Commit Graph

4 Commits

Author SHA1 Message Date
type-two
333f11b9db feat(blob): honour surface tags — oil luge, water rinse, drag
The controller now resolves the surface under the blob from the ground
collider's userData.surface (the course already tags them) and reacts:
- slip (oil/ice): steering-scrub + brake throttled ~0.1x → you luge across,
  and even a grippy green blob slides (Min friction combine beats grip);
- drag (honey/mud/water): horizontal speed bleeds off (sticky/heavy feel);
- rinse (water): a small periodic paint:request-cleanse — an underwater
  shortcut costs you your loadout (GDD §5.5).

The surfaces.ts framework existed but nothing in the game consumed the
behaviour tags; this wires it, per that file's own "the controller queries the
surface" contract. Added a demo oil slick (applySurface 'oil' + Min combine) on
the machine-pad centre lane. Browser-verified: on oil the blob slides ~2.7u vs
0.42u on normal ground; resting on the milk river rinsed red 56.7% → 35.7% in
2s. honey-climb and mud-antipaint left as marked ponytail TODOs. build green.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-19 14:59:20 +10:00
type-two
a966e65bde Gamepad support: analog stick + d-pad move, A/B jump, Start respawn, connect toast
Left stick is radial-deadzone analog (magnitude preserved — gentle stick =
gentle roll) feeding the same camera-relative move vector as WASD; jump goes
through the buffered-edge path as Space. Verified headless with a stubbed
navigator.getGamepads: full/half-stick speeds, single edge jump, respawn.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-17 21:39:00 +10:00
type-two
d4d41208f8 M0 playable slice: lanes integrated, machine chain staged, hidden-tab hardening
Integration: blob+paint+machines composed in game.ts; cannons staged along the
racing line (muzzle 26 — default 16 undershoots course distances); plate
threshold above clean-blob mass so only painted blobs trip it (paint=weight=
machine access); belt delivers riders under the bucket (shallow catch timed to
teeter drift); arch moved to a detour lane.

Cross-lane fixes found at integration, all one class — gameplay logic living
on render-frame time, which stalls in hidden tabs:
- telegraph windup -> fixed step (gates forces/dumps)
- bucket tip/pour  -> fixed step (gates the splat)
- blob group sync  -> fixed step in controller (paint proximity gate reads it)
world.ts grew tick()/renderOnce() + a hidden-tab watchdog interval for this.

Assets: mesh wave 1 (4 GLBs via farm: blobbo-base, toaster, spring boot,
paint bucket) + mesh_pipeline.py with outdir scp fallback for the farm's
unregistered-remote-outputs bug.

Verified headless end-to-end via tick(): move/jump/squash, cannon hits on a
moving blob, coverage->buffs (BURN 1.6x, super at 70%), mass 1.0->1.67 with
paint, plate clean-reject + painted-trip, boot launch (peak y 3.9), belt->
bucket dump (23.6% purple), arch cleanse.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-17 20:50:16 +10:00
type-two
4b08ba65ac Lane A: blob controller, feel layer, follow camera, greybox
- src/blob/createBlob.ts: rotation-locked dynamic ball + clean UV-sphere body
  mesh (untouched UVs for Lane B) + cosmetic eyes; implements frozen Blob.
- src/blob/controller.ts: fixed-step System. Camera-relative WASD via impulses,
  buffered+coyote jump, grounded raycast, emits blob:jumped/blob:landed. Reads
  blob.modifiers every frame: speedMul, jumpMul, massMul, grip, size.
- src/blob/feel.ts: the comedy engine. Underdamped springs for landing squash,
  jump stretch, inertial jelly lean, idle breathing + run bob; base-pivoted so
  squash plants on the floor. Driven by the frozen wire events. glow -> emissive.
- src/blob/camera.ts: soft-follow third-person cam with position lag, yaw ease
  behind travel, and FOV kick at speed.
- src/course/greybox.ts: Breakfast Rush greybox — start plateau, ramp, gap jump,
  slope, translucent milk river (surface:water), machine drop area, finish pad.
- src/demo/lane-a.ts: boots world+greybox+blob, HUD + once/sec state log, debug
  keys 1/2/3 (speed/jump/size) plus 4/5/6 (mass/grip/glow), 0 reset, R respawn.

npm run build passes (tsc strict + vite). Owned paths only.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-17 20:11:55 +10:00