THE LEGS. Measured as lower-third silhouette difference between the two stride frames: the groundskeeper, whose walk has always been right, is 0.80. The seller was 0.017 — the same legs twice, which is why he hopped along on one of them. Both sheets regenerated with the stride as the entire subject (one foot planted ahead, the other trailing, and they SWAP): seller 0.42, champion 0.67. Three things the champion's re-rolls proved, all of them the same lesson — THE REFERENCE IS WHAT IT COPIES. Anchored on his own one-legged frame it drew that pose again. Given a working walk from another boss alongside him "for the legs only" it blended the two and returned a slim side-on walker, then a pot-bellied man in cream. One character in the reference, one character out — and pick the keeper by EYE, because the metric happily crowned the side view. THE CHARGE. It rushed, then withdrew a fraction of what it covered, so it ended the fight parked on top of you: dodge or die every two seconds with no window to hit it, and nothing but a hitscan laser quick enough to use the window there was — Oliver, "they come too close, they seem unbeatable". A rush now RETREATS to its line afterwards, and to keep it from being toothless the other way (from the band it ran out of clock 8 m short) the rush is TIMED rather than paced: it covers whatever ground the retreat left in bossChargeT, so every charge arrives and every charge has the same readable run-up. Measured over 30 s: five rushes, each one reaching you, 13% of the fight in your face instead of all of it. And the back room moved off the whole splash onto an invisible box in the TOP- LEFT CORNER. Five taps in the middle of the screen — which is where your thumb goes on the way to PLAY MATCH — now do nothing. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
386 lines
23 KiB
JavaScript
386 lines
23 KiB
JavaScript
// Splatter Tennis — boot, main loop, intro overlay, and the window.T test hooks.
|
||
// World units: meters. z axis = court depth, 0 at FAR baseline, 23.77 at NEAR baseline.
|
||
// Module map: config (tuning/constants) · state (mutable game state) · gameplay (logic/update)
|
||
// render (camera/drawing) · input (keys/touch) · audio (sfx/umpire) · panel (T tuning UI)
|
||
|
||
import { TUNE, COURTS, TOURS, EATEN_RESTART, WEAPONS, bossArt } from './config.js';
|
||
import { P, O, ball, score, G, setupPoint, selectCourt, selectTour } from './state.js';
|
||
import { update, restartRun, keyPressed, solveShot, inServeBox, inCourt, forceZombies, splatPoint, deliverTin, selectWeapon, grantWeapon, showModal, dismissModal, startDuel, resolveInterlude, flickTarget, startBossFight, endBossFight , toggleTestMode } from './gameplay.js';
|
||
import { fitViewport, render, proj, RES, SPRV, LOAD } from './render.js';
|
||
import { voice, ambient, menuMusic, menuDuck } from './audio.js';
|
||
import { zombies, spawnZombie, spawnRacketZombie, spawnMachine, spawnChapterBoss, piles, gore, parts, pellets, extras, shots, pops, explode, hurtPlayer, killPlayer , spawnBarrel } from './zombies.js';
|
||
import { cv } from './dom.js';
|
||
import * as stats from './stats.js';
|
||
import './input.js';
|
||
|
||
let last = performance.now();
|
||
// T.pause(true) freezes the WORLD but keeps drawing, so a value changed in devtools shows up on the
|
||
// next frame without the scene moving on underneath you. Halting rAF instead (the old test recipe)
|
||
// freezes the picture too, which is useless for looking at a shot.
|
||
let paused = false;
|
||
// CALM STATES RUN SLOW. The battery bill is fill-rate × frame-rate, and two screens can sit on a
|
||
// phone for minutes while fully static: a SETTLED modal (the world is frozen behind it — only the
|
||
// blink still moves) and the death summary once its fade and gore have played out. 20-odd fps
|
||
// there is invisible and thirds the drain; live play stays at TUNE.fps, untouched — the 60 was a
|
||
// feel decision and this deliberately never applies to anything that moves.
|
||
const calmFps = () => G.modal && G.modal.in >= 1 ? 20
|
||
: G.mode === 'eaten' && G.eatenT > EATEN_RESTART + 1 ? 24 : 0;
|
||
let lowPowerApplied = false; // the last lowPower state fitViewport was run under (T-panel flips it live)
|
||
function frame(now) {
|
||
requestAnimationFrame(frame); // schedule FIRST: one bad frame must never kill the loop (a thrown error froze the game for good)
|
||
if ((TUNE.lowPower >= 0.5) !== lowPowerApplied) { lowPowerApplied = TUNE.lowPower >= 0.5; fitViewport(); }
|
||
const cap = calmFps() || TUNE.fps;
|
||
if (cap && now - last < 1000 / cap - 2) return; // frame cap (battery): skip RAF ticks until it's our beat
|
||
// THE MENU IS OPAQUE (#intro: fixed, inset 0, solid background). Painting the whole court at RES
|
||
// density behind it — for the minutes a phone idles on the splash and stats screens — was pure
|
||
// battery burn nobody could see. The world holds still too; nothing on it predates the menu.
|
||
if (menuUp()) { last = now; return; }
|
||
if (paused) { last = now; render(); return; }
|
||
let dt = Math.min(0.04, (now - last) / 1000); last = now;
|
||
// A chapter boss dies in slow motion. The clock that ENDS it runs at real speed, so the effect is
|
||
// always the same length in seconds however far the world has been slowed.
|
||
if (G.slowT > 0) { G.slowT -= dt; dt *= TUNE.bossSlowMo; }
|
||
update(dt); render();
|
||
}
|
||
|
||
fitViewport();
|
||
// iOS PWA cold start. Launched from the homescreen, WebKit resolves the viewport AND every env()
|
||
// safe-area inset once, against a provisional geometry, and never revisits them until the geometry
|
||
// is "exercised" — which is why the game only filled the screen after a rotate and back, and why
|
||
// waiting for an event could never work: nothing fires. Toggling viewport-fit off and on is the
|
||
// known WebKit workaround: it forces that recalculation without the user rotating anything.
|
||
// Standalone only, because that is the only mode with the bug.
|
||
if (navigator.standalone || matchMedia('(display-mode: standalone)').matches) {
|
||
const meta = document.querySelector('meta[name=viewport]'), real = meta.content;
|
||
meta.content = real.replace('viewport-fit=cover', 'viewport-fit=auto');
|
||
requestAnimationFrame(() => { meta.content = real; requestAnimationFrame(fitViewport); });
|
||
}
|
||
setupPoint();
|
||
// warm both faces so the canvas never paints a system-serif fallback frame
|
||
if (document.fonts) for (const f of ['700 8px Silkscreen', '400 8px Silkscreen', '400 20px Bangers'])
|
||
document.fonts.load(f);
|
||
|
||
// The overlay is a four-stage machine: splash -> {setup, stats, ranks}. The title screen IS the
|
||
// menu — a separate menu stage behind it showed the same logo on the same backdrop and read as the
|
||
// title screen failing to advance. One overlay throughout, swapped by data-stage, so the court never
|
||
// flashes between screens; HIDDEN during play rather than removed, so a restart puts it back.
|
||
const intro = document.getElementById('intro');
|
||
const menuUp = () => !intro.hidden;
|
||
const remembered = k => { try { return localStorage.getItem(k); } catch { return null; } };
|
||
let picked = remembered('court') || COURTS[0].id;
|
||
let pickedTour = remembered('tour') || TOURS[0].id;
|
||
const go = stage => { intro.dataset.stage = stage; menuMusic(); }; // every stage change is a gesture, so it is also a safe place to (re)start the theme
|
||
|
||
// --- tour tiles, built from the table. Same "tap selects, SERVE UP starts" rule as the court rows —
|
||
// the setup screen picks WHO and WHERE, and nothing on it commits you.
|
||
const tourList = document.getElementById('tours');
|
||
for (const t of TOURS) {
|
||
const b = document.createElement('button');
|
||
b.className = t.id === pickedTour ? 'on' : '';
|
||
b.innerHTML = `<img src="assets/${t.tile}.png?v=${SPRV}" alt=""><b>${t.name}</b>`;
|
||
b.addEventListener('click', () => {
|
||
pickedTour = t.id;
|
||
for (const el of tourList.children) el.classList.toggle('on', el === b);
|
||
summary();
|
||
});
|
||
tourList.appendChild(b);
|
||
}
|
||
|
||
// --- court rows, built from the table.
|
||
// The two meters come out of the court's OWN bounce numbers rather than a pair of hand-written
|
||
// ratings, so a physics change moves the bars with it and the screen can never advertise a court
|
||
// that plays differently from what it says.
|
||
// SPEED how much pace survives the bounce — bounceXZ, grass .84 fastest, clay .70 slowest
|
||
// BOUNCE how much of it comes back UP — bounceY, clay .66 highest, grass .50 lowest
|
||
// The two divisors just stretch those narrow real ranges across a full bar; they carry no physics.
|
||
const meter = (label, v, cls = '') =>
|
||
`<div class="meter ${cls}"><u>${label}</u><s><i style="width:${
|
||
Math.round(Math.min(1, Math.max(0.08, v)) * 100)}%"></i></s></div>`;
|
||
const courtList = document.getElementById('courtList');
|
||
for (const c of COURTS) {
|
||
const b = document.createElement('button');
|
||
b.className = 'court' + (c.id === picked ? ' on' : ''); // your last court comes up pre-picked
|
||
b.innerHTML = `<img src="assets/${c.tile}.png?v=${SPRV}" alt=""><span class="cb">`
|
||
+ `<b>${c.name}</b><i>${c.sub}</i>`
|
||
+ meter('SPEED', (c.bounceXZ - 0.62) / 0.26)
|
||
+ meter('BOUNCE', (c.bounceY - 0.44) / 0.28, 'b')
|
||
+ '</span>';
|
||
// Tapping a tile SELECTS it and nothing more. It used to start the match on the spot, which gave
|
||
// you no way to look at the three of them and no way back out of the screen.
|
||
b.addEventListener('click', () => {
|
||
picked = c.id;
|
||
for (const el of courtList.children) el.classList.toggle('on', el === b);
|
||
summary();
|
||
});
|
||
courtList.appendChild(b);
|
||
}
|
||
|
||
// what the setup footer says you are about to play, and what it is worth beating
|
||
function summary() {
|
||
const t = TOURS.find(x => x.id === pickedTour) || TOURS[0];
|
||
const c = COURTS.find(x => x.id === picked) || COURTS[0];
|
||
const best = stats.total().best;
|
||
document.getElementById('sSum').innerHTML =
|
||
`<span>${t.name.replace(' SINGLES', '')} · ${c.name}</span>`
|
||
+ `<span>${best ? best + (best === 1 ? ' GAME' : ' GAMES') + ' TO BEAT' : 'FIRST RUN'}</span>`;
|
||
}
|
||
|
||
// The splash carries ONE number, on the STATS button. A boxed BEST RUN / WORLD RANK bar across the
|
||
// top came out of the mockup and went again: it sat on the best part of the art and said twice what
|
||
// the two buttons underneath already say. Re-read whenever the splash comes back up, because a run
|
||
// has just ended and the count has moved.
|
||
function refreshSplash() {
|
||
document.getElementById('mKills').textContent = stats.total().kills.toLocaleString('en-GB') + ' KILLS';
|
||
summary();
|
||
}
|
||
|
||
function start() {
|
||
if (!menuUp()) return;
|
||
selectTour(pickedTour);
|
||
selectCourt(picked);
|
||
menuDuck(true); // the theme belongs to the menus — hand the court over to the ambience
|
||
intro.hidden = true; ambient(); voice('quiet_please'); // low atmosphere bed starts with the first gesture
|
||
}
|
||
let stPeriod = 'all';
|
||
const openStats = () => { stats.drawStats(stPeriod, SPRV); go('stats'); };
|
||
document.getElementById('mStart').addEventListener('click', () => go('setup'));
|
||
document.getElementById('mStats').addEventListener('click', openStats);
|
||
document.getElementById('mRanks').addEventListener('click', () => { go('ranks'); stats.drawRanks(); });
|
||
|
||
// --- THE NAME PROMPT. It appears on exactly one occasion: a run that beat your own best kill
|
||
// count, on the tap that takes you off the death screen. Anything more often is a form standing
|
||
// between you and the next match.
|
||
const nbName = document.getElementById('nbName'), nbMsg = document.getElementById('nbMsg');
|
||
let nbRun = null;
|
||
function askName(run) {
|
||
nbRun = run;
|
||
document.getElementById('nbScore').innerHTML =
|
||
`<b>${run.kills.toLocaleString('en-GB')}</b> KILLS · <b>${run.games}</b> GAME${run.games === 1 ? '' : 'S'}`;
|
||
nbName.value = stats.savedName();
|
||
nbMsg.textContent = 'PUT IT ON THE WORLD BOARD.';
|
||
document.getElementById('nbSend').disabled = false;
|
||
go('newbest');
|
||
// focus only where a keyboard is already there. On a phone this would throw the soft keyboard up
|
||
// over the score you just earned, before you have read it.
|
||
if (!matchMedia('(pointer: coarse)').matches) nbName.focus();
|
||
}
|
||
document.getElementById('nbSkip').addEventListener('click', () => { nbRun = null; go('splash'); });
|
||
document.getElementById('nbSend').addEventListener('click', async () => {
|
||
const name = stats.tidyName(nbName.value);
|
||
if (!name) { nbMsg.textContent = 'A NAME FIRST.'; nbName.focus(); return; }
|
||
nbName.value = name; // show what is actually going on the board
|
||
if (!nbRun) return go('splash');
|
||
const btn = document.getElementById('nbSend');
|
||
btn.disabled = true; nbMsg.textContent = 'SENDING…'; // the double-tap posts twice otherwise
|
||
try {
|
||
const r = await stats.submit(name, nbRun.kills, nbRun.games);
|
||
nbRun = null;
|
||
go('ranks');
|
||
stats.drawRanks(r.scores); // the board came back with the reply — no second round trip
|
||
} catch (e) {
|
||
btn.disabled = false;
|
||
nbMsg.textContent = e.taken ? 'THAT NAME IS SPOKEN FOR. PICK ANOTHER.'
|
||
: 'THE BOARD DID NOT ANSWER. TRY AGAIN?';
|
||
if (e.taken) { nbName.select(); nbName.focus(); }
|
||
}
|
||
});
|
||
nbName.addEventListener('keydown', e => { if (e.key === 'Enter') document.getElementById('nbSend').click(); });
|
||
document.getElementById('cStart').addEventListener('click', start);
|
||
for (const id of ['sBack', 'stBack', 'rkBack', 'scBack'])
|
||
document.getElementById(id).addEventListener('click', () => go('splash'));
|
||
document.getElementById('bsBack').addEventListener('click', () => go('secret'));
|
||
|
||
// ---- THE BACK ROOM: five taps in the TOP-LEFT CORNER of the splash (#hot, an invisible box in
|
||
// index.html), and nothing on the screen says so. It replaces the triple-tap on the in-play
|
||
// scoreboard, which sat on top of the miss-log tap and which the testteam kept opening by accident.
|
||
// The corner rather than the logo: on the way to PLAY MATCH your thumb crosses the middle of the
|
||
// splash all the time, and a hidden door you can open by accident is just a bug with a secret.
|
||
let logoTaps = [];
|
||
document.getElementById('hot').addEventListener('pointerdown', () => {
|
||
const now = performance.now();
|
||
logoTaps = logoTaps.filter(t => now - t < 2000);
|
||
logoTaps.push(now);
|
||
if (logoTaps.length >= 5) { logoTaps = []; go('secret'); }
|
||
});
|
||
|
||
// Both entries drop you into a REAL run rather than a special mode — same update loop, same
|
||
// scoring, same death — which is the only way a test tells you anything about the game.
|
||
// This is laserScene's trick: force the turn and then step the transition out in one go, because
|
||
// the cinematic is ten seconds you did not come here to watch.
|
||
function intoSplatter() {
|
||
if (G.mode === 'tennis') forceZombies();
|
||
for (let i = 0; i < 900 && G.mode !== 'splatter'; i++) update(1 / 60);
|
||
G.modal = null; G.horde = null; G.interlude = false; G.changeover = 0; G.clearing = false;
|
||
G.mgT = 0; G.gunId = null; G.beam = null; G.hp = G.hpMax = TUNE.playerHp;
|
||
zombies.length = 0; shots.length = 0; pellets.length = 0;
|
||
score.server = 'P'; setupPoint();
|
||
}
|
||
document.getElementById('scWeapons').addEventListener('click', () => {
|
||
start(); intoSplatter(); toggleTestMode();
|
||
});
|
||
document.getElementById('scBosses').addEventListener('click', () => go('bosses'));
|
||
|
||
// The list is built by ASKING bossArt which design each chapter gets, so it can never drift from
|
||
// what the run actually spawns — including the champion sitting on chapter 10 rather than 7.
|
||
const bossList = document.getElementById('bossList');
|
||
for (let ch = 1; ch <= 10; ch++) {
|
||
const art = bossArt(ch), b = document.createElement('button');
|
||
b.innerHTML = `<img src="assets/${art.walk[0]}.png?v=${SPRV}" alt="">`
|
||
+ `<b>${art.name}</b><i>CHAPTER ${ch} · GAME ${ch * TUNE.bossEvery}</i>`;
|
||
b.addEventListener('click', () => {
|
||
start(); intoSplatter();
|
||
G.runGames = ch * TUNE.bossEvery; // the roster, the HUD and the spawn ramp all read this one
|
||
G.bossDue = 0; // ...and the schedule must not queue a SECOND fight behind it
|
||
for (const id of Object.keys(WEAPONS)) grantWeapon(id, TUNE.wCap); // full arsenal, every tin
|
||
G.weapon = 0;
|
||
startBossFight(ch);
|
||
});
|
||
bossList.appendChild(b);
|
||
}
|
||
// the three period tabs are one listener on the strip — the button carries the period in data-p
|
||
document.getElementById('stTabs').addEventListener('click', e => {
|
||
const b = e.target.closest('button'); if (!b) return;
|
||
stPeriod = b.dataset.p;
|
||
for (const el of e.currentTarget.children) el.classList.toggle('on', el === b);
|
||
stats.drawStats(stPeriod, SPRV);
|
||
});
|
||
refreshSplash();
|
||
|
||
// THE BOOT GATE. render.js fires all ~230 sprite requests at import; this only watches them and
|
||
// keeps the splash's buttons out of reach until the last one has landed and both faces are ready.
|
||
// Without it a cold start could open the stats screen — which hangs <img> tags on the same files —
|
||
// or start a rally while half the sheets were still in flight, and the missing ones drew as
|
||
// whatever the fallback was. onerror counts too (render.js), so a dead network still finishes the
|
||
// bar rather than parking the player on it forever.
|
||
const splash = document.getElementById('splash'), bootFill = document.querySelector('#boot i');
|
||
splash.classList.add('busy');
|
||
const loaded = () => !splash.classList.contains('busy');
|
||
// setInterval, NOT requestAnimationFrame: rAF does not fire in a hidden tab, and a phone that
|
||
// launches the app and locks — or an install that loads in the background — would come back to a
|
||
// bar frozen at whatever it reached and a menu with no buttons on it. An interval still ticks
|
||
// (throttled to about a second), so the gate always opens.
|
||
const tick = setInterval(function watchLoad() {
|
||
const frac = LOAD.total ? LOAD.done / LOAD.total : 1;
|
||
bootFill.style.width = (frac * 100).toFixed(1) + '%';
|
||
if (frac < 1) return;
|
||
clearInterval(tick);
|
||
// fonts.ready resolves once nothing is pending — including the three faces warmed above — so the
|
||
// first canvas frame is never the system serif.
|
||
(document.fonts ? document.fonts.ready : Promise.resolve()).then(() => splash.classList.remove('busy'));
|
||
}, 100);
|
||
|
||
// THE FIRST TAP ANYWHERE ON THE OVERLAY STARTS THE THEME, and does nothing else — the screens have
|
||
// real buttons now. This is the gesture the autoplay policy is waiting for, which is why the theme
|
||
// is not started at boot. menuMusic itself is a no-op once the bed exists (loopBed's beds.has
|
||
// guard), so coming back from a run picks up the track already playing rather than restarting it.
|
||
intro.addEventListener('pointerdown', () => menuMusic());
|
||
// which build am I looking at? Push = deploy and the browser cannot see git, so the served file's
|
||
// own timestamp IS the version marker — it changes on every deploy, with nothing to remember to bump.
|
||
// Match it against `git log -1 --format=%cd` when a phone looks suspiciously out of date.
|
||
fetch('main.js', { method: 'HEAD' })
|
||
.then(r => { const t = r.headers.get('last-modified'); if (!t) return;
|
||
document.getElementById('build').textContent = 'BUILD ' + new Date(t).toLocaleString('en-GB').replace(',', ''); })
|
||
.catch(() => {}); // no header, no line — never a broken start screen
|
||
// Keyboard, per stage. On the splash Enter/Space goes to setup and S opens the stats; on the setup
|
||
// screen 1..N picks a court and Enter starts; Escape backs out to the splash from anywhere.
|
||
addEventListener('keydown', e => {
|
||
if (!menuUp()) return;
|
||
menuMusic(); // a key is a gesture too — unlock the theme on a desktop that never taps
|
||
const stage = intro.dataset.stage;
|
||
if (e.key === 'Escape') return go('splash');
|
||
if (stage === 'splash') {
|
||
if (!loaded()) return; // the boot bar hides the buttons; a key must not walk past it
|
||
if (e.key === 'Enter' || e.key === ' ') go('setup');
|
||
else if (e.key === 's' || e.key === 'S') openStats();
|
||
return;
|
||
}
|
||
if (stage !== 'setup') return; // stats and ranks are read-only: Escape is the whole interface
|
||
const n = parseInt(e.key, 10);
|
||
if (n >= 1 && n <= COURTS.length) courtList.children[n - 1].click();
|
||
else if (e.key === 'Enter' || e.key === ' ') start();
|
||
});
|
||
|
||
// A run the player walks out on is still a run. killPlayer banks a death; this banks everything
|
||
// else — the tab closed mid-match, the phone's browser killed in the background. `pagehide` is the
|
||
// one that actually fires on iOS, where beforeunload/unload do not. endRun is idempotent and
|
||
// no-ops on an empty run, so closing the tab at the menu writes nothing.
|
||
addEventListener('pagehide', () => {
|
||
if (G.mode === 'splatter') stats.endRun(G.runGames, G.sets[0], G.splatT, false);
|
||
});
|
||
|
||
// eaten: any tap or key returns to the title — but only once the death animation has played out, so
|
||
// a panic tap during the gore burst can't skip it. A modal owns its own gesture (see input.js).
|
||
// NOT a page reload any more: that reset everything honestly but also tore down the AudioContext, so
|
||
// the theme restarted from silence. restartRun puts every bag back from a pristine copy, and the
|
||
// bed that has been playing under the death summary simply carries on into the title screen.
|
||
const maybeRestart = () => {
|
||
if (G.modal || G.mode !== 'eaten' || G.eatenT <= EATEN_RESTART) return;
|
||
restartRun();
|
||
refreshSplash(); // the run just ended: the splash count has moved
|
||
intro.hidden = false;
|
||
// stats.lastRun() survives restartRun on purpose — it lives in the stats module, not on G, which
|
||
// has just been restored from PRISTINE. Consumed on read, so the prompt appears once.
|
||
const run = stats.lastRun();
|
||
if (run && run.newKillBest && run.kills > 0) askName(run);
|
||
else go('splash');
|
||
};
|
||
cv.addEventListener('pointerdown', maybeRestart);
|
||
addEventListener('keydown', maybeRestart);
|
||
|
||
// A tap on the SCOREBOARD toggles the miss-log overlay, and that is now all it does. The triple-tap
|
||
// that opened test mode has moved to the back room on the splash (see below): a cheat you can trip
|
||
// by accident mid-run is a bug, and this one sat on the one thing you tap to read the log.
|
||
cv.addEventListener('pointerdown', e => {
|
||
const r = cv.getBoundingClientRect();
|
||
const x = (e.clientX - r.left) / r.width * (cv.width / RES); // logical coords
|
||
const y = (e.clientY - r.top) / r.height * (cv.height / RES);
|
||
if (x >= 6 && x <= 138 && y >= 6 && y <= 36) G.logShow = !G.logShow; // the scoreboard
|
||
});
|
||
|
||
|
||
|
||
// ---- A POSED SCENE for tuning a shot: `T.laserScene()`, or load with #laser. Six bodies of
|
||
// different types at known depths, the laser armed, a pull held.
|
||
// IT DOES NOT PAUSE, deliberately. The first version froze the world so the picture would hold
|
||
// still — and then every TUNE value you changed did nothing visible, because nothing redrew. The
|
||
// bodies are held still individually (v = 0) and spawning is off instead, so the picture is stable
|
||
// while the render loop keeps running and an edit shows on the very next frame.
|
||
function laserScene() {
|
||
const intro = document.getElementById('intro');
|
||
if (intro) intro.hidden = true;
|
||
paused = false;
|
||
if (G.mode === 'tennis') forceZombies();
|
||
for (let i = 0; i < 600; i++) update(1 / 60); // ride the transition out into splatter
|
||
G.modal = null; G.horde = null; G.interlude = false; G.changeover = 0; G.clearing = false;
|
||
G.mgT = 0; G.gunId = null; G.beam = null; G.bossFight = 0; G.hp = G.hpMax = TUNE.playerHp;
|
||
zombies.length = 0; pellets.length = 0; parts.length = 0; gore.length = 0; piles.length = 0;
|
||
score.server = 'P'; setupPoint();
|
||
P.x = 0;
|
||
TUNE.zMax = 0; // nothing new wanders into the shot
|
||
for (const [x, z, v] of [[0, 20, 'a'], [0.75, 16, 'b'], [-0.85, 12, 'k'],
|
||
[0.85, 8.5, 'g'], [-0.75, 5.5, 'h'], [0, 3, 'e']]) {
|
||
spawnZombie(x, z, v);
|
||
zombies[zombies.length - 1].v = 0; // held still: the scene is a photograph
|
||
}
|
||
G.rack.length = 0; G.temp = null;
|
||
G.weapon = grantWeapon('laser');
|
||
G.modal = null;
|
||
G.aim = { fx: 0, fy: -1, mag: 100 }; // a full pull straight up-court (fy is NEGATIVE)
|
||
return 'posed and LIVE — change TUNE (T panel or console) and it redraws. T.laserFire() to shoot it.';
|
||
}
|
||
// fire the posed shot, then pose it again so you can keep tuning
|
||
function laserFire() {
|
||
G.aim = null; score.server = 'P'; setupPoint();
|
||
keyPressed('Space');
|
||
return 'fired — T.laserScene() to re-pose';
|
||
}
|
||
// a plain timer, not the load event: this module runs as a module, so `load` may already have gone
|
||
if (location.hash === '#laser') setTimeout(laserScene, 600);
|
||
|
||
requestAnimationFrame(frame);
|
||
|
||
// exposed for in-browser sanity checks and simulated playtests
|
||
window.T = { TUNE, ball, P, O, score, G, zombies, laserScene, laserFire, pause: v => { paused = v !== false; }, spawnZombie, spawnRacketZombie, spawnMachine, spawnChapterBoss, spawnBarrel, grantWeapon, toggleTestMode, piles, gore, parts, pellets, extras, shots, pops, explode, hurtPlayer, killPlayer, splatPoint, solveShot, inServeBox, inCourt, proj, setupPoint, forceZombies, deliverTin, selectWeapon, showModal, dismissModal, startDuel, resolveInterlude, flickTarget, startBossFight, endBossFight,
|
||
stats, step: dt => update(dt), render, press: keyPressed,
|
||
get phase() { return G.phase; }, set phase(v) { G.phase = v; } };
|