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ad93d55de9
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67921925f5
| Author | SHA1 | Date | |
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67921925f5 | ||
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333f11b9db | ||
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856683832b | ||
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fef136dfbc |
@ -13,6 +13,7 @@
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import * as THREE from 'three'
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import type { System, World } from '../contracts'
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import type { BlobHandle } from './createBlob'
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import { SURFACES, type SurfaceName } from '../machine/surfaces'
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export interface BlobControllerOptions {
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/** Base top speed (m/s) before speedMul. */
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@ -85,6 +86,7 @@ export function createBlobController(
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let prevVy = 0
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let lastSize = -1
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let lastMassMul = -1
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let rinseAccum = 0 // water-rinse cadence (GDD §5.5)
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const fwd = new THREE.Vector3()
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const right = new THREE.Vector3()
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@ -132,6 +134,19 @@ export function createBlobController(
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}
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grounded = nowGrounded
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// ---- surface under the blob (GDD §5.5): oil/ice = slip, honey/mud/water
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// = drag, water = rinse. The course tags colliders `userData.surface`; the
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// grounded ray already excludes self, so its hit is the ground we resolve.
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// ponytail: honey `climb` and mud `antipaint` are not wired yet — they need
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// more than a drag knob (wall-climb traversal / buff suppression).
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let surf: (typeof SURFACES)[SurfaceName] | null = null
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if (hit) {
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const name = (hit.collider as unknown as { userData?: { surface?: string } })
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.userData?.surface as SurfaceName | undefined
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if (name && SURFACES[name]) surf = SURFACES[name]
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}
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const slip = !!surf && surf.tags.includes('slip')
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// ---- camera-relative move basis (flatten camera dir onto ground) ----
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camera.getWorldDirection(fwd)
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fwd.y = 0
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@ -165,16 +180,19 @@ export function createBlobController(
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body.applyImpulse({ x: move.x * imp, y: 0, z: move.z * imp }, true)
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}
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if (grounded) {
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// scrub sideways drift so turns don't feel like ice (grip tightens it)
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// scrub sideways drift so turns don't feel like ice (grip tightens it).
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// On a slip surface the scrub is throttled right down: you luge, you
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// can't just carve — even a grippy green blob slides (oil beats grip).
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const along2 = v.x * move.x + v.z * move.z
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const perpX = v.x - along2 * move.x
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const perpZ = v.z - along2 * move.z
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const k = Math.min(1, (2 + m.grip * 10) * dt)
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const k = Math.min(1, (2 + m.grip * 10) * dt) * (slip ? 0.12 : 1)
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body.applyImpulse({ x: -perpX * mass * k, y: 0, z: -perpZ * mass * k }, true)
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}
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} else if (grounded) {
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// no input on ground: brake. grip = how hard we kill the slide.
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const k = Math.min(1, (6 + m.grip * 22) * dt)
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// no input on ground: brake. grip = how hard we kill the slide; a slip
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// surface all but removes the brake so you keep sliding.
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const k = Math.min(1, (6 + m.grip * 22) * dt) * (slip ? 0.08 : 1)
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body.applyImpulse({ x: -v.x * mass * k, y: 0, z: -v.z * mass * k }, true)
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}
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@ -190,6 +208,29 @@ export function createBlobController(
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events.emit('blob:jumped', {})
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}
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// ---- surface effects (only while grounded on a tagged surface) ----
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if (surf && grounded) {
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// drag: honey/mud/water bleed horizontal speed (sticky / heavy feel)
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if (surf.drag > 0) {
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const keep = Math.max(0, 1 - surf.drag)
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const lv = body.linvel()
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body.setLinvel({ x: lv.x * keep, y: lv.y, z: lv.z * keep }, true)
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}
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// rinse: water gradually washes paint off — an underwater shortcut costs
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// you your loadout (GDD §5.5). Small fraction on a fixed cadence.
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if (surf.tags.includes('rinse')) {
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rinseAccum += dt
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if (rinseAccum >= 0.4) {
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rinseAccum = 0
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events.emit('paint:request-cleanse', { fraction: 0.03 })
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}
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} else {
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rinseAccum = 0
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}
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} else {
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rinseAccum = 0
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}
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prevVy = body.linvel().y
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},
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}
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171
src/course/spec.ts
Normal file
171
src/course/spec.ts
Normal file
@ -0,0 +1,171 @@
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/**
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* DATA-DRIVEN COURSES — a course is a plain object (boxes + machines + cannons +
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* spawn/finish), and `buildCourseFromSpec` turns it into a live course by
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* dispatching to the existing greybox box builder and the Lane C machine
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* factories. No new gameplay code: this is pure plumbing so a new level is
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* *data*, not a game.ts fork.
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*
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* The flagship "Breakfast Rush" course stays hand-built (it carries a lot of
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* integration tuning) — see game.ts. New courses live in COURSES below and load
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* with `?course=<name>`.
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*/
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import * as THREE from 'three'
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import type { World, PaintColor } from '../contracts'
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import type { PaintSkin } from '../paint/skin'
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import { PaintCannon } from '../paint/index'
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import {
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createPaintMine, createColorGate, createSpringBoot, createSeeSaw, createFan,
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createBucketDump, createBubbleArch, createConveyorBelt, createPressurePlate,
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applySurface,
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} from '../machine/index'
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import type {
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PaintMineConfig, ColorGateConfig, SpringBootConfig, SeeSawConfig, FanConfig,
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BucketDumpConfig, BubbleArchConfig, ConveyorBeltConfig, PressurePlateConfig,
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SurfaceName,
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} from '../machine/index'
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import { TOASTER_ALLEY } from './toaster-alley'
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export interface FinishBox { xMin: number; xMax: number; zMin: number; zMax: number; yMax: number }
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export interface BoxSpec {
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pos: [number, number, number]
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/** half-extents [hx, hy, hz]. */
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half: [number, number, number]
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color: THREE.ColorRepresentation
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rot?: [number, number, number]
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surface?: SurfaceName
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cast?: boolean
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transparent?: number
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roughness?: number
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}
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/** A machine placement. `cfg` is the exact factory config; the gate's qualifies
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* is derived from needColor/needPct so the data stays a plain object. */
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export type MachineSpec =
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| { kind: 'mine'; cfg: PaintMineConfig }
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| { kind: 'gate'; cfg: Omit<ColorGateConfig, 'qualifies'>; needColor: PaintColor; needPct: number }
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| { kind: 'boot'; cfg: SpringBootConfig }
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| { kind: 'seesaw'; cfg: SeeSawConfig }
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| { kind: 'fan'; cfg: FanConfig }
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| { kind: 'bucket'; cfg: BucketDumpConfig }
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| { kind: 'bubble'; cfg: BubbleArchConfig }
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| { kind: 'plate'; cfg: PressurePlateConfig }
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| { kind: 'conveyor'; cfg: ConveyorBeltConfig }
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| { kind: 'oil'; pos: [number, number, number]; half: [number, number, number] }
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export interface CannonSpec {
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color: PaintColor
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position: [number, number, number]
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triggerId?: string
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interval?: number
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}
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export interface CourseSpec {
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name: string
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spawn: [number, number, number]
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finish: FinishBox
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boxes: BoxSpec[]
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machines?: MachineSpec[]
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cannons?: CannonSpec[]
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}
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export interface BuildCtx {
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blob: { mesh: THREE.Object3D; radius: number }
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skin: PaintSkin
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}
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/** Static box: THREE mesh + fixed cuboid collider, optional rotation + surface
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* tag (mirrored onto the collider so the controller can resolve it). Mirrors
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* greybox.ts's addBox so spec courses look identical to the hand-built one. */
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function addBox(world: World, b: BoxSpec): void {
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const [cx, cy, cz] = b.pos
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const [hx, hy, hz] = b.half
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const mat = new THREE.MeshStandardMaterial({
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color: b.color,
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roughness: b.roughness ?? 0.9,
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metalness: 0,
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transparent: b.transparent !== undefined,
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opacity: b.transparent ?? 1,
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})
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const mesh = new THREE.Mesh(new THREE.BoxGeometry(hx * 2, hy * 2, hz * 2), mat)
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mesh.position.set(cx, cy, cz)
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mesh.receiveShadow = true
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mesh.castShadow = b.cast ?? false
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if (b.rot) mesh.rotation.set(b.rot[0], b.rot[1], b.rot[2])
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world.scene.add(mesh)
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const desc = world.rapier.ColliderDesc.cuboid(hx, hy, hz).setTranslation(cx, cy, cz)
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if (b.rot) {
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const q = new THREE.Quaternion().setFromEuler(new THREE.Euler(b.rot[0], b.rot[1], b.rot[2]))
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desc.setRotation({ x: q.x, y: q.y, z: q.z, w: q.w })
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}
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const col = world.physics.createCollider(desc)
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if (b.surface) {
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applySurface(world.rapier, col, b.surface)
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;(col as unknown as { userData?: unknown }).userData = { surface: b.surface }
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}
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}
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export function buildCourseFromSpec(
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world: World,
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spec: CourseSpec,
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ctx: BuildCtx,
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): { spawn: THREE.Vector3; finish: FinishBox } {
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for (const b of spec.boxes) addBox(world, b)
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for (const m of spec.machines ?? []) {
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switch (m.kind) {
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case 'mine': createPaintMine(world, m.cfg); break
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case 'gate':
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createColorGate(world, {
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...m.cfg,
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qualifies: () => ctx.skin.coverage().byColor[m.needColor] >= m.needPct,
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})
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break
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case 'boot': createSpringBoot(world, m.cfg); break
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case 'seesaw': createSeeSaw(world, m.cfg); break
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case 'fan': createFan(world, m.cfg); break
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case 'bucket': createBucketDump(world, m.cfg); break
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case 'bubble': createBubbleArch(world, m.cfg); break
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case 'plate': createPressurePlate(world, m.cfg); break
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case 'conveyor': createConveyorBelt(world, m.cfg); break
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case 'oil': {
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const [cx, cy, cz] = m.pos
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const [hx, hy, hz] = m.half
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const mat = new THREE.MeshStandardMaterial({ color: '#3a2f4a', roughness: 0.12, metalness: 0.35 })
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const mesh = new THREE.Mesh(new THREE.BoxGeometry(hx * 2, hy * 2, hz * 2), mat)
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mesh.position.set(cx, cy, cz)
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mesh.receiveShadow = true
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world.scene.add(mesh)
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const col = world.physics.createCollider(
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world.rapier.ColliderDesc.cuboid(hx, hy, hz).setTranslation(cx, cy, cz))
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applySurface(world.rapier, col, 'oil')
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;(col as unknown as { userData?: unknown }).userData = { surface: 'oil' }
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break
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}
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}
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}
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for (const c of spec.cannons ?? []) {
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world.addSystem(new PaintCannon({
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world,
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position: new THREE.Vector3(...c.position),
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color: c.color,
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target: ctx.blob.mesh,
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paint: ctx.skin,
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targetRadius: ctx.blob.radius,
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triggerId: c.triggerId,
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interval: c.interval ?? 2.2,
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muzzleSpeed: 26,
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splatRadius: 0.45,
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}))
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}
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return { spawn: new THREE.Vector3(...spec.spawn), finish: spec.finish }
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}
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/** Selectable data-driven courses (the flagship Breakfast Rush is hand-built in
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* game.ts and is the default). Load with `?course=<name>`. */
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export const COURSES: Record<string, CourseSpec> = {
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toaster: TOASTER_ALLEY,
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}
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48
src/course/toaster-alley.ts
Normal file
48
src/course/toaster-alley.ts
Normal file
@ -0,0 +1,48 @@
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/**
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* TOASTER ALLEY — a second course, authored entirely as DATA (see spec.ts).
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* Deliberately flat (one big catch-floor, no fall-outs and no elevated
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* geometry) so it is reliably completable without the fine tuning Breakfast
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* Rush needed. It also puts the FAN — a machine that shipped but was never
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* placed — into play as a tailwind.
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*
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* Flow (+Z start → -Z finish): a fan sweeps you off the start pad; red cannons
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* paint you for BURN speed; a green reward mine gives GRIP; a green colour-gate
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* (fed by that mine) opens the straight line to the finish.
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*
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* NOTE: the SEE-SAW is also a supported spec kind (`{kind:'seesaw'}`), but a
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* good see-saw needs an elevated bridge (approach platform + landing) tuned so
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* the blob steps on cleanly — that's level design worth doing deliberately, so
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* it's left out of this flat demo rather than shipped half-working.
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*/
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import type { CourseSpec } from './spec'
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export const TOASTER_ALLEY: CourseSpec = {
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name: 'Toaster Alley',
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spawn: [0, 1.8, 30],
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finish: { xMin: -7, xMax: 7, zMin: -38, zMax: -26, yMax: 4 },
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boxes: [
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// base floor — spans the whole alley so nothing falls out
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{ pos: [0, -0.5, -5], half: [14, 0.5, 42], color: '#efe3c6', roughness: 1 },
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// start pad
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{ pos: [0, 0.4, 28], half: [6, 0.4, 5], color: '#f7edd2', cast: true },
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// gate flank walls (centre gap x[-2,2] is the gate) — clear side lanes remain
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{ pos: [-3, 1.5, -22], half: [1, 1.5, 0.4], color: '#5b6b7a', roughness: 0.85, cast: true },
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{ pos: [3, 1.5, -22], half: [1, 1.5, 0.4], color: '#5b6b7a', roughness: 0.85, cast: true },
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// finish podium
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{ pos: [0, 0.6, -32], half: [7, 0.6, 5], color: '#FF6EB4', cast: true },
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],
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machines: [
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// FAN — a tailwind that sweeps you off the start pad down the alley
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{ kind: 'fan', cfg: { id: 'ta-fan', position: [0, 1.8, 20], direction: [0, 0, -1], force: 20, range: 18, spread: 4.5 } },
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// green reward mine — GRIP, and it feeds the green gate downstream
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{ 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] } },
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// green gate — opens for the runner who took the reward mine (same loop as
|
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// Breakfast Rush, proving the gate works identically from a data spec)
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{ kind: 'gate', cfg: { id: 'ta-gate', position: [0, 0.02, -22], color: 'green', size: [4, 3, 0.6] }, needColor: 'green', needPct: 0.4 },
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],
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cannons: [
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// RED crossfire on the run-up — BURN speed to carry you down the alley
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{ color: 'red', position: [-9, 3.5, 12], interval: 1.8 },
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{ color: 'red', position: [9, 3.5, 12], interval: 1.8 },
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],
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}
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183
src/game.ts
183
src/game.ts
@ -1,46 +1,41 @@
|
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/**
|
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* INTEGRATION SEAM — owned by integration, not by lanes.
|
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* The playable slice: Lane A blob + course, Lane B paint + buffs, and (when
|
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* lane-c merges) the machine chain on the course's machine area.
|
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* The playable slice: a blob + paint + buffs, the shared race loop, and a
|
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* COURSE. The flagship "Breakfast Rush" is hand-built (buildBreakfastRush — it
|
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* carries a lot of integration tuning); extra courses are data (see course/spec)
|
||||
* and load with `?course=<name>`.
|
||||
*/
|
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import * as THREE from 'three'
|
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import type { World } from './contracts'
|
||||
import { buildGreybox } from './course/greybox'
|
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import { createBlob } from './blob/createBlob'
|
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import { createBlob, type BlobHandle } from './blob/createBlob'
|
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import { createBlobController } from './blob/controller'
|
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import { createBlobFeel } from './blob/feel'
|
||||
import { createFollowCamera } from './blob/camera'
|
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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'
|
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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) {
|
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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 }
|
||||
}
|
||||
|
||||
@ -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'
|
||||
|
||||
@ -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 }
|
||||
}
|
||||
|
||||
Loading…
Reference in New Issue
Block a user