Files
splatter-tennis/index.html
T
wuwiandClaude Opus 5 e121df569c The reference sheet was the bug: a clipped head, five scales, frozen legs
Oliver walked the sprite bench and reported the same two faults on every family:
the healthy walk loses its head, and the wounded walk's feet do not move. Both
were in the ONE FILE every zombie tennis character is drawn from — and the family
pipeline had copied it faithfully, which is the pipeline working.

WHERE IT CAME FROM. That sheet was not composed from the sprites. It was a
GENERATED RE-DRAW of the club pro, made in nine separate 4K calls, one per row
band, then stacked (gen4k.py, in a session scratchpad, untracked and now gone).
Nine calls returned nine scales, and call 1 came back with the shuffle frame
decapitated. Measured against the sprite it was drawn from, that one figure
scaled 2.341 wide and 1.996 tall where all thirty others were proportional to
three decimals: 33 px missing off the top, width untouched. The local input to
that call was exact at 2.000x. The sheet lost the head, not the sprite.

THE FIX IS TO STOP PUTTING THE REFERENCE THROUGH THE MODEL. _famref.py composes
it from the 31 z_r* frames on disk — one scale, applied once, NEAREST — and costs
no tokens. That kills the head and the five scales together, and it explains two
things in _zsheet.py that read like fudges: the fall1 re-anchor and the walk-frame
levelling exist only to undo per-band scale drift. The levelling is also what
turned a headless z_sh2 into a headless AND 13% oversized one, by reading the
missing head as a height error and scaling up to compensate.

THE GATE WAS MISSING ON THE INPUT. _zsheet.py checks what comes BACK from the
model — band count, figure count, stacked bodies, edges, palette, heights — and
nothing had ever checked the sheet handed TO it. _famref.check() re-reads the file
it just wrote with _zsheet's own detection and refuses one where any figure's
width and height scales disagree by 2%, or where a stride pair is frozen.

THE THIRD DEFECT NEEDED NEW ART. z_rw1b had the same legs as z_rw1 (15.1% against
the healthy pair's 51.1%), so the club pro has slid through both wound stages
since the day he shipped, and every family inherited it. _stride.py draws the
missing twin, and what made it work after words had failed for as long as they
were tried is SHOWING the edit: image 2 is the healthy pair side by side, the same
character performing exactly the change being asked for. The headless twin then
took the ARM-OFF pair as its example — a wounded body is a closer picture of the
edit, the same chaining the wound ladder already uses. Its gate measures three
things and prints all three: legs moved, body above the hips did not, racket kept
its bed. The thresholds are CALIBRATED on pairs that already ship, not chosen —
my first guesses rejected z_e1/z_e2 and z_g1/z_g2, both accepted art. And a twin
FILLS the racket bed instead of keying it out: the first rolls came back with 959
px of enclosed transparency against their base's 0, which would have flickered the
racket face empty/filled once per step.

AFTER, on the installed sprites — leg difference within each stride pair, where
the wounded pairs used to sit between 4.8% and 19.7%:

  r  51.1 / 68.1 / 36.7     ru 55.9 / 59.1 / 38.7
  br 40.7 / 42.0 / 26.8     gk 41.1 / 44.6 / 30.6
  sh 59.4 / 71.4 / 43.9     lj 38.4 / 45.5 / 27.4
  bb 56.5 / 67.1 / 43.2     st 51.6 / 66.1 / 35.7

All seven families re-rolled off the rebuilt reference, every play row with its
head, and all 24 family/wound-stage states alternating a real pair — checked by
instrumenting drawImage on the bench, not by eye. br and lj sit lowest on the
headless pair and are worth a re-roll if they ever read as stiff; lj needed one,
its first roll came back frozen on all three pairs with the headless row 31 px
short.

AND THE REFERENCE IS TRACKED NOW. It lived in gitignored _refcheck/, so the thing
the entire pipeline rests on was unreproducible for as long as it existed. It is
assets/_pose_ref_family.png, next to _pose_ref_serve.png, and the scripts that
build and consume it are in the repo instead of a scratchpad.

Also in here: the SHAMBLE BOB, which was a 1 px lift on a wall clock applied to
every body every frame whether it was moving or not — a held pose bobbed forever
and a corpse bobbed while it lay on the ground. It only happens while walking now,
and it steps off ground covered, which is the same rule the strides follow.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-12 22:45:05 +02:00

437 lines
30 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">
<!-- STAGING WEARS A DIFFERENT FACE. Both builds get added to the same phone's homescreen, and two
identical bloody tennis balls is a coin toss every time you open one. Driven by HOSTNAME, not by
the branch: this block is identical on staging and on main, so it never conflicts on a merge and
never has to be remembered. Prod is the one named host; everything else (staging, localhost, an
IP) is a test build and says so. Runs in <head>, before the install prompt can read any of it. -->
<script>
if (location.hostname !== 'splatter-tennis.wuwi.one') {
for (const [sel, href] of [['link[rel=icon]', 'assets/favicon-stg.png'],
['link[rel=apple-touch-icon]', 'assets/icon-180-stg.png'],
['link[rel=manifest]', 'manifest-stg.webmanifest']])
document.querySelector(sel).setAttribute('href', href);
document.querySelector('meta[name=apple-mobile-web-app-title]').setAttribute('content', 'Splatter STG');
document.querySelector('meta[name=theme-color]').setAttribute('content', '#14334a');
document.title = 'Splatter Tennis — STAGING';
}
</script>
<style>
/* pixel HUD font — bundled so it renders offline; used by the canvas scoreboard + rack.
?v= like the sprites: server.py caches a VERSIONED asset for a year and an unversioned one for
a day, so these three files are fetched once per release instead of revalidated on every cold
start. Bump alongside SPRV in render.js if a font file is ever replaced. */
@font-face { font-family: 'Silkscreen'; font-weight: 400; font-display: block;
src: url('assets/fonts/Silkscreen-Regular.ttf?v=86') format('truetype'); }
@font-face { font-family: 'Silkscreen'; font-weight: 700; font-display: block;
src: url('assets/fonts/Silkscreen-Bold.ttf?v=86') format('truetype'); }
/* the ANNOUNCEMENT face. Silkscreen is the HUD and the instructions — small, even, quiet. The
things that shout (SET, CHAPTER, EPIC!, PERFECT) are a second register on purpose, so a message
tells you which kind it is before you have read a word of it. Bundled, like the other one. */
@font-face { font-family: 'Bangers'; font-weight: 400; font-display: block;
src: url('assets/fonts/Bangers-Regular.ttf?v=86') format('truetype'); }
/* html needs a real HEIGHT: the root element's background paints the viewport, but a GRADIENT is
laid out in the root's own box — and with the canvas position:fixed the root has no content and
collapses, so the gradient render.js sets had nowhere to go. */
html { height: 100%; height: 100dvh; }
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(100vh - env(safe-area-inset-top, 0px));
height: calc(100dvh - env(safe-area-inset-top, 0px)); }
/* ...but NOT installed. Launched from the homescreen, WebKit does not initialise the DYNAMIC
viewport until the geometry is "exercised" — 100dvh stays provisional until you rotate the
phone, which is exactly the bug. Standalone has no toolbars, so 100vh is both correct and
stable from the first frame; dvh only exists for the browser's disappearing toolbars. */
@media (display-mode: standalone) {
html { height: 100vh; }
canvas { height: calc(100vh - env(safe-area-inset-top, 0px)); }
}
/* desktop key hint — up in the empty top-right corner now that the rack owns the bottom edge */
#hint { position: fixed; top: 6px; right: 10px; text-align: right;
font: 400 10px Silkscreen, monospace; color: #6b7688; }
@media (pointer: coarse) { #hint { display: none; } }
/* ---- THE MENU PALETTE. The canvas HUD keeps its own blue-grey and gold; the menus are
deliberately a different room — dark court green, one acid accent, and one crimson reserved for
the thing you actually came here to press. Five names so a repaint is five edits, not fifty. */
/* COOL, not olive. The first pass sat around hue 80 — yellow-green — and read loud and warm next
to the art. These are the same idea rotated towards blue-green and desaturated: the field is
nearly neutral, the borders are quiet, and the acid accent is the only thing allowed to be
bright, so it still means "this is the number / this is selected". */
:root { --ink:#0e1714; --panel:rgba(42,62,54,0.42); --line:#2c4238; --acid:#bcd455;
--cream:#ccd7ca; --dim:#6c7f74; --red:#a4231f; --bad:#cf5a4e;
/* the same green as --panel over --ink, but OPAQUE: the pinned header and footer have
content scrolling underneath them and a translucent bar shows it through */
--solid:#16211d; }
/* touch-action is pan-y, not none: the BODY COUNT list is taller than a phone and has to scroll.
align-content is `safe center` rather than place-items — plain centring on a grid whose item
overflows pushes the top of the item out of the scrollport, where nothing can reach it. */
#intro { position: fixed; inset: 0; z-index: 10; touch-action: pan-y; background: var(--ink);
display: grid; grid-template-columns: 1fr; justify-items: center;
align-content: safe center; overflow-y: auto; overscroll-behavior: contain; }
/* the SPLASH sits on the court; the other stages are lists and want a flat field behind them.
The art is dimmed here rather than baked dark, so the same file can be reused at another level. */
#intro[data-stage="splash"] {
/* Three stops, not two. The logo needs a dark, quiet band behind it and the blood needs to be
READABLE, and those pull opposite ways — so the scrim is heaviest at the top, lifts over the
court where the stain is, and comes back down only far enough to seat the buttons. */
background: linear-gradient(rgba(12,20,17,0.60) 0%, rgba(12,20,17,0.30) 46%,
rgba(12,20,17,0.58) 100%),
url('assets/menu_bg.png?v=86') 50% 42% / cover no-repeat var(--ink);
image-rendering: pixelated; }
/* THE BACK-ROOM HOTSPOT: five taps here open it (main.js). Top-left CORNER, not the logo and not
the screen — a hidden door has to be somewhere you do not put your thumb by accident, and the
whole splash was reachable by every stray tap on the way to PLAY MATCH. Invisible on purpose,
and a child of #splash so it exists on no other stage. */
#hot { position: fixed; top: 0; left: 0; width: 26vw; max-width: 150px; height: 15vh;
max-height: 130px; z-index: 4; }
#intro .card { font: 400 12px Silkscreen, monospace; color: var(--cream); text-align: center;
line-height: 1.9; padding: 16px 14px 20px; width: min(370px, 94vw);
animation: drop 0.5s ease-out; }
@keyframes drop { from { transform: translateY(-14px); opacity: 0; } }
/* EVERY SCREEN FILLS THE VIEWPORT, and every screen is the same three bands: something pinned to
the top, something pinned to the bottom, and whatever is between them taking the slack. The
card is a full-height flex column, so `margin-top:auto` on the footer drops it to the bottom
when the content is short and `position:sticky` keeps it there once the content is long enough
to scroll. Centring the card instead left the buttons floating in the middle of a tall phone. */
#intro { align-content: stretch; }
#intro .card { display: flex; flex-direction: column; min-height: 100dvh; padding: 0 14px; }
/* the slack band: the title sits in the middle of whatever is left over */
.mid { flex: 1; display: flex; flex-direction: column; justify-content: center; padding: 12px 0; }
/* the logo is generated pixel art (assets/logo.png), not stacked CSS text */
#intro .logo { display: block; width: min(300px, 74vw); height: auto; margin: 0 auto 6px;
image-rendering: pixelated; filter: drop-shadow(0 3px 0 rgba(0,0,0,0.45)); }
/* the slogan carries most of the gap between the logo's blood and the first button */
#intro .slogan { margin: 8px 0 20px; font-size: 11px; color: #a8a09e; letter-spacing: 0.5px; }
#intro .slogan b { color: #c9564a; }
/* which build is served — filled in by main.js, empty (and invisible) if the header is missing */
#build { margin: 14px 0 0; font-size: 9px; color: #4a5a52; letter-spacing: 0.5px; }
/* ONE overlay, four panels, swapped by #intro[data-stage]. Keeping the backdrop and the card frame
alive across every screen is the point — a screen that unmounts the whole overlay flashes the
court through between menus. */
#splash, #setup, #stats, #ranks, #newbest, #secret, #bosses { display: none; }
#intro[data-stage="splash"] #splash { display: flex; flex-direction: column; flex: 1; }
/* flex COLUMN, not block: it is what lets the footer's margin-top:auto reach the bottom of a
screen whose content does not fill it */
#intro[data-stage="setup"] #setup,
#intro[data-stage="stats"] #stats,
#intro[data-stage="ranks"] #ranks,
#intro[data-stage="secret"] #secret,
#intro[data-stage="bosses"] #bosses,
#intro[data-stage="newbest"] #newbest { display: flex; flex-direction: column; flex: 1;
animation: drop 0.3s ease-out; }
/* the overlay is HIDDEN during play, not removed: a restart puts it straight back, and the
display:grid above would otherwise win over the hidden attribute */
#intro[hidden] { display: none; }
/* Screen titles and the primary button are BANGERS — the same announcement face the canvas uses
for SET and CHAPTER. A screen title is a thing that shouts. Everything that is a NUMBER or a
label stays Silkscreen, so the two registers keep meaning what they have always meant. */
#intro h2 { margin: 0; font: 400 26px Bangers, cursive; color: var(--acid); letter-spacing: 1.5px; }
#intro h3 { display: flex; justify-content: space-between; margin: 20px 0 9px;
font: 400 10px Silkscreen, monospace; color: var(--dim); letter-spacing: 2px;
text-align: left; }
/* header strip: back chevron + title. Every screen but the splash wears one, pinned to the top. */
.hdr { position: sticky; top: 0; z-index: 3; display: flex; align-items: center; gap: 10px;
padding: 10px 12px; margin: 0 -14px; border-bottom: 2px solid var(--line);
background: var(--solid);
padding-top: max(10px, env(safe-area-inset-top)); }
.hdr h2 { padding-left: 2px; }
.chev { width: 34px; height: 34px; flex: none; background: none; border: 2px solid var(--line);
color: var(--acid); font: 400 20px Bangers, cursive; line-height: 1; cursor: pointer;
-webkit-tap-highlight-color: transparent; }
/* the BODY COUNT headline row: three boxed figures sharing one frame */
.figs { display: flex; border: 2px solid var(--line); background: var(--panel); }
.fig { flex: 1; min-width: 0; padding: 7px 6px; text-align: center; }
.fig + .fig { border-left: 2px solid var(--line); }
.fig b { display: block; font: 400 9px Silkscreen, monospace; color: var(--dim); letter-spacing: 1px; }
.fig i { display: block; font: 700 18px Silkscreen, monospace; color: var(--acid);
font-style: normal; letter-spacing: 1px; }
.fig.bad i { color: var(--bad); }
/* one button look for every menu screen */
/* OPAQUE, not the translucent panel fill. On the list screens it makes no visible difference —
they sit on flat ink — but on the splash a see-through button lets the court's white lines run
straight through the lettering, and the button stops reading as a button. */
.btn { display: block; width: 100%; margin: 0 auto 10px; padding: 12px 10px;
background: var(--solid); border: 2px solid var(--line); color: var(--cream);
font: 400 13px Silkscreen, monospace; letter-spacing: 1px; cursor: pointer;
-webkit-tap-highlight-color: transparent; }
/* The generated button plates are gone with the tutorial. The primary is a flat crimson block
now: it survives being resized, which a fixed-size plate crop never did, and the mockup's
hierarchy is carried by colour rather than by art. */
.btn.big { padding: 13px 10px 11px; background: var(--red); border-color: #69201c; color: #f6e7dc;
font: 400 26px Bangers, cursive; letter-spacing: 2px; line-height: 1.15; }
.two { display: flex; gap: 8px; }
.two .btn { margin-bottom: 0; }
.btn.sec i { display: block; margin-top: 4px; font: 400 9px Silkscreen, monospace;
font-style: normal; color: var(--dim); letter-spacing: 0.5px; }
/* the tour: two tiles SIDE BY SIDE, not two more full-width rows. The figures face the camera —
in play you only ever see your player from behind, so a rear view would show nothing. */
#tours { display: flex; gap: 8px; }
#tours button { flex: 1; display: flex; flex-direction: column; align-items: center; gap: 6px;
padding: 8px 6px 10px; background: var(--panel); border: 2px solid var(--line);
color: inherit; font: inherit; cursor: pointer; -webkit-tap-highlight-color: transparent; }
#tours button.on { border-color: var(--acid); background: rgba(188,212,85,0.09); }
#tours img { height: 88px; width: auto; display: block; image-rendering: pixelated; }
#tours b { font: 400 11px Silkscreen, monospace; color: var(--cream); letter-spacing: 0.5px; }
/* THE BOSS PICKER (back room). Two columns of portraits, because you pick a boss by looking at
him — the tile is mostly art. Same plate as the tour tiles above; the grid is what makes ten
of them fit on a phone. */
#bossList { display: grid; grid-template-columns: 1fr 1fr; gap: 8px; padding-bottom: 14px; }
#bossList button { display: flex; flex-direction: column; align-items: center; gap: 5px;
padding: 8px 6px 10px; background: var(--panel); border: 2px solid var(--line);
color: inherit; font: inherit; cursor: pointer;
-webkit-tap-highlight-color: transparent; }
#bossList img { height: 78px; width: auto; display: block; image-rendering: pixelated; }
#bossList b { font: 400 9px Silkscreen, monospace; color: var(--cream); letter-spacing: 0.5px;
text-align: center; line-height: 1.35; }
#bossList i { font: 400 8px Silkscreen, monospace; color: var(--dim); font-style: normal;
letter-spacing: 1px; }
/* a row, not a stacked tile: three 3:2 tiles stacked fill a phone twice over, and the art still
reads at this size. -webkit-tap-highlight-color kills iOS's blue flash over the pixel art. */
/* MODE tiles reuse the court row wholesale — same box, same selected state. Only the picture
differs: a court tile is a photo of a court and crops fine, a mode tile is a SPRITE and must be
shown whole, so it gets `contain` and a dark plate to stand on. */
#modeList img { object-fit: contain !important; background: rgba(0,0,0,0.35); }
#courtList button.court, #modeList button.court { display: flex; align-items: center; gap: 11px; width: 100%;
margin: 0 0 8px; padding: 7px; background: var(--panel);
border: 2px solid var(--line); color: inherit; font: inherit; text-align: left;
cursor: pointer; -webkit-tap-highlight-color: transparent; }
#courtList button.court.on, #modeList button.court.on { border-color: var(--acid); background: rgba(188,212,85,0.09); }
#courtList img, #modeList img { width: 92px; height: 66px; display: block; image-rendering: pixelated; flex: none;
object-fit: cover; }
#courtList .cb, #modeList .cb { flex: 1; min-width: 0; }
#courtList b, #modeList b { display: block; font: 400 12px Silkscreen, monospace; color: var(--cream); letter-spacing: 0.5px; }
#courtList i, #modeList i { display: block; margin: 3px 0 6px; font: 400 9px Silkscreen, monospace; color: var(--dim); font-style: normal; }
/* The two meters read straight off the court's own bounce numbers (see main.js), so they cannot
drift away from what the ball actually does on it. */
.meter { display: flex; align-items: center; gap: 6px; margin-top: 4px;
font: 400 8px Silkscreen, monospace; color: var(--dim); letter-spacing: 1px; }
.meter u { flex: none; width: 46px; text-decoration: none; }
.meter s { flex: 1; height: 5px; background: rgba(0,0,0,0.45); text-decoration: none; display: block; }
.meter s > i { display: block; height: 100%; background: var(--acid); }
.meter.b s > i { background: #4e8fa6; }
/* the commit strip. #intro is the scrollport, so sticky resolves against it and the button stays
reachable however long the list above grows. */
/* margin-top:auto pins it to the BOTTOM of a short screen; sticky keeps it there on a long one */
.foot { position: sticky; bottom: 0; z-index: 2; margin: auto -14px 0; padding: 10px 14px;
padding-bottom: max(10px, env(safe-area-inset-bottom));
border-top: 2px solid var(--line); background: var(--solid); }
.foot .btn { margin-bottom: 0; }
/* the splash's bottom band: no bar, no rule — the court art has to keep running under it */
.foot.bare { border: 0; background: none; }
.foot.bare .btn.big { margin-bottom: 10px; }
/* the boot bar wears the stats screen's kill bar, doing duty as a loading bar. While #splash is
.busy it stands in the buttons' place — same band, same height, so nothing jumps when it goes. */
#boot { display: none; margin-bottom: 10px; }
#boot s { display: block; height: 6px; background: rgba(0,0,0,0.45); text-decoration: none; }
#boot s > i { display: block; width: 0; height: 100%; background: var(--acid);
transition: width 0.15s linear; }
#boot u { display: block; margin-top: 7px; text-align: center; text-decoration: none;
font: 400 9px Silkscreen, monospace; color: var(--dim); letter-spacing: 2px; }
#splash.busy #boot { display: block; }
#splash.busy .btn, #splash.busy .two, #splash.busy #build { display: none; }
#sSum { display: flex; justify-content: space-between; gap: 8px; margin: 0 0 8px;
font: 400 9px Silkscreen, monospace; color: var(--dim); letter-spacing: 1px; }
.tabs { display: flex; gap: 6px; margin: 12px 0 14px; }
.tabs button { flex: 1; padding: 11px 2px; background: var(--panel); border: 2px solid var(--line);
color: var(--dim); font: 400 10px Silkscreen, monospace; letter-spacing: 1px;
cursor: pointer; -webkit-tap-highlight-color: transparent; }
.tabs button.on { border-color: var(--acid); color: var(--acid); }
/* one opponent. The sprite is the walk frame the game already draws, sat on its own baseline. */
.zrow { display: flex; align-items: center; gap: 11px; padding: 9px 10px; margin-bottom: 6px;
border: 2px solid var(--line); background: var(--panel); text-align: left; }
.zrow.boss { border-color: #6e2a24; background: rgba(110,42,36,0.22); }
.zrow img { width: 48px; height: 62px; object-fit: contain; object-position: bottom;
image-rendering: pixelated; flex: none; }
.zb { flex: 1; min-width: 0; display: grid; grid-template-columns: 1fr auto; gap: 0 8px;
line-height: 1.4; }
.zb b { font: 400 12px Silkscreen, monospace; color: var(--cream); letter-spacing: 0.5px;
overflow: hidden; text-overflow: ellipsis; white-space: nowrap; }
.zb > span { font: 700 15px Silkscreen, monospace; color: var(--acid); text-align: right; }
.zrow.boss .zb > span { color: var(--bad); }
.pb { grid-column: 1 / -1; height: 6px; margin-top: 4px; background: rgba(0,0,0,0.45); }
.pb s { display: block; height: 100%; background: var(--acid); text-decoration: none; }
.zrow.boss .pb s { background: var(--bad); }
.zb i { grid-column: 1 / -1; margin-top: 4px; font: 400 9px Silkscreen, monospace;
font-style: normal; color: var(--dim); letter-spacing: 1px; }
#stW { display: flex; flex-wrap: wrap; gap: 6px; }
.wtile { flex: 1 1 62px; max-width: 84px; padding: 8px 2px; border: 2px solid var(--line);
background: var(--panel); }
.wtile img { width: 34px; height: 34px; object-fit: contain; display: block; margin: 0 auto 2px;
image-rendering: pixelated; }
.wtile b { display: block; font: 400 11px Silkscreen, monospace; color: var(--acid); }
.none { margin: 4px 0 0; font: 400 9px Silkscreen, monospace; color: var(--dim); letter-spacing: 1px;
text-align: left; }
#stFoot { display: flex; justify-content: space-between; align-items: baseline;
border-top: 2px solid var(--line); }
#stFoot b { font: 400 9px Silkscreen, monospace; color: var(--dim); letter-spacing: 1px; }
#stFoot i { font: 700 16px Silkscreen, monospace; color: var(--acid); font-style: normal; }
.rkrow { display: flex; align-items: center; gap: 10px; padding: 8px 10px; margin-bottom: 5px;
border: 2px solid var(--line); background: var(--panel); text-align: left; }
.rkrow.me { border-color: var(--acid); background: rgba(188,212,85,0.11); }
.rkrow b { flex: none; width: 68px; font: 700 12px Silkscreen, monospace; color: var(--dim); }
.rkrow.me b { color: var(--acid); }
.rkrow span { flex: 1; min-width: 0; font: 400 11px Silkscreen, monospace; color: var(--cream);
overflow: hidden; text-overflow: ellipsis; white-space: nowrap; }
.rkrow i { font: 400 11px Silkscreen, monospace; font-style: normal; color: var(--dim); }
/* ---- the name prompt. It is the only screen in the game that asks for typing, so the field is
deliberately big, centred and already focused: on a phone this appears with the keyboard
rising under it and there is no room for a second tap to find the input. */
.cent { text-align: center; }
#newbest h2 { font-size: 30px; margin-bottom: 6px; }
#nbScore { margin: 0 0 22px; font: 400 11px Silkscreen, monospace; color: var(--dim);
letter-spacing: 1px; }
#nbScore b { color: var(--acid); font-weight: 400; }
#nbName { display: block; width: 100%; box-sizing: border-box; margin: 0 auto 10px;
padding: 14px 10px; background: var(--solid); border: 2px solid var(--line);
border-radius: 0; color: var(--acid); font: 700 20px Silkscreen, monospace;
letter-spacing: 3px; text-align: center; text-transform: uppercase;
-webkit-appearance: none; -webkit-tap-highlight-color: transparent; }
#nbName:focus { outline: none; border-color: var(--acid); }
#nbName::placeholder { color: var(--dim); letter-spacing: 2px; font-size: 14px; }
</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" data-stage="splash">
<div class="card">
<!-- The title screen IS the menu. A separate menu stage behind it was the same logo over the
same backdrop with two buttons, so it read as the title screen failing to advance. -->
<!-- three bands: the figures at the top, the title floating in the middle, the buttons under
your thumb. Same anchoring as every other screen. -->
<div id="splash">
<div id="hot"></div>
<div class="mid">
<img class="logo" src="assets/logo.png" alt="Splatter Tennis">
<p class="slogan">Fifteen. Thirty. Forty. <b>Dead.</b></p>
</div>
<div class="foot bare">
<!-- THE BOOT BAR. Every sprite is requested the moment render.js is imported; this only
shows how far that got, and stands where the buttons will be until it is done — a menu
you can press before the sheets have landed is how you reach the stats screen with half
the zombies missing. Swapped by #splash.busy, see main.js. -->
<div id="boot"><s><i></i></s><u>LOADING</u></div>
<button class="btn big" id="mStart">PLAY MATCH</button>
<div class="two">
<button class="btn sec" id="mStats">STATS<i id="mKills">0 KILLS</i></button>
<button class="btn sec" id="mRanks">RANKINGS<i>WORLD BOARD</i></button>
</div>
<p id="build"></p>
</div>
</div>
<!-- tour tiles and court rows are both built from tables in main.js (config.TOURS / config.COURTS):
adding either is a table row, never markup -->
<div id="setup">
<div class="hdr"><button class="chev" id="sBack">&lsaquo;</button><h2>MATCH SETUP</h2></div>
<h3>01 · MODE</h3>
<div id="modeList"></div>
<h3>02 · PLAYER</h3>
<div id="tours"></div>
<h3>03 · COURT</h3>
<div id="courtList"></div>
<div class="foot">
<p id="sSum"></p>
<button class="btn big" id="cStart">SERVE UP</button>
</div>
</div>
<!-- BODY COUNT. Every row in here is built by stats.js from the run records in localStorage. -->
<div id="stats">
<div class="hdr"><button class="chev" id="stBack">&lsaquo;</button><h2 id="stTitle">BODY COUNT</h2></div>
<!-- WHICH MODE, then which period. The three modes do not measure the same thing (see the
record-shape note in stats.endRun), so this strip changes the whole screen under it —
the title, the three figures, the roster's heading and the footer. -->
<div class="tabs" id="stModes">
<button class="on" data-m="g">SPLATTER</button>
<button data-m="z">TENNIS</button>
<button data-m="c">CLASSIC</button>
</div>
<div class="tabs" id="stTabs">
<button class="on" data-p="all">ALL TIME</button>
<button data-p="last">LAST RUN</button>
<button data-p="7d">7 DAYS</button>
</div>
<div class="figs" id="stFigs"></div>
<h3 id="stZHdr">BY OPPONENT<span id="stPeriod"></span></h3>
<div id="stZ"></div>
<h3 id="stWHdr">BY WEAPON</h3>
<div id="stW"></div>
<div class="foot" id="stFoot"></div>
</div>
<div id="ranks">
<div class="hdr"><button class="chev" id="rkBack">&lsaquo;</button><h2>WORLD BOARD</h2></div>
<h3>BEST SINGLE RUN<span>KILLS · GAMES</span></h3>
<div id="rkList"></div>
</div>
<!-- THE BACK ROOM. Five taps on the logo (main.js) and nothing else — no button anywhere hints
at it, which is the whole point: it replaced a triple-tap on the in-play scoreboard that
players kept tripping by accident. -->
<div id="secret">
<div class="hdr"><button class="chev" id="scBack">&lsaquo;</button><h2>BACK ROOM</h2></div>
<div class="foot bare">
<button class="btn big" id="scWeapons">WEAPON TEST</button>
<button class="btn big" id="scBosses">BOSS TEST</button>
<button class="btn big" id="scDrill">DRILL TEST</button>
<button class="btn big" id="scMatch">MATCH TEST</button>
<button class="btn big" id="scBench">SPRITE BENCH</button>
</div>
</div>
<!-- one tile per chapter boss, built from config.bossArt in main.js: adding a design to the
roster puts it on this screen and never touches this markup -->
<div id="bosses">
<div class="hdr"><button class="chev" id="bsBack">&lsaquo;</button><h2>BOSS TEST</h2></div>
<h3>PICK A CHAPTER<span>FULL ARSENAL</span></h3>
<div id="bossList"></div>
</div>
<!-- shown only when a run beats your own best kill count — see main.js askName -->
<div id="newbest">
<div class="mid">
<h2 class="cent">NEW PERSONAL BEST</h2>
<p id="nbScore"></p>
<input id="nbName" maxlength="12" placeholder="YOUR NAME" autocomplete="off"
autocapitalize="characters" spellcheck="false">
<p class="none cent" id="nbMsg">PUT IT ON THE WORLD BOARD.</p>
</div>
<div class="foot bare">
<button class="btn big" id="nbSend">SIGN THE BOARD</button>
<button class="btn" id="nbSkip">NOT THIS TIME</button>
</div>
</div>
</div>
</div>
<script type="module" src="src/main.js?v=198"></script>
</body>
</html>