- 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>
79 lines
4.5 KiB
JavaScript
79 lines
4.5 KiB
JavaScript
// All mutable game state in one place, plus the point-reset that re-arms it.
|
|
|
|
import { HOME } from './config.js';
|
|
|
|
export const P = { x: 1.3, z: 22.8, side: 'P', pose: 'idle', poseT: 0, swingT: -1, facing: 1, runT: 0 };
|
|
export const O = { x: -1.3, z: 1.0, side: 'O', pose: 'idle', poseT: 0, swingT: -1, facing: 1, runT: 0 };
|
|
export const ball = { x: 0, y: 1, z: 20, vx: 0, vy: 0, vz: 0, g: 9.2,
|
|
active: false, lastHit: 'P', bounces: 0, firstLand: null, collected: false, kills: 0, bomb: false };
|
|
export const score = { pts: [0, 0], games: [0, 0], server: 'P' }; // pts index 0=P 1=O
|
|
export const crowd = { cheer: 0, dots: [] }; // dots are (re)built by render.buildCrowd
|
|
|
|
// everything that used to be loose top-level lets
|
|
export const G = {
|
|
mode: 'tennis', // tennis | transition | splatter
|
|
transT: 0, // transition timeline clock
|
|
tFlags: null, // one-shot markers within the transition
|
|
hideO: false, // the opponent has... left the match
|
|
everTransitioned: false,
|
|
phase: 'pretoss', // pretoss | toss | rally | over
|
|
serveNum: 1,
|
|
overT: 0,
|
|
hitstop: 0,
|
|
flash: null, // {text, t}
|
|
shake: null, // {t, mag} — camera shake, decays like flash (bomb impact)
|
|
boomFlash: 0, // s of white flash frame left (bomb impact)
|
|
lastOrderT: -9, // idleT of the last 'Order' call — bomb chains mustn't spam the umpire
|
|
idleT: 0,
|
|
outMarker: null, // {x, z, out, t} — where your last shot lands
|
|
boy: null, // ball boy sprinting across: {x, z, dir, runT}
|
|
aiServeT: 0,
|
|
aiSwingCool: 0,
|
|
aiReactT: 9, // time since the player's last hit; CPU reads the shot after TUNE.aiReaction
|
|
wasServe: false, // the ball in flight is a serve (first bounce must hit the box)
|
|
splatT: 0, // time survived in splatter mode — drives the difficulty ramp
|
|
bombs: 0, // bomb-ball stock (max TUNE.bombMax); the next serve auto-consumes one
|
|
killMeter: 0, // splatter kills toward the next bomb reward (every TUNE.bombEvery)
|
|
horde: null, // active horde wave {t, spawnT, mgT} — machine-gun racket, no serving
|
|
runGames: 0, // games finished this run (either side) — the difficulty director
|
|
sets: [0, 0], // splatter sets won [you, them]; 6 games = a set = a horde
|
|
changeover: false, // the odd-game breather: no spawns, no serving, the boys mop
|
|
shameGame: false, // they took a game — the next new-balls delivery is withheld
|
|
best: null, // best run {games, sets}, loaded from localStorage when you get eaten
|
|
lastScoreT: -9, // idleT of the last score voice — rate-limits umpire during a horde
|
|
eatenT: 0, // time since you were eaten — gates the restart tap
|
|
missLog: [], // swing diagnostics ring buffer (tennis mode) — inspect via T.G.missLog
|
|
swingSnaps: null, // ball-approach samples during the live swing, feeds the miss log
|
|
rallyNear: null, // closest the incoming ball got this rally (for never-swung passes)
|
|
swung: false, // player swung at least once this rally — whiff log supersedes PASSED
|
|
lastMiss: null, // {text, at} — most recent miss reason, drawn on the HUD briefly
|
|
logShow: false, // tap the scoreboard to toggle the on-screen miss-log dump
|
|
};
|
|
|
|
export const other = s => s === 'P' ? 'O' : 'P';
|
|
export const deuceSide = () => (score.pts[0] + score.pts[1]) % 2 === 0; // even points → deuce (right) side
|
|
|
|
export function setupPoint() {
|
|
G.phase = 'pretoss'; ball.active = false; ball.bounces = 0; ball.firstLand = null;
|
|
G.swingSnaps = null; G.rallyNear = null; G.swung = false;
|
|
if (G.mode === 'splatter') { // always your serve, from wherever you're standing
|
|
score.server = 'P';
|
|
P.pose = 'idle'; P.swingT = -1; P.facing = 1;
|
|
return;
|
|
}
|
|
const sv = score.server === 'P' ? P : O, rc = score.server === 'P' ? O : P;
|
|
const sx = deuceSide() ? 1.3 : -1.3;
|
|
sv.x = sv.side === 'P' ? sx : -sx; // deuce side mirrors across the net
|
|
sv.z = sv.side === 'P' ? 24.3 : -0.5;
|
|
rc.x = -sv.x; rc.z = rc.side === 'P' ? 22.5 : HOME.O.z - 1.3;
|
|
P.pose = O.pose = 'idle'; P.swingT = O.swingT = -1;
|
|
P.facing = O.facing = 1; // canonical righty stance — bounce/serve sprites must not render mirrored
|
|
G.aiServeT = score.server === 'O' ? 1.4 : 0;
|
|
}
|
|
|
|
export function sendBoy(tx = ball.x, tz = ball.z) { // fetch a dead ball — or mop a splat
|
|
if (tz < -3 || tz > 27) return; // target left the field lengthwise, let it go
|
|
const dir = tx > 0 ? 1 : -1; // enter from the opposite side so the pickup is mid-run
|
|
G.boy = { x: dir > 0 ? -13 : 13, z: tz, dir, runT: 0 };
|
|
}
|