- 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>
338 lines
19 KiB
JavaScript
338 lines
19 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, swish, shriek, aww, sfx } from './audio.js';
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import { splatPoint, cheer, spentBall, resolveInterlude } 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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export const extras = []; // triple-serve side balls {x, y, z, vx, vy, vz, pow, t} — ballistic clones
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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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const zb = { x, z, v: TUNE.zSpeed * ramp * (0.8 + Math.random() * 0.4), walkT: Math.random() * 9,
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homeOff: (Math.random() * 2 - 1) * 0.8, variant }; // personal lane offset so they don't stack into a column
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if (variant === 'f') { zb.v = Math.min(TUNE.runnerVMax, zb.v * TUNE.runnerSpeed); shriek(); } // shriek = the fairness contract; capped so late runners stay reactable
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if (variant === 'g') { zb.v *= 0.55; zb.hp = TUNE.bruteHp; } // slow, but soaks hits
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if (variant === 's') zb.shieldT = 0; // chair up; > 0 = seconds of stagger left
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zombies.push(zb);
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}
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// which shambler steps out next: the roster grows one type per set (runner: set 1 game 3+,
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// brute: set 2, shield: set 3). Fixed random slots so the classics stay the crowd.
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function pickVariant() {
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const tier = G.sets[0] + G.sets[1], r = Math.random();
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if (tier >= 2 && r < 0.15) return 's';
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if (tier >= 1 && r >= 0.15 && r < 0.30) return 'g';
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if ((tier >= 1 || G.runGames >= 2) && r >= 0.30 && r < 0.42
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&& !zombies.some(z => z.variant === 'f')) return 'f'; // at most one runner alive
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return Math.random() < 0.5 ? 'a' : 'b';
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}
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// core kill: remove the zombie, spawn its gore/pile/particles, score. No ball coupling —
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// shared by ball hits, machine-gun pellets, melee swipes, and extra (multi-serve) balls.
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// how absurdly a variant dies: classics splash, the advanced roster DETONATES
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const GORE_MUL = { a: 1, b: 1, f: 1.8, s: 2.5, g: 4, r: 3 };
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function killZombie(i, quiet) {
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const zb = zombies[i];
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const mul = GORE_MUL[zb.variant] || 1;
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zombies.splice(i, 1);
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if (G.interlude && zb.variant === 'r') resolveInterlude('P'); // regicide ends the duel your way — any weapon counts
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const stains = Math.round(Math.sqrt(mul)); // advanced kills splash a scatter of stains, not one puddle
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for (let k = 0; k < stains; k++) {
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gore.push({ x: zb.x + (k ? (Math.random() * 2 - 1) * 0.9 : 0), z: zb.z + (k ? (Math.random() * 2 - 1) * 0.9 : 0),
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r: (0.45 + Math.random() * 0.35) * Math.sqrt(mul), a: 0.85 });
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if (gore.length > 40) gore.shift();
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}
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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 + Math.round(mul / 2 + 0.5));
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else { piles.push({ x: zb.x, z: zb.z, size: Math.min(4, Math.round(mul / 2 + 0.5)), seed: Math.random() * 1e4, blobs: null, builtSize: 0 });
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if (piles.length > 30) piles.shift(); }
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const n = Math.round(30 * mul); // base bumped 24 -> 30, then the multiplier goes to work
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for (let k = 0; k < n; k++) { const dark = k >= n * 2 / 3; 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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sfx('headshot-' + (Math.random() < 0.5 ? 1 : 2), 0.6); // random headshot crack layered on the gore burst
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sendBoy(zb.x, zb.z); // a boy sprints out to mop
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if (!G.horde) splatPoint('P', quiet); // a horde is survival — it doesn't score, so it can't chain into itself
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}
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// game over: the surviving wave collapses where it stands — no points, no piles, just bodies.
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// This is what makes a game END visibly instead of bleeding into the next one.
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export function sweepCourt() {
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let n = 0;
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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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if (zb.variant === 'r') continue; // the opponent keeps its residence
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zombies.splice(i, 1); n++;
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for (let k = 0; k < 6; k++) parts.push({
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x: zb.x, y: 0.5, z: zb.z, t: 0.4, dark: k % 2 === 0,
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vx: (Math.random() * 2 - 1) * 1.5, vy: 0.4 + Math.random(), vz: (Math.random() * 2 - 1) * 1.5 });
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}
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if (n) splat(0.4);
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}
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// swishing the racket cleaves any shambler in reach (the racket-zombie boss shrugs melee off)
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export function meleeSwipe(x, z, range) {
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let hit = 0;
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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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if (!zb || zb.variant === 'r') continue; // !zb: killZombie can sweep the court mid-loop
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if (Math.hypot(zb.x - x, zb.z - z) < range) { killZombie(i, !!G.horde); hit++; }
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}
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if (hit) swish(0.35);
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return hit;
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}
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function splatter(i, fanfare = true) { // the MAIN ball hit a zombie
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killZombie(i, !!G.horde);
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ball.vx *= TUNE.zPierce; ball.vz *= TUNE.zPierce; // keep enough pace to plow through the next
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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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}
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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() { // all from the far baseline, across the court — never off-screen at the sides
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spawnZombie((Math.random() * 2 - 1) * 5, -1.5 - Math.random(), Math.random() < 0.5 ? 'a' : 'b');
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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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export function spawnRacketZombie() { // one takes up residence on the far court — an opponent, of sorts
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zombies.push({ x: (Math.random() * 2 - 1) * 2.5, z: 3.5, v: 0, walkT: Math.random() * 9,
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variant: 'r', side: 'O', facing: 1, pose: 'idle', poseT: 0, swingT: -1, swingCool: 0, runT: 0, hp: TUNE.racketHp });
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}
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function endHorde() {
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G.horde = null; pellets.length = 0;
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if (!zombies.some(z => z.variant === 'r')) spawnRacketZombie(); // survive the wave → a racket zombie stays
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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 (and can sweep) the array
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if (zombies[i] && Math.hypot(zombies[i].x - x, zombies[i].z - z) < TUNE.bombRadius) splatter(i);
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gore.push({ x, z, r: 1.6, a: 1, scorch: true }); if (gore.length > 40) gore.shift(); // the crater — near-permanent
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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 = 0.18; boom();
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G.shake = { t: 0.35, mag: 6 }; // camera kick
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G.boomFlash = 0.08; // one white frame
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if (G.idleT - G.lastOrderT > 3) { voice('order', 0.35); G.lastOrderT = G.idleT; } // the umpire loses composure
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}
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// wounded zombies gush blood — continuously and absurdly — from every open wound. Anchors are
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// approximate body-height offsets (drawStatic never mirrors, so a fixed side stays put); the
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// parts loop's gravity arcs each spurt into a spray. Bounded so the geyser self-regulates.
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function bleed(zb) {
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if (parts.length > 520) return; // absurd, but not unbounded
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let wounds;
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if (zb.variant === 'g' && zb.hp < TUNE.bruteHp) wounds = [[-0.3, 1.95, 3.2]]; // brute: torn-off arm
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else if (zb.variant === 'r' && zb.hp <= 1) wounds = [[0.05, 1.5, 6.5], [0.4, 1.15, 2.6]]; // headless: neck geyser + torn arm
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else if (zb.variant === 'r' && zb.hp === 2) wounds = [[0.4, 1.2, 3]]; // racket: torn-off arm
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else return;
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for (const w of wounds)
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for (let k = 0; k < 4; k++) parts.push({
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x: zb.x + w[0] + (Math.random() * 2 - 1) * 0.12, y: w[1] + (Math.random() * 2 - 1) * 0.1, z: zb.z + (Math.random() * 2 - 1) * 0.12,
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vx: (Math.random() * 2 - 1) * 1.9, vy: w[2] * (0.5 + Math.random() * 0.7), vz: (Math.random() * 2 - 1) * 1.4,
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t: 0.5 + Math.random() * 0.6, dark: Math.random() < 0.45 });
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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 the cap
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else if (G.mgT > 0 && G.phase === 'rally') { // machine-gun tin: horde firepower, regular rules
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G.mgT -= dt;
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if ((G.mgCool -= dt) <= 0) { firePellet(); G.mgCool = 1 / TUNE.mgRate; }
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if (G.mgT <= 0) setupPoint(); // ammo dry — the serve loop resumes
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}
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if (!G.horde && !G.changeover && !G.interlude) { // breathers and duels get a quiet court
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spawnT -= dt;
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// the spawn director: the match's age (games finished) sets both crowd size and tempo
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const cap = Math.min(TUNE.zMaxCap, TUNE.zMax + G.runGames);
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if (spawnT <= 0 && zombies.length < cap) {
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spawnZombie((Math.random() * 2 - 1) * 4.8, -1.5 - Math.random(), pickVariant());
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spawnT = Math.max(TUNE.zSpawnMin, TUNE.zSpawnEvery - G.runGames * TUNE.zSpawnStep);
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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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if (!zb) continue; // a kill can cascade into sweepCourt (game won mid-loop) and gut the array under us
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zb.walkT += dt;
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zb.z += zb.v * dt;
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bleed(zb); // open wounds bleed every frame they're standing
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if (zb.shieldT > 0) zb.shieldT -= dt; // staggered chair comes back up when this runs out
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if (zb.variant === 'r') { /* the racket boss holds station — its AI owns its x */ }
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else if (G.mode === 'splatter' && zb.z > COURT.netZ) { // on YOUR half they close in — each on its own lane, not a column
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const tx = P.x + zb.homeOff;
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zb.x += Math.sign(tx - zb.x) * Math.min(Math.abs(tx - zb.x), zb.v * 0.7 * dt)
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+ Math.sin(zb.walkT * 2.3) * 0.25 * dt; // shamble wobble — the approach reads organic, not tracked
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} else
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zb.x += Math.sin(zb.walkT * 1.7) * 0.15 * dt; // far half: aimless shamble
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if (G.mode === 'splatter' && Math.hypot(zb.x - P.x, (zb.z - P.z) * 0.75) < TUNE.eatenR + (zb.variant === 'g' ? 0.2 : 0)) { // z weighted down: depth is foreshortened, so a head-on shambler eats you when it LOOKS on top of 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); aww(1); // the run is over — the crowd groans
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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; extras.length = 0; G.mgT = 0; // everything stops; the eaten screen takes over
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try { // the run is over — settle it against the best (games survived, sets as tiebreak)
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const b = JSON.parse(localStorage.splatterBest || 'null') || { games: 0, sets: 0 };
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G.newBest = G.runGames > b.games; // beat it → the summary crows about it
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if (G.newBest) { b.games = G.runGames; b.sets = G.sets[0]; localStorage.splatterBest = JSON.stringify(b); }
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G.best = b;
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} catch (e) { G.best = null; } // private mode etc. — the summary just skips the best line
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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 < (zb.variant === 'g' ? 0.75 : 0.55)) { // the brute is a bigger target
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if (ball.bomb) { // detonate on first contact, whatever the pace
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explode(ball.x, ball.z); ball.bomb = false;
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spentBall(); break; // zombies mutated — stop this frame's loop
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}
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if (ball.flame) { // burns through anything it touches — no quality gate, no chair, no pace tax
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if (zb.variant === 'r') { // the boss only takes a wound
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zb.hp--; splat(0.5);
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if (zb.hp <= 0) { splatter(i); } continue;
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}
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const vx0 = ball.vx, vz0 = ball.vz;
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splatter(i); ball.vx = vx0; ball.vz = vz0; // undo splatter's pierce tax: full pace through the lane
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continue;
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}
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if (zb.variant === 'r') { // mini-boss: splat-quality wounds it; soft balls it rallies (racketAI)
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if ((ball.pow || 0) >= TUNE.zSplatQ) {
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zb.hp--; splat(0.5); pock(0.6, 300);
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ball.vx *= 0.3; ball.vz *= 0.3; ball.lastHit = 'X'; // spent on the hit
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if (zb.hp <= 0) { splatter(i); continue; } // killing blow: full gore + point
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}
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continue; // soft balls pass through, for the AI to return
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}
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if (zb.variant === 'g') { // brute: soaks splat-quality hits, never staggers back
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if ((ball.pow || 0) >= TUNE.zSplatQ) {
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zb.hp--; splat(0.5); pock(0.6, 220);
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ball.vx *= 0.3; ball.vz *= 0.3; ball.lastHit = 'X';
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if (zb.hp <= 0) { splatter(i); continue; } // timber
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} else { pock(0.6, 300); ball.vx *= 0.6; ball.vz *= 0.6; ball.lastHit = 'X'; } // soft ball bounces off
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continue;
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}
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if (zb.variant === 's' && ball.vz < 0 && !(zb.shieldT > 0)) { // chair up, ball at its face: BLOCKED
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zb.shieldT = TUNE.shieldDown; // ...but the block staggers it — the chair drops, kill window opens
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zb.z -= TUNE.zPushback * 0.5;
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pock(0.9, 1800); // wooden clank
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ball.vx *= 0.4; ball.vz *= -0.2; ball.lastHit = 'X'; // ball caroms off the chair, spent
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continue;
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}
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if (zb.variant === 'f') { splatter(i); continue; } // the sprinter is GLASS — any touch, any quality, it bursts
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// chair-down shield zombies (and anything hit from behind) obey the normal rules:
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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' && !G.horde) splatPoint('O'); } // 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
|
||
const pe = pellets[i];
|
||
pe.t -= dt; pe.x += pe.vx * dt; pe.z += pe.vz * dt;
|
||
let hit = false;
|
||
for (let j = zombies.length - 1; j >= 0; j--) {
|
||
const zb = zombies[j];
|
||
if (!zb || zb.variant === 'r') continue;
|
||
if (Math.hypot(zb.x - pe.x, zb.z - pe.z) < (zb.variant === 'g' ? 0.75 : 0.55)) {
|
||
if (zb.variant === 'g' && --zb.hp > 0) pock(0.5, 260); // the brute soaks pellets too
|
||
else killZombie(j, true);
|
||
hit = true; break;
|
||
}
|
||
}
|
||
if (hit || pe.t <= 0) pellets.splice(i, 1);
|
||
}
|
||
|
||
for (let i = extras.length - 1; i >= 0; i--) { // triple-serve side balls: full ballistic clones
|
||
const e = extras[i];
|
||
e.t -= dt; e.vy -= TUNE.gravity * dt;
|
||
e.x += e.vx * dt; e.y += e.vy * dt; e.z += e.vz * dt;
|
||
if (e.y <= 0 && e.vy < 0) { e.y = 0; e.vy = -e.vy * TUNE.bounceY; e.vx *= TUNE.bounceXZ; e.vz *= TUNE.bounceXZ; }
|
||
let dead = e.t <= 0 || Math.abs(e.x) > 7.5 || e.z < -2 || e.z > 25.5;
|
||
if (!dead && e.y < 1.9) for (let j = zombies.length - 1; j >= 0; j--) {
|
||
const zb = zombies[j];
|
||
if (!zb || zb.variant === 'r') continue; // side balls pass the boss; !zb: kills can sweep mid-loop
|
||
if (Math.hypot(zb.x - e.x, zb.z - e.z) < (zb.variant === 'g' ? 0.75 : 0.55)) {
|
||
if (zb.variant === 's' && e.vz < 0 && !(zb.shieldT > 0)) { zb.shieldT = TUNE.shieldDown; pock(0.9, 1800); } // chair blocks these too
|
||
else if (e.pow >= TUNE.zSplatQ || zb.variant === 'f') {
|
||
if (zb.variant === 'g' && --zb.hp > 0) splat(0.4); // wounds the brute
|
||
else killZombie(j, !!G.horde);
|
||
} else { zb.z -= TUNE.zPushback; pock(0.5, 300); }
|
||
dead = true; break; // a side ball is spent on its first touch
|
||
}
|
||
}
|
||
if (dead) extras.splice(i, 1);
|
||
}
|
||
|
||
for (let i = parts.length - 1; i >= 0; i--) {
|
||
const p = parts[i];
|
||
p.t -= dt; p.vy -= 14 * dt;
|
||
p.x += p.vx * dt; p.y += p.vy * dt; p.z += p.vz * dt;
|
||
if (p.y < 0) { p.y = 0; p.vy = 0; p.vx *= 0.5; p.vz *= 0.5; }
|
||
if (p.t <= 0) parts.splice(i, 1);
|
||
}
|
||
|
||
const boy = G.boy; // the boy mops any gore he passes over
|
||
for (let i = gore.length - 1; i >= 0; i--) {
|
||
const d = gore[i];
|
||
if (boy && Math.abs(boy.x - d.x) < 0.7 && Math.abs(boy.z - d.z) < 1.2) d.a -= dt * (d.scorch ? 0.16 : 1.6); // craters scar the lawn 10× longer
|
||
if (d.a <= 0) gore.splice(i, 1);
|
||
}
|
||
for (let i = piles.length - 1; i >= 0; i--) { // piles shave far slower than stains — net growth wins
|
||
const pl = piles[i];
|
||
if (boy && Math.abs(boy.x - pl.x) < 0.7 && Math.abs(boy.z - pl.z) < 1.2) pl.size -= dt * 0.25;
|
||
if (pl.size <= 0.3) piles.splice(i, 1);
|
||
}
|
||
}
|