BLOBBO/src/game.ts
type-two 0f2aca542b Wave 2 integration: zones staged, fork machines own the district, tuning pass
- installZones + cannonConfigs through the single cannon path; old centre
  plate/boot removed (fork versions supersede); belt+bucket to centre lane
  (sunk flush — proud face curbed the line); arch punishes failed MEGA runs
- puddles: distance-based stamping (speed-independent coverage), rate 4/u,
  contact tolerance 1.0 (bounce hops starved strips), fork strips widened
  toward the racing line + neutral-centre red top-up strip
- under-shelf volumes filled solid in the centre (side corridors left open);
  launcher catch widened to the full gap
- verified: naive hold-W finishes ~12s, ghost records+replays, MINI (0.77)
  passes the tunnel with 47% pink, buffs activate (GRIP live at 29% green),
  78% total coverage on a wandering run

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-18 12:18:30 +10:00

255 lines
11 KiB
TypeScript

/**
* 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.
*/
import * as THREE from 'three'
import type { World } from './contracts'
import { buildGreybox } from './course/greybox'
import { createBlob } 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 { installZones } from './course/zones'
import { installAudio } from './audio/index'
import { installGhost } from './ghost/index'
import { installTitle } from './ui/title'
export function installGame(world: World) {
const course = buildGreybox(world)
// ---- 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))
// ---- 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({
world,
position: new THREE.Vector3(...spec.position),
color: spec.color,
target: blob.mesh,
paint: skin,
targetRadius: blob.radius,
triggerId: spec.triggerId,
interval: spec.interval,
muzzleSpeed: 26, // default 16 caps ballistic range at ~18u — course distances need ~26
splatRadius: 0.45,
}))
}
// ---- centre-lane machine garnish (Lane C) ----
// The fork owns plate/boot now (zones.ts). The belt+bucket moved to the
// 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,
// Shallow catch just upstream of the spout (bucket.x+1.4 = belt centre x=0):
// observed teeter drift is 0.4-2u depending on speed.
trigger: { size: [3, 2, 1.6], offset: [1.4, -5.2, 0.75] },
})
createConveyorBelt(world, {
id: 'belt-1', position: [0, 0.0, -50], // sunk flush with the machine pad — a proud belt face curbed the racing line
size: [3, 0.5, 10], velocity: [0, 0, -3],
})
createBubbleArch(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
})
// ---- 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. ----
{
const tramp = new THREE.Mesh(
new THREE.BoxGeometry(12, 0.5, 4),
new THREE.MeshStandardMaterial({ color: '#FF9500', roughness: 0.6 }))
tramp.position.set(0, 0.25, 0) // exactly the open slot between the shelves
tramp.receiveShadow = true
world.scene.add(tramp)
world.physics.createCollider(
world.rapier.ColliderDesc.cuboid(6, 0.25, 2).setTranslation(0, 0.25, 0))
// Fill BOTH under-shelf volumes solid: the front-face plinth stopped
// overshooters, but lane-huggers rolled in from the open x±7 sides and
// wedged (observed at (-4.1,-7.9)). Under-shelf space serves no gameplay —
// make the shelves read as solid blocks down to the floor.
const plinthMat = new THREE.MeshStandardMaterial({ color: '#0A5FCB', roughness: 0.8 })
// Central fill only (x±5.2): observed wedges are all |x|<4.5; full-width
// fills walled off the floor-level side corridors lane-hug routes use.
for (const [zc, hz] of [[6, 4], [-6, 4]] as const) {
const fill = new THREE.Mesh(new THREE.BoxGeometry(10.4, 2.8, hz * 2), plinthMat)
fill.position.set(0, 1.4, zc)
world.scene.add(fill)
world.physics.createCollider(
world.rapier.ColliderDesc.cuboid(5.2, 1.4, hz).setTranslation(0, 1.4, zc))
}
// Deterministic launcher, not restitution: raw bounciness pachinkos off the
// shelf's front edge and can still slip underneath. Catch a falling blob on
// the pad and set a clean arc onto the landing shelf.
let bounceCooldown = 0
world.addSystem({
update(dt) {
bounceCooldown = Math.max(0, bounceCooldown - dt)
const t = blob.body.translation()
const v = blob.body.linvel()
const onPad = Math.abs(t.x) < 7.2 && t.z > -2.2 && t.z < 2.2 && t.y < 1.4 // full gap width — lane-huggers fall at |x|≈7
if (onPad && v.y < 0.5 && bounceCooldown === 0) {
// High + centered: held-W air control (~24 u/s²) flattens shallow arcs
// into the shelf face, so go UP hard and pull toward the slot center;
// forward drift only wins after the arc clears the shelf top.
const vz = Math.max(-3, Math.min(3, (0.5 - t.z) * 1.5))
const vx = Math.max(-3, Math.min(3, (0 - t.x) * 1.5)) // center x too — cannon impacts drift racers sideways
blob.body.setLinvel({ x: vx, y: 14, z: vz }, true)
bounceCooldown = 0.6
world.events.emit('blob:jumped', {}) // reuse the stretch feel
}
},
})
}
// ---- 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 }
let raceState: 'idle' | 'running' | 'finished' = 'idle'
let raceT = 0
let best: number | null = Number(localStorage.getItem('blobbo:best')) || null
const raceUI = document.createElement('div')
raceUI.style.cssText =
'position:fixed;top:12px;right:14px;font:700 20px ui-monospace,Menlo,monospace;' +
'color:#0a2540;background:rgba(255,255,255,.82);padding:8px 14px;border-radius:10px;' +
'z-index:15;text-align:right;pointer-events:none'
document.body.appendChild(raceUI)
const banner = document.createElement('div')
banner.style.cssText =
'position:fixed;inset:0;display:none;align-items:center;justify-content:center;' +
'flex-direction:column;gap:12px;font:800 42px ui-monospace,Menlo,monospace;color:#fff;' +
'background:rgba(20,24,34,.72);z-index:30;text-align:center'
document.body.appendChild(banner)
const fmt = (s: number) => s.toFixed(2) + 's'
let finishHold = 0
world.addSystem({
update(dt) {
const t = blob.body.translation()
const v = blob.body.linvel()
if (raceState === 'idle') {
if (Math.hypot(v.x, v.z) > 0.6) {
raceState = 'running'
raceT = 0
world.events.emit('race:started', {})
}
} 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
if (inFinish) {
raceState = 'finished'
const isBest = best === null || raceT < best
if (isBest) {
best = raceT
localStorage.setItem('blobbo:best', String(raceT))
}
banner.innerHTML =
`<div>🏁 FINISH — ${fmt(raceT)}</div>` +
`<div style="font-size:22px">${isBest ? 'NEW BEST!' : 'best ' + fmt(best!)}</div>` +
`<div style="font-size:16px;opacity:.85">R / Start to race again — auto in 6s</div>`
banner.style.display = 'flex'
world.events.emit('race:finished', { time: raceT, best })
finishHold = 6
}
} else {
finishHold -= dt
if (finishHold <= 0) respawn()
}
raceUI.textContent =
(raceState === 'running' ? '⏱ ' + fmt(raceT) : raceState === 'idle' ? '⏱ ready' : '🏁 ' + fmt(raceT)) +
(best !== null ? ' · best ' + fmt(best) : '')
},
})
// ---- fall respawn + debug ----
const respawn = () => {
blob.body.setTranslation({ x: course.spawn.x, y: course.spawn.y, z: course.spawn.z }, true)
blob.body.setLinvel({ x: 0, y: 0, z: 0 }, true)
world.events.emit('paint:request-cleanse', { fraction: 1 })
raceState = 'idle'
raceT = 0
banner.style.display = 'none'
world.events.emit('race:respawn', {})
}
world.onFrame(() => {
if (blob.body.translation().y < -25) respawn()
})
addEventListener('keydown', (e) => {
if (e.code === 'KeyR') respawn()
if (e.code === 'KeyC') world.events.emit('paint:request-cleanse', { fraction: 0.5 })
})
// ---- gamepad niceties (movement/jump live in the blob controller) ----
let startHeld = false
world.addSystem({
update() {
const pads = navigator.getGamepads?.()
if (!pads) return
for (const p of pads) {
if (!p || !p.connected) continue
const s = !!p.buttons[9]?.pressed // Start/Options = respawn
if (s && !startHeld) respawn()
startHeld = s
break
}
},
})
addEventListener('gamepadconnected', (e) => {
const toast = document.createElement('div')
toast.textContent = `🎮 ${(e as GamepadEvent).gamepad.id.slice(0, 40)} connected — stick to roll, A to jump, Start to respawn`
toast.style.cssText =
'position:fixed;bottom:16px;left:50%;transform:translateX(-50%);' +
'font:13px ui-monospace,Menlo,monospace;color:#fff;background:rgba(20,24,34,.88);' +
'padding:9px 14px;border-radius:9px;z-index:20;pointer-events:none'
document.body.appendChild(toast)
setTimeout(() => toast.remove(), 3200)
})
// ---- wave 2: audio, ghost, title ----
installAudio(world)
installGhost(world, blob, { radius: blob.radius })
installTitle(world)
// debug handle (dev builds are the only builds right now)
;(window as unknown as { BLOBBO: unknown }).BLOBBO = { world, blob, skin, course }
return { course, blob }
}