createSeeSaw gains `tipAxis: 'x'|'z'` (default 'x' = unchanged). 'z' rocks the
plank fore↔aft so you can cross it in a Z-flowing course — the missing piece
that kept the see-saw out of every course (it was X-crossing only).
Adds ?course=seesaw, a throwaway lab for tuning the see-saw in isolation:
raised deck flush into the plank's near end (no ramp to misalign), teeter
across, drop off the far end onto the floor (a drop is never a wedge), fan for
momentum. Browser-verified it completes end-to-end.
Feel is still open (John's call): at crossing speed the plank barely pitches
(reads as a stable wobble-bridge). Knobs left exposed — maxTilt/restTilt on the
part, plank density/damping in the factory, fan force in the lab — to tune
"does it feel good" together. NOT wired into any shipped course.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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>
Custom GLBs drop into 14 named slots without code changes; an empty manifest
produces today's game by construction (the fallback builders are the original
code moved into a closure, and an empty registry returns the caller's own
object by identity).
- src/assets/{slots,manifest,idb,registry,blobBody}.ts — schema + validation,
GLTF cache with per-instance material cloning, fit nodes, IndexedDB override
layer, paintability report.
- Slot hooks in createBlob, parts, cannon, greybox, puddles, ghost. Mesh-only:
no collider, physics or logic line is touched. Animated sub-parts (plate cap,
belt chevrons, fan blades, cannon pivot) stay procedural so a custom model
cannot stop them moving.
- public/assets/ — the build had NO asset copy step at all, so every asset URL
would have 404'd in production. public/ is vite's default publicDir, so this
needs no vite.config change.
- Tests: 63 headless checks + a farm-GLB audit that fires PaintSkin's own
raycast against the fitted body.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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>
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>