wuwiandClaude Opus 5 b61004a18d Splatter: one gesture always, a serve that clears the net, an aim camera
Three things from the phone test.

The drag meant two different things depending on invisible state: aiming from
pretoss, but walking the player around while the last ball was still in the
air. That "mode between the hits" read as a bug, so it's gone — canAimServe now
covers every phase of splatter, and firing over a live ball is allowed again
(the old one flies on as a ballistic clone). That was the mid-rally re-toss
that used to be the spam vector, and it's safe now because the brake moved into
the pull: a rhythm of lazy 30px pulls fires 100 shots in 30s and kills NOTHING
(the court fills up instead), while 85 committed full pulls kill 11.

hitServe never had doHit's net-clearance loop, so every shot at a shambler
hugging the tape died in the net — not balance, a missing loop. Both paths now
trade pace for arc until the ball is genuinely over, and the ceiling goes 8 ->
12 tries because a target right behind the net needs a near-vertical drop
(measured: clears the tape by 0.20m and connects). The trade is real: the loft
arrives slower and the walk-lead was computed for the original pace, so a lob
is honestly the less reliable shot.

And the camera now rises and leans back a little while the slingshot is drawn.
That steeper look is what makes the gap between the net and the bodies behind
it readable — the shot that used to be blind. Eased once per frame before
anything projects, since one sheared frame would be visible.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-26 15:45:45 +03:00
2026-07-11 09:23:01 +02:00
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