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splatter-tennis/HANDOFF.md
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wuwiandClaude Opus 5 ffac9b5512 Make every weapon hurt the boss, drop his HP bar, un-cap the director
Steps 1-3 of the late-game depth plan, after Oliver's 50+ game playtest.

"Sometimes the racket zombie doesn't seem harmable" was real, not a feeling.
Three of the five rack slots did nothing at all to him and said nothing about
it: TRIPLE side balls skipped him, GUN and horde pellets skipped him, fire
couldn't ignite him. BOMB meanwhile deleted him outright ignoring his hp. All
of it now routes through one wound() with a TUNE.dmg* table, so damage is
proportional to the body and a future 20 hp boss needs no new code. Fractional
damage banks on zb.chip so whole points only come off hp — the wound skins
switch on hp thresholds. His contact radius goes to 0.7 m, because part of
"unharmable" was just missing him. Melee still skips him and that's correct:
he's on the far side of the net and melee can't span it.

The HP bar is gone. It was the only floating UI on a body, it was on screen
for nearly the whole run, and nobody knew what it meant — while the wound
skins already say the same thing in the language every other multi-hit enemy
uses. A one-per-run modal explains what he is instead. Skins and bleed anchors
now read a fraction of hpMax, since his hp scales with the run.

And the plateau: every difficulty dial bottomed out by about game 12, so games
12-50 were arithmetically identical. Body cap, spawn gap, shamble speed,
variant mix, boss hp and horde size all keep climbing now, calibrated to track
the old curve through game 12 rather than replace it. One deliberate exception:
shamble speed was time-based and maxed during game 2, so the early game is
genuinely gentler now — zSpeedPerGame if that reads flabby.

HANDOFF carries the full spec for steps 4 and 5 (ranged attacks with player
damage, then chapter bosses) including the decisions we settled, so the next
session can pick it up cold.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-30 12:30:27 +02:00

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HANDOFF — Splatter Tennis

This file is the only planning document. PLAN.md and POLISH-PLAN.md are deleted — everything they specified is shipped, and what still matters from them is recorded below. For the long history, ~/.claude/projects/.../memory/splatter-tennis-history.md is auto-loaded; for the detail of any individual change, read the git log.

Last updated 2026-07-30, mid-way through the late-game depth work after Oliver's 50+ game playtest. Steps 1-3 of that plan are DONE; steps 4 and 5 are the next job and are specified in full at the bottom of this file — start there. Everything from the earlier retest rounds is closed and recorded below it.

What this is

SNES-style pseudo-3D tennis (Super Tennis reference) that transitions into a zombie splatter game while keeping every tennis aesthetic (umpire voice, 15/30/40 scoring, ball boys, applause). Zero-dependency vanilla JS, native ES modules, no build step. Mobile portrait one-handed play is the primary target.

  • Run locally: preview_start name splatter-tennis (python http.server :8641, .claude/launch.json)
  • Deploy: push to git@gitea.wuwi.one:wuwi/splatter-tennis.git (main) → Coolify webhook builds the Dockerfile (nginx, no-cache). Oliver tests on his phone at splatter-tennis.wuwi.one ~30s after a push. Bump main.js?v=N in index.html every time or phones keep the old build. The Dockerfile must also COPY any new top-level file (it currently ships index.html, manifest.webmanifest, *.js, assets/).
  • Oliver edits files himself (tuning values, sometimes sprites). ALWAYS Read current file state before editing; never assume your last version is what is on disk.

Module map (all in repo root)

config.js TUNE (live T panel) + structural constants + UI palette · state.js the G object + P/O/ball/score + setupPoint/sendBoy · gameplay.js ballistics/swings/serve/rules/AI/update() + transition + splatPoint + ball-boy routines · zombies.js zombie/gore/particle state + updateZombies · render.js camera/palette-lerp/sprites/all drawing · input.js keys/touch/flick · audio.js sfx + recorded umpire (assets/audio/*, macOS say -v Daniel) · panel.js the T panel · main.js boot, loop, umpire-tap cheat, window.T test surface. Two runtime-only import cycles (documented in headers): input↔gameplay, zombies↔gameplay.

How the game flows

Tennis → win a game → transition (G.mode='transition', timeline on G.transT) → splatter. In splatter you serve at zombies; ball.pow ≥ TUNE.zSplatQ splatters, below that it staggers. Tennis scoring keeps running. TUNE.killsPerPoint kills = one point; games/sets accumulate; 6 games = a set = a horde (racket auto-fires, finger steers you absolutely). Odd games end in a changeover breather. A won game leaves the wave standing — you must clear it by hand (G.clearing) before play advances (proceedAfterClear). Weapons are only ever won, in the sudden-death duel (G.interlude) against the racket zombie. Getting caught = G.mode='eaten' = permadeath, and the run summary is the whole game.

Architecture & invariants — know these before touching anything

  • G.modal is the only thing that stops the world. update() early-returns on it (after flash/card decay), so no zombie steps, no ball flight, no spawn timers — only idleT ticks for the blink. showModal/dismissModal in gameplay.js; drawModal is the LAST thing render draws. Dismissal must swallow the gesture: input.js touchstart returns on it, keydown returns on it, and the pointerdown dismisser is registered only on pointer: fine — on touch, pointerdown fires before touchstart, so a shared handler cleared the modal and let the touchstart underneath serve. G.seen.<key> gates first-time-only modals. m.in (0..1 over TUNE.modalIn) is the arcade entrance and the ONE thing that animates behind the freeze — it is ticked inside that same early-return, so it advances while nothing else does. Icon and title fly in from the right (with a two-ghost speed streak), body lines cascade from the left, all on easeOutBack; every x is Math.rounded, because a fractional x on a nearest-neighbour scaled image re-snaps its pixel columns (the boiling that once read as HUD flicker). A modal with no in field draws fully landed, so older/test call sites still work. While m.in < 1, dismissModal returns true without dismissing — it swallows the gesture but won't let a panic tap that was already mid-air skip a popup nobody has read. Returning false there would drop that tap through into a serve instead.
  • The difficulty director lives in updateZombies's spawn block + spawnZombie + pickVariant, and every dial is keyed on G.runGames. It is the thing that broke first: as shipped, ALL of it bottomed out by about game 12 (body cap pinned at 14, spawn gap floored at 1.0 s, variant mix frozen at exactly 0.42 advanced, shamble speed maxed after 105 seconds of splatter, boss stuck at 3 hp, every horde identical). Oliver played 50+ games and reported the plateau; games 12-50 were arithmetically the same game. All six now keep climbing — see the TUNE block marked THE DIFFICULTY DIRECTOR. Calibration rule: the curve must track the old values through ~game 12 and only then extend, or you have silently nerfed the part of the game that was already fine. The raw dials do run out around game 25 by design; bosses and ranged attacks (steps 4-5) are what carry escalation past that, not more bodies.
  • wound(zb, amount, fx) in zombies.js is the ONE place damage is applied to a multi-hit body. Fractional amounts are legal (a pellet chips TUNE.dmgPellet = 0.34 of a point); they bank on zb.chip and only WHOLE points come off zb.hp, because the wound skins and bleed() anchors switch on hp thresholds and a fractional hp would never match one. It returns true when the body should die and the CALLER kills it — splatter() when the kill should get the multi-kill fanfare, killZombie() for a quiet one — after which the caller must stop touching zb, because killZombie splices the array. A boss with 20 hp therefore needs no new damage code at all.
  • Boss damage state is read as a FRACTION of zb.hpMax, never against literal hp numbers. spawnRacketZombie scales hp with TUNE.racketHpPerGame and stores hpMax. Two places switch on it and they MUST stay in step: drawZombie's skins (<= 0.34 headless z_cw2, <= 0.67 torn-arm z_cw1) and bleed()'s wound anchors. The old hardcoded hp === 2 left a scaled boss looking pristine until the killing blow.
  • The racket boss has NO health bar, deliberately. It was the only floating UI on a body anywhere, it was on screen for nearly the whole run (a boss respawns every game you win), and players did not know what it meant. The wound skins already encode the same information in the language every other multi-hit enemy uses. A one-per-run modal (G.seen.racket, fired from spawnRacketZombie) explains what he is instead. Do not re-add a bar; give a new boss more wound stages.
  • UI in config.js is the accent palette (hot/warm/pick/cream/dim/bad/ball). Every HUD colour goes through it. Gore reds are deliberately NOT in it — the splatter stays loud.
  • F(size, bold) in render.js builds every canvas font string. Bare monospace resolves to Courier, a slab SERIF — that was the "generic serif" bug, not taste. Never hand-write ctx.font. Widest string checked fits 270px portrait with ~10px spare.
  • Weapons are only ever WON. deliverTin() has exactly one caller: resolveInterlude('P'). The schedule (TUNE.duelFirst/duelEvery, G.duelDue) calls the duel, fired from proceedAfterClear() — the one beat where the court is guaranteed empty. The game beat it interrupts is parked in G.afterDuel and resumed when the duel resolves.
  • Anything that blocks serving. If a "can't serve" report ever comes in, check these first — each is an early return in keyPressed: G.mgT, G.horde, G.changeover, G.interlude.introT, G.modal. G.mgT in particular must keep counting down in EVERY phase (it used to tick only during rally, so a duel calling setupPoint() stranded it above zero forever = permanent lock).
  • Animation frames step off DISTANCE COVERED, never elapsed time — boy.dist for ball boys, zb.z / TUNE.bruteStride for brutes. Time-driven cycles moonwalk the moment speed and frame rate disagree. Sprite heights follow the PNG (img.height / SPRITE_H) because _slice.py common-scales a sheet; a wound stage's height must ALWAYS come from its A frame or it pops.
  • Fire chains. zb.burnT/burnD; ignite() is read-only over zombies[] so it is safe inside a kill loop; burnTick() returns true when the fire killed the body and the caller MUST continue. The flame ball also ignites what it FLIES PAST (TUNE.burnBallR) — without that its full pierce killed its own lane outright and nothing was left to catch. Flames are drawn procedurally (drawFlames), no sprite sheet.
  • Any loop over zombies[] whose body can kill can cascade into a sweep and gut the array mid-iteration — keep the if (!zb) continue guards and iterate backwards.
  • The ball boy is ONE slot. sendBoy never replaces a boy already on court (a kill streak used to teleport him back to the wing several times a second); new work is appended via jobs. mopRound walks him to a stain, holds him there for TUNE.boyMopDwell while the push cycle animates in place, then moves him on. Three sheets: x_boymop (stopped, working), x_boycarry (walking with the mop shouldered), x_boyrun (tennis-mode fetch).
  • Crowd applause is a real two-frame swap (x_crowd seated / x_crowd2 arms up), per column on its own phase, with no vertical offset. A fractional dy on a scaled image re-snaps its pixel rows every frame under nearest-neighbour — that boiling beside the HUD was the "scoreboard flicker" (the board art is 99.9% opaque; nothing was ever showing through it). If you touch one crowd frame you must apply the identical curve to the other, or the swap starts flashing brightness. assets/_sheet_crowd1.png is the pre-brightening original.

Settled feel decisions — do not regress silently

  • Two-stage serve: touch = reticle, drag = aim, release = fire, drag back under pullMin = cancel. The pull's DIRECTION picks the lane, its LENGTH is power — deliberately decoupled so a far shambler never costs a longer drag than the screen has.
  • The manual wave clear after a won game (G.clearing). Oliver was emphatic.
  • Thin, dynamic blood. Open wounds gush live particles (bleed()); blood is never painted into a sprite. Gore piles/stains are the loud part; keep the trickle sparse.
  • One gesture means one thing on touch. No mode where a drag silently becomes something else.
  • Volleys: pre-bounce contact gets reach ×1.4 / window ×1.8 (VOLLEY). A RISING ball is hittable at any height; only a dropping ball below CONTACT.minY is past you.
  • Aim magnet: flickTarget picks the best-ALIGNED body, with TUNE.aimTie of slack in which a nearer one still wins, so a straight-ahead lane still eats the nearest body first. aimTie: 1 restores the old "nearest along the lane always wins" for A/B.
  • TUNE.fps 60 — 30 was vetoed on feel.
  • The player only walks during rally. Never between points. Letting him walk during the 'over' beats and pretoss was shipped once and vetoed immediately: "I basically can never walk around freely" — so suddenly being able to, only between points, reads as the game breaking rather than as a fix. Frozen-with-danger-approaching is fixed by holding the DEAD instead (held in updateZombies), never by handing back movement.
  • The player must always be ON SCREEN. P_BOUNDS.x is 6.5 m but portrait only shows about ±4 m either side of the centre line at the baseline, so the walk bound alone let him leave the frame entirely. xLim = Math.max(xVis, COURT.W / 2) — the camera limit, floored at the sideline so every legal ball stays catchable.

Verification recipe (the regression net)

Drive the game deterministically via window.T with javascript_tool. The Browser-pane eval context reports document.visibilityState === 'hidden', so RAF is paused; halt it anyway with window.requestAnimationFrame = () => 0 and step with T.step(1/60). T.press('Space') = tap. Clear the intro first: document.getElementById('intro')?.remove().

  • You MUST set T.TUNE.autoAssist = 1.15 first — the Browser pane reports pointer: fine, so the mobile assist is off and every ball reads as "never reachable".
  • Force splatter with T.forceZombies() then ~600 steps (in splatter it forces a HORDE instead).
  • T.zombies, T.spawnZombie(x, z, 'a'), T.TUNE.zMax = 0 to stop spawns during tests.
  • Also exposed: T.explode, T.splatPoint, T.startDuel, T.resolveInterlude, T.deliverTin, T.flickTarget, T.showModal/T.dismissModal, T.render.

Benchmarks that must keep holding (re-run after any physics/aim change):

  • CPU returns ~11/12 serves (91.7%). Recent 150-sample runs: 90.7%, 89.3%, 90.7%, 88.7% (±2.5%). Watch this — the last few sit under the bar rather than scattered around it. The harness for this number was never written down and I could not reconstruct it. A rig that counts "did the CPU get a racket on the served ball" scores 100/100, because after a flub the CPU gets another swing at the SAME ball (aiSwingCool = 0.5) and connects — 91.7% ≈ 1 − aiFlub, so the recorded number must count only the FIRST swing opportunity, or only returns that land in. Until someone writes the rig down, prove "no tennis regression" differentially instead: run your rig, git stash the change, reload the modules, run the identical rig, compare. Equal numbers on the same rig is the real claim; a bare percentage against this line is not.
  • 30 human-tapped points (tap when the incoming ball is 2.2–3.2 m away) = 50 hits / 0 whiffs. This one DOES reproduce exactly — drive it off G.missLog (HIT vs MISS counts).
  • A 26-game state-machine soak with bombs/bursts/fire must finish with no exceptions, no stall, mgT back to 0, and gore/piles arrays bounded (gore caps at 40, piles at 30). Two ways a soak lies to you, both cost me a run: force-spawning zombies during G.clearing makes the hand-clear un-completable and reads as a 30-minute stall; and reviving the player after each eaten inflates gore past its cap, because the death push (zombies.js, the eatenR hit) is the one uncapped gore.push in the file — fine at one death per run, not at 260. Respect clearing, and either end the soak on death or set TUNE.eatenR = 0 to make him untouchable.
  • Never trust a single sample. aiFlub is 9%; a 20/24 run is normal noise. Use 150.

Asset pipeline

  1. generate-image skill (needs OPENROUTER_API_KEY in the gitignored repo .env; run with the scratchpad venv python — system python lacks requests). Passing the existing sheet as --input (edit mode) nails the style and is how every matching sheet here was made.
  2. Ask for a magenta background and, for sheets, "at least 150px of empty magenta between frames" plus "the prop must stay inside its own frame".
  3. python3 assets/_slice.py sheet.png out1.png ... — chroma-key on the corner colour, magenta de-fringe, column-gap segmentation, common-scale per sheet, IDLE_TARGET_H=112. --largest keeps only the main blob.
  4. Standalone art (logo, popup panels) uses assets/_key.py instead: chroma-key + crop to the content bbox + optional downscale, no frame splitting, no forced height.
  5. Register new names in render.js's SPR preload array.

Known generator quirks, all still true:

  • It sometimes ignores the magenta (harmless — the key uses the corner colour).
  • It draws near-identical animation frames unless you describe strongly contrasted poses.
  • It adds props the A frames don't have (a dragged pole on every brute B frame, a mop head). If the prop is a separate blob, keep the largest connected component; if it touches the body, cut on column density — a torso is dense, a dragged pole is a thin diagonal of ~7 px per column.
  • If frames merge (a handle bridging the gap) _slice.py reports "found 1 frames". Re-prompt for wider gaps first; if that fails, cut at the true column gaps plus the thinnest column inside the merged pair, then common-scale.
  • Colour-match any regenerated frame of an existing pair before shipping: fit a per-channel linear map onto the original's mean and sd, then verify with a mean-difference number.

Gotchas learned the hard way

  • Stale ES modules are the #1 time sink. python http.server sends no cache headers, so an edited module often loads STALE. preview_stop/preview_start only helps if the port actually changes, and holding 8641 with a throwaway socket did not work reliably. What DOES work:
    await Promise.all(['main.js','state.js','gameplay.js','render.js','config.js','zombies.js',
      'input.js','audio.js','panel.js','dom.js'].map(f => fetch(f, {cache:'reload'})));
    
    then reload the page. Always sanity-check a just-added field before trusting any result — and note the trap: if state.js is stale but gameplay.js is fresh, a new G field materialises as NaN (undefined + dt), which reads exactly like a logic bug.
  • drawChar mirrors sprites by ch.facing — any stance that must not mirror needs facing reset.
  • Synthetic touch tests: input.js only sets stick.moved in touchmove, so touchstart→touchend reads as a TAP. Always dispatch a touchmove between them.
  • Contact/kill tests must step 1/60 — pellets at 26 m/s tunnel past 0.55 m radii at coarser steps and kills silently don't happen, which looks exactly like a bug.
  • When testing fire or any serve, fire a real ARC. A flat ball from z=16 hits the net (netH 0.914) and bounces back at you; a "the weapon is broken" reading was my test hitting the tape.
  • The scratchpad venv gets wiped between sessions — recreate it with requests + pillow.
  • Commit style: imperative summary + Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>. Push = deploy.

NEXT UP — late-game depth (agreed with Oliver 2026-07-30)

He has played 50+ games. Verdict: nothing new happens after about game 30. The measured cause is in the invariants above — every difficulty dial bottomed out by game 12. Steps 1-3 removed the flat line; steps 4 and 5 are the actual content and are NOT built yet. Step 6 is parked by his decision. Read this whole section before starting: the decisions in it were argued out and settled, and re-litigating them wastes his time.

Settled design decisions (do not reopen)

  • Contact still kills outright. This was explicitly decided. Player HP is a SEPARATE channel that only ranged attacks touch. A shambler reaching you is still G.mode = 'eaten', still permadeath, still the whole run over. Oliver: "keep the instant death separate". The reason: two threats that demand two different responses is the depth; making contact chip instead of kill would make the game easier and lose the dread that carries it.
  • Player health is his SHIRT, not a bar. Tennis whites going progressively bloodier, plus bleed() on the player once wounded. No HUD box, no meter, no number — same reasoning that removed the boss's HP bar (see invariants). This is the aesthetic rule for this game: state is expressed in the art or in tennis furniture, never in floating UI.
  • Healing happens by winning a sudden-death duel. That finally gives the duel a reason to be WANTED rather than just being a weapon vending machine.
  • Step 6 is parked. The crowd turning into zombies and the ball-boy-zombie-who-catches-your-balls were both discussed; Oliver: "for 6 that's my least favourite one and we should park it". Do not build them. They are recorded at the bottom only so the idea isn't lost.

Step 4 — ranged attacks and player damage (NOT BUILT)

The point of this step: it is the only idea on the list that adds a new verb. Every other option adds more of what the player already does. The player's whole vocabulary today is pull-aim-fire, panic-swish, pick a tin, walk during a rally.

The cheap insight to build on: a thrown projectile IS just a ball hit by the other side. trySwing already implements "an incoming ball, a generous volley window, time it or eat it", and VOLLEY already widens reach ×1.4 / window ×1.8 for a pre-bounce contact. A thrower is therefore much closer to "a racket zombie that serves at you" than to a new system. Reuse that path rather than writing a projectile-dodging mechanic from scratch.

Deliver it as the rogue ball machine — Oliver's own idea and the most on-brand thing in the list, because a ball machine is real tennis furniture. Suggested shape:

  • A new variant ('m'?) that does NOT shamble: it parks on the far court and fires at you on a cycle.
  • It must telegraph: a wind-up pose plus a sound, far enough ahead that a phone player with one thumb can react. Reuse the shriek() fairness-contract pattern the runner already uses.
  • Returning the shot is a normal swing/volley. Missing it costs one point of player HP and starts the bleed. It must never be an instant kill — that is what contact is for.
  • Because it doesn't walk, it never reaches your baseline, so it can't score for THEM by crossing — it has to be a standing threat you choose when to deal with. That makes it a target-priority decision, which is new.

Player-state plumbing this needs (none of it exists yet):

  • G.hp / G.hpMax on the G object in state.js, reset per run.
  • The bloodied-shirt skins: new p_* sprites per wound stage, resolved in drawChar exactly the way drawZombie resolves boss skins — as a fraction of hpMax, not against literal hp numbers (see invariants; this trap has already been hit once).
  • bleed() currently takes a zombie; it will need to work for the player, or get a sibling.
  • Healing in resolveInterlude('P'), alongside deliverTin().
  • The eaten/run-summary path must still work when death comes from HP reaching zero rather than from contact — check G.eatenAt, playerGore(), and the localStorage best-run write.

Step 5 — chapter bosses every 10 games (NOT BUILT — Oliver's favourite)

"my favourite - we need spectacular new sprites for the bosses and his wounds"

Why this is worth the most: it gives the run chapters, and it fixes a real economy problem — tins arrive every 3 games forever (duelFirst 2, duelEvery 3), so there is currently no reason to bank anything. A rare wall you must save weapons for is what turns the rack into a decision.

  • Every 10 games. Escalating each time: more hp, bigger, more wound stages, and — once step 4 exists — it uses ranged attacks too, so escalation becomes numbers rather than new mechanics.
  • The damage model is already ready for this. wound() + hitR() + the TUNE.dmg* table mean a boss is just a bigger hp number and every weapon stays proportional. Verified: a 9 hp body takes 3 off per bomb, ~3 pellets per point, 1 per side ball. Do not add per-boss damage special cases.
  • Bigger is free: the brute already renders at 2.7 m against a shambler's 1.8 m, so sprite scale is an existing, proven lever.
  • The always-present racket zombie must stop being "the boss" first, or a real boss will not read as special. Today splatPoint respawns one every single game you win. Decide: does the mini-boss become rarer, or get renamed/re-skinned as an ordinary "opponent" while the chapter boss is a distinct thing?
  • Sprite work is the bulk of this step and it is Oliver's stated priority. Follow the asset pipeline section above exactly: generate-image in EDIT mode with the existing sheet as --input is what makes a new sheet match, magenta background, then _slice.py (frames) or _key.py (standalone). Wound stages must be generated as a SET so they colour-match — and remember a wound stage's height must always come from its A frame or it pops.

Parked (step 6) — do not build without asking

  • The crowd turning. Mechanically it is "spawn from the stands instead of the far baseline", i.e. attacks arriving from behind and beside you, which breaks the one assumption the whole game rests on. Highest spectacle-per-line available, and x_crowd/x_crowd2 already exist. Oliver's least favourite; parked.
  • The ball-boy zombie that catches your balls. Denies your best lane, forcing target priority. Parked with the above.

CLOSED — the 50-game plateau, steps 1-3 (2026-07-30)

Racket zombie's HP bar removed

See invariants. Replaced by a one-per-run "IT HAS A RACKET / IT RETURNS YOUR WEAK SHOTS / ONLY A FULL PULL WOUNDS IT" modal from spawnRacketZombie, gated on G.seen.racket.

"Sometimes the racket zombie doesn't seem harmable" — it was real, not a feeling

Three of the five rack slots did nothing at all to him, silently: TRIPLE side balls skipped him (variant === 'r' → continue), GUN/horde pellets skipped him, and fire spread could not ignite him. Meanwhile BOMB deleted him outright ignoring hp. All fixed via the new TUNE.dmg* table and wound(). Verified numerically: 9 pellets kill a 3 hp boss, one side ball takes 1 hp and is consumed, a weak side ball does nothing (correct — the zSplatQ gate), a bomb takes 3 off, and he now catches fire from a burning neighbour and cooks to death in 3.6 s at bossBurnMul 0.4.

  • hitR(zb) gives him a 0.7 m contact radius (shambler 0.55, brute 0.75) — part of "unharmable" was simply missing him.
  • Melee is still skipped, and that is correct, not an oversight. The player is bounded at P_BOUNDS.zMin = 13.1 and the boss holds z <= COURT.svcFar = 5.5, so they are always on opposite sides of the net and meleeRange 1.7 can never span it. Don't "fix" an unreachable path.
  • A sub-threshold ball still passes through him on purpose so racketAI can rally it back. That rally IS the feedback that the pull wasn't hard enough, so there is deliberately no clank there.

The director un-capped

Old vs new, verified in-browser (gap s / body cap / speed m/s / advanced share / boss hp):

       gap        cap       speed      nasty      bossHp
g 1  2.59/2.78   3/4     0.79/1.75   0.03/—      3/3
g10  1.15/1.00  12/13    1.61/1.75   0.30/0.27   4/3
g12  1.03/1.00  13/14    1.79/1.75   0.36/0.42   4/3
g20  0.71/1.00  21/14    2.52/1.75   0.60/0.42   5/3
g30  0.52/1.00  24/14    2.73/1.75   0.75/0.42   6/3
g50  0.35/1.00  24/14    2.73/1.75   0.75/0.42   9/3
  • The spawn gap is hyperbolic now (zSpawnEvery / (1 + games * zSpawnAccel)) so it keeps tightening instead of hitting a floor; zSpawnMin is only a safety stop.
  • Known, deliberate early-game change: shamble speed used to be TIME-based (splatT / 70) and maxed out after 105 seconds of splatter — i.e. during game 2 — so it was never a progression lever and every early shambler already walked at top speed. It is games-based now, which makes games 1-10 genuinely gentler than before. Oliver has not playtested that yet; if the on-ramp feels flabby the knob is zSpeedPerGame.
  • Hordes scale with sets banked (hordeGrow) — length AND spawn rate. TUNE.zHordeCap = 34 is required: a horde deliberately ignores the director cap, and with growth a late wave asks for ~120 spawns where the old fixed 12 s x 2.5/s could only ask for 30. A 41-body court showed up in the soak before the cap went in.

Regression net after all of it

30 tapped tennis points = 50 hits / 0 whiffs (unchanged). 40-game splatter soak: no exceptions, mgT drains to 0, gore 40 / piles 30 / bodies capped at exactly 34.


CLOSED — Oliver's 35-game retest (2026-07-27), all fixed 2026-07-30

Kept because each one is a trap worth not re-digging. Every fix was verified in the browser via window.T; the numbers quoted are from those runs.

1 + 6. Player frozen (and stuck mid-animation) during the between-game pauses — was HIGH

Two fixes: the first was wrong. The movement block — pose update included — lived inside if (G.phase === 'rally'), so every 'over' beat and every pretoss left the player standing while zombies walked at him. The pretoss case is issue 6: endHorde calls setupPoint().

The first attempt widened the block to all of splatter except 'toss'. Oliver vetoed it on sight: "the mechanic where I suddenly can move freely around feels broken.. I basically can never walk around freely - also I could walk off the screen". He is right — free movement for five seconds between points, in a game where you otherwise only move while a ball is live, reads as a bug. It is reverted, and the rule is now in Settled feel decisions above.

What actually ships, three separate pieces:

  • The dead wait too. held = !!G.changeover in updateZombies stops every zombie's z advance, its x steering, and the eat check for the breather's duration. They still bleed, still burn, still animate — they just stand there, because the umpire called time and it is still a tennis match. This is Oliver's own second option and the characterful one (the boys mop, everyone waits).
  • The stuck pose. expirePose only ever expired swing/serve; 'run' was the pose nothing reset, and P.runT stops advancing outside the movement block, so a beat that began mid-stride welded him to one run frame. An else if (P.pose === 'run') on the movement block fixes it for every phase at once.
  • The on-screen clamp (see Settled feel decisions) — xVis already existed but was applied only in auto-fire modes, so ordinary play could walk clean off the edge. Now it always applies.

The path where this actually bit — worth knowing, because a clear court makes it look impossible: a changeover normally starts only after G.clearing has emptied the court, so nothing is walking. But resolveInterlude('O') spawns five fresh zombies ("the dead lose their patience") and then hands back to startChangeover via G.afterDuel. Lose a duel scheduled on a changeover beat and you get five shamblers plus five seconds with no agency. Verified fixed: they advance 0.000 m across the breather and resume 0.75 m/s the instant "Time." is called.

If the 5 s still drags on a phone, TUNE.changeoverT is the knob — it is now a safe, watchable beat rather than a dangerous one, so shortening it is purely a pacing call.

2. The mop boy walks on during the 1:1 duel — was LOW

sendBoy now returns early on G.interlude, and startDuel sets G.boy = null. Note the ordering that makes this safe: resolveInterlude('P') clears G.interlude before calling deliverTin(), so the boy still comes out with the tin.

3. Triple serve: the two wing balls lob off at the wrong height — was MEDIUM

The diagnosis in the old text was right. g: ball.g is now copied onto each clone (both push sites: hitServe's triple fan and dragServe's re-fire clone) and zombies.js integrates e.vy -= (e.g || TUNE.gravity) * dt. Verified at full pull: clones carry g = 21.16 (2.3 × the 9.2 base) instead of 9.2, and centre and wing apex heights now match exactly (2.90 m both).

4. The umpire calls "Time" on pauses that aren't changeovers — was LOW

G.changeover is now the seconds left, not a flag (still truthy, so every !G.changeover guard reads the same), and it counts itself down near the top of update(), calling voice('time') when it hits zero. It no longer rides the generic G.overT expiry — anything that overwrote overT mid- breather (a melee kill taking a game, say) used to make the umpire call time on a pause that was never a changeover. Verified with a fetch spy on assets/audio/time.m4a: an unrelated overT expiry at t=0.4 s says nothing and leaves 4.6 s on the breather; the line fires exactly once, when the breather's own clock runs out.

5. The transition tutorial illustration confuses people — was MEDIUM

assets/x_howto.png regenerated (Gemini 3 Pro, edit mode with the old sheet as --input, then assets/_key.py … 240). The curved arrow and thumbprint are gone; it is now a press ring at the top, a straight vertical dashed track, two chevrons pointing DOWN, and a fingertip at the bottom — with the yellow shot arrow flying the opposite way to the zombie, which is the inversion lesson. Aspect is unchanged (240×321 vs 240×322), so the modal still draws it at 90×120 in portrait. Checked at that drawn size, not at full resolution.

7. Aiming plays the toss animation; it should stay in the pretoss stance — was MEDIUM

update()'s forced sv.pose = 'serve' for phase === 'toss' is now gated on !G.aim: while the slingshot is drawn the server holds the pretoss stance, and only hitServe puts him into the toss/smash. Verified: plain tap → pose serve; drawn bow → pose idle.

8. Show the current game number persistently — was LOW

GAME N now sits permanently under the scoreboard, right-aligned to the board's width, on the same row as the NEXT pips and in the same dim tone (render.js, just before the pips block). The 1.1 s flash when a game arms is still there.