- Stand at the baseline: in splatter the player is pinned to the baseline (a turret, side-to-side only) — the duel is exempt so it keeps free depth. - Zombie 1:1 duel now plays like real tennis: no free-aim flick, no drag reticle; lane aim + the toss-then-hit serve (gate on !G.interlude in doHit/hitServe/keyPressed/canAimServe). - Rapid serves: the two-stage reticle serve now fires mid-rally too — a ball still in flight is banished to a ballistic clone so the next serve launches at once. Serve as fast as you can drag-release. - Wounded skins for multi-hit foes: brute (arm off) and racket boss (arm off, then headless) swap by remaining hp, with a graceful fallback to the healthy sprite. The headless boss is drawn a head shorter so the shoulders line up. - Dynamic gore: the blood is NOT painted in — open wounds gush live particles every frame (arm stumps + a neck geyser on the headless boss), absurdly, and bounded so it self-regulates. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
12 KiB
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12 KiB
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