Commit Graph

3 Commits

Author SHA1 Message Date
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
8aaa11cdc1 Lane C: Rube-Goldberg machine toolkit — telegraphs, parts, surfaces, chain demo
Player-triggered contraptions that chain purely via world.events
('machine:signal') with a mandatory ~0.5s telegraph before any force or
paint dump (GDD readable-chaos pillar).

src/machine/:
- telegraph.ts: unmissable windup (accelerating flash + shake + scale pulse)
  ticked once per world; parts await it and only then fire.
- parts.ts: PressurePlate (real body.mass() threshold), SpringBoot
  (telegraph -> impulse on strike volume), SeeSaw (Rapier revolute joint
  with limits + optional rest tilt), BucketDump (telegraph teeter ->
  paint:request-splat + slosh), ConveyorBelt, BubbleArch (rising-edge
  paint:request-cleanse + bubbles), Fan (per-step impulse so mass does the
  work). Config-driven; no cross-instance references.
- surfaces.ts: normal/ice/oil/honey/mud/water registry with applySurface +
  surfaceAt (downward ray) query.

demos/lane-c.html + src/demo/lane-c.ts: heavy ball runs
PressurePlate -> SpringBoot -> SeeSaw -> ice runway -> BucketDump, plus
conveyor/arch/fan and ice/honey probe lanes. Debug keys T/L/S/F/P and
per-second STATE console lines. Layout constants tuned via a headless
physics sweep so the chain completes deterministically.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-17 20:26:52 +10:00
type-two
969f602dd4 Foundation: vite+ts+three+rapier scaffold, frozen contracts, lane docs A-E
Fixed-step world runtime, event bus wire protocol between lanes, integration
seam (game.ts) with placeholder ball. Lanes A/B/C own disjoint dirs.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-17 19:55:43 +10:00