Winning your 2nd splatter game (G.splatGames) — or triple-tapping the
umpire in splatter (forceZombies now calls startHorde) — launches a 12s
horde (TUNE.hordeLen). During a horde: the match ball is gone and taps do
nothing; the racket auto-fires pellets straight up-court at TUNE.mgRate
(6/s, ±4° spread, 26 m/s, flat, 1.2s life) and the thumb DRAG steers you
(auto-assist disabled). Zombies pour in at TUNE.hordeRate (2.5/s) from the
far baseline and the sides, ignoring zMax; the speed ramp still applies.
Pellets live in a new zombies.js `pellets` array, kill on contact (always
splatter-quality). splatter() gains a fanfare flag — pellet kills make
gore/piles/points but skip the multi-kill streak so a horde doesn't spam
MASSACRE. splatPoint() gains a quiet flag: during a horde the umpire only
calls a score every >2s (game-win lines always speak); the HUD score keeps
ticking. Horde ends → setupPoint() resumes serving, voice('quiet_dark');
leftover zombies stay for you to mop up. Eaten stays lethal during hordes
(a zombie reaching you ends it and clears the swarm). Pellets render as
2×2 yellow tracers with a ground shadow; serve prompt suppressed while
G.horde. window.T exposes pellets + forceZombies.
NOTE for Oliver: per spec every game won after the 2nd triggers a horde,
and games won by the machine gun mid-horde count too, so play gets very
horde-heavy after game 2 — flag if you want a cooldown or a knob.
Verified via window.T: cheat + 2nd-game both launch the horde (1st does
not); ~29 spawns over exactly 12s; pellets stream (7 in flight) and clear
a lane, building piles/gore; 4 points scored but the umpire speaks once
(rate-limited); horde ends cleanly back to pretoss; eaten still fires
mid-horde; regression ladder green — tennis 11/12, Phase 1 flick-serve,
Phase 2 DOUBLE→TRIPLE, Phase 4 MASSACRE ×4; no console errors.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
172 lines
8.6 KiB
JavaScript
172 lines
8.6 KiB
JavaScript
// The splatter phase: shamblers, gore decals, particles. The ball is the weapon;
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// tennis scoring keeps running via gameplay.splatPoint. Zombies advance toward
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// your baseline — one crossing it is a point for THEM.
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// (zombies <-> gameplay is a runtime-only import cycle, same pattern as input.)
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import { TUNE, COURT } from './config.js';
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import { G, P, ball, sendBoy, setupPoint } from './state.js';
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import { splat, moan, pock, voice, boom } from './audio.js';
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import { splatPoint, cheer } from './gameplay.js';
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export const zombies = []; // {x, z, v, walkT, variant: 'a'|'b'|'c'}
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export const gore = []; // lawn decals {x, z, r, a} — the flat ground layer
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export const piles = []; // 3D-ish gore mounds {x, z, size 1..4, seed} — grow where kills cluster
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export const parts = []; // splatter particles {x, y, z, vx, vy, vz, t, dark}
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export const pellets = []; // machine-gun rounds during a horde {x, y, z, vx, vz, t}
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let spawnT = 1.5, moanT = 3;
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export function spawnZombie(x, z, variant) {
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const ramp = 1 + Math.min(1.5, G.splatT / 70); // they get faster the longer you survive
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zombies.push({ x, z, v: TUNE.zSpeed * ramp * (0.8 + Math.random() * 0.4), walkT: Math.random() * 9, variant });
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}
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function splatter(i, fanfare = true) {
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const zb = zombies[i];
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zombies.splice(i, 1);
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gore.push({ x: zb.x, z: zb.z, r: 0.45 + Math.random() * 0.35, a: 0.85 });
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if (gore.length > 40) gore.shift();
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const pl = piles.find(p => Math.hypot(p.x - zb.x, p.z - zb.z) < 0.6); // stack up where kills cluster
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if (pl) pl.size = Math.min(4, pl.size + 1);
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else { piles.push({ x: zb.x, z: zb.z, size: 1, seed: Math.random() * 1e4, blobs: null, builtSize: 0 });
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if (piles.length > 30) piles.shift(); }
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for (let k = 0; k < 24; k++) { const dark = k >= 16; parts.push({ // ~1/3 dark & long-lived: settling gore
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x: zb.x, y: 0.9, z: zb.z,
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vx: (Math.random() * 2 - 1) * 3.5, vy: 1 + Math.random() * 3.5, vz: (Math.random() * 2 - 1) * 3.5,
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t: dark ? 0.6 + Math.random() * 0.6 : 0.4 + Math.random() * 0.4, dark,
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}); }
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splat();
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ball.vx *= TUNE.zPierce; ball.vz *= TUNE.zPierce; // keep enough pace to plow through the next
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sendBoy(zb.x, zb.z); // a boy sprints out to mop
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splatPoint('P', !!G.horde); // horde kills rate-limit the umpire so he doesn't machine-gun scores
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if (!fanfare) return; // machine-gun pellets splatter but skip the streak fanfare / bomb meter
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ball.kills++; // this shot's running streak
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// escalating multi-kill fanfare — one shot, ≥2 zombies
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if (ball.kills === 2) { G.flash = { text: 'DOUBLE KILL', t: 0.9 }; cheer(1.6, 0.45); voice('double_kill', 0.4); }
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else if (ball.kills === 3) { G.flash = { text: 'TRIPLE KILL', t: 0.9 }; cheer(2.2, 0.6); voice('triple_kill', 0.4); }
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else if (ball.kills >= 4) { G.flash = { text: `MASSACRE ×${ball.kills}`, t: 0.9 }; cheer(2.8, 0.7); voice('unbelievable', 0.4); }
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// bomb-ball reward: every bombEvery kills a boy delivers one (up to bombMax in stock)
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if (++G.killMeter >= TUNE.bombEvery) {
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G.killMeter = 0;
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if (G.bombs < TUNE.bombMax) { G.bombs++; sendBoy(); voice('new_balls', 0.2); G.flash = { text: 'BOMB BALL', t: 0.9 }; }
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}
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}
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// ---- horde wave: dense spawns + an auto-firing machine-gun racket (pellets, not the match ball)
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function spawnHordeZombie() {
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if (Math.random() < 0.5) spawnZombie((Math.random() * 2 - 1) * 5, -1.5 - Math.random(), Math.random() < 0.5 ? 'a' : 'b'); // far baseline
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else spawnZombie(Math.random() < 0.5 ? -6 : 6, Math.random() * 8, Math.random() < 0.5 ? 'a' : 'b'); // in from the sides
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}
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function firePellet() {
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const a = (Math.random() * 2 - 1) * 4 * Math.PI / 180, s = 26; // ±4° spread, straight up-court (-z)
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pellets.push({ x: P.x, y: 0.9, z: P.z, vx: Math.sin(a) * s, vz: -Math.cos(a) * s, t: 1.2 });
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pock(0.25, 1400); // rapid fire tick; if it clips on device, gate to every 2nd pellet
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}
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function endHorde() {
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G.horde = null; pellets.length = 0;
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setupPoint(); // serve loop resumes; any zombies still standing are yours to mop up
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voice('quiet_dark', 0.5, 0.85);
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}
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function tickHorde(dt) {
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const h = G.horde;
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h.t -= dt;
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if ((h.spawnT -= dt) <= 0) { spawnHordeZombie(); h.spawnT = 1 / TUNE.hordeRate; }
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if ((h.mgT -= dt) <= 0) { firePellet(); h.mgT = 1 / TUNE.mgRate; }
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if (h.t <= 0) endHorde();
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}
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// bomb ball: everything inside bombRadius splatters at once (each kill still ++ball.kills so
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// the Phase-2 fanfare escalates), plus a crater — big stain, size-3 pile, extra particles, boom.
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export function explode(x, z) {
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for (let i = zombies.length - 1; i >= 0; i--) // backwards: splatter() splices the array
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if (Math.hypot(zombies[i].x - x, zombies[i].z - z) < TUNE.bombRadius) splatter(i);
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gore.push({ x, z, r: 1.4, a: 0.9 }); if (gore.length > 40) gore.shift();
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const pl = piles.find(p => Math.hypot(p.x - x, p.z - z) < 0.6);
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if (pl) pl.size = Math.min(4, pl.size + 3);
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else { piles.push({ x, z, size: 3, seed: Math.random() * 1e4, blobs: null, builtSize: 0 }); if (piles.length > 30) piles.shift(); }
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for (let k = 0; k < 40; k++) parts.push({
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x, y: 0.6, z, vx: (Math.random() * 2 - 1) * 6, vy: 1 + Math.random() * 5, vz: (Math.random() * 2 - 1) * 6,
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t: 0.5 + Math.random() * 0.7, dark: k % 2 === 0,
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});
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G.hitstop = 0.1; boom();
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}
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export function updateZombies(dt) {
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moanT -= dt;
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if (moanT <= 0) { moan(); moanT = 2.5 + Math.random() * 4; }
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if (G.mode === 'splatter') { // transition spawns are scripted, not timed
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G.splatT += dt;
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if (G.horde) tickHorde(dt); // horde: dense spawns + machine gun, ignores zMax
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else {
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spawnT -= dt;
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if (spawnT <= 0 && zombies.length < TUNE.zMax) {
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spawnZombie((Math.random() * 2 - 1) * 4.8, -1.5 - Math.random(), Math.random() < 0.5 ? 'a' : 'b');
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spawnT = TUNE.zSpawnEvery;
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}
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}
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}
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for (let i = zombies.length - 1; i >= 0; i--) {
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const zb = zombies[i];
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zb.walkT += dt;
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zb.z += zb.v * dt;
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zb.x += Math.sin(zb.walkT * 1.7) * 0.15 * dt; // shamblers don't walk straight lines
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if (G.mode === 'splatter' && Math.hypot(zb.x - P.x, zb.z - P.z) < 0.7) { // it got you
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gore.push({ x: P.x, z: P.z, r: 0.9, a: 0.9 });
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for (let k = 0; k < 30; k++) parts.push({
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x: P.x, y: 1.1, z: P.z,
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vx: (Math.random() * 2 - 1) * 4.5, vy: 1 + Math.random() * 4, vz: (Math.random() * 2 - 1) * 4.5,
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t: 0.5 + Math.random() * 0.5,
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});
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splat(1);
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voice('game_set_massacre', 0.8);
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G.mode = 'eaten'; ball.active = false; G.flash = null; // zombies keep shambling for ambience
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G.horde = null; pellets.length = 0; // the swarm stops; the eaten screen takes over
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}
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if (ball.active && ball.lastHit === 'P' && ball.y < 1.9) {
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const d = Math.hypot(ball.x - zb.x, ball.z - zb.z);
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if (d < 0.55) {
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if (ball.bomb) { // detonate on first contact, whatever the pace
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explode(ball.x, ball.z); ball.active = false; ball.bomb = false;
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G.phase = 'over'; G.overT = TUNE.splatterOverT; break; // zombies mutated — stop this frame's loop
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}
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if ((ball.pow || 0) >= TUNE.zSplatQ) { splatter(i); continue; }
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zb.z -= TUNE.zPushback; // weak sitters only stagger them
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pock(0.6, 300);
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ball.vx *= 0.6; ball.vz *= 0.6; ball.lastHit = 'X'; // spent — one stagger per ball
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}
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}
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if (zb.z >= COURT.L + 0.7) { zombies.splice(i, 1); if (G.mode !== 'eaten') splatPoint('O', !!G.horde); } // it reached your baseline
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}
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for (let i = pellets.length - 1; i >= 0; i--) { // machine-gun rounds: flat, fast, one-shot kills
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const pe = pellets[i];
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pe.t -= dt; pe.x += pe.vx * dt; pe.z += pe.vz * dt;
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let hit = false;
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for (let j = zombies.length - 1; j >= 0; j--)
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if (Math.hypot(zombies[j].x - pe.x, zombies[j].z - pe.z) < 0.55) { splatter(j, false); hit = true; break; }
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if (hit || pe.t <= 0) pellets.splice(i, 1);
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}
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for (let i = parts.length - 1; i >= 0; i--) {
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const p = parts[i];
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p.t -= dt; p.vy -= 14 * dt;
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p.x += p.vx * dt; p.y += p.vy * dt; p.z += p.vz * dt;
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if (p.y < 0) { p.y = 0; p.vy = 0; p.vx *= 0.5; p.vz *= 0.5; }
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if (p.t <= 0) parts.splice(i, 1);
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}
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const boy = G.boy; // the boy mops any gore he passes over
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for (let i = gore.length - 1; i >= 0; i--) {
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const d = gore[i];
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if (boy && Math.abs(boy.x - d.x) < 0.7 && Math.abs(boy.z - d.z) < 1.2) d.a -= dt * 1.6;
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if (d.a <= 0) gore.splice(i, 1);
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}
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for (let i = piles.length - 1; i >= 0; i--) { // piles shave far slower than stains — net growth wins
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const pl = piles[i];
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if (boy && Math.abs(boy.x - pl.x) < 0.7 && Math.abs(boy.z - pl.z) < 1.2) pl.size -= dt * 0.25;
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if (pl.size <= 0.3) piles.splice(i, 1);
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}
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}
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