Files
splatter-tennis/gameplay.js
T
wuwiandClaude Fable 5 a3bd45e2f1 Phase 8: bomb juice — the explosion is finally FELT
- Camera shake (G.shake, decays over 0.35s; HUD stays steady via transform reset)
- One white flash frame (G.boomFlash overlay)
- Scorch crater: near-black stain the boys mop 10x slower — the lawn scars
- Hitstop 0.1 -> 0.18
- Umpire loses composure: 'Order. Order, please.' (new order.m4a), rate-limited
  so bomb chains don't spam him

Verified: explode kills cluster of 4 (MASSACRE x4 chains), shake/flash set and
decay clean, 2nd bomb order-call suppressed, 1s of mopping erases blood (0.9->0)
but not the crater (1->0.84); screenshot mid-shake; no console errors.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-12 09:57:31 +02:00

635 lines
31 KiB
JavaScript

// Game logic: ballistics, swings, serves, rules/scoring, AI, and the per-frame update.
import { TUNE, 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 } from './audio.js';
import { axisX, axisZ, takeFlickAim } from './input.js';
import { updateZombies, spawnZombie, zombies, explode, meleeSwipe } 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 aiming: your flick picks a lane (ax) and depth band (az); 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);
let best = null, bs = 1e9;
for (const zb of zombies) {
let s;
if (none) s = COURT.L - zb.z; // no direction: the most advanced one is the most urgent
else {
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 zt = G.mode !== 'tennis' && ch.side === 'P' ? zombieTarget(aim) : null;
if (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 {
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 < 8; 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; // only a bomb-consuming serve is a bomb; any other hit clears it
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
}
pock(0.9, 950);
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
function hitServe(sv, quality, aim = null) {
const toFar = sv.side === 'P';
const s = TUNE.serveSpeed + quality * TUNE.serveQualitySpeed;
let boxX, tzs;
const zt = G.mode !== 'tennis' ? zombieTarget(aim) : null;
if (zt) { // splatter serves auto-track the most advanced zombie
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 {
// 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 * 0.35); // kick serves dip a little too
const 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
ball.bomb = G.mode === 'splatter' && G.bombs > 0; // auto-consume a stocked bomb ball
if (ball.bomb) G.bombs--;
if (sv.side === 'P') G.outMarker = { x: boxX, z: tzs, out: G.mode === 'tennis' && !inServeBox(boxX, tzs), t: 1.3 };
G.phase = 'rally'; pock(1, 1100);
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]];
}
export function cheer(seconds, vol) {
applause(seconds, vol);
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 (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) {
const gameOver = advancePoint(side);
if (gameOver) {
G.runGames++;
if (side === 'O') G.shameGame = true; // they took a game — Oliver pays at the next new-balls delivery
voice(side === 'P' ? 'game_set_massacre' : 'game_opponent', 0.5); // game-win lines always speak
cheer(2.2, 0.5);
const i = side === 'P' ? 0 : 1;
if (score.games[i] >= 6) { // set to the winner — and the court answers with a horde
G.sets[i]++; score.games = [0, 0];
startHorde();
} else if ((score.games[0] + score.games[1]) % 2 === 1) startChangeover(); // real rule: after odd games
} 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);
}
}
// 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;
sendBoy();
G.flash = { text: 'CHANGEOVER', t: 1.4 };
}
// 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.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
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); });
}
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 !== '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 ${r2(best.y)}m, past you`;
else reason = 'unclassified — in reach, in window, in height band'; // should not happen
}
logSwing({ result: 'MISS', reason, dMin: r2(best.d), y: r2(best.y), tSwing: r2(best.t),
ballZ: r2(best.bz), bounces: best.bounces, px: r2(P.x), pz: r2(P.z) });
}
function trySwing(ch, isAI, qCap = TUNE.aiQualityMax) {
// Contact happens if the ball is inside reach while the swing window is open.
// Player volleys (pre-bounce) get wider reach + window: full-speed ball, no bounce cue.
const volley = !isAI && ball.bounces === 0;
const reach = isAI ? TUNE.aiReach : TUNE.reach * (volley ? VOLLEY.reach : 1);
const win = TUNE.swingWindow * (volley ? VOLLEY.window : 1);
const t = ch.swingT;
if (t < TUNE.swingWindup || t > TUNE.swingWindup + win) return;
if (!ball.active || G.phase !== 'rally') return;
if (ball.lastHit === ch.side) return;
const dx = ball.x - ch.x, dz = ball.z - ch.z;
if (Math.hypot(dx, dz * 0.8) > reach || ball.y > CONTACT.maxY) return;
if (ball.y < CONTACT.minY && ball.vy <= 0) return; // a DROPPING ball below the ankles is past you — but a rising one is a half-volley, always scoopable
// quality: how centered in the window the contact lands
const center = TUNE.swingWindup + win / 2;
const off = Math.abs(t - center) / (win / 2);
let q = Math.max(0.05, 1 - off);
if (Math.abs(t - center) * 1000 < TUNE.perfectMs) q = 1;
ch.facing = dx >= 0 ? 1 : -1; // forehand right (righty), backhand left → mirrored sprite
const flick = isAI ? null : takeFlickAim();
const aim = isAI
? { ax: [ -1, 0, 1 ][Math.floor(Math.random() * 3)], az: Math.random() < 0.25 ? -1 : 0 }
: flick || { ax: axisX(), az: axisZ() * (ch.side === 'P' ? 1 : -1) };
if (isAI) q = Math.min(q, TUNE.aiQualityMin + Math.random() * (qCap - TUNE.aiQualityMin));
if (!isAI && G.mode === 'tennis') {
G.swingSnaps = null; G.rallyNear = null;
logSwing({ result: 'HIT', reason: `contact q=${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.pow || 0) < TUNE.zSplatQ && ball.vz < 0;
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; }
}
}
export function keyPressed(code) {
if (code !== 'Space') return;
audio(); // unlock on first gesture
if (G.mode === 'splatter') meleeSwipe(P.x, P.z, TUNE.meleeRange); // a swish cleaves adjacent shamblers
if (G.horde) return; // horde: the racket auto-fires; a tap only swishes, never serves
if (G.changeover) return; // the breather is mandatory — the melee swish above still works
// 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(); }
if (G.phase === 'pretoss' && score.server === 'P') {
if (G.mode === 'splatter') {
const flick = takeFlickAim();
if (flick) { // flick = a quick aimed serve; a plain tap still does the full toss ritual
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, 0.62, flick);
return;
}
}
tossBall(P); return;
}
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;
hitServe(P, q);
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; G.eatenT += dt;
updateZombies(dt);
return;
}
if (G.flash) { G.flash.t -= dt; if (G.flash.t <= 0) G.flash = null; }
if (G.shake && (G.shake.t -= dt) <= 0) G.shake = null;
if (G.boomFlash > 0) G.boomFlash -= dt;
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 };
}
const slow = P.swingT >= 0 ? 0.35 : 1;
const mx = axisX(), mz = 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) { // horde: you aim by hand, no assist
const chasing = ball.lastHit === 'O';
// 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;
}
}
P.x = Math.max(-P_BOUNDS.x, Math.min(P_BOUNDS.x, 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 (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
}
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.mode === 'transition') transition(dt);
// --- 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) {
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') { // 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) {
if (!G.horde) splatPoint('O'); // may start a changeover — spentBall respects its beat
spentBall();
}
// 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.
if (G.mode === 'splatter' && ball.active &&
((ball.lastHit === 'X' && ball.bounces >= 1)
|| (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) { // uncaught toss → retoss
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) {
boy.x += boy.dir * 7.5 * dt; boy.runT += dt;
if (!ball.collected && !ball.active) {
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.changeover) { G.changeover = false; voice('time', 0, 0.95); } // "Time." — play resumes
setupPoint();
}
}
}