Files
splatter-tennis/state.js
T
wuwiandClaude Fable 5 e75b3888de Fix the freeze; duel intro card + tennis lights; hold-to-aim; instant gun steering
THE FREEZE (root cause found): the game-winning kill fires INSIDE the zombie
update loop — killZombie -> splatPoint -> gameOver -> sweepCourt guts the
zombies array mid-iteration, the loop reads zombies[i] === undefined, throws,
and the un-rescheduled RAF chain dies: a permanent hard freeze. Crowded courts
(later games, brutes) make the mid-loop game-winner likelier — hence 'freezes
around game 3 when the fat zombies arrive'. Fixed at the root (null guards in
every loop whose body can cascade into a sweep: zombie walk loop, meleeSwipe,
explode, pellet + extras inner loops) AND made frame() reschedule RAF FIRST so
no single bad frame can ever kill the loop again.

Aim awareness: the reticle now appears the moment the thumb lands (mag 0 =
auto-target the most advanced zombie, red lock immediately). A pure HOLD
(>250ms, no drag) releases into the auto-target serve; dragging aims as
before; the serve prompt switches to 'RELEASE TO SERVE / RELEASE FIRES THE
BOMB - DRAG BACK TO CANCEL' while aiming.

Duel presentation: the interlude now opens with a 2.4s intro beat — serving
blocked, centered card (SUDDEN DEATH / ONE POINT - THE LINES ARE LIVE / WIN
IT FOR THE NEXT TIN), and the palette lerps back to the TENNIS colors for
the duration of the duel (duelLerp, 0.8s each way) — order visibly restored,
then the rot returns.

Machine-gun steering: absolute now — the finger x IS the player x, zero lag
(was sign-quantized velocity). Clamped to what the camera can see
((W/2-14)/proj-scale — portrait's world bounds are wider than its viewport),
keyboard steering clamped the same during auto-fire.

Verified: the exact pre-fix crash scenario (game-winning kill mid-loop,
9 zombies + brute) survives and sweeps clean; intro blocks taps then the
duel plays; hold-release fired at the auto-lock and won a tin end-to-end;
screenshot shows tennis-green court + centered card + GAME 2; MG jumps
P.x to the finger in one frame, clamped; tennis 12/12; no console errors.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-12 16:59:48 +02:00

88 lines
5.3 KiB
JavaScript

// All mutable game state in one place, plus the point-reset that re-arms it.
import { HOME } from './config.js';
export const P = { x: 1.3, z: 22.8, side: 'P', pose: 'idle', poseT: 0, swingT: -1, facing: 1, runT: 0 };
export const O = { x: -1.3, z: 1.0, side: 'O', pose: 'idle', poseT: 0, swingT: -1, facing: 1, runT: 0 };
export const ball = { x: 0, y: 1, z: 20, vx: 0, vy: 0, vz: 0, g: 9.2,
active: false, lastHit: 'P', bounces: 0, firstLand: null, collected: false, kills: 0, bomb: false, flame: false };
export const score = { pts: [0, 0], games: [0, 0], server: 'P' }; // pts index 0=P 1=O
export const crowd = { cheer: 0, dots: [] }; // dots are (re)built by render.buildCrowd
// everything that used to be loose top-level lets
export const G = {
mode: 'tennis', // tennis | transition | splatter
transT: 0, // transition timeline clock
tFlags: null, // one-shot markers within the transition
hideO: false, // the opponent has... left the match
everTransitioned: false,
phase: 'pretoss', // pretoss | toss | rally | over
serveNum: 1,
overT: 0,
hitstop: 0,
flash: null, // {text, t}
shake: null, // {t, mag} — camera shake, decays like flash (bomb impact)
boomFlash: 0, // s of white flash frame left (bomb impact)
lastOrderT: -9, // idleT of the last 'Order' call — bomb chains mustn't spam the umpire
idleT: 0,
outMarker: null, // {x, z, out, t} — where your last shot lands
boy: null, // ball boy sprinting across: {x, z, dir, runT}
aiServeT: 0,
aiSwingCool: 0,
aiReactT: 9, // time since the player's last hit; CPU reads the shot after TUNE.aiReaction
wasServe: false, // the ball in flight is a serve (first bounce must hit the box)
splatT: 0, // time survived in splatter mode — drives the difficulty ramp
bombs: 0, // bomb-ball stock; the next serve auto-consumes one (delivery 1 of the ladder)
triples: 0, // triple-serve stock — a serve fans into three balls (delivery 2)
flames: 0, // flame-ball stock — kills on any touch, full pierce (delivery 3)
mgT: 0, // s of machine-gun time left (delivery 4) — auto-fire, no serving
mgCool: 0, // s until the next pickup-mode pellet
deliveries: 0, // tins delivered this run — indexes the weapon ladder
tinDue: false, // the rules called for new balls — deliver at the next changeover
pendingGame: false, // a game just ended — flash 'GAME N' when the next one arms
aim: null, // live two-stage serve aim {fx, fy, mag} while the thumb is down (splatter pretoss)
interlude: false, // sudden-death duel vs the racket zombie: falsy, or {introT} while announcing
duelLerp: 0, // 0..1 — how far the court has returned to tennis colors for the duel
horde: null, // active horde wave {t, spawnT, mgT} — machine-gun racket, no serving
runGames: 0, // games finished this run (either side) — the difficulty director
sets: [0, 0], // splatter sets won [you, them]; 6 games = a set = a horde
changeover: false, // the odd-game breather: no spawns, no serving, the boys mop
shameGame: false, // they took a game — the next new-balls delivery is withheld
best: null, // best run {games, sets}, loaded from localStorage when you get eaten
lastScoreT: -9, // idleT of the last score voice — rate-limits umpire during a horde
eatenT: 0, // time since you were eaten — gates the restart tap
missLog: [], // swing diagnostics ring buffer (tennis mode) — inspect via T.G.missLog
swingSnaps: null, // ball-approach samples during the live swing, feeds the miss log
rallyNear: null, // closest the incoming ball got this rally (for never-swung passes)
swung: false, // player swung at least once this rally — whiff log supersedes PASSED
lastMiss: null, // {text, at} — most recent miss reason, drawn on the HUD briefly
logShow: false, // tap the scoreboard to toggle the on-screen miss-log dump
};
export const other = s => s === 'P' ? 'O' : 'P';
export const deuceSide = () => (score.pts[0] + score.pts[1]) % 2 === 0; // even points → deuce (right) side
export function setupPoint() {
G.phase = 'pretoss'; ball.active = false; ball.bounces = 0; ball.firstLand = null;
G.swingSnaps = null; G.rallyNear = null; G.swung = false;
if (G.mode === 'splatter') { // always your serve, from wherever you're standing
score.server = 'P';
P.pose = 'idle'; P.swingT = -1; P.facing = 1;
return;
}
const sv = score.server === 'P' ? P : O, rc = score.server === 'P' ? O : P;
const sx = deuceSide() ? 1.3 : -1.3;
sv.x = sv.side === 'P' ? sx : -sx; // deuce side mirrors across the net
sv.z = sv.side === 'P' ? 24.3 : -0.5;
rc.x = -sv.x; rc.z = rc.side === 'P' ? 22.5 : HOME.O.z - 1.3;
P.pose = O.pose = 'idle'; P.swingT = O.swingT = -1;
P.facing = O.facing = 1; // canonical righty stance — bounce/serve sprites must not render mirrored
G.aiServeT = score.server === 'O' ? 1.4 : 0;
}
export function sendBoy(tx = ball.x, tz = ball.z) { // fetch a dead ball — or mop a splat
if (tz < -3 || tz > 27) return; // target left the field lengthwise, let it go
const dir = tx > 0 ? 1 : -1; // enter from the opposite side so the pickup is mid-run
G.boy = { x: dir > 0 ? -13 : 13, z: tz, dir, runT: 0 };
}