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Author SHA1 Message Date
type-two
67921925f5 feat(course): data-driven courses + a second course (Toaster Alley)
A course is now a plain data object (boxes + machines + cannons + spawn/finish)
built by buildCourseFromSpec, which dispatches to the greybox box builder and
the Lane C machine factories. New courses are DATA, not a game.ts fork; load one
with ?course=<name>. Added COURSES.toaster = Toaster Alley, a flat, reliably
completable second level that puts the never-placed FAN into play (tailwind) and
reuses the mine→gate loop from a spec.

game.ts refactor: Breakfast Rush's tuned build moves verbatim into
buildBreakfastRush (returns its finish box); installGame picks the course by
?course=, parametrises the race loop's finish + respawn spawn, keeps a per-course
best time, and adds a small on-screen course switcher. Breakfast Rush is
untouched behaviourally (greybox now builds after the blob — colliders still
exist before the first physics step).

Deliberately NOT done: porting the finely-tuned Breakfast Rush to a spec (no
gameplay gain, real regression risk), and placing a see-saw (it's a supported
spec kind but wants an elevated bridge = deliberate level design).

Browser-verified: Toaster Alley completes end-to-end (best 4.73s saved under its
own key, green mine→gate loop opens the line); Breakfast Rush unchanged (spawns
on the plateau, crosses the gap-jump, puddles paint it). tsc + vite build green;
all 10 test suites pass (360 assertions).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-19 15:19:09 +10:00
type-two
333f11b9db feat(blob): honour surface tags — oil luge, water rinse, drag
The controller now resolves the surface under the blob from the ground
collider's userData.surface (the course already tags them) and reacts:
- slip (oil/ice): steering-scrub + brake throttled ~0.1x → you luge across,
  and even a grippy green blob slides (Min friction combine beats grip);
- drag (honey/mud/water): horizontal speed bleeds off (sticky/heavy feel);
- rinse (water): a small periodic paint:request-cleanse — an underwater
  shortcut costs you your loadout (GDD §5.5).

The surfaces.ts framework existed but nothing in the game consumed the
behaviour tags; this wires it, per that file's own "the controller queries the
surface" contract. Added a demo oil slick (applySurface 'oil' + Min combine) on
the machine-pad centre lane. Browser-verified: on oil the blob slides ~2.7u vs
0.42u on normal ground; resting on the milk river rinsed red 56.7% → 35.7% in
2s. honey-climb and mud-antipaint left as marked ponytail TODOs. build green.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-19 14:59:20 +10:00
type-two
856683832b feat(machine): colour-keyed gate — paint decides your route
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>
2026-07-19 14:44:06 +10:00
type-two
fef136dfbc feat(machine): paint-mine — first-through floor panels
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>
2026-07-19 14:21:05 +10:00
6 changed files with 691 additions and 46 deletions

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@ -13,6 +13,7 @@
import * as THREE from 'three'
import type { System, World } from '../contracts'
import type { BlobHandle } from './createBlob'
import { SURFACES, type SurfaceName } from '../machine/surfaces'
export interface BlobControllerOptions {
/** Base top speed (m/s) before speedMul. */
@ -85,6 +86,7 @@ export function createBlobController(
let prevVy = 0
let lastSize = -1
let lastMassMul = -1
let rinseAccum = 0 // water-rinse cadence (GDD §5.5)
const fwd = new THREE.Vector3()
const right = new THREE.Vector3()
@ -132,6 +134,19 @@ export function createBlobController(
}
grounded = nowGrounded
// ---- surface under the blob (GDD §5.5): oil/ice = slip, honey/mud/water
// = drag, water = rinse. The course tags colliders `userData.surface`; the
// grounded ray already excludes self, so its hit is the ground we resolve.
// ponytail: honey `climb` and mud `antipaint` are not wired yet — they need
// more than a drag knob (wall-climb traversal / buff suppression).
let surf: (typeof SURFACES)[SurfaceName] | null = null
if (hit) {
const name = (hit.collider as unknown as { userData?: { surface?: string } })
.userData?.surface as SurfaceName | undefined
if (name && SURFACES[name]) surf = SURFACES[name]
}
const slip = !!surf && surf.tags.includes('slip')
// ---- camera-relative move basis (flatten camera dir onto ground) ----
camera.getWorldDirection(fwd)
fwd.y = 0
@ -165,16 +180,19 @@ export function createBlobController(
body.applyImpulse({ x: move.x * imp, y: 0, z: move.z * imp }, true)
}
if (grounded) {
// scrub sideways drift so turns don't feel like ice (grip tightens it)
// scrub sideways drift so turns don't feel like ice (grip tightens it).
// On a slip surface the scrub is throttled right down: you luge, you
// can't just carve — even a grippy green blob slides (oil beats grip).
const along2 = v.x * move.x + v.z * move.z
const perpX = v.x - along2 * move.x
const perpZ = v.z - along2 * move.z
const k = Math.min(1, (2 + m.grip * 10) * dt)
const k = Math.min(1, (2 + m.grip * 10) * dt) * (slip ? 0.12 : 1)
body.applyImpulse({ x: -perpX * mass * k, y: 0, z: -perpZ * mass * k }, true)
}
} else if (grounded) {
// no input on ground: brake. grip = how hard we kill the slide.
const k = Math.min(1, (6 + m.grip * 22) * dt)
// no input on ground: brake. grip = how hard we kill the slide; a slip
// surface all but removes the brake so you keep sliding.
const k = Math.min(1, (6 + m.grip * 22) * dt) * (slip ? 0.08 : 1)
body.applyImpulse({ x: -v.x * mass * k, y: 0, z: -v.z * mass * k }, true)
}
@ -190,6 +208,29 @@ export function createBlobController(
events.emit('blob:jumped', {})
}
// ---- surface effects (only while grounded on a tagged surface) ----
if (surf && grounded) {
// drag: honey/mud/water bleed horizontal speed (sticky / heavy feel)
if (surf.drag > 0) {
const keep = Math.max(0, 1 - surf.drag)
const lv = body.linvel()
body.setLinvel({ x: lv.x * keep, y: lv.y, z: lv.z * keep }, true)
}
// rinse: water gradually washes paint off — an underwater shortcut costs
// you your loadout (GDD §5.5). Small fraction on a fixed cadence.
if (surf.tags.includes('rinse')) {
rinseAccum += dt
if (rinseAccum >= 0.4) {
rinseAccum = 0
events.emit('paint:request-cleanse', { fraction: 0.03 })
}
} else {
rinseAccum = 0
}
} else {
rinseAccum = 0
}
prevVy = body.linvel().y
},
}

171
src/course/spec.ts Normal file
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@ -0,0 +1,171 @@
/**
* DATA-DRIVEN COURSES a course is a plain object (boxes + machines + cannons +
* spawn/finish), and `buildCourseFromSpec` turns it into a live course by
* dispatching to the existing greybox box builder and the Lane C machine
* factories. No new gameplay code: this is pure plumbing so a new level is
* *data*, not a game.ts fork.
*
* The flagship "Breakfast Rush" course stays hand-built (it carries a lot of
* integration tuning) see game.ts. New courses live in COURSES below and load
* with `?course=<name>`.
*/
import * as THREE from 'three'
import type { World, PaintColor } from '../contracts'
import type { PaintSkin } from '../paint/skin'
import { PaintCannon } from '../paint/index'
import {
createPaintMine, createColorGate, createSpringBoot, createSeeSaw, createFan,
createBucketDump, createBubbleArch, createConveyorBelt, createPressurePlate,
applySurface,
} from '../machine/index'
import type {
PaintMineConfig, ColorGateConfig, SpringBootConfig, SeeSawConfig, FanConfig,
BucketDumpConfig, BubbleArchConfig, ConveyorBeltConfig, PressurePlateConfig,
SurfaceName,
} from '../machine/index'
import { TOASTER_ALLEY } from './toaster-alley'
export interface FinishBox { xMin: number; xMax: number; zMin: number; zMax: number; yMax: number }
export interface BoxSpec {
pos: [number, number, number]
/** half-extents [hx, hy, hz]. */
half: [number, number, number]
color: THREE.ColorRepresentation
rot?: [number, number, number]
surface?: SurfaceName
cast?: boolean
transparent?: number
roughness?: number
}
/** A machine placement. `cfg` is the exact factory config; the gate's qualifies
* is derived from needColor/needPct so the data stays a plain object. */
export type MachineSpec =
| { kind: 'mine'; cfg: PaintMineConfig }
| { kind: 'gate'; cfg: Omit<ColorGateConfig, 'qualifies'>; needColor: PaintColor; needPct: number }
| { kind: 'boot'; cfg: SpringBootConfig }
| { kind: 'seesaw'; cfg: SeeSawConfig }
| { kind: 'fan'; cfg: FanConfig }
| { kind: 'bucket'; cfg: BucketDumpConfig }
| { kind: 'bubble'; cfg: BubbleArchConfig }
| { kind: 'plate'; cfg: PressurePlateConfig }
| { kind: 'conveyor'; cfg: ConveyorBeltConfig }
| { kind: 'oil'; pos: [number, number, number]; half: [number, number, number] }
export interface CannonSpec {
color: PaintColor
position: [number, number, number]
triggerId?: string
interval?: number
}
export interface CourseSpec {
name: string
spawn: [number, number, number]
finish: FinishBox
boxes: BoxSpec[]
machines?: MachineSpec[]
cannons?: CannonSpec[]
}
export interface BuildCtx {
blob: { mesh: THREE.Object3D; radius: number }
skin: PaintSkin
}
/** Static box: THREE mesh + fixed cuboid collider, optional rotation + surface
* tag (mirrored onto the collider so the controller can resolve it). Mirrors
* greybox.ts's addBox so spec courses look identical to the hand-built one. */
function addBox(world: World, b: BoxSpec): void {
const [cx, cy, cz] = b.pos
const [hx, hy, hz] = b.half
const mat = new THREE.MeshStandardMaterial({
color: b.color,
roughness: b.roughness ?? 0.9,
metalness: 0,
transparent: b.transparent !== undefined,
opacity: b.transparent ?? 1,
})
const mesh = new THREE.Mesh(new THREE.BoxGeometry(hx * 2, hy * 2, hz * 2), mat)
mesh.position.set(cx, cy, cz)
mesh.receiveShadow = true
mesh.castShadow = b.cast ?? false
if (b.rot) mesh.rotation.set(b.rot[0], b.rot[1], b.rot[2])
world.scene.add(mesh)
const desc = world.rapier.ColliderDesc.cuboid(hx, hy, hz).setTranslation(cx, cy, cz)
if (b.rot) {
const q = new THREE.Quaternion().setFromEuler(new THREE.Euler(b.rot[0], b.rot[1], b.rot[2]))
desc.setRotation({ x: q.x, y: q.y, z: q.z, w: q.w })
}
const col = world.physics.createCollider(desc)
if (b.surface) {
applySurface(world.rapier, col, b.surface)
;(col as unknown as { userData?: unknown }).userData = { surface: b.surface }
}
}
export function buildCourseFromSpec(
world: World,
spec: CourseSpec,
ctx: BuildCtx,
): { spawn: THREE.Vector3; finish: FinishBox } {
for (const b of spec.boxes) addBox(world, b)
for (const m of spec.machines ?? []) {
switch (m.kind) {
case 'mine': createPaintMine(world, m.cfg); break
case 'gate':
createColorGate(world, {
...m.cfg,
qualifies: () => ctx.skin.coverage().byColor[m.needColor] >= m.needPct,
})
break
case 'boot': createSpringBoot(world, m.cfg); break
case 'seesaw': createSeeSaw(world, m.cfg); break
case 'fan': createFan(world, m.cfg); break
case 'bucket': createBucketDump(world, m.cfg); break
case 'bubble': createBubbleArch(world, m.cfg); break
case 'plate': createPressurePlate(world, m.cfg); break
case 'conveyor': createConveyorBelt(world, m.cfg); break
case 'oil': {
const [cx, cy, cz] = m.pos
const [hx, hy, hz] = m.half
const mat = new THREE.MeshStandardMaterial({ color: '#3a2f4a', roughness: 0.12, metalness: 0.35 })
const mesh = new THREE.Mesh(new THREE.BoxGeometry(hx * 2, hy * 2, hz * 2), mat)
mesh.position.set(cx, cy, cz)
mesh.receiveShadow = true
world.scene.add(mesh)
const col = world.physics.createCollider(
world.rapier.ColliderDesc.cuboid(hx, hy, hz).setTranslation(cx, cy, cz))
applySurface(world.rapier, col, 'oil')
;(col as unknown as { userData?: unknown }).userData = { surface: 'oil' }
break
}
}
}
for (const c of spec.cannons ?? []) {
world.addSystem(new PaintCannon({
world,
position: new THREE.Vector3(...c.position),
color: c.color,
target: ctx.blob.mesh,
paint: ctx.skin,
targetRadius: ctx.blob.radius,
triggerId: c.triggerId,
interval: c.interval ?? 2.2,
muzzleSpeed: 26,
splatRadius: 0.45,
}))
}
return { spawn: new THREE.Vector3(...spec.spawn), finish: spec.finish }
}
/** Selectable data-driven courses (the flagship Breakfast Rush is hand-built in
* game.ts and is the default). Load with `?course=<name>`. */
export const COURSES: Record<string, CourseSpec> = {
toaster: TOASTER_ALLEY,
}

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@ -0,0 +1,48 @@
/**
* TOASTER ALLEY a second course, authored entirely as DATA (see spec.ts).
* Deliberately flat (one big catch-floor, no fall-outs and no elevated
* geometry) so it is reliably completable without the fine tuning Breakfast
* Rush needed. It also puts the FAN a machine that shipped but was never
* placed into play as a tailwind.
*
* Flow (+Z start -Z finish): a fan sweeps you off the start pad; red cannons
* paint you for BURN speed; a green reward mine gives GRIP; a green colour-gate
* (fed by that mine) opens the straight line to the finish.
*
* NOTE: the SEE-SAW is also a supported spec kind (`{kind:'seesaw'}`), but a
* good see-saw needs an elevated bridge (approach platform + landing) tuned so
* the blob steps on cleanly that's level design worth doing deliberately, so
* it's left out of this flat demo rather than shipped half-working.
*/
import type { CourseSpec } from './spec'
export const TOASTER_ALLEY: CourseSpec = {
name: 'Toaster Alley',
spawn: [0, 1.8, 30],
finish: { xMin: -7, xMax: 7, zMin: -38, zMax: -26, yMax: 4 },
boxes: [
// base floor — spans the whole alley so nothing falls out
{ pos: [0, -0.5, -5], half: [14, 0.5, 42], color: '#efe3c6', roughness: 1 },
// start pad
{ pos: [0, 0.4, 28], half: [6, 0.4, 5], color: '#f7edd2', cast: true },
// gate flank walls (centre gap x[-2,2] is the gate) — clear side lanes remain
{ pos: [-3, 1.5, -22], half: [1, 1.5, 0.4], color: '#5b6b7a', roughness: 0.85, cast: true },
{ pos: [3, 1.5, -22], half: [1, 1.5, 0.4], color: '#5b6b7a', roughness: 0.85, cast: true },
// finish podium
{ pos: [0, 0.6, -32], half: [7, 0.6, 5], color: '#FF6EB4', cast: true },
],
machines: [
// FAN — a tailwind that sweeps you off the start pad down the alley
{ kind: 'fan', cfg: { id: 'ta-fan', position: [0, 1.8, 20], direction: [0, 0, -1], force: 20, range: 18, spread: 4.5 } },
// green reward mine — GRIP, and it feeds the green gate downstream
{ kind: 'mine', cfg: { id: 'ta-mine', position: [0, 0.05, 4], color: 'green', radius: 0.9, splats: 5, impulse: 5, direction: [0, 1, -0.3], size: [3.4, 3.4] } },
// green gate — opens for the runner who took the reward mine (same loop as
// Breakfast Rush, proving the gate works identically from a data spec)
{ kind: 'gate', cfg: { id: 'ta-gate', position: [0, 0.02, -22], color: 'green', size: [4, 3, 0.6] }, needColor: 'green', needPct: 0.4 },
],
cannons: [
// RED crossfire on the run-up — BURN speed to carry you down the alley
{ color: 'red', position: [-9, 3.5, 12], interval: 1.8 },
{ color: 'red', position: [9, 3.5, 12], interval: 1.8 },
],
}

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@ -1,46 +1,41 @@
/**
* INTEGRATION SEAM owned by integration, not by lanes.
* The playable slice: Lane A blob + course, Lane B paint + buffs, and (when
* lane-c merges) the machine chain on the course's machine area.
* The playable slice: a blob + paint + buffs, the shared race loop, and a
* COURSE. The flagship "Breakfast Rush" is hand-built (buildBreakfastRush it
* carries a lot of integration tuning); extra courses are data (see course/spec)
* and load with `?course=<name>`.
*/
import * as THREE from 'three'
import type { World } from './contracts'
import { buildGreybox } from './course/greybox'
import { createBlob } from './blob/createBlob'
import { createBlob, type BlobHandle } from './blob/createBlob'
import { createBlobController } from './blob/controller'
import { createBlobFeel } from './blob/feel'
import { createFollowCamera } from './blob/camera'
import { PaintSkin, PaintCannon, BuffSystem, PaintHUD, installPaint } from './paint/index'
import { createBucketDump, createBubbleArch, createConveyorBelt } from './machine/index'
import {
createBucketDump, createBubbleArch, createConveyorBelt, createPaintMine, createColorGate,
SURFACES, applySurface,
} from './machine/index'
import { installZones } from './course/zones'
import { buildCourseFromSpec, COURSES, type FinishBox } from './course/spec'
import { assets } from './assets/registry'
import { hasOverrides } from './assets/idb'
import { installAudio } from './audio/index'
import { installGhost } from './ghost/index'
import { installTitle } from './ui/title'
export function installGame(world: World) {
const course = buildGreybox(world)
/** Breakfast Rush spawn — matches buildGreybox()'s recommended spawn plateau. */
const BREAKFAST_SPAWN = new THREE.Vector3(0, 3.5, 30)
// ---- blob (Lane A) ----
const blob = createBlob(world, { position: course.spawn })
blob.paint = new PaintSkin(blob.mesh, { size: 256 })
world.blob = blob
world.addSystem(createBlobController(world, blob))
const feel = createBlobFeel(blob)
world.events.on('blob:jumped', () => feel.onJump())
world.events.on('blob:landed', (p: { impact: number }) => feel.onLand(p.impact))
world.onFrame((dt) => feel.update(dt))
const camera = createFollowCamera(world, blob)
world.onFrame((dt) => camera.update(dt))
/**
* Build the hand-tuned flagship course onto the world and return its finish box.
* (Everything here used to live inline in installGame; it is course-specific.)
*/
function buildBreakfastRush(world: World, blob: BlobHandle, skin: PaintSkin): FinishBox {
buildGreybox(world)
// ---- paint economy (Lane G): puddles + colour zones + MEGA/MINI fork ----
// Zones build the fork's own plate/boot (purple lane) and the MINI tunnel
// (pink lane), and return cannon configs for the one cannon-staging path here.
const skin = blob.paint as PaintSkin
const zones = installZones(world, blob, skin)
for (const spec of zones.cannonConfigs) {
world.addSystem(new PaintCannon({
@ -62,7 +57,6 @@ export function installGame(world: World) {
// CENTRE lane: un-forked runners get slow-carried under a purple dump —
// a free taste of MEGA with no roof above (never dump grow-juice inside
// the MINI tunnel: growing under the roof would wedge you).
const baseMass = blob.body.mass()
createBucketDump(world, {
id: 'bucket-1', position: [-1.4, 6, -50],
color: 'purple', radius: 0.8,
@ -78,17 +72,67 @@ export function installGame(world: World) {
id: 'arch-1', position: [-4.5, 0.12, -56], fraction: 0.6, // purple-lane exit: cleansing punishes a failed MEGA attempt
})
world.addSystem(new BuffSystem(world, { mesh: blob.mesh, modifiers: blob.modifiers, paint: skin }))
installPaint(world, { mesh: blob.mesh, paint: skin })
const hud = new PaintHUD()
world.onFrame(() => {
hud.update(skin.coverage(), blob.modifiers) // coverage() self-caches at 250ms
// ---- paint-mines: first-through floor panels on the centre line ----
// REWARD: roll over it and it launches you forward + coats you GREEN (GRIP) —
// a shortcut booster for the runner who takes the middle. HAZARD: further down,
// dumps heavy PURPLE (MEGA) and shoves you toward the pink tunnel lane where a
// grown blob bonks the roof — the greedy straight-liner pays for it. Both
// re-arm each run (race:respawn) so the time-trial stays repeatable.
createPaintMine(world, {
id: 'mine-reward', position: [0, 0.06, -34], color: 'green', radius: 0.9, splats: 5,
impulse: 8, direction: [0, 1, -0.6], size: [3.4, 3.4],
})
createPaintMine(world, {
id: 'mine-hazard', position: [0, 0.24, -44], color: 'purple', radius: 0.8, splats: 4,
impulse: 7, direction: [0.8, 0.5, 0], size: [3, 3],
})
// ---- oil slick: a slippery patch on the flat approach. applySurface gives
// it oil friction with a Min combine rule, so it stays slick under ANY blob
// (even a grippy green one), and the userData tag lets the controller throttle
// steering + add drag → you luge across it. Demo of the surface framework. ----
{
const oilMat = new THREE.MeshStandardMaterial({
color: SURFACES.oil.color, roughness: 0.12, metalness: 0.35,
})
const oil = new THREE.Mesh(new THREE.BoxGeometry(6, 0.08, 4), oilMat)
oil.position.set(0, 0.28, -40) // machine-pad centre lane (top y0.24), clear of the fork exits + hazard mine
oil.receiveShadow = true
world.scene.add(oil)
const oilCol = world.physics.createCollider(
world.rapier.ColliderDesc.cuboid(3, 0.04, 2).setTranslation(0, 0.28, -40))
applySurface(world.rapier, oilCol, 'oil')
;(oilCol as unknown as { userData?: unknown }).userData = { surface: 'oil' }
}
// ---- colour-keyed gate: a GREEN shortcut through the centre lane, just
// before the finish. Roll over the green reward mine upstream and you arrive
// green enough for the gate to sink into the floor — a straight blast to the
// line. Arrive un-green and it stays shut, so you steer around the short
// flank walls (a detour). Closes the core loop solo: paint decides your route.
// Walls only cover the centre (|x|<4) so the fork exits (boot x-6, tunnel
// x6.5) are untouched. ----
{
const gz = -59
const wallMat = new THREE.MeshStandardMaterial({ color: '#5b6b7a', roughness: 0.85 })
for (const x of [-3, 3] as const) { // flank the centre gate gap (gate is x[-2,2])
const wall = new THREE.Mesh(new THREE.BoxGeometry(2, 3, 0.8), wallMat)
wall.position.set(x, 1.5, gz)
wall.castShadow = true
wall.receiveShadow = true
world.scene.add(wall)
world.physics.createCollider(
world.rapier.ColliderDesc.cuboid(1, 1.5, 0.4).setTranslation(x, 1.5, gz))
}
createColorGate(world, {
id: 'gate-green', position: [0, 0.02, gz], color: 'green', size: [4, 3, 0.6],
qualifies: () => skin.coverage().byColor.green >= 0.4,
})
}
// ---- gap-recovery trampoline: falling in the gap jump must cost time, not
// soft-lock you under the green slope (straight-line drivers wedged at z≈-16.6).
// Max-combine restitution bounces fallers back to shelf height. ----
// A deterministic launcher bounces fallers back to shelf height. ----
{
const tramp = new THREE.Mesh(
new THREE.BoxGeometry(12, 0.5, 4),
@ -142,14 +186,55 @@ export function installGame(world: World) {
})
}
// ---- race loop: first movement starts the clock, the pink pad ends it ----
// Finish pad volume, extended to z -57.2 so a blob bonking the pad's front
// face (it's a 1.2-high podium, unclimbable from the floor) still counts as
// touching the finish. Mid-air crossings count too — the boot is a legit finisher.
const FINISH = { xMin: -9, xMax: 9, zMin: -70, zMax: -57.2, yMax: 4 }
// face (a 1.2-high podium, unclimbable from the floor) still counts as a
// finish. Mid-air crossings count too — the boot is a legit finisher.
return { xMin: -9, xMax: 9, zMin: -70, zMax: -57.2, yMax: 4 }
}
export function installGame(world: World) {
// ---- course selection: default = hand-built Breakfast Rush; ?course=<name>
// loads a data-driven course from COURSES. Spawn is known before geometry. ----
const which = new URLSearchParams(location.search).get('course')
const spec = which ? COURSES[which] : undefined
const spawn = spec ? new THREE.Vector3(...spec.spawn) : BREAKFAST_SPAWN.clone()
// ---- blob (Lane A) ----
const blob = createBlob(world, { position: spawn })
blob.paint = new PaintSkin(blob.mesh, { size: 256 })
world.blob = blob
world.addSystem(createBlobController(world, blob))
const feel = createBlobFeel(blob)
world.events.on('blob:jumped', () => feel.onJump())
world.events.on('blob:landed', (p: { impact: number }) => feel.onLand(p.impact))
world.onFrame((dt) => feel.update(dt))
const camera = createFollowCamera(world, blob)
world.onFrame((dt) => camera.update(dt))
const skin = blob.paint as PaintSkin
// ---- build the selected course, get its finish box ----
const finish = spec
? buildCourseFromSpec(world, spec, { blob, skin }).finish
: buildBreakfastRush(world, blob, skin)
world.addSystem(new BuffSystem(world, { mesh: blob.mesh, modifiers: blob.modifiers, paint: skin }))
installPaint(world, { mesh: blob.mesh, paint: skin })
const hud = new PaintHUD()
world.onFrame(() => {
hud.update(skin.coverage(), blob.modifiers) // coverage() self-caches at 250ms
})
// ---- race loop: first movement starts the clock, the finish box ends it ----
// Per-course best time so switching courses doesn't compare apples to oranges.
const bestKey = `blobbo:best${spec ? ':' + which : ''}`
let raceState: 'idle' | 'running' | 'finished' = 'idle'
let raceT = 0
let best: number | null = Number(localStorage.getItem('blobbo:best')) || null
let best: number | null = Number(localStorage.getItem(bestKey)) || null
const raceUI = document.createElement('div')
raceUI.style.cssText =
@ -179,14 +264,14 @@ export function installGame(world: World) {
} else if (raceState === 'running') {
raceT += dt
const inFinish =
t.x >= FINISH.xMin && t.x <= FINISH.xMax &&
t.z >= FINISH.zMin && t.z <= FINISH.zMax && t.y <= FINISH.yMax
t.x >= finish.xMin && t.x <= finish.xMax &&
t.z >= finish.zMin && t.z <= finish.zMax && t.y <= finish.yMax
if (inFinish) {
raceState = 'finished'
const isBest = best === null || raceT < best
if (isBest) {
best = raceT
localStorage.setItem('blobbo:best', String(raceT))
localStorage.setItem(bestKey, String(raceT))
}
banner.innerHTML =
`<div>🏁 FINISH — ${fmt(raceT)}</div>` +
@ -208,7 +293,7 @@ export function installGame(world: World) {
// ---- fall respawn + debug ----
const respawn = () => {
blob.body.setTranslation({ x: course.spawn.x, y: course.spawn.y, z: course.spawn.z }, true)
blob.body.setTranslation({ x: spawn.x, y: spawn.y, z: spawn.z }, true)
blob.body.setLinvel({ x: 0, y: 0, z: 0 }, true)
world.events.emit('paint:request-cleanse', { fraction: 1 })
raceState = 'idle'
@ -250,6 +335,20 @@ export function installGame(world: World) {
setTimeout(() => toast.remove(), 3200)
})
// ---- course switcher: a small link to hop between courses (URL param) ----
{
const other = spec ? { href: 'index.html', label: '🍳 Breakfast Rush' }
: { href: '?course=toaster', label: '🍞 Toaster Alley' }
const link = document.createElement('a')
link.href = other.href
link.textContent = `▸ course: ${other.label}`
link.style.cssText =
'position:fixed;top:56px;right:14px;font:12px ui-monospace,Menlo,monospace;' +
'color:#0a2540;background:rgba(255,255,255,.82);padding:6px 11px;border-radius:9px;' +
'text-decoration:none;z-index:15;box-shadow:0 1px 6px rgba(0,0,0,.14)'
document.body.appendChild(link)
}
// ---- custom-assets pill: a forgotten Workshop swap otherwise reads as a
// broken game ("why is the boot a weird cylinder?"), with no way back. ----
void hasOverrides().then((on) => {
@ -270,7 +369,7 @@ export function installGame(world: World) {
installTitle(world)
// debug handle (dev builds are the only builds right now)
;(window as unknown as { BLOBBO: unknown }).BLOBBO = { world, blob, skin, course }
;(window as unknown as { BLOBBO: unknown }).BLOBBO = { world, blob, skin, spawn, finish }
return { course, blob }
return { blob, spawn, finish }
}

View File

@ -21,6 +21,8 @@ export {
createConveyorBelt,
createBubbleArch,
createFan,
createPaintMine,
createColorGate,
} from './parts'
export type {
Vec3,
@ -32,4 +34,6 @@ export type {
ConveyorBeltConfig,
BubbleArchConfig,
FanConfig,
PaintMineConfig,
ColorGateConfig,
} from './parts'

View File

@ -770,3 +770,285 @@ export function createFan(world: World, cfg: FanConfig): MachinePart {
return { id: cfg.id, group }
}
// ---------------------------------------------------------------------------
// PaintMine — a floor panel that arms, and when a body rolls onto it TELEGRAPHs
// (~0.35s snap windup) then bursts: it coats whoever is on it (paint:request-
// splat aimed at each struck body, so installPaint lands it on that blob) and
// pops them with an impulse. Reward vs hazard is pure config: a fat splat of a
// GOOD colour + an upward launch is a reward; a heavy/unwanted colour + a
// sideways shove is a hazard.
//
// `once` (default true) is the first-through-only trap John asked for: after it
// fires it reads as SPENT and won't re-fire — so in a pack the leader trips it
// clean and everyone behind sees a used panel (GDD §5.4 persistent course
// state). It re-arms on `race:respawn` so every fresh run gets a live panel.
// `once:false` re-arms the instant the panel clears (a repeatable hazard).
// ---------------------------------------------------------------------------
export interface PaintMineConfig {
id: string
position: Vec3
color: PaintColor
/** Splat radius requested from the paint lane — bigger = more coverage. */
radius: number
/** How many splats to douse the body with, spread around it. Default 1.
* A single disc only wraps one side; 4-5 reliably crosses the buff threshold. */
splats?: number
/** Pop impulse applied to each struck body. Default 6. */
impulse?: number
/** Pop direction (auto-normalised). Default straight up. */
direction?: Vec3
/** Panel footprint [x, z]. Default [3, 3]. */
size?: [number, number]
/** First-through-only: fire once, stay spent until race:respawn. Default true. */
once?: boolean
/** Also fire on this machine:signal (chaining), on top of step-on. */
onSignal?: string
/** Signal emitted right after it bursts (further chaining). */
emits?: string
}
export function createPaintMine(world: World, cfg: PaintMineConfig): MachinePart {
const { scene } = world
const pos = asVec3(cfg.position)
const [w, l] = cfg.size ?? [3, 3]
const paintHex = PALETTE[cfg.color]
const dir = (cfg.direction ? asVec3(cfg.direction) : new THREE.Vector3(0, 1, 0)).normalize()
const impulse = cfg.impulse ?? 6
const once = cfg.once !== false
const group = new THREE.Group()
group.position.copy(pos)
scene.add(group)
// dark warning rim under a live colour panel proud of it. NO collider: the
// course floor already carries the blob, so a panel can never open a hole or
// grow an invisible wall — it's a decal + a trigger volume just above it.
const rimMat = new THREE.MeshStandardMaterial({ color: '#1a1a1f', roughness: 0.85 })
const rim = new THREE.Mesh(new THREE.BoxGeometry(w + 0.28, 0.16, l + 0.28), rimMat)
rim.position.y = 0.05
rim.receiveShadow = true
group.add(rim)
const panelMat = new THREE.MeshStandardMaterial({
color: paintHex, roughness: 0.5, metalness: 0.1,
emissive: paintHex, emissiveIntensity: 0.35,
})
const panel = new THREE.Mesh(new THREE.BoxGeometry(w, 0.12, l), panelMat)
panel.position.y = 0.13
panel.receiveShadow = true
group.add(panel)
const detCenter = { x: pos.x, y: pos.y + 0.6, z: pos.z }
const detHalf = { x: w * 0.5, y: 0.6, z: l * 0.5 }
// paint-coloured particle burst (same shape as the bubble arch's burst)
const bursts: Array<(dt: number) => void> = []
const burst = () => {
const parts: THREE.Mesh[] = []
const vels: THREE.Vector3[] = []
for (let i = 0; i < 16; i++) {
const s = new THREE.Mesh(
new THREE.SphereGeometry(0.1 + Math.random() * 0.16, 8, 6),
new THREE.MeshStandardMaterial({ color: paintHex, transparent: true, opacity: 0.95, roughness: 0.3 }),
)
s.position.set(pos.x + (Math.random() - 0.5) * w, pos.y + 0.3, pos.z + (Math.random() - 0.5) * l)
scene.add(s)
parts.push(s)
vels.push(new THREE.Vector3((Math.random() - 0.5) * 3, 2 + Math.random() * 3, (Math.random() - 0.5) * 3))
}
let life = 0
const step = (dt: number) => {
life += dt
parts.forEach((s, i) => {
vels[i].y -= 9 * dt
s.position.addScaledVector(vels[i], dt)
;(s.material as THREE.MeshStandardMaterial).opacity = Math.max(0, 0.95 - life * 0.9)
})
if (life > 1.1) {
for (const s of parts) {
scene.remove(s)
s.geometry.dispose()
;(s.material as THREE.Material).dispose()
}
const idx = bursts.indexOf(step)
if (idx >= 0) bursts.splice(idx, 1)
}
}
bursts.push(step)
}
let fired = false
let armed = true
const markLive = () => { panelMat.color.set(paintHex); panelMat.emissive.set(paintHex); panelMat.emissiveIntensity = 0.35 }
const markSpent = () => { panelMat.color.set('#6b6b6b'); panelMat.emissive.setHex(0x000000); panelMat.emissiveIntensity = 0 }
const fire = () => {
if ((once && fired) || isTelegraphing(world, group)) return
// Capture who's on the panel NOW (windup start): a fast roller has left the
// trigger box by the time the ~0.35s telegraph completes, so we pop/coat the
// bodies that tripped it (at their live position) rather than re-scanning an
// empty box at fire time.
const struck = dynamicBodiesInBox(world, detCenter, detHalf)
telegraph(world, group, {
duration: 0.35,
flashColor: paintHex,
scalePulse: 0.2,
shake: 0.06,
onFire: () => {
// Douse offsets: centre + around the body, so a burst wraps more than one
// UV face. splatAtPoint stamps where the world point meets the body, so
// offsetting the point hits different sides (installPaint's proximity gate
// still passes — offsets are well inside worldRadius + splat radius).
const offsets = [[0, 0.35, 0], [0.4, 0, 0], [-0.4, 0, 0], [0, 0, 0.4], [0, 0, -0.4]]
const n = Math.max(1, cfg.splats ?? 1)
for (const b of struck.values()) {
const t = b.translation()
b.applyImpulse({ x: dir.x * impulse, y: dir.y * impulse, z: dir.z * impulse }, true)
for (let i = 0; i < n; i++) {
const [ox, oy, oz] = offsets[i % offsets.length]
world.events.emit('paint:request-splat', {
point: new THREE.Vector3(t.x + ox, t.y + oy, t.z + oz), color: cfg.color, radius: cfg.radius,
})
}
}
burst()
if (cfg.emits) world.events.emit('machine:signal', { id: cfg.emits })
if (once) { fired = true; markSpent() }
},
})
}
if (cfg.onSignal) {
world.events.on('machine:signal', ({ id }: { id: string }) => {
if (id === cfg.onSignal) fire()
})
}
// Fresh panel every run: a spent one-shot re-arms when the race restarts.
world.events.on('race:respawn', () => { fired = false; armed = true; markLive() })
world.addSystem({
update() {
const occupied = dynamicBodiesInBox(world, detCenter, detHalf).size > 0
if (occupied && armed) {
armed = false
fire()
} else if (!occupied && !once) {
armed = true // repeatable hazard re-arms on clear; a one-shot never does
}
},
})
world.onFrame((dt) => {
for (const b of [...bursts]) b(dt)
})
return { id: cfg.id, group }
}
// ---------------------------------------------------------------------------
// ColorGate — a portcullis that stays SHUT unless an approaching blob carries
// enough of a keyed colour, then slides into the floor to let it through and
// closes behind. This is the GDD §5.4 colour-keyed shortcut: the course paints
// you, and being painted opens your route. The door colour IS the key (a green
// door needs green), matching the pink-tunnel signage language.
//
// The part never imports the paint lane — integration injects `qualifies()`
// (e.g. `() => skin.coverage().byColor.green >= 0.4`), so the seam stays clean
// and this works for whatever "enough colour" the course wants.
// ---------------------------------------------------------------------------
export interface ColorGateConfig {
id: string
position: Vec3
/** Which colour keys the gate — sets the door tint (the visible signage). */
color: PaintColor
/** Door slab [width, height, depth]. Default [4, 3, 0.6]. */
size?: Vec3
/** Approach-zone half-extents on the +Z (racer) side. Default derived from size. */
detectHalf?: Vec3
/** True when the approaching blob carries enough of `color`. Injected by
* integration to keep this part decoupled from the paint lane. */
qualifies: () => boolean
/** Signal emitted on the shut→open edge (further chaining). */
emits?: string
}
export function createColorGate(world: World, cfg: ColorGateConfig): MachinePart {
const { physics, rapier, scene } = world
const pos = asVec3(cfg.position)
const [w, h, d] = cfg.size ?? [4, 3, 0.6]
const hex = PALETTE[cfg.color]
const group = new THREE.Group()
group.position.copy(pos)
scene.add(group)
// cosmetic frame: two posts + a coloured lintel so the gate reads as a gate.
const postMat = new THREE.MeshStandardMaterial({ color: '#37474f', metalness: 0.4, roughness: 0.5 })
for (const sx of [-1, 1]) {
const post = new THREE.Mesh(new THREE.CylinderGeometry(0.22, 0.22, h + 0.8, 12), postMat)
post.position.set(sx * (w / 2 + 0.3), (h + 0.8) / 2, 0)
post.castShadow = true
group.add(post)
}
const lintel = new THREE.Mesh(
new THREE.BoxGeometry(w + 1.0, 0.4, d + 0.3),
new THREE.MeshStandardMaterial({ color: hex, emissive: hex, emissiveIntensity: 0.35, roughness: 0.5 }),
)
lintel.position.y = h + 0.6
group.add(lintel)
// the door — colour is the key. Fixed body + collider we slide into the floor.
const doorMat = new THREE.MeshStandardMaterial({
color: hex, roughness: 0.45, metalness: 0.1,
emissive: hex, emissiveIntensity: 0.25, transparent: true, opacity: 0.92,
})
const door = new THREE.Mesh(new THREE.BoxGeometry(w, h, d), doorMat)
door.castShadow = true
door.receiveShadow = true
group.add(door)
const closedY = pos.y + h / 2
const openY = closedY - (h + 0.3) // sink fully into the ground
const doorBody = physics.createRigidBody(
rapier.RigidBodyDesc.fixed().setTranslation(pos.x, closedY, pos.z),
)
physics.createCollider(rapier.ColliderDesc.cuboid(w / 2, h / 2, d / 2), doorBody)
const dh = cfg.detectHalf ?? [w / 2 + 1, h / 2 + 0.6, 3]
// detector on the +Z approach side (racers run toward -Z through the course)
const detCenter = { x: pos.x, y: pos.y + h / 2, z: pos.z + dh[2] }
const detHalf = { x: dh[0], y: dh[1], z: dh[2] }
let open = false
let curY = closedY
let targetY = closedY
// Everything runs in the FIXED step, including the door's slide. The door is a
// COLLIDER (gameplay) — if its motion lived in onFrame it would freeze in a
// hidden tab and leave a half-open gate anyone could walk through (the lesson
// telegraph.ts and BucketDump already learned). Mesh + glow ride along here at
// 60Hz, which is smooth enough for a door.
world.addSystem({
update(dt) {
const near = dynamicBodiesInBox(world, detCenter, detHalf).size > 0
const shouldOpen = near && cfg.qualifies()
if (shouldOpen && !open) {
open = true
targetY = openY
if (cfg.emits) world.events.emit('machine:signal', { id: cfg.emits })
} else if (!near && open) {
open = false
targetY = closedY
}
curY = lerp(curY, targetY, Math.min(1, dt * 6))
door.position.y = curY - pos.y // mesh is a child of the group at pos
doorBody.setTranslation({ x: pos.x, y: curY, z: pos.z }, true)
doorMat.emissiveIntensity = open ? 0.7 : 0.25
},
})
return { id: cfg.id, group }
}