Ghost (src/ghost/):
- format.ts: pure, headless-testable core — int16 (cm position / milli scale)
quantization, base64 localStorage envelope (blobbo:ghost), linear sampling.
- recorder.ts: 15Hz fixed-step recorder, ~5min cap, saves quantized track on a
new best (time <= best, matching game.ts's pre-emit best update).
- player.ts: translucent (~0.35) desaturated ghost + eyes, slight bob, replays
in race time with interpolation; spawns on race:started, despawns on finish.
- install.ts: installGhost(world, blob) wiring both to the frozen race events.
Title (src/ui/title.ts): installTitle(world, {ready}) — CSS bubble-letter
BLOBBO wordmark with paint-drip accents, pitch, controls card, PLAY. Loading
blob-dot while a boot promise is pending. Emits ui:play exactly once inside the
user gesture (audio-unlock friendly), then fades and never returns. Shows saved
best time + "ghost ready".
Demo (demos/lane-h.html + src/demo/lane-h.ts): scripted 20s circle run — title
gates start, run 1 records, later runs replay the ghost on the same path.
Keys: G wipe ghost, R restart, P snapshot.
verify-drift.ts: numeric acceptance (esbuild+node) — max drift 0.0058m vs 0.5m
blob radius. Emits ui:play only; no edits outside owned paths.
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>
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>