Files
splatter-tennis/input.js
T
wuwiandClaude Opus 5 d4bbcfc080 Aim by dragging at them, so the thumb stops walking into the iOS edge
The slingshot pulled back, which meant every shot ended with the thumb lower
than it started — and the next touch begins where the last one ended. Over a
horde it walks itself into the bottom edge strip, where a pull down is
Reachability and iOS takes the gesture. A web page cannot refuse that.

So the drag now points AT the target: the thumb ends high and drifts up-screen,
away from the edge. It also matches the flick-swing, which always aimed this way.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-02 14:05:04 +02:00

148 lines
7.5 KiB
JavaScript

// Keyboard + one-handed touch. Exposes movement axes and the flick-aim for gameplay.
// Note: input <-> gameplay is an intentional import cycle; both only call each other's
// functions at runtime, never during module evaluation.
import { cv } from './dom.js';
import { audio, pock } from './audio.js';
import { TUNE } from './config.js';
import { G, score } from './state.js';
import { keyPressed, dragServe, selectWeapon, serveToss, pullQuality, dismissModal } from './gameplay.js';
import { rackHit } from './render.js';
import { togglePanel } from './panel.js';
const keys = {};
addEventListener('keydown', e => {
if (['ArrowUp', 'ArrowDown', 'ArrowLeft', 'ArrowRight', ' '].includes(e.key)) e.preventDefault();
if (dismissModal()) return; // a modal eats the whole keystroke — dismissing must never also serve
if (e.key === 't' || e.key === 'T') togglePanel();
if (e.key >= '1' && e.key <= '5') selectWeapon(+e.key - 1); // pick a rack slot
if (!keys[e.code]) keyPressed(e.code);
keys[e.code] = true;
});
addEventListener('keyup', e => keys[e.code] = false);
const touchAxis = { x: 0, z: 0 };
export const axisX = () => touchAxis.x || (keys.ArrowRight || keys.KeyD ? 1 : 0) - (keys.ArrowLeft || keys.KeyA ? 1 : 0);
export const axisZ = () => touchAxis.z || (keys.ArrowUp || keys.KeyW ? -1 : 0) + (keys.ArrowDown || keys.KeyS ? 1 : 0);
// One-handed touch: hold-drag = run, quick FLICK = swing aimed in the flick direction,
// plain tap = neutral swing / toss / serve. Extra finger tap still swings (two-thumb play).
let stick = null; // {id, x0, y0, t0, moved}
let flickAim = null; // {ax, az, t} aim override for the swing just triggered
const DEAD = 14;
// gameplay consumes the flick at contact; returns null if none or expired
export function takeFlickAim(maxAgeMs = 450) {
if (flickAim && performance.now() - flickAim.t < maxAgeMs) {
const aim = flickAim; // carries ax/az (lanes, tennis) AND fx/fy/mag (splatter free-aim)
flickAim = null;
return aim;
}
return null;
}
// the two-stage serve: a drag that STARTS at a serveable pretoss aims a visible reticle
// (G.aim, drawn by render); release fires the serve there, dragging home again cancels.
// EVERY phase of splatter play, so the drag never silently turns into something else. The old
// "drag walks the player" mode between shots was invisible state and read as a bug.
const canAimServe = () =>
!G.modal // the world is frozen behind a popup — the thumb that clears it must not draw a bow
&& G.mode === 'splatter' // every phase of it; 'eaten' is its own mode and never gets here
&& score.server === 'P' && G.weapon !== 4 // GUN pops on tap, no reticle
&& !G.interlude && !G.horde && !(G.mgT > 0) && !G.changeover; // the duel serves like tennis: no reticle
let steerPX = null; // live absolute finger x (-1..1 across the canvas) — machine-gun steering reads it
export const touchPX = () => steerPX;
// Restarting a run no longer reloads the page (see state.resetState), so this module's own state has
// to be put back by hand: a key still held, or a half-finished drag, would otherwise be inherited by
// the next run's very first frame.
export function resetInput() {
for (const k in keys) delete keys[k];
touchAxis.x = touchAxis.z = 0;
stick = flickAim = steerPX = null;
}
cv.addEventListener('touchstart', e => {
e.preventDefault(); audio();
const r = cv.getBoundingClientRect();
for (const t of e.changedTouches) {
if (dismissModal()) return; // the popup owns this gesture and nothing else sees it
if (!G.horde && !(G.mgT > 0)) { // rack tap selects a tin — but never during finger-steer modes
const slot = rackHit((t.clientX - r.left) / r.width, (t.clientY - r.top) / r.height);
if (slot >= 0) { selectWeapon(slot); continue; }
}
if (!stick) {
stick = { id: t.identifier, x0: t.clientX, y0: t.clientY, t0: performance.now(),
moved: false, aimable: canAimServe() }; // context locked at touch start — a movement drag never morphs into a serve
// the reticle appears the moment the thumb lands, but mag 0 aims at nothing — you have to pull
if (stick.aimable) G.aim = { fx: 0, fy: 0, mag: 0 };
else steerPX = (t.clientX - r.left) / r.width * 2 - 1;
}
else keyPressed('Space');
}
}, { passive: false });
cv.addEventListener('touchmove', e => {
e.preventDefault();
if (!stick) return;
for (const t of e.changedTouches) {
if (t.identifier !== stick.id) continue;
const dx = t.clientX - stick.x0, dy = t.clientY - stick.y0, dist = Math.hypot(dx, dy);
if (dist > DEAD) stick.moved = true;
// Drag TOWARD the target, not back from it. It used to be a slingshot (pull back, launch
// forward) and that felt better — but every shot then ended with the thumb LOWER than it
// started, and the next touch begins where the last one ended. Over a horde the thumb walks
// itself into the iOS bottom edge and a pull becomes Reachability. Dragging at them walks it
// UP-screen instead, away from the edge. It also matches the flick-swing below, which always
// aimed this way.
if (stick.aimable) {
if (dist > DEAD) {
if (!stick.tossed) { serveToss(); stick.tossed = true; } // the drag kicks off the toss animation
G.aim = { fx: dx / dist, fy: dy / dist, mag: dist };
// the moment the pull is strong enough to actually splatter, it clicks — you can feel
// where the threshold is without watching the reticle
const hot = pullQuality(dist) >= TUNE.zSplatQ;
if (hot !== !!stick.hot) { stick.hot = hot; if (hot) pock(0.45, 1250); }
} else G.aim = { fx: 0, fy: 0, mag: 0 };
continue;
}
const r = cv.getBoundingClientRect();
steerPX = (t.clientX - r.left) / r.width * 2 - 1;
touchAxis.x = Math.abs(dx) > DEAD ? Math.sign(dx) : 0;
touchAxis.z = Math.abs(dy) > DEAD ? Math.sign(dy) : 0;
}
}, { passive: false });
const endTouch = e => {
e.preventDefault();
for (const t of e.changedTouches) {
if (!stick || t.identifier !== stick.id) continue;
const dt = performance.now() - stick.t0;
const dx = t.clientX - stick.x0, dy = t.clientY - stick.y0, dist = Math.hypot(dx, dy);
const aim = G.aim; G.aim = null; steerPX = null;
if (stick.aimable && stick.moved) { // slingshot release
// only a real pull fires — walked back under pullMin, it cancels and nothing is spent.
// (a bare hold used to fire at a free auto-target; that was the whole exploit)
if (aim && dist >= TUNE.pullMin) dragServe(aim);
}
else if (!stick.moved && dt < 250) keyPressed('Space'); // tap
else if (dt < 300 && dist > 28) { // flick = aimed swing
flickAim = { ax: Math.abs(dx) > dist * 0.38 ? Math.sign(dx) : 0,
az: Math.abs(dy) > dist * 0.38 ? Math.sign(dy) : 0,
fx: dx / dist, fy: dy / dist, mag: dist, // raw vector: splatter free-aim
t: performance.now() };
keyPressed('Space');
}
stick = null; touchAxis.x = 0; touchAxis.z = 0;
}
};
cv.addEventListener('touchend', endTouch, { passive: false });
cv.addEventListener('touchcancel', endTouch, { passive: false });
// Mouse/desktop dismissal. Registered ONLY on fine pointers: on a touch screen pointerdown
// fires before touchstart, so a shared handler would clear the modal and let the touchstart
// below it fall through into a serve — exactly the swallowed-gesture bug.
if (!matchMedia('(pointer: coarse)').matches)
cv.addEventListener('pointerdown', () => dismissModal());