Files
splatter-tennis/gameplay.js
T
wuwiandClaude Opus 5 a09a5d7559 Polish round: modal system, softened palette, pixel font, and the 14 plan items
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>
2026-07-27 05:28:04 +03:00

972 lines
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JavaScript
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// Game logic: ballistics, swings, serves, rules/scoring, AI, and the per-frame update.
import { TUNE, UI, EATEN_BURST, COURT, CONTACT, VOLLEY, ZONE_DEPTH, HOME, P_BOUNDS, TOSS, SHOT_DEPTH, POSE_TIME, BOUNCE_IDLE } from './config.js';
import { P, O, ball, score, crowd, G, other, deuceSide, setupPoint, sendBoy } from './state.js';
import { audio, pock, swish, applause, voice, sfx, aww, zombieMusic, zombieDuck } from './audio.js';
import { axisX, axisZ, takeFlickAim, touchPX } from './input.js';
import { W } from './render.js'; // runtime-only cycle (render imports gameplay), same pattern as input/zombies
import { updateZombies, spawnZombie, spawnRacketZombie, zombies, explode, meleeSwipe, extras, parts, playerGore } from './zombies.js';
// ------------------------------------------------------------- ballistics ----
// Launch ball from (x0,y0,z0) so it lands at (tx, tz) with horizontal speed s under gravity g.
export function solveShot(x0, y0, z0, tx, tz, s, g = TUNE.gravity) {
const dx = tx - x0, dz = tz - z0, dist = Math.hypot(dx, dz), T = dist / s;
return { vx: dx / T, vz: dz / T, vy: (0.08 - y0 + 0.5 * g * T * T) / T };
}
export function predictLanding() { // first-bounce point, closed form — exact, so the ring never jitters
const g = ball.g || TUNE.gravity;
const disc = ball.vy * ball.vy + 2 * g * ball.y;
if (disc < 0) return null;
const t = (ball.vy + Math.sqrt(disc)) / g; // time until y = 0
return { x: ball.x + ball.vx * t, z: ball.z + ball.vz * t };
}
// splatter FREE-AIM (slingshot). The pull is a RAY, not a landing point: its DIRECTION picks the
// lane you fire down, its LENGTH is power — and nothing else. Pulling further does NOT reach
// further, which is the whole fix: a shambler at the far baseline costs the same short pull as
// one on top of you, so the gesture always fits on the screen. The first body standing in the
// lane is the target; the cone widens with range so distant lanes stay pickable.
export const pullFrac = mag => Math.max(0, Math.min(1, (mag - TUNE.pullMin) / (TUNE.pullFull - TUNE.pullMin)));
export const pullQuality = mag => TUNE.pullQMin + pullFrac(mag) * (1 - TUNE.pullQMin);
export function flickTarget(ch, aim) { // exported: render draws the live reticle with it
const q = pullQuality(aim.mag), f = pullFrac(aim.mag);
if (aim.mag < TUNE.pullMin) return { q, f }; // barely drawn: no lane yet, so no target
const ax = aim.fx, az = aim.fy; // unit vector; input already inverted the pull. screen up = -z
let zt = null, near = 1e9;
for (const zb of zombies) {
const dx = zb.x - ch.x, dz = zb.z - ch.z;
const along = dx * ax + dz * az; // how far down the lane it stands
if (along <= 0) continue; // behind the shot
if (Math.abs(dx * az - dz * ax) > TUNE.zSnap + TUNE.aimCone * along) continue; // outside the cone
if (along < near) { near = along; zt = zb; } // the FIRST one in the lane eats it
}
const R = zt ? near : TUNE.aimReach; // empty lane: the ball just flies the full length of it
const tx = Math.max(-6.5, Math.min(6.5, ch.x + ax * R));
const tz = Math.max(1, Math.min(24.5, ch.z + az * R));
return { tx, tz, zt, q, f };
}
// splatter tap/lane aiming (no flick): the shot locks onto the best-matching zombie
// anywhere on the court — including your own side of the net.
function zombieTarget(aim) {
if (!zombies.length) return null;
const none = !aim || (!aim.ax && !aim.az);
if (none) return null; // no direction, no lock. Free predictive auto-aim was the reason a
// bare rhythm of taps could clear the court without any aiming at all.
let best = null, bs = 1e9;
for (const zb of zombies) {
let s = Math.abs(zb.x - (P.x + aim.ax * 4)); // lane relative to where YOU stand
if (aim.az < 0) s += zb.z * 0.35; // flick up: prefer the far ones
if (aim.az > 0) s += (COURT.L - zb.z) * 0.35; // flick down: the close ones on your side
if (s < bs) { bs = s; best = zb; }
}
return best;
}
function doHit(ch, quality, aim) {
// aim: {ax: -1|0|1, az: -1|0|1} from held keys / flick at contact (az -1 = deep, 1 = short)
const toFar = ch.side === 'P';
// snap the ball to the racket at the contact frame so the hit visually connects
ball.x = ch.x + ch.facing * 0.5;
ball.z = ch.z + (toFar ? -0.3 : 0.3);
const err = () => (Math.random() * 2 - 1) * TUNE.aimError * (1 - quality);
let tx, tz;
let s = TUNE.baseShotSpeed + quality * TUNE.qualityShotSpeed;
const ft = G.mode !== 'tennis' && !G.interlude && ch.side === 'P' // the duel aims like tennis: lanes, not free-aim
? (aim && aim.fx !== undefined ? flickTarget(ch, aim) : { zt: zombieTarget(aim) }) : null;
if (ft && ft.zt) {
const zt = ft.zt;
tx = zt.x + err() * 0.4;
const T0 = Math.hypot(zt.x - ball.x, zt.z - ball.z) / s;
tz = Math.min(23, zt.z + zt.v * T0) + err() * 0.3; // lead the shambler's walk
} else if (ft && ft.tx !== undefined) {
tx = ft.tx + err() * 0.4; tz = ft.tz + err() * 0.3; // no magnet: the ball goes where you flicked
} else {
tx = aim.ax * (toFar ? 3.3 : 2.7) + err(); // your aimed shots go properly wide
const tzBase = aim.az < 0 ? SHOT_DEPTH.deep : aim.az > 0 ? SHOT_DEPTH.short : SHOT_DEPTH.mid;
tz = (toFar ? tzBase : COURT.L - tzBase) + err() * 0.8;
}
tx = Math.max(-5, Math.min(5, tx));
// topspin: quality shots dive under extra effective gravity, which is what lets real
// pace arc over the net and still land in — the core tennis trade-off
const g = TUNE.gravity * (1 + quality * TUNE.spinFactor);
let v = solveShot(ball.x, ball.y, ball.z, tx, tz, s, g);
// low contact → trade pace for loft until the net is cleared; good timing gets a
// comfortable margin, sloppy timing keeps some tape risk
const margin = 0.06 + 0.22 * quality;
for (let i = 0; i < NET_LOFT_TRIES; i++) {
const tN = (COURT.netZ - ball.z) / v.vz;
const yN = ball.y + v.vy * tN - 0.5 * g * tN * tN;
if (tN <= 0 || yN >= COURT.netH + margin) break;
s *= 0.9; v = solveShot(ball.x, ball.y, ball.z, tx, tz, s, g);
}
ball.g = g;
ball.vx = v.vx; ball.vy = v.vy; ball.vz = v.vz;
ball.lastHit = ch.side; ball.bounces = 0; ball.firstLand = null;
G.wasServe = false; // a serve volleyed back pre-bounce must not fault-check the return
ball.pow = quality; // carried pace: zombies splatter only above zSplatQ
ball.kills = 0; // fresh shot: multi-kill streak restarts
ball.bomb = false; ball.flame = false; // only a consuming serve arms these; any other hit clears them
if (ch.side === 'P') { // shot marker: where this will land — red means it's going out
const ok = G.mode !== 'tennis' || (Math.abs(tx) <= COURT.W / 2 + 0.02 && tz >= -0.02 && tz <= COURT.netZ);
G.outMarker = { x: tx, z: tz, out: !ok, t: 1.3 };
G.aiReactT = 0; // CPU hasn't read the shot yet
}
sfx(ch.side === 'P' ? 'tennis-player' : 'tennis-opponent', 0.9, { reverb: true }); // recorded racket strike, per side
if (quality > 0.999) { G.hitstop = 0.05; G.flash = { text: 'PERFECT', t: 0.7 }; pock(0.5, 1600); }
ch.pose = 'swing'; ch.poseT = 0;
}
// ----------------------------------------------------------------- serve ----
function tossBall(sv) {
ball.active = true; ball.bounces = 0; ball.firstLand = null; ball.collected = false;
ball.x = sv.x + 0.35 * (sv.side === 'P' ? 1 : -1); ball.z = sv.z; ball.y = TOSS.y0;
ball.vx = 0; ball.vz = 0; ball.vy = TOSS.vy; ball.g = TUNE.gravity;
G.phase = 'toss';
}
export function serveApexY() { return TOSS.y0 + TOSS.vy * TOSS.vy / (2 * TUNE.gravity); } // ~2.95
// how many 10%-pace cuts a shot may take to get over the net. 8 wasn't enough for a target
// sitting right behind the tape — that needs a near-vertical drop, so ~10 cuts (pace × 0.35).
const NET_LOFT_TRIES = 12;
function hitServe(sv, quality, aim = null) {
const toFar = sv.side === 'P';
let s = TUNE.serveSpeed + quality * TUNE.serveQualitySpeed;
let boxX, tzs;
const ft = G.mode !== 'tennis' && !G.interlude // the duel serves like tennis: to the box, not free-aim
? (aim && aim.fx !== undefined ? flickTarget(sv, aim) : { zt: zombieTarget(aim) }) : null;
if (ft && ft.zt) { // magnet hit, or (tap) the most advanced zombie
const zt = ft.zt;
boxX = zt.x + (Math.random() * 2 - 1) * (1 - quality) * 0.8;
const T0 = Math.hypot(zt.x - ball.x, zt.z - ball.z) / s;
tzs = Math.min(23, zt.z + zt.v * T0);
} else if (ft && ft.tx !== undefined) { // free-aim, no magnet: serve to the flicked spot
boxX = ft.tx; tzs = ft.tz;
} else {
// target: diagonal service box. Serving from deuce side → target box is across.
boxX = (deuceSide() ? -1 : 1) * (toFar ? 1 : -1) * 2.0 + (Math.random() * 2 - 1) * TUNE.aimError * 0.8 * (1 - quality);
const boxZ = toFar ? COURT.svcFar + 1.6 : COURT.svcNear - 1.6;
tzs = boxZ + (Math.random() * 2 - 1) * (1 - quality) * 1.5;
}
const g = TUNE.gravity * (1 + quality * TUNE.serveSpin); // the harder you hit it, the harder it dips
// CLEAR THE NET. A shambler standing just the other side of the tape is only reachable on a
// loft, so trade pace for arc until the ball actually gets over. doHit has done this since
// forever; the serve never did, which is why every shot at a net-hugger died in the tape.
// The trade is real: the loftier it goes the slower it arrives, and the walk-lead below was
// computed for the original pace — a lob is a genuinely less reliable shot.
let v = solveShot(ball.x, ball.y, ball.z, boxX, tzs, s, g);
for (let i = 0; i < NET_LOFT_TRIES; i++) {
const tN = (COURT.netZ - ball.z) / v.vz;
const yN = ball.y + v.vy * tN - 0.5 * g * tN * tN;
// The sim only samples the net plane once a frame, so a steeply DIVING ball can test below
// the tape even when the closed form clears it. Charge margin for exactly that sampling
// error (descent rate × the worst frame step) instead of doHit's flat quality cushion —
// that cushion is paid for in pace, and it was taxing precisely the shots meant to hurt.
const margin = 0.06 + Math.abs(v.vy - g * tN) * 0.04; // 0.04 s = main.js's dt clamp
if (tN <= 0 || yN >= COURT.netH + margin) break;
s *= 0.9; v = solveShot(ball.x, ball.y, ball.z, boxX, tzs, s, g);
}
ball.g = g;
ball.vx = v.vx; ball.vy = v.vy; ball.vz = v.vz;
ball.lastHit = sv.side; ball.bounces = 0;
ball.pow = quality;
ball.kills = 0; // fresh serve: multi-kill streak restarts
// the SELECTED tin arms the serve; slot 0 (PLAIN) throws a normal ball and banks your
// specials for later. Placement still follows the flick — only WHICH ball flies is the
// rack's call now. GUN (slot 4) never reaches here; it starts a burst before the serve.
const wsel = G.mode === 'splatter' ? G.weapon : 0;
ball.bomb = wsel === 1 && G.bombs > 0;
if (ball.bomb) G.bombs--;
ball.flame = wsel === 3 && G.flames > 0;
if (ball.flame) G.flames--;
if (wsel === 2 && G.triples > 0) { // one serve, three balls: clones fanned ±6°
G.triples--;
for (const deg of [-6, 6]) {
const r = deg * Math.PI / 180, c = Math.cos(r), sn = Math.sin(r);
extras.push({ x: ball.x, y: ball.y, z: ball.z, vy: ball.vy, pow: quality, t: 2.5,
vx: ball.vx * c - ball.vz * sn, vz: ball.vx * sn + ball.vz * c });
}
}
if (wsel > 0 && slotStock(wsel) <= 0) G.weapon = 0; // that was the last tin — hand back to plain balls
if (sv.side === 'P') G.outMarker = { x: boxX, z: tzs, out: G.mode === 'tennis' && !inServeBox(boxX, tzs), t: 1.3 };
G.phase = 'rally'; sfx(sv.side === 'P' ? 'tennis-player' : 'tennis-opponent', 0.9, { reverb: true }); // recorded serve strike, per side
sv.pose = 'serve'; sv.poseT = 0;
if (quality > 0.999) { G.flash = { text: 'PERFECT', t: 0.7 }; G.hitstop = 0.05; }
}
// ---------------------------------------------------------------- scoring ----
function scoreKey() {
const N = ['love', 'fifteen', 'thirty', 'forty'];
const s = score.server === 'P' ? [score.pts[0], score.pts[1]] : [score.pts[1], score.pts[0]];
if (s[0] >= 3 && s[1] >= 3) {
if (s[0] === s[1]) return 'deuce';
return (s[0] > s[1]) === (score.server === 'P') ? 'advantage_player' : 'advantage_receiver';
}
if (s[0] === s[1]) return N[s[0]] + '_all';
return N[s[0]] + '_' + N[s[1]];
}
// ---- the modal: the only thing in the game that stops the world. Play resumes on a tap, not
// on a timer, so a popup can be READ. showModal never clobbers an open one (a kill cascade can
// try to open two in the same frame) and only ever touches G — never the zombie array it may
// be called from mid-iteration.
export function showModal(m) { if (!G.modal) G.modal = m; }
export function dismissModal() {
const m = G.modal; if (!m) return false;
G.modal = null; if (m.onDismiss) m.onDismiss();
return true; // the caller must swallow the gesture: dismissing must never also serve
}
export function cheer(seconds, vol) {
sfx('tennis-applaus', Math.min(1.5, vol * 2.2)); // recorded crowd; vol scales with the size of the moment (gain > 1 amplifies)
crowd.cheer = Math.max(crowd.cheer, seconds);
}
function advancePoint(side) { // shared scoring math; returns whether a game was won
const i = side === 'P' ? 0 : 1, j = 1 - i;
score.pts[i]++;
if (score.pts[i] >= 4 && score.pts[i] - score.pts[j] >= 2) {
score.games[i]++; score.pts = [0, 0];
return true;
}
return false;
}
function pointTo(side, reason) {
if (G.mode === 'tennis' && side === 'O' && ball.lastHit === 'O' && G.rallyNear && !G.swung) { // their ball died on your side untouched — and no whiff already explains it
const n = G.rallyNear;
logSwing({ result: 'PASSED', reason: `never swung in range — ball got ${r2(n.d)}m away at y=${r2(n.y)}m`,
dMin: r2(n.d), y: r2(n.y), ballZ: r2(n.bz), px: r2(n.px), pz: r2(n.pz) });
}
const gameOver = advancePoint(side);
G.phase = 'over'; G.overT = gameOver ? 3.2 : 2.2;
sendBoy();
if (side === 'O') aww(0.8); // you dropped the point — the crowd sighs
if (reason) voice(reason);
if (gameOver) {
if (G.mode === 'tennis' && side === 'P' && !G.everTransitioned) return startTransition();
voice(side === 'P' ? 'game_player' : 'game_opponent', 0.7);
cheer(2.8, 0.6);
score.server = other(score.server);
} else {
voice(scoreKey(), 0.7);
if (side === 'P') cheer(1.2, 0.3);
}
G.serveNum = 1;
}
// splatter-mode scoring: points land mid-flight without interrupting play.
// quiet (during a horde) rate-limits the umpire so he doesn't call every rapid-fire point.
// The scoreboard IS the progression: games drive spawn pressure, 6 games = a set = a horde,
// odd games end in a changeover breather.
export function splatPoint(side, quiet = false) {
if (side === 'P' && ++G.killCount < TUNE.killsPerPoint) return; // K kills bank one point; the rest just splatter
if (side === 'P') G.killCount = 0;
const gameOver = advancePoint(side);
if (gameOver) {
G.runGames++;
// the schedule calls a DUEL, not a tin: it comes round on its own so there's always a chance
// at a weapon, but you still have to win the point to be handed one. Fires at the next clear.
if (G.runGames === TUNE.duelFirst ||
(G.runGames > TUNE.duelFirst && (G.runGames - TUNE.duelFirst) % TUNE.duelEvery === 0))
G.duelDue = true;
voice(side === 'P' ? 'game_set_massacre' : 'game_opponent', 0.5); // game-win lines always speak
if (side === 'P') cheer(2.2, 0.5); else aww(0.85); // your game = applause, theirs = a groan
const i = side === 'P' ? 0 : 1;
if (score.games[i] >= 6) { G.sets[i]++; score.games = [0, 0]; G.afterClear = 'set'; } // set banked; a horde follows the card
else if ((score.games[0] + score.games[1]) % 2 === 1) G.afterClear = 'changeover'; // real rule: after odd games
else G.afterClear = 'game'; // even game: a beat, then the next wave
G.clearWinner = side;
if (side === 'P' && !zombies.some(z => z.variant === 'r'))
spawnRacketZombie(); // every game you win, an opponent takes the far court (rally it, or splat it)
// The wave does NOT auto-collapse anymore: the survivors stay and must be cleared BY HAND before
// play advances — only no NEW shamblers spawn. When the last one is down, proceedAfterClear()
// fires (see update()). If the winning shot already emptied the court, proceed at once.
if (zombies.some(z => z.variant !== 'r')) {
G.clearing = true; ball.active = false;
G.flash = { text: 'CLEAR THE COURT', t: 1.8 };
G.phase = 'over'; G.overT = TUNE.gameBeatT; // a short beat to register the game, then the serve loop resumes for the mop-up
} else proceedAfterClear();
} else if (!quiet || G.idleT - G.lastScoreT > 2) {
voice(scoreKey(), 0.45); G.lastScoreT = G.idleT;
if (side === 'P' && !quiet) cheer(0.7, 0.25);
}
}
// the court is mopped up (or was already clear): play advances to whatever the won game earned —
// a changeover breather, a plain even-game beat, or (on a set) the centered SET card then a horde.
export function proceedAfterClear() {
G.clearing = false;
const mode = G.afterClear, side = G.clearWinner;
G.afterClear = null;
// A clear is the ONE moment the court is guaranteed empty — the natural slot for the scheduled
// duel. (A wall-clock timer would need its own "wait for a safe moment" and could fire mid-swarm.)
// The set/horde beat outranks it; the duel just waits for the next clear.
if (mode !== 'set' && G.duelDue) { G.duelDue = false; G.afterDuel = mode || 'game'; startDuel(); return; }
if (mode === 'set') {
G.card = { title: 'SET ' + (G.sets[0] + G.sets[1]), // the set just banked (sets already ++'d at game over)
sub1: side === 'P' ? 'THE SET IS YOURS' : 'SET TO THEM',
sub2: 'SETS ' + G.sets[0] + ' – ' + G.sets[1],
color: side === 'P' ? UI.pick : UI.hot, t: TUNE.setCardT };
G.pendingHorde = true; // the horde begins when the card's pause ends
ball.active = false; G.phase = 'over'; G.overT = TUNE.setCardT;
} else if (mode === 'changeover') {
G.pendingGame = true; startChangeover(); // 'GAME N' after the breather
} else { // 'game': even-game beat, then GAME N announces the next wave
G.pendingGame = true; ball.active = false; G.phase = 'over'; G.overT = TUNE.gameBeatT;
}
}
// changeover (after odd games, as the rules demand): a forced breather — no spawns,
// no serving, the boys mop. Zombies already on court keep walking; it's calm, not safe.
function startChangeover() {
G.changeover = true;
G.phase = 'over'; G.overT = TUNE.changeoverT;
// out with the mop, across the near court where the gore is — NOT to the ball: a dead ball
// parked off the field (sendBoy's z guard) meant no boy came out at all, and the breather is
// now long enough that an empty court reads as the game having stalled.
sendBoy(0, COURT.L * 0.62, true);
G.flash = { text: 'CHANGEOVER', t: 1.4 };
// no tins here anymore — weapons are won in the duel, never handed out on a schedule
}
// ---- the courtside rack: five slots, PLAIN plus the four tins. Stock lives on G; slot 0 is
// infinite plain balls. selectWeapon is the tap/key target — an empty special can't be picked.
export const SLOTS = ['PLAIN', 'BOMB', 'TRIPLE', 'FIRE', 'GUN'];
export const slotStock = i => [Infinity, G.bombs, G.triples, G.flames, G.guns][i];
export function selectWeapon(i) {
if (G.interlude) return; // the sudden-death duel is played under tennis rules — plain balls only
if (i > 0 && slotStock(i) <= 0) return; // dud: no tins of that kind on the rack
G.weapon = i; pock(0.3, 1100);
}
// the weapon ladder: each delivery opens the next tin in the cycle and ADDS it to the rack
// (capped per type at TUNE.wCap) — old stock is kept, so you can bank a bomb for the horde
// instead of spending it now. G.weapon picks which tin the next serve throws.
const WDESC = { // what the tin you just won actually does — one line, shown on the pickup modal
BOMB: ['DETONATES ON CONTACT', 'CLEARS A WHOLE CROWD AT ONCE'],
TRIPLE: ['ONE SERVE, THREE BALLS', 'FANNED WIDE ACROSS THE LANE'],
FIRE: ['KILLS ON ANY TOUCH', 'AND SETS THE OTHERS ALIGHT'],
GUN: ['HOLD THE LINE AND SPRAY', 'A BURST, NOT A SERVE'],
};
export function deliverTin() {
const w = G.deliveries++ % 4, add = k => Math.min(TUNE.wCap, k);
if (w === 0) G.bombs = add(G.bombs + TUNE.bombMax);
else if (w === 1) G.triples = add(G.triples + TUNE.tinTriples);
else if (w === 2) G.flames = add(G.flames + TUNE.tinFlames);
else G.guns = add(G.guns + TUNE.tinGuns); // machine-gun charges — a burst you pop when you choose, not on arrival
if (G.weapon !== 0) G.weapon = w + 1; // equip the new tin — but never yank you off a deliberate PLAIN (banking)
sendBoy(); voice('new_balls', 0.6);
const name = SLOTS[w + 1];
showModal({ title: name, body: WDESC[name], icon: ['w_bomb', 'w_triple', 'w_fire', 'w_gun'][w],
iconH: 40, color: UI.warm });
}
// ---- the interlude: order is restored, one sudden-death point vs the racket zombie.
// Tennis rules apply for exactly one point — the absurdity peak: the umpire never stopped watching.
// This is now the ONLY source of weapons in the game: win the point or leave empty-handed.
export function startDuel() {
if (G.interlude) return;
if (!zombies.some(z => z.variant === 'r')) spawnRacketZombie(); // the schedule guarantees an opponent
for (const z of zombies) if (z.variant === 'r') z.dueled = true; // a veteran can be challenged again — this marks the fresh duel
G.weapon = 0; // tennis rules for the duel: plain balls, no tins
G.interlude = { introT: 2.4 }; // the intro beat: serving blocked while the umpire announces
ball.active = false; setupPoint();
zombieDuck(true); // fade the zombie music out for the 1:1 duel
voice('play_resume', 0.2); voice('sudden_death', 2.4);
if (!G.seen.duel) { // the rules change back — worth one real interruption, once per run
G.seen.duel = true;
showModal({ title: 'SUDDEN DEATH', color: UI.hot,
body: ["IT'S TENNIS AGAIN — ONE POINT", 'WIN IT AND THEY HAND YOU A WEAPON'] });
} else G.flash = { text: 'SUDDEN DEATH', t: 1.6 };
}
export function resolveInterlude(side) {
if (!G.interlude) return;
G.interlude = false;
zombieDuck(false); // duel over — bring the music back up
ball.active = false; G.phase = 'over'; G.overT = 2.2;
if (side === 'P') {
cheer(3, 0.7);
deliverTin(); // win the point, win the next tin — on the spot
} else {
voice('game_opponent', 0.4); aww(0.85); // lost the sudden-death duel
score.games[1]++; G.runGames++; // it goes on the scoreboard
if (score.games[1] >= 6) { G.sets[1]++; score.games = [0, 0]; }
G.flash = { text: 'GAME. THEM.', t: 1.6 };
for (let k = 0; k < 5; k++) // and the dead lose their patience: an instant surge
spawnZombie((Math.random() * 2 - 1) * 5, -1.5 - Math.random() * 2, Math.random() < 0.5 ? 'a' : 'b');
}
if (G.afterDuel) { // a scheduled duel interrupted a game beat — hand it back now that it's settled
G.afterClear = G.afterDuel; G.afterDuel = null;
proceedAfterClear();
}
}
// retire the splatter ball; a running changeover's long beat must not be clobbered short
export function spentBall() {
ball.active = false;
G.phase = 'over';
if (!G.changeover) G.overT = TUNE.splatterOverT;
}
// the swarm keeps coming: no serving, the racket auto-fires, the thumb drag steers you
function startHorde() {
if (G.horde) return;
G.changeover = false; // a cheat-forced horde mid-changeover must not leave spawns locked
G.pendingGame = false; // the horde IS the announcement
G.horde = { t: TUNE.hordeLen, spawnT: 0, mgT: 0 };
ball.active = false; G.phase = 'rally'; // ball gone; 'rally' lets the movement block steer P
P.pose = 'idle'; P.poseT = 0; P.swingT = -1; // clear the triggering shot's serve/swing pose
P.z = HOME.P.z; // brace at the baseline — the horde is a hold-the-line stand (finger steers x only)
voice('remain_seated', 0.3);
G.flash = { text: 'THEY KEEP COMING', t: 1.2 };
}
// hidden shortcut: tapping the umpire three times summons the horror early
export function forceZombies() {
if (G.mode === 'splatter') { startHorde(); return; } // in splatter the cheat forces a horde wave
if (G.mode !== 'tennis') return;
ball.active = false;
startTransition();
}
// -------------------------------------------------------------- transition ----
// You won your first game. The applause dies. The match... continues.
function startTransition() {
G.mode = 'transition'; G.transT = 0; G.tFlags = {}; G.everTransitioned = true;
G.overT = 9999; // hold the point flow; the timeline below releases it
applause(0.7, 0.5); // the clap that gets cut off
G.serveNum = 1;
}
function transition(dt) {
const t = (G.transT += dt);
const once = (key, at, fn) => { if (t >= at && !G.tFlags[key]) { G.tFlags[key] = true; fn(); } };
once('quiet', 1.8, () => voice('quiet_dark', 0, 0.82));
once('turn', 3.4, () => { spawnZombie(O.x, O.z, 'c'); G.hideO = true; }); // the opponent... turns
once('mob', 4.8, () => { spawnZombie(-3.5, -1.6, 'a'); spawnZombie(2.5, -2.1, 'b'); });
once('seated', 5.4, () => voice('remain_seated', 0, 0.95));
once('go', 8.2, () => {
G.mode = 'splatter'; score.server = 'P'; setupPoint(); voice('play', 0.4, 0.9); zombieMusic();
// the mechanic changed under you — the one popup that gets an illustration, because it has
// to TEACH the gesture, not just announce it
showModal({ title: 'THE MATCH HAS CHANGED', color: UI.hot, icon: 'x_howto', iconH: 120,
body: ['PULL BACK TO AIM — THEN LET GO', 'THE FURTHER YOU PULL, THE HARDER IT HITS',
'A WEAK SHOT ONLY STAGGERS THEM'] });
});
}
function fault() {
if (G.serveNum === 1) { G.serveNum = 2; voice('fault'); G.phase = 'over'; G.overT = 1.4; sendBoy(); }
else pointTo(other(score.server), 'double_fault');
}
export function inCourt(x, z) { return Math.abs(x) <= COURT.W / 2 + 0.02 && z >= -0.02 && z <= COURT.L + 0.02; }
export function inServeBox(x, z) {
const toFar = score.server === 'P';
const xOK = deuceSide() ? (toFar ? x <= 0.02 : x >= -0.02) : (toFar ? x >= -0.02 : x <= 0.02);
const zOK = toFar ? (z >= COURT.svcFar - 0.02 && z <= COURT.netZ) : (z >= COURT.netZ && z <= COURT.svcNear + 0.02);
return xOK && Math.abs(x) <= COURT.W / 2 + 0.02 && zOK;
}
function onBounce() {
ball.bounces++;
pock(0.35, 500);
if (G.mode === 'splatter' && ball.bomb && ball.bounces === 1) { // a bomb that missed everyone still blows up
explode(ball.x, ball.z); ball.bomb = false;
spentBall(); return;
}
if (G.mode === 'splatter' && G.interlude) { // sudden death: the lines are LIVE again
if (ball.bounces === 1) {
const okSide = ball.lastHit === 'P' ? ball.z < COURT.netZ : ball.z > COURT.netZ;
if (!inCourt(ball.x, ball.z) || !okSide) { ball.active = false; resolveInterlude(other(ball.lastHit)); voice('out'); }
} else if (ball.bounces === 2) { ball.active = false; resolveInterlude(ball.lastHit); }
return;
}
if (G.mode !== 'tennis') return; // no lines, no faults — the umpire has other concerns
if (ball.bounces === 1) {
ball.firstLand = { x: ball.x, z: ball.z };
const wasServe = G.wasServe; G.wasServe = false;
if (wasServe) {
if (!inServeBox(ball.x, ball.z)) { ball.active = false; fault(); }
return;
}
// must land on the side opposite the hitter
const okSide = ball.lastHit === 'P' ? ball.z < COURT.netZ : ball.z > COURT.netZ;
if (!inCourt(ball.x, ball.z) || !okSide) {
ball.active = false; pointTo(other(ball.lastHit), 'out');
}
} else if (ball.bounces === 2) {
ball.active = false; pointTo(ball.lastHit, null);
}
}
// -------------------------------------------------------------- movement ----
// Where should a player run to? Simulate the ball forward and take the first point in
// their half at hitting height that they can actually REACH IN TIME; otherwise chase the
// deepest hittable point. This is the "every ball is catchable, timing is the skill" contract.
function intercept(side) {
const ch = side === 'O' ? O : P;
const spd = side === 'O' ? TUNE.aiSpeed : TUNE.playerSpeed * TUNE.autoAssist;
let { x, y, z, vx, vy, vz } = ball;
const g = ball.g || TUNE.gravity, dt = 0.01;
const inZone = side === 'O' ? zz => zz <= ZONE_DEPTH : zz => zz >= COURT.L - ZONE_DEPTH;
const home = HOME[side];
let fallback = null, deepest = null;
for (let i = 0; i < 300; i++) {
vy -= g * dt; x += vx * dt; y += vy * dt; z += vz * dt;
if (y <= 0 && vy < 0) { y = 0; vy = -vy * TUNE.bounceY; vx *= TUNE.bounceXZ; vz *= TUNE.bounceXZ; }
if (i > 5 && inZone(z) && y < 1.6 && y > 0.3) {
const pt = { x, z: side === 'O' ? Math.max(0.8, z) : Math.min(24.5, z) };
const reachable = Math.hypot(pt.x - ch.x, pt.z - ch.z) / spd <= i * dt;
if (y > 0.7 && reachable) return pt; // waist-high AND arrivable in time
if (reachable && !fallback) fallback = pt; // low but arrivable
deepest = pt; // last resort: run at the deepest hittable point
}
}
return fallback || deepest || home;
}
// ---------------------------------------------------------- miss diagnostics ----
// Every player swing in tennis mode gets logged: HIT with quality, or MISS with the
// gate that rejected it and the ball's closest approach. Balls that pass without a
// swing log as PASSED when the point ends. Inspect live via T.G.missLog; the latest
// miss reason is drawn on the HUD (TUNE.missHud).
const r2 = x => Math.round(x * 100) / 100;
function logSwing(entry) {
entry.at = r2(G.idleT);
G.missLog.push(entry);
if (G.missLog.length > 50) G.missLog.shift();
if (entry.result !== 'HIT') G.lastMiss = { text: entry.reason, at: G.idleT };
}
function logWhiff() {
const snaps = G.swingSnaps; G.swingSnaps = null;
if (G.mode !== 'tennis') return;
if (!snaps || !snaps.length) {
logSwing({ result: 'MISS', reason: !ball.active ? 'no live ball' : 'ball was yours — already hit' });
return;
}
const best = snaps.reduce((a, b) => (b.d < a.d ? b : a));
const inReach = snaps.filter(s => s.d <= s.r);
let reason;
if (!inReach.length) {
// never in reach during the swing: was the swing mistimed, or the ball line simply wide?
const tX = ball.active && ball.vz > 0.1 ? (P.z - ball.z) / ball.vz : -1; // time until ball reaches your depth
const lat = tX > 0 ? Math.abs(ball.x + ball.vx * tX - P.x) : null; // how wide it will pass
const nearD = G.rallyNear ? G.rallyNear.d : 1e9; // closest true pass so far this rally
if (lat !== null && lat > best.r) reason = `ball line ${r2(lat)}m wide of you — run, don't swing`;
else if (tX > 0) reason = `tap too early — ball still ${r2(best.d)}m out, arrives ${Math.round(tX * 1000)}ms after swing ended`;
else if (nearD > best.r) reason = `ball passed ${r2(nearD)}m wide of you — never reachable from where you stood`;
else reason = `tap too late — ball already gone (it came within ${r2(nearD)}m of you earlier)`;
} else {
const inWin = inReach.filter(s => s.t >= TUNE.swingWindup && s.t <= TUNE.swingWindup + s.w);
if (!inWin.length) {
const first = inReach[0], last = inReach[inReach.length - 1];
reason = last.t < TUNE.swingWindup
? `tap too late — ball already passing ${Math.round((TUNE.swingWindup - last.t) * 1000)}ms before swing opened`
: `tap too early — ball arrived ${Math.round((first.t - (TUNE.swingWindup + first.w)) * 1000)}ms after window closed`;
} else if (inWin.every(s => s.y > CONTACT.maxY)) reason = `too high — ball at ${r2(best.y)}m overhead`;
else if (inWin.every(s => s.y < CONTACT.minY)) reason = `too low — ball at ${r2(best.y)}m, past you`;
else reason = 'unclassified — in reach, in window, in height band'; // should not happen
}
logSwing({ result: 'MISS', reason, dMin: r2(best.d), y: r2(best.y), tSwing: r2(best.t),
ballZ: r2(best.bz), bounces: best.bounces, px: r2(P.x), pz: r2(P.z) });
}
function trySwing(ch, isAI, qCap = TUNE.aiQualityMax) {
// Contact happens if the ball is inside reach while the swing window is open.
// Player volleys (pre-bounce) get wider reach + window: full-speed ball, no bounce cue.
const volley = !isAI && ball.bounces === 0;
const reach = isAI ? TUNE.aiReach : TUNE.reach * (volley ? VOLLEY.reach : 1);
const win = TUNE.swingWindow * (volley ? VOLLEY.window : 1);
const t = ch.swingT;
if (t < TUNE.swingWindup || t > TUNE.swingWindup + win) return;
if (!ball.active || G.phase !== 'rally') return;
// splatter: your OWN ball is fair game. It rebounds off the backstop and comes back at you —
// volleying it is how you keep firing without walking it down. (The duel is tennis: one touch.)
const own = G.mode === 'splatter' && !G.interlude && ch.side === 'P';
if (ball.lastHit === ch.side && !own) return;
const dx = ball.x - ch.x, dz = ball.z - ch.z;
if (Math.hypot(dx, dz * 0.8) > reach || ball.y > CONTACT.maxY) return;
if (ball.y < CONTACT.minY && ball.vy <= 0) return; // a DROPPING ball below the ankles is past you — but a rising one is a half-volley, always scoopable
// quality: how centered in the window the contact lands
const center = TUNE.swingWindup + win / 2;
const off = Math.abs(t - center) / (win / 2);
let q = Math.max(0.05, 1 - off);
if (Math.abs(t - center) * 1000 < TUNE.perfectMs) q = 1;
ch.facing = dx >= 0 ? 1 : -1; // forehand right (righty), backhand left → mirrored sprite
const flick = isAI ? null : takeFlickAim();
const aim = isAI
? { ax: [ -1, 0, 1 ][Math.floor(Math.random() * 3)], az: Math.random() < 0.25 ? -1 : 0 }
: flick || { ax: axisX(), az: axisZ() * (ch.side === 'P' ? 1 : -1) };
if (isAI) q = Math.min(q, TUNE.aiQualityMin + Math.random() * (qCap - TUNE.aiQualityMin));
if (!isAI && G.mode === 'tennis') {
G.swingSnaps = null; G.rallyNear = null;
logSwing({ result: 'HIT', reason: `contact q=${Math.round(q * 100) / 100}`, d: Math.round(Math.hypot(dx, dz * 0.8) * 100) / 100, y: Math.round(ball.y * 100) / 100 });
}
doHit(ch, q, aim);
ch.swingT = -1;
}
// racket zombie (splatter mini-boss): a slimmed tennis CPU that holds the far court and returns
// your SOFT shots as live balls. Splat-quality balls it won't rally — those wound its HP instead.
function racketAI(rz, dt) {
expirePose(rz, dt);
rz.swingCool -= dt;
const incoming = ball.active && ball.lastHit === 'P' && ball.vz < 0
&& (G.interlude || (ball.pow || 0) < TUNE.zSplatQ); // in the duel it plays EVERY ball — it's tennis now
if (!incoming) { if (rz.pose === 'run') rz.pose = 'idle'; return; }
const tz = Math.max(1.5, Math.min(COURT.svcFar, ball.z)); // chase laterally, hold deep on the far court
const dx = ball.x - rz.x, dz = tz - rz.z, d = Math.hypot(dx, dz);
if (d > 0.15) {
const step = Math.min(TUNE.racketSpeed * dt, d);
rz.x += dx / d * step; rz.z += dz / d * step; rz.runT += dt;
if (rz.pose !== 'swing') rz.pose = 'run';
if (Math.abs(dx) > 0.2) rz.facing = dx > 0 ? 1 : -1;
} else if (rz.pose === 'run') rz.pose = 'idle';
if (rz.swingCool <= 0 && rz.swingT < 0
&& Math.hypot(ball.x - rz.x, (ball.z - rz.z) * 0.8) < TUNE.aiReach
&& ball.y < CONTACT.maxY && ball.y > CONTACT.minY) {
if (Math.random() < TUNE.racketFlub) rz.swingCool = 0.5; // whiff — it hesitates
else { rz.swingT = TUNE.swingWindup + TUNE.swingWindow / 2; trySwing(rz, true, TUNE.racketQMax); rz.swingT = -1; rz.swingCool = 0.3; }
}
}
// GUN in the rack isn't a ball — committing a charge starts an mgT auto-fire burst (the same
// mode a horde uses). With GUN selected, any serve gesture spends one charge instead of serving.
function tryGunBurst() {
if (G.mode !== 'splatter' || G.weapon !== 4 || G.guns <= 0) return false;
G.guns--; if (G.guns <= 0) G.weapon = 0; // spent the last tin — back to plain balls
G.mgT = TUNE.mgPickupLen; G.mgCool = 0;
ball.active = false; G.phase = 'rally';
P.pose = 'idle'; P.poseT = 0; P.swingT = -1;
P.z = HOME.P.z; // brace at the baseline for the burst (finger steers x only)
G.flash = { text: 'GUN', t: 1.0 };
return true;
}
// slingshot serve, stage one: the pull-back starts the toss animation. The ball rises while
// you aim (dotted line, render.js); the release (dragServe) fires it. Only from a fresh pretoss.
export function serveToss() {
if (score.server === 'P' && G.phase === 'pretoss' && !ball.active) tossBall(P);
}
// release of the slingshot aim: an instant serve to the reticle (quality fixed — placement
// is this serve's power; the toss ritual keeps the PERFECT-timing power ceiling)
export function dragServe(aim) {
if (G.mode !== 'splatter' || score.server !== 'P') return;
if (G.interlude || G.horde || G.mgT > 0 || G.changeover) return; // the duel serves like tennis, not the reticle
if (G.phase === 'over') { ball.active = false; setupPoint(); } // mid-beat pull: arm the next shot now
if (G.phase !== 'pretoss' && G.phase !== 'toss' && G.phase !== 'rally') return;
if (tryGunBurst()) return;
if (aim.mag < TUNE.pullMin) return; // released without really drawing: cancel, nothing spent
// Firing while the last ball still flies is fine again — the brake is the pull itself, not the
// rally clock. This is what lets the drag mean ONE thing at all times: a second gesture that
// walked the player around between shots was the confusing part, not the fire rate.
if (ball.active && G.phase !== 'toss') // the old ball flies on as a ballistic clone
extras.push({ x: ball.x, y: ball.y, z: ball.z, vx: ball.vx, vy: ball.vy, vz: ball.vz, pow: ball.pow || 0.5, t: 2.5 });
ball.active = true; ball.collected = false; ball.bounces = 0; ball.firstLand = null;
ball.x = P.x + 0.35; ball.z = P.z; ball.y = 2.2; ball.g = TUNE.gravity;
hitServe(P, pullQuality(aim.mag), aim); // a full pull is quality 1.0 — PERFECT, hitstop and all
}
export function keyPressed(code) {
if (code !== 'Space') return;
audio(); // unlock on first gesture
// a swish cleaves adjacent shamblers — but it's on a cooldown now: the panic button, not the
// default attack. A whiff costs nothing (nothing was in range), a connect locks it for meleeCool.
if (G.mode === 'splatter' && G.meleeT <= 0 && meleeSwipe(P.x, P.z, TUNE.meleeRange)) G.meleeT = TUNE.meleeCool;
if (G.horde || G.mgT > 0) return; // auto-fire modes: a tap only swishes, never serves
if (G.changeover) return; // the breather is mandatory — the melee swish above still works
if (G.interlude && G.interlude.introT > 0) return; // let the umpire finish announcing the duel
// splatter: a tap/flick during the brief 'over' beat re-arms the next serve immediately
if (G.mode === 'splatter' && G.phase === 'over') { ball.active = false; setupPoint(); }
// splatter serve stays a TWO-STAGE ritual — toss up, THEN fire. It can only start from
// pretoss WITH a ball in hand: one ball, and it has to come back before you fire it again.
// A flick is the aimed one-motion variant (the reticle). The duel is exempt: it serves like tennis.
if (G.mode === 'splatter' && !G.interlude && score.server === 'P' && G.phase === 'pretoss') {
const flick = takeFlickAim();
if (flick) { dragServe(flick); return; } // dragServe handles GUN (burst) and the ball check
}
if (G.phase === 'pretoss' && score.server === 'P') {
if (tryGunBurst()) return; // GUN selected: the serve gesture pops a burst, no ball
tossBall(P); return; // plain tap: the two-stage toss ritual (tennis, and the duel)
}
if (G.phase === 'toss' && score.server === 'P') {
// serve timing: distance from apex = quality — a real serve, not a free tap
const dy = Math.abs(ball.y - serveApexY());
if (ball.y < 2.0) return; // too low, let it drop (re-toss)
let q = Math.max(0.05, 1 - dy / 0.9);
if (dy < 0.12) q = 1;
G.wasServe = true;
// a flick at the apex (or held arrows) makes this a DELIBERATE serve: aimed + consumes a special
const flick = G.mode === 'splatter' && !G.interlude ? takeFlickAim() : null;
const kb = { ax: axisX(), az: axisZ() };
hitServe(P, q, flick || (kb.ax || kb.az ? kb : null));
return;
}
if (G.phase === 'rally' && P.swingT < 0) { P.swingT = 0; P.pose = 'swing'; P.poseT = 0; G.swung = true; }
}
function expirePose(ch, dt) {
if (ch.pose === 'swing' || ch.pose === 'serve') { ch.poseT += dt; if (ch.poseT > POSE_TIME) ch.pose = 'idle'; }
}
// ---------------------------------------------------------------- update ----
export function update(dt) {
if (G.hitstop > 0) { G.hitstop -= dt; return; }
if (G.mode === 'eaten') { // the match is over in the truest sense
G.idleT += dt;
const was = G.eatenT; G.eatenT += dt;
if (was < EATEN_BURST && G.eatenT >= EATEN_BURST) playerGore(); // phase B: you become the gore
if (G.shake && (G.shake.t -= dt) <= 0) G.shake = null;
if (G.boomFlash > 0) G.boomFlash -= dt;
updateZombies(dt);
return;
}
if (G.flash) { G.flash.t -= dt; if (G.flash.t <= 0) G.flash = null; }
if (G.card) { G.card.t -= dt; if (G.card.t <= 0) G.card = null; }
if (G.shake && (G.shake.t -= dt) <= 0) G.shake = null;
if (G.boomFlash > 0) G.boomFlash -= dt;
// A modal freezes the WORLD, not the clock: no zombie steps, no ball flight, no spawn timers,
// so nobody gets eaten while reading a popup. idleT keeps running for the blink.
if (G.modal) { G.idleT += dt; return; }
crowd.cheer = Math.max(0, crowd.cheer - dt);
G.idleT += dt;
const w = BOUNCE_IDLE.tempo;
if (G.phase === 'pretoss' && Math.sin(G.idleT * w) * Math.sin((G.idleT - dt) * w) < 0) pock(0.12, 420); // ball bounce
if (G.phase === 'toss') { const sv = score.server === 'P' ? P : O; sv.pose = 'serve'; sv.poseT = 0; }
// --- player movement (near half only, generous margins)
if (G.phase === 'rally') {
if (G.mode === 'tennis' && ball.active && ball.lastHit === 'O') { // closest approach, for never-swung passes
const d = Math.hypot(ball.x - P.x, (ball.z - P.z) * 0.8);
if (!G.rallyNear || d < G.rallyNear.d) G.rallyNear = { d, y: ball.y, bz: ball.z, px: P.x, pz: P.z };
}
// auto-fire steering is ABSOLUTE: the finger x IS the player x — zero lag, and clamped
// to what the camera can see (portrait's world bounds are wider than its viewport)
const mgMode = G.horde || G.mgT > 0;
const xVis = Math.min(P_BOUNDS.x, (W / 2 - 14) / (TUNE.camF / (TUNE.camZ - P.z)));
let mgSteer = false;
if (mgMode && touchPX() !== null) {
mgSteer = true;
const tx = Math.max(-xVis, Math.min(xVis, touchPX() * xVis));
if (Math.abs(tx - P.x) > 0.04) { P.facing = tx > P.x ? 1 : -1; P.runT += dt; P.pose = 'run'; }
else P.pose = 'idle';
P.x = tx;
}
const slow = P.swingT >= 0 ? 0.35 : 1;
const mx = mgSteer ? 0 : axisX(), mz = mgSteer ? 0 : axisZ();
P.x += mx * TUNE.playerSpeed * slow * dt;
P.z += mz * TUNE.playerSpeed * slow * dt;
let assist = 0;
if (!mx && !mz && TUNE.autoAssist > 0 && ball.active && !G.horde && !(G.mgT > 0)) { // auto-fire: you aim by hand, no assist
// splatter: anything travelling back toward you is yours to run down — your own rebound
// included. The assist puts you there; the volley timing stays honest.
const chasing = ball.lastHit === 'O' || (G.mode === 'splatter' && !G.interlude && ball.vz > 0);
// no `slow` here: tapping must not freeze your legs, or anticipating a shot loses it
const rate = TUNE.playerSpeed * TUNE.autoAssist * dt * (chasing ? 1 : 0.55);
const tgt = chasing ? intercept('P') : HOME.P; // run to the ball, then recover home
const dx = tgt.x - P.x, dz = tgt.z - P.z, d = Math.hypot(dx, dz);
if (d > 0.35) { // deadzone: stand ready near the spot instead of dithering over it
P.x += dx / d * Math.min(rate, d);
P.z += dz / d * Math.min(rate, d);
assist = dx;
}
}
const xLim = mgMode ? xVis : P_BOUNDS.x; // auto-fire keeps even keyboard players on screen
P.x = Math.max(-xLim, Math.min(xLim, P.x));
P.z = Math.max(P_BOUNDS.zMin, Math.min(P_BOUNDS.zMax, P.z));
const moving = mx || mz || assist !== 0;
P.runT += moving ? dt : 0;
if (!mgSteer && P.pose !== 'swing' && P.pose !== 'serve') P.pose = moving ? 'run' : 'idle';
if (mx) P.facing = mx > 0 ? 1 : -1;
else if (Math.abs(assist) > 0.25) P.facing = assist > 0 ? 1 : -1; // hysteresis: small corrections don't flip facing
}
// splatter: you START at the baseline but you're free to advance up-court (bounded at the net by
// P_BOUNDS) — hunt the shamblers down, especially when mopping up a won game. Auto-assist still
// recovers you toward the baseline between shots on touch; the duel is plain tennis as ever.
if (P.swingT >= 0) {
P.swingT += dt;
if (G.mode === 'tennis' && ball.active && ball.lastHit === 'O') { // sample the approach for the miss log (t = what trySwing tests this frame)
const volley = ball.bounces === 0;
(G.swingSnaps ||= []).push({ t: P.swingT, d: Math.hypot(ball.x - P.x, (ball.z - P.z) * 0.8), y: ball.y,
bz: ball.z, bounces: ball.bounces,
r: TUNE.reach * (volley ? VOLLEY.reach : 1), w: TUNE.swingWindow * (volley ? VOLLEY.window : 1) });
}
trySwing(P, false); // a contact resets swingT to -1 inside trySwing
const win = TUNE.swingWindow * (ball.active && ball.bounces === 0 ? VOLLEY.window : 1); // match trySwing's volley window
if (P.swingT > TUNE.swingWindup + win + 0.02) { P.swingT = -1; if (G.phase === 'rally') swish(); logWhiff(); } // log even if the point ended mid-swing
}
expirePose(P, dt);
// --- zombies + transition timeline
if (G.mode !== 'tennis') updateZombies(dt);
if (G.meleeT > 0) G.meleeT -= dt;
if (G.clearing && !zombies.some(z => z.variant !== 'r')) proceedAfterClear(); // the won-game wave is mopped up — advance
if (G.mode === 'transition') transition(dt);
// --- interlude trigger: the court is clear, an opponent holds the far court, you're about
// to serve — the umpire recognizes a legal match and restores order. One point. Sudden death.
// The schedule is a FLOOR, not a ceiling: this lucky-clear trigger stays, and a bonus duel is
// pure upside for weapon supply.
if (G.mode === 'splatter' && !G.interlude && !G.horde && !G.changeover && !(G.mgT > 0)
&& G.phase === 'pretoss' && zombies.length === 1 && zombies[0].variant === 'r' && !zombies[0].dueled)
startDuel();
if (G.interlude && G.interlude.introT > 0) G.interlude.introT -= dt;
// the duel is played under tennis lights: lerp the palette home while it runs, back after
G.duelLerp = Math.max(0, Math.min(1, G.duelLerp + (G.interlude ? dt : -dt) / 0.8));
// --- AI (the opponent only exists in tennis mode)
if (G.mode === 'tennis' && score.server === 'O' && G.phase === 'pretoss') {
G.aiServeT -= dt;
if (G.aiServeT <= 0) tossBall(O);
} else if (G.mode === 'tennis' && score.server === 'O' && G.phase === 'toss') {
if (ball.vy < 0 && ball.y < serveApexY() - 0.1) { G.wasServe = true; hitServe(O, 0.6 + Math.random() * 0.35); }
}
if (G.mode === 'tennis' && G.phase === 'rally') {
G.aiReactT += dt;
const incoming = ball.active && ball.lastHit === 'P' && G.aiReactT >= TUNE.aiReaction;
const tgt = incoming ? intercept('O') : HOME.O;
const spd = TUNE.aiSpeed * (incoming ? 1 : 0.5); // slow recovery: wrong-footing wins points
const dx = tgt.x - O.x, dz = tgt.z - O.z, d = Math.hypot(dx, dz);
if (d > 0.1) {
O.x += dx / d * Math.min(spd * dt, d);
O.z += dz / d * Math.min(spd * dt, d);
O.pose = O.pose === 'swing' ? 'swing' : 'run'; O.runT += dt;
if (Math.abs(dx) > 0.25) O.facing = dx > 0 ? 1 : -1;
} else if (O.pose === 'run') O.pose = 'idle';
G.aiSwingCool -= dt;
if (incoming && G.aiSwingCool <= 0 && O.swingT < 0) {
// same radius trySwing uses for contact, so an armed swing actually connects
const near = Math.hypot(ball.x - O.x, (ball.z - O.z) * 0.8) < TUNE.aiReach
&& ball.y < CONTACT.maxY && ball.y > CONTACT.minY && ball.vz < 0;
if (near) {
if (Math.random() < TUNE.aiFlub) G.aiSwingCool = 0.5; // whiff: hesitates and misses
else {
O.swingT = TUNE.swingWindup + TUNE.swingWindow / 2;
trySwing(O, true); O.swingT = -1;
G.aiSwingCool = ball.lastHit === 'O' ? 0.4 : 0.12;
}
}
}
}
expirePose(O, dt);
// --- racket zombies rally from the far court (splatter only, between hordes)
if (G.mode === 'splatter' && !G.horde)
for (const rz of zombies) if (rz.variant === 'r') racketAI(rz, dt);
// --- ball physics
if (ball.active) {
if (ball.flame) parts.push({ // fire trail: one ember per frame, brief and rising
x: ball.x, y: ball.y, z: ball.z, t: 0.22, fire: true,
vx: (Math.random() * 2 - 1) * 0.6, vy: 0.8, vz: (Math.random() * 2 - 1) * 0.6 });
ball.vy -= (ball.g || TUNE.gravity) * dt;
const oldZ = ball.z;
ball.x += ball.vx * dt; ball.y += ball.vy * dt; ball.z += ball.vz * dt;
// net: plane at netZ, only during rally flight
if (G.phase === 'rally' && (oldZ - COURT.netZ) * (ball.z - COURT.netZ) < 0 && Math.abs(ball.x) < COURT.netW / 2) {
const tCross = (COURT.netZ - oldZ) / (ball.z - oldZ);
const yAt = ball.y - ball.vy * dt * (1 - tCross); // approx height at crossing
if (yAt < COURT.netH) {
ball.z = COURT.netZ + (oldZ < COURT.netZ ? -0.05 : 0.05);
ball.vz *= -0.08; ball.vx *= 0.3; ball.vy = Math.min(ball.vy, 0);
pock(0.4, 300);
}
}
if (ball.y <= 0 && ball.vy < 0) {
ball.y = 0; ball.vy = -ball.vy * TUNE.bounceY;
ball.vx *= TUNE.bounceXZ; ball.vz *= TUNE.bounceXZ;
onBounce();
if (ball.active && Math.abs(ball.vy) < 0.8) { // rolled out — dead ball
ball.active = false;
if (G.mode === 'splatter' && G.interlude) { // a roller nobody returned: point to the hitter
if (ball.lastHit === 'X') spentBall(); // spent on the boss's body — no point, re-serve the duel
else resolveInterlude(ball.lastHit);
} else if (G.mode === 'splatter') { // hand the server a fresh one, fast — they're coming
spentBall(); sendBoy();
if (Math.random() < 0.12) voice('new_balls', 0.3);
} else if (ball.bounces === 1) pointTo(ball.lastHit, null);
}
}
// a racket zombie's return that gets past you (crosses your baseline) is a point for THEM
if (G.mode === 'splatter' && ball.active && ball.lastHit === 'O' && ball.z > COURT.L + 0.3) {
ball.active = false;
if (G.interlude) resolveInterlude('O'); // sudden death: its passing shot ends the duel
else { if (!G.horde && !G.clearing) splatPoint('O'); spentBall(); } // clearing = mop-up, no scoring either way
}
// the far backstop: a LIVE ball doesn't leave the field, it rebounds off the fence and comes
// back down-court — still lethal on the way home, and yours to volley. Spent balls just die.
if (G.mode === 'splatter' && !G.interlude && ball.active && ball.lastHit === 'P'
&& ball.z < TUNE.backstopZ && ball.vz < -3) { // only a ball with real pace left comes back; a roller just stops
ball.z = TUNE.backstopZ;
ball.vz *= -TUNE.backstopKeep; ball.vx *= 0.7;
ball.vy = Math.max(ball.vy, TUNE.backstopPop); // the fence kicks it up, so it carries back through the crowd
pock(0.5, 200); // chain-link thud
}
// splatter: retire spent or hopeless balls fast so the next serve comes right up.
// z-bounds gate on travel direction — a serve born behind the baseline (P.z up to 26)
// heads to the far court (vz<0), so it must not read as "out the back" on frame one.
// (during the interlude only spent balls retire early — flying balls must reach their
// bounce so the line call can happen; the umpire is watching again)
if (G.mode === 'splatter' && ball.active &&
((ball.lastHit === 'X' && ball.bounces >= 1)
|| (!G.interlude &&
((ball.z < -2 && ball.vz < 0) || (ball.z > 25.5 && ball.vz > 0) || Math.abs(ball.x) > 7.5)))) {
spentBall();
}
if (G.phase === 'toss' && ball.y <= 1.4 && ball.vy < 0 && !G.aim) { // uncaught toss → retoss (a held slingshot aim keeps the toss up)
ball.active = false; G.phase = 'pretoss';
if (score.server === 'O') G.aiServeT = 0.8;
}
}
// ball boy: sprint across, scoop the ball in passing, despawn off the far side
const boy = G.boy;
if (boy) {
// mopping is not sprinting: the mop crossing takes ~6.6s, which is what fills the changeover
boy.x += boy.dir * (boy.mop ? TUNE.boyMopSpeed : 7.5) * dt; boy.runT += dt;
if (!boy.mop && !ball.collected && !ball.active) { // a mop boy has no ball to chase — he must hold his lane and clean it
const dz = ball.z - boy.z;
boy.z += Math.sign(dz) * Math.min(Math.abs(dz), 3 * dt); // track the rolling ball a little
if (Math.abs(boy.x - ball.x) < 0.4 && Math.abs(dz) < 1.2) ball.collected = true;
}
if (Math.abs(boy.x) > 13.5) G.boy = null;
}
if (G.outMarker && (G.outMarker.t -= dt) <= 0) G.outMarker = null;
if (G.phase === 'over') {
G.overT -= dt;
if (G.overT <= 0) {
if (G.pendingHorde) { // the set card's pause is over — but the horde is a different CONTROL MODE
G.pendingHorde = false; // (racket auto-fires, the finger steers you absolutely),
showModal({ title: 'THEY KEEP COMING', color: UI.hot, // so it gets a real block, not just a card
body: ['THE RACKET FIRES ON ITS OWN', 'SLIDE TO AIM · HOLD THE BASELINE'],
onDismiss: startHorde });
return;
}
if (G.changeover) { G.changeover = false; voice('time', 0, 0.95); } // "Time." — play resumes
// auto-fire modes must NEVER re-enter the serve loop: an 'over' beat expiring into
// setupPoint() -> pretoss left the player locked in the serve posture while the gun
// fired (no movement outside 'rally', no serving during auto-fire). Back to rally.
if (G.horde || G.mgT > 0) {
G.phase = 'rally'; ball.active = false;
P.pose = 'idle'; P.poseT = 0; P.swingT = -1;
} else {
setupPoint();
if (G.pendingGame && G.mode === 'splatter') { // the next wave is announced as it arms
G.pendingGame = false;
G.flash = { text: 'GAME ' + (G.runGames + 1), t: 1.1 };
}
}
}
}
}