Merge lane-a: blob controller, feel layer, camera, greybox course

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
type-two 2026-07-17 20:18:28 +10:00
commit 72d8c7ca80
6 changed files with 718 additions and 1 deletions

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src/blob/camera.ts Normal file
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/**
* Lane A third-person soft-follow camera.
*
* Trails the blob with position lag, eases its yaw to sit behind the direction
* of travel, and kicks FOV a touch at speed for a sense of hustle. Runs as a
* per-frame (visual-only) hook. The controller reads `world.camera` for its
* move basis, so this cam swinging around keeps WASD camera-relative.
*/
import * as THREE from 'three'
import type { World } from '../contracts'
import type { BlobHandle } from './createBlob'
export interface FollowCameraOptions {
distance?: number
height?: number
/** How fast the camera position catches up (higher = tighter). */
followLag?: number
/** How fast the camera swings behind travel (higher = snappier). */
yawLag?: number
}
export interface FollowCamera {
update(dt: number): void
yaw(): number
}
function expo(rate: number, dt: number): number {
return 1 - Math.exp(-rate * dt)
}
export function createFollowCamera(
world: World,
blob: BlobHandle,
opts: FollowCameraOptions = {},
): FollowCamera {
const cam = world.camera
const distance = opts.distance ?? 9
const height = opts.height ?? 4.5
const followLag = opts.followLag ?? 6
const yawLag = opts.yawLag ?? 2.5
const baseFov = cam.fov
let camYaw = Math.PI // start looking toward -Z (down the course)
const desired = new THREE.Vector3()
const look = new THREE.Vector3()
let lookInit = false
return {
update(dt: number): void {
const p = blob.body.translation()
const v = blob.body.linvel()
const size = blob.modifiers.size
const speed = Math.hypot(v.x, v.z)
// ease the rig behind the direction of travel (only while actually moving)
if (speed > 1.5) {
const targetYaw = Math.atan2(v.x, v.z)
let delta = targetYaw - camYaw
delta = Math.atan2(Math.sin(delta), Math.cos(delta))
camYaw += delta * expo(yawLag, dt)
}
const dist = distance * size
const h = height * size
desired.set(
p.x - Math.sin(camYaw) * dist,
p.y + h,
p.z - Math.cos(camYaw) * dist,
)
cam.position.lerp(desired, expo(followLag, dt))
// look at a point a little above the blob, itself eased for smoothness
const lookTarget = new THREE.Vector3(p.x, p.y + 1.0 * size, p.z)
if (!lookInit) {
look.copy(lookTarget)
lookInit = true
} else {
look.lerp(lookTarget, expo(8, dt))
}
cam.lookAt(look)
// FOV kick at speed
const targetFov = baseFov + Math.min(speed * 0.9, 12)
cam.fov += (targetFov - cam.fov) * expo(4, dt)
cam.updateProjectionMatrix()
},
yaw: () => camYaw,
}
}

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/**
* Lane A blob controller (the fixed-step System).
*
* Physics only. Reads keyboard + camera, drives the rigid ball with impulses,
* respects `blob.modifiers` EVERY frame, and emits the frozen wire events
* `blob:jumped` / `blob:landed`. It never sets velocity outright (except the
* jump kick), so external forces catapults, fans, shoves from Lane C always
* stack on top instead of being clobbered.
*
* Movement is CAMERA-RELATIVE: W is "away from camera", derived from the live
* camera yaw, so it stays correct as the follow-cam swings around.
*/
import * as THREE from 'three'
import type { System, World } from '../contracts'
import type { BlobHandle } from './createBlob'
export interface BlobControllerOptions {
/** Base top speed (m/s) before speedMul. */
maxSpeed?: number
/** Ground acceleration (m/s^2) before massMul sluggishness. */
accel?: number
/** Take-off vertical speed (m/s) before jumpMul. */
jumpSpeed?: number
}
export function createBlobController(
world: World,
blob: BlobHandle,
opts: BlobControllerOptions = {},
): System {
const { physics, rapier, events, camera } = world
const maxSpeed = opts.maxSpeed ?? 8
const accel = opts.accel ?? 60
const jumpSpeed = opts.jumpSpeed ?? 7.6
// ---- input (self-contained; debug keys live in the demo) ----
const keys = new Set<string>()
let jumpBuffer = 0
addEventListener('keydown', (e) => {
keys.add(e.code)
if (e.code === 'Space') jumpBuffer = 0.12 // buffered so an early tap still fires
})
addEventListener('keyup', (e) => keys.delete(e.code))
const held = (...codes: string[]) => codes.some((c) => keys.has(c))
// ---- state ----
let grounded = false
let coyote = 0 // seconds of "still counts as grounded" after leaving ground
let prevVy = 0
let lastSize = -1
let lastMassMul = -1
const fwd = new THREE.Vector3()
const right = new THREE.Vector3()
const move = new THREE.Vector3()
function applyModifiers(): void {
const m = blob.modifiers
if (m.size !== lastSize) {
blob.collider.setRadius(blob.radius * m.size)
blob.group.scale.setScalar(m.size)
lastSize = m.size
lastMassMul = -1 // radius change resets mass props → re-apply mass below
}
if (m.massMul !== lastMassMul) {
blob.collider.setMass(Math.max(0.05, m.massMul))
lastMassMul = m.massMul
}
// grip boosts real contact friction (slopes / standing) ...
blob.collider.setFriction(0.6 + m.grip * 1.6)
}
return {
update(dt: number): void {
applyModifiers()
const m = blob.modifiers
const body = blob.body
const r = blob.radius * m.size
// ---- grounded check: short ray straight down, excluding self ----
const t = body.translation()
const ray = new rapier.Ray({ x: t.x, y: t.y, z: t.z }, { x: 0, y: -1, z: 0 })
const hit = physics.castRay(ray, r + 0.18, true, undefined, undefined, blob.collider, body)
const nowGrounded = hit !== null
coyote = nowGrounded ? 0.1 : Math.max(0, coyote - dt)
// landing edge → squash event, impact = downward speed just before contact
if (nowGrounded && !grounded) {
const impact = Math.max(0, -prevVy)
if (impact > 0.8) events.emit('blob:landed', { impact })
}
grounded = nowGrounded
// ---- camera-relative move basis (flatten camera dir onto ground) ----
camera.getWorldDirection(fwd)
fwd.y = 0
if (fwd.lengthSq() < 1e-6) fwd.set(0, 0, -1)
fwd.normalize()
right.set(-fwd.z, 0, fwd.x) // forward × up
move.set(0, 0, 0)
if (held('KeyW', 'ArrowUp')) move.add(fwd)
if (held('KeyS', 'ArrowDown')) move.sub(fwd)
if (held('KeyD', 'ArrowRight')) move.add(right)
if (held('KeyA', 'ArrowLeft')) move.sub(right)
const hasInput = move.lengthSq() > 1e-6
if (hasInput) move.normalize()
const v = body.linvel()
const mass = body.mass()
const speedCap = maxSpeed * m.speedMul
const control = grounded ? 1 : 0.4 // reduced air control
const sluggish = 1 / Math.sqrt(Math.max(0.3, m.massMul)) // heavy = accelerates slower
// ---- drive: additive impulse, but stop pushing past the cap ----
if (hasInput) {
const along = v.x * move.x + v.z * move.z
if (along < speedCap) {
const imp = mass * accel * control * sluggish * dt
body.applyImpulse({ x: move.x * imp, y: 0, z: move.z * imp }, true)
}
if (grounded) {
// scrub sideways drift so turns don't feel like ice (grip tightens it)
const along2 = v.x * move.x + v.z * move.z
const perpX = v.x - along2 * move.x
const perpZ = v.z - along2 * move.z
const k = Math.min(1, (2 + m.grip * 10) * dt)
body.applyImpulse({ x: -perpX * mass * k, y: 0, z: -perpZ * mass * k }, true)
}
} else if (grounded) {
// no input on ground: brake. grip = how hard we kill the slide.
const k = Math.min(1, (6 + m.grip * 22) * dt)
body.applyImpulse({ x: -v.x * mass * k, y: 0, z: -v.z * mass * k }, true)
}
// ---- jump (buffered + coyote) ----
jumpBuffer = Math.max(0, jumpBuffer - dt)
if (jumpBuffer > 0 && coyote > 0) {
const vy = body.linvel().y
const dvy = Math.max(0, jumpSpeed * m.jumpMul - vy) // bring vy up to target
body.applyImpulse({ x: 0, y: mass * dvy, z: 0 }, true)
jumpBuffer = 0
coyote = 0
grounded = false
events.emit('blob:jumped', {})
}
prevVy = body.linvel().y
},
}
}

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/**
* Lane A the Blobbo body.
*
* A friendly white soft-looking blob. The physics is a rigid, rotation-locked
* dynamic ball (determinism lives in the capsule); the softness is faked by the
* feel layer wobbling the mesh (see feel.ts). The body mesh is a *clean UV
* sphere with untouched UVs* Lane B paints splats into that UV space, so we
* never touch its geometry attributes.
*/
import * as THREE from 'three'
import type RAPIER from '@dimforge/rapier3d-compat'
import type { Blob, World } from '../contracts'
import { BASE_WHITE, defaultModifiers } from '../contracts'
export interface CreateBlobOptions {
position?: THREE.Vector3
/** Base collider radius before the `size` modifier is applied. */
radius?: number
/** UV-sphere longitude segments (latitude is derived). Keep high for smooth paint. */
segments?: number
}
/**
* Runtime handle. Extends the frozen `Blob` with the concrete bits the Lane A
* controller/feel need (collider, base radius, cosmetic face). Anything typed
* as `Blob` elsewhere still sees exactly the frozen shape.
*/
export interface BlobHandle extends Blob {
collider: RAPIER.Collider
/** Base radius (pre-`size`); collider radius = radius * modifiers.size. */
radius: number
/** Cosmetic eyes group — NOT paintable, kept separate from `mesh`. */
face: THREE.Group
}
function buildFace(radius: number): THREE.Group {
const face = new THREE.Group()
const eyeWhiteMat = new THREE.MeshStandardMaterial({ color: '#ffffff', roughness: 0.3 })
const pupilMat = new THREE.MeshStandardMaterial({ color: '#1a1a22', roughness: 0.5 })
const eyeWhiteGeo = new THREE.SphereGeometry(radius * 0.3, 20, 16)
const pupilGeo = new THREE.SphereGeometry(radius * 0.15, 16, 12)
for (const side of [-1, 1]) {
const eye = new THREE.Group()
eye.position.set(side * radius * 0.34, radius * 0.34, radius * 0.86)
const white = new THREE.Mesh(eyeWhiteGeo, eyeWhiteMat)
white.castShadow = true
const pupil = new THREE.Mesh(pupilGeo, pupilMat)
pupil.position.set(0, 0, radius * 0.2)
eye.add(white, pupil)
face.add(eye)
}
return face
}
export function createBlob(world: World, opts: CreateBlobOptions = {}): BlobHandle {
const { scene, physics, rapier } = world
const radius = opts.radius ?? 0.5
const pos = opts.position ?? new THREE.Vector3(0, 3, 0)
const seg = opts.segments ?? 48
// Root group carries world position, facing yaw, and the `size` scale.
const group = new THREE.Group()
group.position.copy(pos)
scene.add(group)
// Paintable body: clean UV sphere. Default THREE sphere UVs are exactly what
// Lane B wants (equirectangular, seam at the back). Do not decorate this mesh.
const geometry = new THREE.SphereGeometry(radius, seg, Math.round(seg * 0.75))
const material = new THREE.MeshStandardMaterial({
color: BASE_WHITE,
roughness: 0.5,
metalness: 0.0,
emissive: new THREE.Color('#88e0ff'),
emissiveIntensity: 0.0, // driven by modifiers.glow in the feel layer
})
const mesh = new THREE.Mesh(geometry, material)
mesh.castShadow = true
group.add(mesh)
// Cosmetic face, parented to the group (yaws to face travel, scales with size).
const face = buildFace(radius)
group.add(face)
// Physics proxy: dynamic ball, rotations locked so it stays an upright
// character instead of a rolling marble. Comedy roll = visual only.
const body = physics.createRigidBody(
rapier.RigidBodyDesc.dynamic()
.setTranslation(pos.x, pos.y, pos.z)
.setLinearDamping(0.15)
.setCanSleep(false),
)
body.setEnabledRotations(false, false, false, true)
const collider = physics.createCollider(
rapier.ColliderDesc.ball(radius)
.setRestitution(0.0) // no physical bounce — the bounce is the squash
.setFriction(0.6)
.setMass(1.0),
body,
)
return {
group,
mesh,
body,
collider,
radius,
face,
modifiers: defaultModifiers(),
}
}

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/**
* Lane A the FEEL layer. This is BLOBBO's comedy engine.
*
* The physics body is a rigid ball. Everything soft and wobbly happens here, on
* the *visual* mesh only, once per rendered frame. We run underdamped springs so
* the jiggle OVERSHOOTS a landing squash should read from across the room, a
* jump should pop tall, and the body should keep quivering for a beat after.
*
* squash : signed vertical squash/stretch (+ = tall, - = flat), spring0
* leanX/Z : inertial jelly lean, driven by horizontal acceleration
* idle : always-on breathing so a resting blob is never dead-still
*
* Wired to the frozen events by the demo/integration:
* world.events.on('blob:jumped', () => feel.onJump())
* world.events.on('blob:landed', (p) => feel.onLand(p.impact))
*/
import * as THREE from 'three'
import type { BlobHandle } from './createBlob'
export interface BlobFeel {
update(dt: number): void
onJump(): void
onLand(impact: number): void
}
// Underdamped so it overshoots and quivers. Higher K = snappier, lower C = wobblier.
const SQUASH_K = 190
const SQUASH_C = 11
const LEAN_K = 150
const LEAN_C = 13
function spring(pos: number, vel: number, k: number, c: number, dt: number): [number, number] {
// semi-implicit Euler — stable at 60fps for these constants.
const acc = -k * pos - c * vel
const nv = vel + acc * dt
return [pos + nv * dt, nv]
}
export function createBlobFeel(blob: BlobHandle): BlobFeel {
let squash = 0
let squashVel = 0
let leanX = 0
let leanXVel = 0
let leanZ = 0
let leanZVel = 0
let t = 0
let yaw = 0
const prevVel = new THREE.Vector3()
const mat = blob.mesh.material as THREE.MeshStandardMaterial
return {
onJump() {
// Pop tall on the way up.
squashVel += 8
},
onLand(impact: number) {
// Squash flat proportional to how hard we hit. Overshoots, then rebounds.
const k = THREE.MathUtils.clamp(impact / 9, 0, 1)
squashVel -= 5 + 9 * k
},
update(dt: number) {
// Clamp dt so a stall / tab-switch can't explode the springs.
const d = Math.min(dt, 1 / 30)
t += d
const bt = blob.body.translation()
const bv = blob.body.linvel()
// ---- position sync (visual follows the rigid ball) ----
blob.group.position.set(bt.x, bt.y, bt.z)
// ---- facing: turn to face horizontal travel, keep last heading when idle ----
const horizSpeed = Math.hypot(bv.x, bv.z)
if (horizSpeed > 1.2) {
const target = Math.atan2(bv.x, bv.z)
// shortest-arc ease
let delta = target - yaw
delta = Math.atan2(Math.sin(delta), Math.cos(delta))
yaw += delta * (1 - Math.exp(-d * 9))
}
blob.group.rotation.y = yaw
// ---- inertial lean, computed in the blob's local frame ----
const ax = (bv.x - prevVel.x) / Math.max(d, 1e-4)
const az = (bv.z - prevVel.z) / Math.max(d, 1e-4)
prevVel.set(bv.x, bv.y, bv.z)
// world -> local (undo yaw)
const cy = Math.cos(yaw)
const sy = Math.sin(yaw)
const localAx = ax * cy - az * sy
const localAz = ax * sy + az * cy
const leanTargetX = THREE.MathUtils.clamp(-localAz * 0.012, -0.22, 0.22) // nod on accel/brake
const leanTargetZ = THREE.MathUtils.clamp(localAx * 0.012, -0.22, 0.22) // bank on strafe/turn
;[leanX, leanXVel] = spring(leanX - leanTargetX, leanXVel, LEAN_K, LEAN_C, d)
leanX += leanTargetX
;[leanZ, leanZVel] = spring(leanZ - leanTargetZ, leanZVel, LEAN_K, LEAN_C, d)
leanZ += leanTargetZ
// ---- squash/stretch spring ----
;[squash, squashVel] = spring(squash, squashVel, SQUASH_K, SQUASH_C, d)
// ---- procedural life: idle breathing + a gallop bob while running ----
const idle = Math.sin(t * 2.4) * 0.02
const speedNorm = THREE.MathUtils.clamp(horizSpeed / 8, 0, 1)
const bob = Math.sin(t * 15) * 0.05 * speedNorm
const s = squash + idle + bob
let syScale = 1 + s
let sxzScale = 1 - 0.55 * s // rough volume preservation: tall => thin
syScale = THREE.MathUtils.clamp(syScale, 0.3, 1.95)
sxzScale = THREE.MathUtils.clamp(sxzScale, 0.55, 1.7)
// Pivot the squash at the blob's base so a landing plants on the floor
// instead of shrinking toward its own center. (group scale handles `size`.)
blob.mesh.scale.set(sxzScale, syScale, sxzScale)
blob.mesh.position.y = blob.radius * (syScale - 1)
blob.mesh.rotation.set(leanX, 0, leanZ)
// Face rides the squash a touch (googly life) and never gets painted.
blob.face.position.y = blob.radius * (syScale - 1) * 0.7
// ---- super-state glow (modifiers.glow) ----
const glow = blob.modifiers.glow
mat.emissiveIntensity = glow > 0 ? glow * (0.6 + 0.4 * Math.sin(t * 8)) : 0
},
}
}

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/**
* Lane A greybox course chunk ("Breakfast Rush", primitive edition).
*
* A big, readable, absurdly-proportioned play space built from boxes so the blob
* has somewhere to strut, ramp, gap-jump, slide and splash. Everything sits on
* one generous base floor so a missed jump just drops you a little never into
* the void. Surfaces that mean something to other lanes are tagged on the mesh
* `userData` (e.g. `{ surface: 'water' }`), and colliders carry the same tag so
* Lane C can look either up.
*
* +Z is "behind the start"; the course runs toward -Z (into the camera view).
*/
import * as THREE from 'three'
import type { World } from '../contracts'
export interface GreyboxHandle {
/** Recommended blob spawn point (just above the start plateau). */
spawn: THREE.Vector3
/** Center of the open flat area where Lane C drops machines at integration. */
machineArea: THREE.Vector3
meshes: THREE.Mesh[]
}
interface BoxOpts {
color: THREE.ColorRepresentation
/** Euler rotation in radians (applied to both mesh and collider). */
rot?: THREE.Euler
/** Arbitrary surface/zone tag copied to mesh.userData AND collider.userData. */
surface?: string
transparent?: number // opacity 0..1 when set
roughness?: number
cast?: boolean
}
export function buildGreybox(world: World): GreyboxHandle {
const { scene, physics, rapier } = world
const meshes: THREE.Mesh[] = []
/** Add a static box: THREE mesh + fixed cuboid collider, optionally rotated. */
function addBox(
cx: number, cy: number, cz: number,
hx: number, hy: number, hz: number,
o: BoxOpts,
): THREE.Mesh {
const mat = new THREE.MeshStandardMaterial({
color: o.color,
roughness: o.roughness ?? 0.9,
metalness: 0.0,
transparent: o.transparent !== undefined,
opacity: o.transparent ?? 1,
})
const mesh = new THREE.Mesh(new THREE.BoxGeometry(hx * 2, hy * 2, hz * 2), mat)
mesh.position.set(cx, cy, cz)
mesh.receiveShadow = true
mesh.castShadow = o.cast ?? false
if (o.rot) mesh.rotation.copy(o.rot)
if (o.surface) mesh.userData.surface = o.surface
scene.add(mesh)
meshes.push(mesh)
const desc = rapier.ColliderDesc.cuboid(hx, hy, hz).setTranslation(cx, cy, cz)
if (o.rot) {
const q = new THREE.Quaternion().setFromEuler(o.rot)
desc.setRotation({ x: q.x, y: q.y, z: q.z, w: q.w })
}
const collider = physics.createCollider(desc)
// Mirror the tag onto the collider so Lane C can query from a physics hit.
if (o.surface) (collider as unknown as { userData?: unknown }).userData = { surface: o.surface }
return mesh
}
// ---- base floor: catches everything, spans the whole course ----
addBox(0, -0.5, -15, 28, 0.5, 60, { color: '#efe3c6', roughness: 1 })
// ---- start plateau (raised cream pad) ----
addBox(0, 0.75, 30, 10, 0.75, 9, { color: '#f7edd2', cast: true })
// ---- ramp up (orange) : lifts the -Z end so you climb toward the high shelf ----
addBox(0, 1.7, 14, 6, 0.4, 8, {
color: '#FF9500', rot: new THREE.Euler(0.42, 0, 0), cast: true,
})
// ---- gap jump: two blue shelves with a real gap over the base floor ----
addBox(0, 3.0, 6, 7, 0.5, 4, { color: '#0A84FF', cast: true }) // high shelf, z[2..10]
addBox(0, 3.0, -6, 7, 0.5, 4, { color: '#0A84FF', cast: true }) // landing, z[-10..-2]
// ---- down slope (green) : back to ground level ----
addBox(0, 1.7, -16, 6, 0.4, 8, {
color: '#34C759', rot: new THREE.Euler(-0.36, 0, 0), cast: true,
})
// ---- milk river (water zone) : thin translucent slab flush with the floor ----
addBox(0, 0.06, -30, 14, 0.06, 7, {
color: '#f4f6ff', surface: 'water', transparent: 0.72, roughness: 0.2,
})
// ---- open flat area : Lane C lands machines here at integration ----
const machineArea = new THREE.Vector3(0, 0.12, -48)
addBox(machineArea.x, 0.12, machineArea.z, 16, 0.12, 11, {
color: '#d9c9a0', surface: 'machine-area',
})
// ---- finish pad (bright pink, raised) ----
addBox(0, 0.6, -64, 9, 0.6, 6, { color: '#FF6EB4', surface: 'finish', cast: true })
// ---- absurd-proportion scenery: a giant cereal box beside the start ----
addBox(-20, 7, 26, 4, 7, 3, { color: '#FFD60A', cast: true })
addBox(20, 5, 12, 3, 5, 3, { color: '#AF52DE', cast: true })
return {
spawn: new THREE.Vector3(0, 3.5, 30),
machineArea,
meshes,
}
}

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console.log("lane-a demo: pending — lane agent replaces this file")
/**
* Lane A demo the playground.
*
* Boots the shared world, builds the greybox, spawns a blob, and wires the
* controller (physics), feel (wobble, via the frozen events) and follow camera.
*
* CONTROLS
* WASD / Arrows move (camera-relative)
* Space jump
*
* DEBUG KEYS (toggle press again to reset to base). Proves modifier plumbing:
* 1 speedMul 1.6 2 jumpMul 1.5 3 size 1.5
* 4 massMul 3.0 5 grip 1.0 6 glow 1.0 (super-state pulse)
* 0 reset all modifiers R respawn at start
*
* A HUD (top-left) and a once-per-second console "state" line report live values
* so integration can verify fast without a screenshot.
*/
import { createWorld } from '../world'
import { defaultModifiers } from '../contracts'
import { buildGreybox } from '../course/greybox'
import { createBlob } from '../blob/createBlob'
import { createBlobController } from '../blob/controller'
import { createBlobFeel } from '../blob/feel'
import { createFollowCamera } from '../blob/camera'
const world = await createWorld(document.getElementById('app')!)
const course = buildGreybox(world)
const blob = createBlob(world, { position: course.spawn })
world.blob = blob
// physics system (fixed 60Hz)
world.addSystem(createBlobController(world, blob))
// feel layer — driven by the FROZEN wire events, updated per render frame
const feel = createBlobFeel(blob)
world.events.on('blob:jumped', () => feel.onJump())
world.events.on('blob:landed', (p: { impact: number }) => feel.onLand(p.impact))
world.onFrame((dt) => feel.update(dt))
// follow camera
const camera = createFollowCamera(world, blob)
world.onFrame((dt) => camera.update(dt))
// ---- event counters + last-impact (for HUD/console) ----
let jumps = 0
let lands = 0
let lastImpact = 0
world.events.on('blob:jumped', () => { jumps++ })
world.events.on('blob:landed', (p: { impact: number }) => { lands++; lastImpact = p.impact })
// ---- respawn if you fall off the world ----
world.onFrame(() => {
const t = blob.body.translation()
if (t.y < -25) respawn()
})
function respawn(): void {
blob.body.setTranslation({ x: course.spawn.x, y: course.spawn.y, z: course.spawn.z }, true)
blob.body.setLinvel({ x: 0, y: 0, z: 0 }, true)
}
// ---- debug keys ----
const m = blob.modifiers
const toggle = (cur: number, on: number, base: number) => (cur === base ? on : base)
addEventListener('keydown', (e) => {
switch (e.code) {
case 'Digit1': m.speedMul = toggle(m.speedMul, 1.6, 1); break
case 'Digit2': m.jumpMul = toggle(m.jumpMul, 1.5, 1); break
case 'Digit3': m.size = toggle(m.size, 1.5, 1); break
case 'Digit4': m.massMul = toggle(m.massMul, 3.0, 1); break
case 'Digit5': m.grip = toggle(m.grip, 1.0, 0); break
case 'Digit6': m.glow = toggle(m.glow, 1.0, 0); break
case 'Digit0': Object.assign(m, defaultModifiers()); break
case 'KeyR': respawn(); break
default: return
}
console.log('[lane-a] modifiers', JSON.stringify(m))
})
// ---- HUD overlay ----
const hud = document.createElement('div')
hud.style.cssText =
'position:fixed;top:10px;left:10px;font:12px/1.5 ui-monospace,Menlo,monospace;' +
'color:#0a2540;background:rgba(255,255,255,.72);padding:10px 12px;border-radius:8px;' +
'white-space:pre;pointer-events:none;z-index:10'
document.body.appendChild(hud)
// ---- per-frame HUD + fps + once/sec console state line ----
let frames = 0
let fps = 0
let acc = 0
let logAcc = 0
world.onFrame((dt) => {
frames++
acc += dt
if (acc >= 0.5) { fps = Math.round(frames / acc); frames = 0; acc = 0 }
const t = blob.body.translation()
const v = blob.body.linvel()
const speed = Math.hypot(v.x, v.z)
hud.textContent =
`BLOBBO · lane-a ${fps} fps\n` +
`pos ${t.x.toFixed(1)} ${t.y.toFixed(1)} ${t.z.toFixed(1)}\n` +
`spd ${speed.toFixed(2)} jumps ${jumps} lands ${lands} impact ${lastImpact.toFixed(1)}\n` +
`mods speed ${m.speedMul} jump ${m.jumpMul} size ${m.size} mass ${m.massMul} grip ${m.grip} glow ${m.glow}\n` +
`WASD move · Space jump · 1 speed 2 jump 3 size 4 mass 5 grip 6 glow · 0 reset · R respawn`
logAcc += dt
if (logAcc >= 1) {
logAcc = 0
console.log(
`[lane-a] state fps=${fps} pos=(${t.x.toFixed(1)},${t.y.toFixed(1)},${t.z.toFixed(1)}) ` +
`spd=${speed.toFixed(2)} jumps=${jumps} lands=${lands} impact=${lastImpact.toFixed(1)} ` +
`mods=${JSON.stringify(m)}`,
)
}
})
world.start()
console.log('[lane-a] booted. WASD to move, Space to jump, keys 1-6 modifiers, 0 reset, R respawn.')