shouting over the artwork.
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// (NOT the gore — blood and piles keep their loud reds; only text and interactive UI.)
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export const UI = { hot: '#d9705f', warm: '#e0cc72', pick: '#cbd06a', cream: '#e8e8dc',
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dim: '#8fa0b8', bad: '#a34a42', ball: '#dbe063' };
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export const COURT = { L: 23.77, W: 8.23, dblW: 10.97, netZ: 11.885, netH: 0.914, netW: 10.06 };
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COURT.svcFar = COURT.netZ - 6.4; // far service line
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COURT.svcNear = COURT.netZ + 6.4; // near service line
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// world sizes (meters)
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export const PLAYER_H = 1.88;
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export const BOY_H = 1.2;
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export const UMP_H = 3.0;
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export const UMP_X = 5.6; // chair right beside the doubles line — x 7.1 projected off-screen in portrait
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// contact rules: outside this height band the ball can't be hit (below = it's past you)
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export const CONTACT = { minY: 0.24, maxY: 2.3 };
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// volleys (pre-bounce contact) get extra forgiveness: the ball passes at full speed and
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// there's no bounce cue to time against, so reach and swing window widen by these factors
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export const VOLLEY = { reach: 1.4, window: 1.8 };
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// how deep from the far/near baseline a player's interception zone extends
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export const ZONE_DEPTH = 9.5;
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// recovery positions between shots
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export const HOME = { P: { x: 0, z: 22.8 }, O: { x: 0, z: 2.5 } };
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// where the near player is allowed to move
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export const P_BOUNDS = { x: 6.5, zMin: COURT.netZ + 1.2, zMax: 26 };
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// serve toss: release height and upward speed (apex derives from these + gravity)
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export const TOSS = { y0: 1.8, vy: 4.6 };
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// shot target depth from the receiving baseline, by aim (up = deep, none = mid, down = short)
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export const SHOT_DEPTH = { deep: 3.0, mid: 5.4, short: 8.6 };
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// how long swing/serve poses hold before returning to idle (s)
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export const POSE_TIME = 0.38;
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// the server's idle ball bounce: sideways offset to the free hand, apex height, tempo.
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// tempo drives the ball, the hand sprite AND the pock sound — one value, always in sync.
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export const BOUNCE_IDLE = { dx: 0.5, apex: 0.55, tempo: 3.6 };
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// generated sprite sheets: the idle pose is this many pixels tall; all scales derive from it
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export const SPRITE_H = 112;
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