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>
88 lines
5.3 KiB
JavaScript
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 };
|
|
}
|