Commit Graph

1 Commits

Author SHA1 Message Date
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