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>
221 lines
17 KiB
JavaScript
221 lines
17 KiB
JavaScript
// All tuning and constants. TUNE is live-editable in game via the T panel;
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// the exported consts below are structural values that code shares but the panel doesn't show.
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export const TUNE = {
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camZ: 42, camY: 9, camF: 406, horizon: 40, // camF/horizon are per-orientation, set in fitViewport
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gravity: 9.2, // slightly floaty vs 9.8 for readability
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spinFactor: 0.9, // extra dive on quality shots (fake topspin)
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bounceY: 0.58, bounceXZ: 0.78,
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playerSpeed: 5.4, aiSpeed: 4.3,
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reach: 1.3, aiReach: 1.6, // tight contact radius: the assist positions you, the tap must be honest
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swingWindup: 0.06, // s before contact window opens
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swingWindow: 0.16, // s contact window length
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baseShotSpeed: 16, qualityShotSpeed: 12, // horizontal m/s = base + q*quality; perfect timing = real pace
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// the slingshot's pace range. Weighted hard toward QUALITY so a full draw is a smash you can
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// see: 21 m/s floppy at the minimum pull, 41 m/s at full. (baseShotSpeed above is the rally
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// volley and stays put — it's shared with tennis mode and the CPU.)
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serveSpeed: 19, serveQualitySpeed: 22,
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serveSpin: 1.3, // extra gravity a full-power serve carries (was a fixed 0.35). Without it the
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// net-clearance loop ate the whole smash: a flat fast ball can't get over the
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// tape AND come down on a target, so it got throttled back to walking pace.
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// Heavy topspin lets it leave flat and DIVE, which is what a smash actually is.
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aimError: 2.4, // m of scatter at quality 0
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perfectMs: 45, // |offset from window center| for PERFECT
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aiQualityMin: 0.45, aiQualityMax: 0.85, aiFlub: 0.09,
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aiReaction: 0.45, // s before the CPU reads your shot — well-aimed corners are winners
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autoAssist: matchMedia('(pointer: coarse)').matches ? 1.15 : 0, // auto-run speed factor (mobile)
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zSpeed: 0.7, // zombie shamble speed m/s
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// ---- THE DIFFICULTY DIRECTOR. Every dial below used to bottom out by about game 12, which is why
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// a 50-game run stopped changing (games 12..50 were arithmetically identical). They are all keyed
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// on G.runGames now and all keep moving; the ceilings that remain exist for perf or fairness, not
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// because the curve ran out. See HANDOFF "The difficulty director".
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// Calibrated to TRACK the old curve through roughly game 12 and then keep going, rather than to
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// replace it: the first pass at this made games 1-30 easier, which is the opposite of the ask.
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zSpawnEvery: 3.0, // s between spawns in game 1
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zSpawnAccel: 0.16, // hyperbolic tightening: gap = zSpawnEvery / (1 + games * this). g5 1.67s,
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// g11 1.09s (old floored at 1.0 here and stopped dead), g20 0.71s, g30 0.52s
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zSpawnMin: 0.35, // hard spawn-gap floor, safety only — reached around game 41
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zMax: 3, // shamblers on court in game 1
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zMaxPerGame: 0.9, // cap growth per finished game (was a flat +1 into a wall at game 11)
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zMaxCap: 24, // absolute shambler cap — readability ceiling, reached ~game 24
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zSpeedPerGame: 0.13, // shamble-speed ramp per finished game. Was TIME-based (splatT/70) and hit its
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// ceiling after 105 seconds of splatter, i.e. during game 2 — so shamble speed
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// was never a progression lever at all. g12 matches the old top speed (1.75
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// m/s), and it climbs to 2.7 m/s by game 22.
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zSpeedMax: 2.9, // cap on that ramp (top speed = zSpeed * 3.9). runnerVMax still caps runners.
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nastyPerGame: 0.03, // share of spawns drawn from the advanced roster, per finished game
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nastyMax: 0.75, // ...capped here (g14 matches the old 0.42, g25 hits the cap). The old mix was
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// frozen at exactly 0.42 from game 12 to the end of the run.
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hordeGrow: 0.2, // horde length AND spawn rate both scale by this per set already banked
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zHordeCap: 34, // hard body ceiling DURING a horde. A horde ignores the director cap on
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// purpose (that is the point of it), but hordeGrow means a late wave now tries
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// for ~120 spawns where the old fixed 12 s x 2.5/s could only ever ask for 30,
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// and a 40-body court on a 270px-wide portrait screen is mush, not menace.
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racketHpPerGame: 0.12, // the racket zombie stiffens as the run goes on (floored into whole hp)
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// ---- damage. Bodies with hp (racket boss 'r', brute 'g') take damage in these units, so a big
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// boss is just a bigger hp number and every weapon stays proportional. Fractions are legal: they
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// bank on zb.chip and only whole points come off hp (the wound SKINS switch on hp thresholds).
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dmgBall: 1, // a splat-quality ball or serve
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dmgSide: 1, // one TRIPLE side ball — used to pass straight through the boss doing nothing
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dmgPellet: 0.34, // one machine-gun round — three chip a point off. Also used to no-op on the boss
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dmgBomb: 3, // caught in a blast. Was an instant kill that ignored hp entirely
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dmgFlame: 2, // a direct flame-ball touch (and it sets the boss alight, which it didn't before)
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bossBurnMul: 0.4, // burnDps multiplier while a boss body cooks — it burns, just slower than a body
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changeoverT: 5.0, // s the changeover breather lasts (after odd games, as the rules demand)
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boyMopSpeed: 2.2, // m/s a MOPPING ball boy crosses at (a fetching one still sprints at 7.5)
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boyMopDwell: 1.8, // s he stands on a stain pushing the mop before moving to the next one
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boyMaxJobs: 4, // stains one boy will clean in a round — a kill streak must not employ him forever
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boyStride: 0.28, // m of travel per animation frame. Frames are driven by DISTANCE, not time, so
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// the feet cannot slide: change a boy's speed and his legs keep up on their own.
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gameBeatT: 1.6, // s the game-end beat lasts on even (non-changeover) games
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eatenR: 0.9, // m a shambler must close to eat you — matches the visual sprite overlap
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zSnap: 0.9, // m of lateral slack at zero range — the aim cone's base width (fat-thumb forgiveness)
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killsPerPoint: 3, // splatter: zombie kills to score ONE tennis point (1 = every kill scores, old behavior)
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zSplatQ: 0.5, // min shot quality to splatter; below = stagger pushback
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zPushback: 1.4, // m a staggered zombie is knocked back
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splatterOverT: 0.1, // s the spent-ball 'over' beat lasts before the next serve is armed
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// the slingshot: the pull's DIRECTION picks a lane, its LENGTH is power. Deliberately DECOUPLED —
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// reaching a far shambler must not cost a longer drag than the screen has room for. The old
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// mapping (pull length = reach) is why you had to drag off the bottom of the phone.
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pullMin: 18, // px of pull below which the release cancels — no shot, nothing spent
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pullFull: 130, // px of pull for a full-power shot. Keep this well inside one thumb's travel — but
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// 95 was so short that EVERY pull maxed out by accident and the meter never
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// meant anything. A full draw should cost a deliberate stretch of the thumb.
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// Capped short of ~150 because a pull that STARTS low on the screen has to
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// still be completable downward before the finger runs off the glass.
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pullQMin: 0.12, // shot quality at pullMin, scaling to 1.0 (= PERFECT) at pullFull. Below
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// zSplatQ it only staggers, so a lazy flick can't kill: THE anti-spam knob.
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aimCone: 0.10, // lane half-width added per meter of range. This is what makes the pull's ANGLE
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// mean something: at 0.45 the cone was ±10 m at the far baseline — the whole
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// court — so every downward pull picked the same body and the angle felt inert.
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// 0.10 gives ±2.9 m out there: you have to actually point at a lane.
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pullHintAfter: 1.5, // s of doing nothing in the serve stance before the pull gesture demos itself
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aimTie: 0.12, // how much worse-aimed a NEARER body may be and still win the lane (0..1 of the
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// cone half-width). 0 = pure best-aligned wins; 1 = the old "nearest in the
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// lane always wins", which is what made the magnet grab the wrong shambler.
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aimReach: 22, // m the aim ray runs when no shambler stands in the lane
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// How the camera moves while you're drawing the slingshot. NEGATIVE (the default) drops it and
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// pushes in — you crouch into the shot. POSITIVE lifts it and leans back for a steeper, more
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// top-down look, which reads the depth behind the net better but feels less like aiming.
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// Both 0 = the old fixed camera.
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aimCamY: 0, // m of camera height change (negative drops you into the shot)
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aimCamZ: 0, // m of camera dolly (negative = closer). Both 0 = the camera holds still,
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// which is where Oliver landed: the aim graphics carry the read on their own.
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backstopZ: -1.8, // z of the far backstop — must sit IN FRONT of the -2 retire line, or balls die before they reach it
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backstopKeep: 0.55, // pace a ball keeps after the rebound — still lethal, slower
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backstopPop: 1.8, // m/s of lift off the fence, so the rebound travels back instead of dying at the net posts
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meleeCool: 1.0, // s between racket swishes — melee is the panic button, not the default
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zPierce: 0.75, // pace a ball keeps after a splatter — hot balls plow through lined-up pairs
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// The schedule calls the DUEL, not the tin: weapons are only ever won, but a duel comes round
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// on its own so there is always a chance at one. Fires off the next hand-cleared wave.
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duelFirst: 2, // game after which the first scheduled sudden-death duel is called
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duelEvery: 3, // games between scheduled duels after the first
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bombMax: 3, // bomb balls in a fresh tin
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tinTriples: 3, // triple-serves in a fresh tin
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tinFlames: 3, // flame balls in a fresh tin
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tinGuns: 1, // machine-gun charges in a fresh tin
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wCap: 9, // per-type cap on the courtside rack — tins accumulate, but only so many
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rackH: 30, // px height of the bottom weapon rack (feel knob: how much court it covers).
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// 22 logical px is ~30 CSS px on a phone — under half Apple's 44px target, which
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// is why switching tins felt fiddly. rackHit also pads the touch band (render.js).
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bombRadius: 4.2, // m blast radius of a bomb ball — 2.5 barely cleared the bodies stood on the crater
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hordeLen: 12, // s a horde wave lasts
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hordeRate: 2.5, // zombies spawned per second during a horde
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mgRate: 6, // machine-gun pellets fired per second during a horde
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mgPickupLen: 8, // s the machine-gun tin (4th delivery) auto-fires outside hordes
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fps: 60, // frame cap — 30 halves battery/heat but Oliver felt it; smoothness wins (0 = uncapped)
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runnerSpeed: 3.2, // runner ('f') speed multiplier over the shamble
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runnerVMax: 4.2, // hard runner speed cap — the late-game ramp must stay humanly reactable
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shamblerHp: 2, // splat-quality hits a classic shambler ('a'/'b') soaks before it dies — only the runner ('f') is still one-shot glass
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// fire: the flame ball no longer just kills what it touches, it starts an epidemic.
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burnTime: 3.0, // s a body burns before the fire goes out
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burnDps: 2.0, // hp lost per second while burning — burnTime*burnDps must exceed bruteHp or tanks walk out of the fire
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burnSpread: 2.2, // m — a burning body ignites anything this close, every frame it burns
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burnIgniteR: 4.5, // m — the flame ball's ignition radius around the body it kills
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burnBallR: 2.4, // m — the flame ball also lights anything it FLIES PAST. Without this the ball's
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// full pierce simply killed the whole lane outright and nothing was left to catch fire.
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burnPanic: 1.0, // walk-speed multiplier while burning (1 = off; crank it for panicked sprinting)
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setCardT: 2.0, // s the centered SET card holds (the 'kurze unterbrechung' before the horde)
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modalIn: 0.34, // s the modal swooshes in — icon+title from the right, body cascading from the
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// left, each on easeOutBack. The gesture that dismisses is swallowed until it
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// lands, so a panic tap can't skip a popup before it has been read.
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bruteStride: 0.5, // m the brute covers per lurch frame — it is the slowest thing on court, so
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// its cycle is driven by ground covered rather than by the clock
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bruteHp: 5, // splat-quality hits (or pellets) a brute ('g') soaks before it dies — one wound skin per stage
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shieldDown: 1.5, // s a shield zombie's ('s') chair stays dropped after a block — the kill window
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meleeRange: 1.7, // m — a racket swish cleaves shamblers this close to you
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racketHp: 3, // splat-quality hits a racket zombie (mini-boss) takes before it dies
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racketSpeed: 2.8, // m/s the racket zombie shambles to chase a ball
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racketQMax: 0.55, // its return quality is capped here (slower, sloppier than the tennis CPU)
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racketFlub: 0.2, // chance the racket zombie whiffs a return
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missHud: 0, // show the last miss reason on screen (full log: T.G.missLog) — off; dev-only
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killPips: 1, // splatter: show the kills-to-next-point pips on the scoreboard
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};
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// the death animation's timeline, in seconds of G.eatenT. A: thrash · B: you burst into gore
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// · C: the summary fades in. The restart tap is gated past the whole thing so a panic tap
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// during the burst can't skip it.
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// assets/audio/tennis-applaus.wav runs 4.16s and always plays in full, so the crowd must keep
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// clapping at least that long — every cheer() call was passing a shorter beat, which left the
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// stand sitting back down while the applause was still audible.
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export const APPLAUSE_T = 4.2;
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export const EATEN_BURST = 0.5, EATEN_SUMMARY = 1.6, EATEN_RESTART = 2.2;
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// UI accent colours, one place so the whole HUD can be re-tuned at once. Deliberately
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// desaturated from the original arcade primaries: they were shouting over the artwork.
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// (NOT the gore — blood and piles keep their loud reds; only text and interactive UI.)
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export const UI = { hot: '#d9705f', warm: '#e0cc72', pick: '#cbd06a', cream: '#e8e8dc',
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dim: '#8fa0b8', bad: '#a34a42', ball: '#dbe063' };
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// netW was the singles-stick width (10.06) while the court is drawn to the DOUBLES lines, so the
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// net stopped 0.46 m short of each sideline and visibly failed to meet the court edge. The posts
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// now stand exactly on the doubles sidelines.
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export const COURT = { L: 23.77, W: 8.23, dblW: 10.97, netZ: 11.885, netH: 0.914, netW: 10.97 };
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COURT.svcFar = COURT.netZ - 6.4; // far service line
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COURT.svcNear = COURT.netZ + 6.4; // near service line
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// world sizes (meters)
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export const PLAYER_H = 1.88;
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export const BOY_H = 1.5; // was 1.2 — the mopping boy read as a distant speck at that scale
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// how far off-court a boy starts. The mop boy comes in from just off-screen (he is slow, and
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// waiting 8s for him to walk into shot is dead time); a fetching boy sprints in from further out.
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export const BOY_ENTER = { mop: 9.5, run: 13 };
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export const UMP_H = 3.0;
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// The chair is 1.12 m wide as drawn (x_ump is 42x112 at UMP_H 3.0), so at 5.6 its near legs stood
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// 0.45 m INSIDE the doubles line, on the court. 6.05 puts them exactly on the line; anything much
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// beyond ~6.3 clips the right edge of the portrait viewport (7.1 was fully off-screen).
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export const UMP_X = 6.05;
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// contact rules: outside this height band the ball can't be hit (below = it's past you)
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export const CONTACT = { minY: 0.24, maxY: 2.3 };
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// volleys (pre-bounce contact) get extra forgiveness: the ball passes at full speed and
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// there's no bounce cue to time against, so reach and swing window widen by these factors
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export const VOLLEY = { reach: 1.4, window: 1.8 };
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// how deep from the far/near baseline a player's interception zone extends
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export const ZONE_DEPTH = 9.5;
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// recovery positions between shots
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export const HOME = { P: { x: 0, z: 22.8 }, O: { x: 0, z: 2.5 } };
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// where the near player is allowed to move
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export const P_BOUNDS = { x: 6.5, zMin: COURT.netZ + 1.2, zMax: 26 };
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// serve toss: release height and upward speed (apex derives from these + gravity)
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export const TOSS = { y0: 1.8, vy: 4.6 };
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// shot target depth from the receiving baseline, by aim (up = deep, none = mid, down = short)
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export const SHOT_DEPTH = { deep: 3.0, mid: 5.4, short: 8.6 };
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// how long swing/serve poses hold before returning to idle (s)
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export const POSE_TIME = 0.38;
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// the server's idle ball bounce: sideways offset to the free hand, apex height, tempo.
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// tempo drives the ball, the hand sprite AND the pock sound — one value, always in sync.
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export const BOUNCE_IDLE = { dx: 0.5, apex: 0.55, tempo: 3.6 };
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// generated sprite sheets: the idle pose is this many pixels tall; all scales derive from it
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export const SPRITE_H = 112;
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