Commit Graph

4 Commits

Author SHA1 Message Date
type-two
190a6e27d3 feat(paint): METEOR blend + yellow ZAP — the palette is complete
Three GDD §6 features land together, plus the design bug their verification
exposed.

METEOR (red+orange both >=20%): "smash light barriers" made literal. New
createSmashWall part — a brick-seamed light barrier, solid to everyone, but a
METEOR blob that RAMS it (>=5 u/s) shatters it into 8 real dynamic brick
shards that carry your momentum; rebuilds on race:respawn. Spec kind
'smashwall' with needColors for data courses. HUD shows "☄ METEOR" replacing
the pair's BURN/BOUNCE rows (GDD: the blend replaces its pair) and the ember
trail burns 2.2x while blended.

ZAP (yellow >=20%): "trigger colour-keyed machinery at range". New
machine/zap.ts — a charged blob pulses every 3s and fires any declared zap
target's machine:signal within radius, with an expanding arc ring. Breakfast
declares the fork's spring boot: purple earns it by WEIGHT on the plate,
yellow HOTWIRES it — verified the full arc: pulse -> boot telegraph -> kick
vy 10.6 -> lands on the finish podium. Yellow bubbles by the fork are the
source. Spec courses declare `zapTargets`. HUD shows " ZAP".

THE BUG THE WALL EXPOSED: the finale gate sat at z-59, but the finish box
reaches z-57.2 (podium-face bonks must count) and the podium collider face is
at z-58 — so in a LIVE race you finished before ever touching the gate; it
only ever blocked test blobs with the race idle. The whole gauntlet now lives
at z-56, in FRONT of the line: centre = green gate, left = METEOR smash wall,
right gap plugged (the MINI tunnel roof already gates x3..10), far left = open
detour. The cleanse arch moves to x-6.5/z-54.5 — at x-4.5 its zone overlapped
the METEOR approach and stripped the blend one step before the wall.

Verified in-browser (atomic calls; the wall-clock coverage cache and the
background sim poisoned split observations): clean blob bonks with race
running; METEOR blob shatters (8 shards, signal, drives through rubble to
"you finished 29% ORANGE"); wall rebuilds on R; zap fires exactly once per
cooldown. hasMeteor/hasZap are pure + unit-tested (58 assertions, 10 suites).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-28 22:22:24 +10:00
type-two
2777a580c9 feat(paint): ORANGE = BOUNCE — plug in the buff that was wired but dead
`jumpMul` has been plumbed end-to-end since Lane A — the controller multiplies
take-off speed by it, BuffSystem copies it every step — but computeModifiers
hardcoded `jumpMul: 1`, so a finished mechanic sat unplugged and 2 of the 7
palette colours (orange, yellow) had neither an effect nor a single source in
any course. Orange now drives it: jumpMul 1.0 -> 1.5 at full strength
(BOUNCE_JUMP, GDD §6 "rubberized"), same buffStrength curve as every other buff.

Paint source: orange bubbles on Breakfast Rush's high shelf, right before the
gap-jump lip — the one place in the game where jump height IS the problem, so
the buff has an obvious purpose instead of being decoration. Deliberately
opt-in and deliberately costly: they sit inside the GREEN grip zone, so
grabbing orange dilutes your green. Route for the jump or route for the grip.

Tuned during verification: the field uses impulse 1, not the default 3 —
at full strength the pops stacked and launched the blob 3.3u above the shelf
right at the lip, throwing off a jump this course is finely tuned around.

Verified end-to-end: orange 61% -> jumpMul 1.424 (matches buffStrength exactly),
take-off 7.10 -> 10.30, jump height 1.95 -> 3.87 (nearly double); HUD reads
"BOUNCE ×1.41" in orange; rolling the shelf pops 4 bubbles per pass. New test
assertions cover the 19%/45%/70% curve AND pin it to BOUNCE_JUMP, so a
regression to a constant 1 fails loudly instead of silently removing the buff
(53 assertions, 10 suites green).

Palette now 6/7 usable. Yellow ZAP is the remaining gap and is real design work
(triggering machinery at range), not a one-liner.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-25 23:08:51 +10:00
type-two
3699a1635a Lane G: colour zones, paint puddles, MEGA/MINI scale buffs
Fixes the live finding that a racer can finish with 0% paint. Paint is now
ROUTE-guaranteed by ground puddles, and colours come in single-colour zones so
buffs actually cross the 20% threshold.

- paint/puddles.ts: PaintPuddle + installPuddles. Flat coloured strips (no
  collider) that stamp the blob's underside via skin.splatAtPoint on a ~6/s
  cadence while rolling through, emitting paint:splatted. The body doesn't
  physically tumble (rotations locked), so an accumulated roll phase walks the
  contact point along the travel great circle — a straight run paints a stripe
  and coverage climbs instead of piling on the south pole.
- paint/coverage-math.ts: extend computeModifiers with purple MEGA (size→1.45 +
  heavier) and pink MINI (size→0.62 + lighter than clean at high %). They fight:
  net size uses (purple − pink) strength; mass floored so MINI stays positive.
  (Lives here, not buffs.ts, because the pure mapping must stay THREE-free for
  the bare-node test; BuffSystem already forwards mods.size/massMul unchanged.)
- paint/coverage-math.test.ts: +MEGA/MINI/fight cases (48 assertions pass).
- course/zones.ts: installZones lays RED/GREEN/BLUE puddles down the centre line
  and the PURPLE(left)/PINK(right) fork onto the machine district — a pressure
  plate (baseMass*1.25) + boot on the MEGA lane, a visibly-low pink tunnel
  (underside y≈1.12) on the MINI lane. Returns cannon configs for integration.
- demo (demos/lane-g.html + src/demo/lane-g.ts): drive the zones, F = hands-free
  hold-forward, 1-4 teleport to each zone, live coverage/size/mass + plate HUD.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-18 12:00:54 +10:00
type-two
eed2eb2646 Lane B (Paint): splat pipeline, coverage compute, buff/threshold framework
The core invention: paint lands on the blob body where projectiles hit, live
per-colour coverage % is computed from a quantized UV mask, and coverage drives
buffs per GDD §6 MVP subset (RED speed+embers, GREEN grip, BLUE waterproof,
total→mass, 20% activate / 70% super+glow).

- src/paint/skin.ts       PaintSkin: Canvas-2D mask on mesh UVs → CanvasTexture;
                          splatAtPoint raycasts impact→face UV; dual soft-canvas
                          + hard quantized-index mask so coverage is exact
                          integer bucketing (never getImageData); 250ms cache;
                          scrub-hole cleanse; U-seam wrap.
- src/paint/coverage-math.ts  pure, unit-tested: countBuckets, coverage report,
                          buffStrength, computeModifiers.
- src/paint/cannon.ts     PaintCannon: gravity-arc glob projectiles (manual
                          swept sphere test), target-leading ballistic solve,
                          fires on interval AND machine:signal; emits paint:splatted.
- src/paint/buffs.ts      BuffSystem: coverage→modifiers each step + ember trail
                          (additive Points) + super-state emissive pulse.
- src/paint/hud.ts        PaintHUD: per-colour bars + active buff kit (throttled).
- src/paint/index.ts      exports + installPaint() wiring the inbound Lane C
                          protocol (request-splat proximity-gated / request-cleanse).
- src/demo/lane-b.ts      stub ball orbiting a RED and GREEN cannon; HUD live;
                          debug keys for fire/signal/flood/cleanse/pause.
- src/paint/coverage-math.test.ts  32 assertions (node --experimental-strip-types).

build: tsc strict + vite pass. No edits outside owned paths; contracts frozen.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-17 20:13:30 +10:00