Files
splatter-tennis/index.html
T
wuwiandClaude Opus 5 c9699da6f1 Clear the frame to the apron colour
That band at the bottom was not a background mismatch — the canvas was
transparent there. render() never cleared: the stands cover the top and the
out-area quad covers the middle, so it looked complete, but the quad only
reached z=30 and everything below where that projects was see-through. The
page showed through it, which is why it read as a slightly duller green.

The frame is now cleared to pal.out before anything draws, oversized by 8px so
a camera shake cannot expose an edge, and the out-area quad runs to z=60 so the
perspective floor reaches the bottom on any aspect. Verified by sampling alpha
down the bottom third: opaque everywhere, one uniform colour, matching the page
gradient behind it.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-30 19:22:23 +02:00

86 lines
5.3 KiB
HTML

<!doctype html>
<html lang="en">
<head>
<meta charset="utf-8">
<title>Splatter Tennis</title>
<meta name="viewport" content="width=device-width, initial-scale=1, viewport-fit=cover">
<!-- save-to-homescreen: a bloody tennis ball. iOS needs the apple-* tags (it ignores the
manifest's display/name); Android reads the manifest. -->
<link rel="icon" type="image/png" href="assets/favicon.png">
<link rel="apple-touch-icon" href="assets/icon-180.png">
<link rel="manifest" href="manifest.webmanifest">
<meta name="apple-mobile-web-app-capable" content="yes">
<meta name="mobile-web-app-capable" content="yes">
<meta name="apple-mobile-web-app-title" content="Splatter">
<meta name="apple-mobile-web-app-status-bar-style" content="black-translucent">
<meta name="theme-color" content="#2b2735">
<style>
/* pixel HUD font — bundled so it renders offline; used by the canvas scoreboard + rack */
@font-face { font-family: 'Silkscreen'; font-weight: 400; font-display: block;
src: url('assets/fonts/Silkscreen-Regular.ttf') format('truetype'); }
@font-face { font-family: 'Silkscreen'; font-weight: 700; font-display: block;
src: url('assets/fonts/Silkscreen-Bold.ttf') format('truetype'); }
html, body { margin: 0; padding: 0; background: #10141c; overflow: hidden; }
/* invisible probe: env() is only readable from CSS, so park the insets on an element and let
render.js measure them. The canvas stays FULL-BLEED (the stands under the notch look good) —
it is the HUD that has to move, see SAFE in render.js. */
#safe { position: fixed; top: 0; left: 0; width: 0; height: 0; pointer-events: none; visibility: hidden;
padding-top: env(safe-area-inset-top, 0px); padding-bottom: env(safe-area-inset-bottom, 0px); }
/* The canvas STRETCHES to the viewport and render.js derives its logical height from the box it
actually got. Sizing it the other way round (compute a scale from innerWidth/innerHeight, then set
explicit px) meant it was laid out against whatever innerHeight reported at load — before iOS
Safari's toolbars had settled — and it stayed a strip short of the bottom forever after.
100dvh is the dynamic viewport height, so it tracks those toolbars. */
/* TOP inset only. The status bar is opaque UI and the scoreboard must clear it, so the canvas starts
below it — but the home indicator is a slim translucent bar, so the canvas runs all the way to the
PHYSICAL bottom edge and the court art fills it. Only the weapon RACK lifts clear of the indicator,
via SAFE.bottom in render.js. Reserving the bottom inset here instead just left a dead band.
100dvh is the dynamic viewport height, so it tracks iOS Safari's toolbars appearing/hiding. */
canvas { image-rendering: pixelated; display: block; position: fixed; touch-action: none;
top: env(safe-area-inset-top, 0px);
left: env(safe-area-inset-left, 0px);
width: calc(100vw - env(safe-area-inset-left, 0px) - env(safe-area-inset-right, 0px));
height: calc(100dvh - env(safe-area-inset-top, 0px)); }
#hint { position: fixed; bottom: 8px; width: 100%; text-align: center;
font: 400 10px Silkscreen, monospace; color: #6b7688; }
@media (pointer: coarse) { #hint, #intro .kb { display: none; } }
#intro { position: fixed; inset: 0; z-index: 10; touch-action: none; display: grid; place-items: center;
background: radial-gradient(circle at 50% 34%, rgba(34,16,20,0.92), rgba(8,10,16,0.96)); }
#intro .card { font: 400 11px Silkscreen, monospace; color: #dfe6f2; text-align: center; line-height: 1.9;
padding: 18px 26px; max-width: 92vw; animation: drop 0.5s ease-out; }
@keyframes drop { from { transform: translateY(-14px); opacity: 0; } }
/* the logo is generated pixel art now (assets/logo.png), not stacked CSS text */
#intro .logo { display: block; width: min(320px, 78vw); height: auto; margin: 0 auto 8px;
image-rendering: pixelated; filter: drop-shadow(0 3px 0 rgba(0,0,0,0.45)); }
#intro .slogan { margin: 8px 0 16px; font-size: 12px; color: #b6a0a4; letter-spacing: 0.5px; }
#intro .slogan b { color: #c9564a; }
#intro .how { display: inline-block; text-align: left; color: #cbd4e2; line-height: 2; }
#intro .how p { margin: 0; }
#intro .how span { display: inline-block; width: 30px; }
#intro em { color: #8a96ab; font-style: normal; font-size: 12px; }
#intro .start { margin-top: 18px; color: #e0cc72; font-weight: bold; letter-spacing: 1px; animation: blink 1.1s step-end infinite; }
@keyframes blink { 50% { opacity: 0.25; } }
</style>
</head>
<body>
<canvas id="c" width="480" height="270"></canvas>
<div id="safe"></div>
<div id="hint">move: WASD/arrows &nbsp;·&nbsp; serve/swing: SPACE &nbsp;·&nbsp; aim: hold a direction while swinging &nbsp;·&nbsp; T: tuning panel</div>
<div id="intro">
<div class="card">
<img class="logo" src="assets/logo.png" alt="Splatter Tennis">
<p class="slogan">Fifteen. Thirty. Forty. <b>Dead.</b></p>
<div class="how">
<p><span>👆</span> tap — serve + swing</p>
<p><span>👉</span> flick — aimed shot</p>
<p><span>✋</span> drag — run <em>(auto-run is on)</em></p>
<p class="kb"><span>⌨️</span> WASD / arrows + SPACE</p>
</div>
<p class="start">TAP TO START</p>
</div>
</div>
<script type="module" src="main.js?v=49"></script>
</body>
</html>