createColorGate: a portcullis that stays shut unless an approaching blob
carries enough of a keyed colour (integration injects `qualifies()`, so the
part never imports the paint lane), then slides into the floor and closes
behind. GDD §5.4 colour-keyed shortcut — closes the core loop solo: the course
paints you, and being painted opens your route.
Placed a GREEN gate on the centre lane before the finish with short flank walls
(clear of the fork exits): roll over the green reward mine upstream → arrive
green → the gate opens for a straight shot; arrive un-green → detour around.
Door animation lives in the FIXED step, not onFrame — the door is a collider,
and onFrame stalls in a hidden tab (the lesson telegraph.ts/BucketDump already
learned; hit and fixed here). Browser-verified all three cases: opens on green
(59-74%), stays shut for a non-green blob in the zone, closes when the blob
leaves. typecheck + build green.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
A new createPaintMine contraption: a floor panel that arms, and on step-on
TELEGRAPHs (~0.35s) then bursts — douses whoever's on it with a cluster of
paint splats (reliably crossing the buff threshold) and pops them with an
impulse. `once` (default) makes it a first-through-only trap that reads as
spent afterward and re-arms on race:respawn, so the solo time-trial stays
repeatable. Reward vs hazard is pure config.
Placed two on the centre line of Breakfast Rush: a GREEN reward (launches you
forward, ~59% grip douse) and a PURPLE hazard (grows you MEGA and shoves you
off the fast line). Reuses the existing trigger (dynamicBodiesInBox),
telegraph, and paint:request-splat wire — no new systems. Browser-verified:
coat + pop + spent-look + re-arm all fire; typecheck + build green.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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>