- 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>
255 lines
11 KiB
TypeScript
255 lines
11 KiB
TypeScript
/**
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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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*/
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import * as THREE from 'three'
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import type { World } from './contracts'
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import { buildGreybox } from './course/greybox'
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import { createBlob } from './blob/createBlob'
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import { createBlobController } from './blob/controller'
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import { createBlobFeel } from './blob/feel'
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import { createFollowCamera } from './blob/camera'
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import { PaintSkin, PaintCannon, BuffSystem, PaintHUD, installPaint } from './paint/index'
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import { createBucketDump, createBubbleArch, createConveyorBelt } from './machine/index'
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import { installZones } from './course/zones'
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import { installAudio } from './audio/index'
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import { installGhost } from './ghost/index'
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import { installTitle } from './ui/title'
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export function installGame(world: World) {
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const course = buildGreybox(world)
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// ---- blob (Lane A) ----
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const blob = createBlob(world, { position: course.spawn })
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blob.paint = new PaintSkin(blob.mesh, { size: 256 })
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world.blob = blob
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world.addSystem(createBlobController(world, blob))
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const feel = createBlobFeel(blob)
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world.events.on('blob:jumped', () => feel.onJump())
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world.events.on('blob:landed', (p: { impact: number }) => feel.onLand(p.impact))
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world.onFrame((dt) => feel.update(dt))
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const camera = createFollowCamera(world, blob)
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world.onFrame((dt) => camera.update(dt))
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// ---- paint economy (Lane G): puddles + colour zones + MEGA/MINI fork ----
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// Zones build the fork's own plate/boot (purple lane) and the MINI tunnel
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// (pink lane), and return cannon configs for the one cannon-staging path here.
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const skin = blob.paint as PaintSkin
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const zones = installZones(world, blob, skin)
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for (const spec of zones.cannonConfigs) {
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world.addSystem(new PaintCannon({
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world,
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position: new THREE.Vector3(...spec.position),
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color: spec.color,
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target: blob.mesh,
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paint: skin,
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targetRadius: blob.radius,
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triggerId: spec.triggerId,
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interval: spec.interval,
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muzzleSpeed: 26, // default 16 caps ballistic range at ~18u — course distances need ~26
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splatRadius: 0.45,
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}))
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}
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// ---- centre-lane machine garnish (Lane C) ----
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// The fork owns plate/boot now (zones.ts). The belt+bucket moved to the
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// CENTRE lane: un-forked runners get slow-carried under a purple dump —
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// a free taste of MEGA with no roof above (never dump grow-juice inside
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// the MINI tunnel: growing under the roof would wedge you).
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const baseMass = blob.body.mass()
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createBucketDump(world, {
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id: 'bucket-1', position: [-1.4, 6, -50],
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color: 'purple', radius: 0.8,
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// Shallow catch just upstream of the spout (bucket.x+1.4 = belt centre x=0):
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// observed teeter drift is 0.4-2u depending on speed.
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trigger: { size: [3, 2, 1.6], offset: [1.4, -5.2, 0.75] },
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})
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createConveyorBelt(world, {
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id: 'belt-1', position: [0, 0.0, -50], // sunk flush with the machine pad — a proud belt face curbed the racing line
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size: [3, 0.5, 10], velocity: [0, 0, -3],
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})
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createBubbleArch(world, {
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id: 'arch-1', position: [-4.5, 0.12, -56], fraction: 0.6, // purple-lane exit: cleansing punishes a failed MEGA attempt
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})
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world.addSystem(new BuffSystem(world, { mesh: blob.mesh, modifiers: blob.modifiers, paint: skin }))
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installPaint(world, { mesh: blob.mesh, paint: skin })
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const hud = new PaintHUD()
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world.onFrame(() => {
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hud.update(skin.coverage(), blob.modifiers) // coverage() self-caches at 250ms
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})
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// ---- gap-recovery trampoline: falling in the gap jump must cost time, not
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// soft-lock you under the green slope (straight-line drivers wedged at z≈-16.6).
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// Max-combine restitution bounces fallers back to shelf height. ----
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{
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const tramp = new THREE.Mesh(
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new THREE.BoxGeometry(12, 0.5, 4),
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new THREE.MeshStandardMaterial({ color: '#FF9500', roughness: 0.6 }))
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tramp.position.set(0, 0.25, 0) // exactly the open slot between the shelves
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tramp.receiveShadow = true
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world.scene.add(tramp)
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world.physics.createCollider(
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world.rapier.ColliderDesc.cuboid(6, 0.25, 2).setTranslation(0, 0.25, 0))
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// Fill BOTH under-shelf volumes solid: the front-face plinth stopped
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// overshooters, but lane-huggers rolled in from the open x±7 sides and
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// wedged (observed at (-4.1,-7.9)). Under-shelf space serves no gameplay —
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// make the shelves read as solid blocks down to the floor.
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const plinthMat = new THREE.MeshStandardMaterial({ color: '#0A5FCB', roughness: 0.8 })
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// Central fill only (x±5.2): observed wedges are all |x|<4.5; full-width
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// fills walled off the floor-level side corridors lane-hug routes use.
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for (const [zc, hz] of [[6, 4], [-6, 4]] as const) {
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const fill = new THREE.Mesh(new THREE.BoxGeometry(10.4, 2.8, hz * 2), plinthMat)
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fill.position.set(0, 1.4, zc)
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world.scene.add(fill)
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world.physics.createCollider(
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world.rapier.ColliderDesc.cuboid(5.2, 1.4, hz).setTranslation(0, 1.4, zc))
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}
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// Deterministic launcher, not restitution: raw bounciness pachinkos off the
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// shelf's front edge and can still slip underneath. Catch a falling blob on
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// the pad and set a clean arc onto the landing shelf.
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let bounceCooldown = 0
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world.addSystem({
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update(dt) {
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bounceCooldown = Math.max(0, bounceCooldown - dt)
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const t = blob.body.translation()
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const v = blob.body.linvel()
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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
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if (onPad && v.y < 0.5 && bounceCooldown === 0) {
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// High + centered: held-W air control (~24 u/s²) flattens shallow arcs
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// into the shelf face, so go UP hard and pull toward the slot center;
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// forward drift only wins after the arc clears the shelf top.
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const vz = Math.max(-3, Math.min(3, (0.5 - t.z) * 1.5))
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const vx = Math.max(-3, Math.min(3, (0 - t.x) * 1.5)) // center x too — cannon impacts drift racers sideways
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blob.body.setLinvel({ x: vx, y: 14, z: vz }, true)
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bounceCooldown = 0.6
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world.events.emit('blob:jumped', {}) // reuse the stretch feel
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}
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},
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})
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}
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// ---- race loop: first movement starts the clock, the pink pad ends it ----
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// Finish pad volume, extended to z -57.2 so a blob bonking the pad's front
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// face (it's a 1.2-high podium, unclimbable from the floor) still counts as
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// touching the finish. Mid-air crossings count too — the boot is a legit finisher.
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const FINISH = { xMin: -9, xMax: 9, zMin: -70, zMax: -57.2, yMax: 4 }
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let raceState: 'idle' | 'running' | 'finished' = 'idle'
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let raceT = 0
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let best: number | null = Number(localStorage.getItem('blobbo:best')) || null
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const raceUI = document.createElement('div')
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raceUI.style.cssText =
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'position:fixed;top:12px;right:14px;font:700 20px ui-monospace,Menlo,monospace;' +
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'color:#0a2540;background:rgba(255,255,255,.82);padding:8px 14px;border-radius:10px;' +
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'z-index:15;text-align:right;pointer-events:none'
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document.body.appendChild(raceUI)
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const banner = document.createElement('div')
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banner.style.cssText =
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'position:fixed;inset:0;display:none;align-items:center;justify-content:center;' +
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'flex-direction:column;gap:12px;font:800 42px ui-monospace,Menlo,monospace;color:#fff;' +
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'background:rgba(20,24,34,.72);z-index:30;text-align:center'
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document.body.appendChild(banner)
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const fmt = (s: number) => s.toFixed(2) + 's'
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let finishHold = 0
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world.addSystem({
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update(dt) {
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const t = blob.body.translation()
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const v = blob.body.linvel()
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if (raceState === 'idle') {
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if (Math.hypot(v.x, v.z) > 0.6) {
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raceState = 'running'
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raceT = 0
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world.events.emit('race:started', {})
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}
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} else if (raceState === 'running') {
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raceT += dt
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const inFinish =
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t.x >= FINISH.xMin && t.x <= FINISH.xMax &&
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t.z >= FINISH.zMin && t.z <= FINISH.zMax && t.y <= FINISH.yMax
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if (inFinish) {
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raceState = 'finished'
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const isBest = best === null || raceT < best
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if (isBest) {
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best = raceT
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localStorage.setItem('blobbo:best', String(raceT))
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}
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banner.innerHTML =
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`<div>🏁 FINISH — ${fmt(raceT)}</div>` +
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`<div style="font-size:22px">${isBest ? 'NEW BEST!' : 'best ' + fmt(best!)}</div>` +
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`<div style="font-size:16px;opacity:.85">R / Start to race again — auto in 6s</div>`
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banner.style.display = 'flex'
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world.events.emit('race:finished', { time: raceT, best })
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finishHold = 6
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}
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} else {
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finishHold -= dt
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if (finishHold <= 0) respawn()
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}
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raceUI.textContent =
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(raceState === 'running' ? '⏱ ' + fmt(raceT) : raceState === 'idle' ? '⏱ ready' : '🏁 ' + fmt(raceT)) +
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(best !== null ? ' · best ' + fmt(best) : '')
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},
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})
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// ---- fall respawn + debug ----
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const respawn = () => {
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blob.body.setTranslation({ x: course.spawn.x, y: course.spawn.y, z: course.spawn.z }, true)
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blob.body.setLinvel({ x: 0, y: 0, z: 0 }, true)
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world.events.emit('paint:request-cleanse', { fraction: 1 })
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raceState = 'idle'
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raceT = 0
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banner.style.display = 'none'
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world.events.emit('race:respawn', {})
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}
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world.onFrame(() => {
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if (blob.body.translation().y < -25) respawn()
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})
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addEventListener('keydown', (e) => {
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if (e.code === 'KeyR') respawn()
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if (e.code === 'KeyC') world.events.emit('paint:request-cleanse', { fraction: 0.5 })
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})
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// ---- gamepad niceties (movement/jump live in the blob controller) ----
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let startHeld = false
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world.addSystem({
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update() {
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const pads = navigator.getGamepads?.()
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if (!pads) return
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for (const p of pads) {
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if (!p || !p.connected) continue
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const s = !!p.buttons[9]?.pressed // Start/Options = respawn
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if (s && !startHeld) respawn()
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startHeld = s
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break
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}
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},
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})
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addEventListener('gamepadconnected', (e) => {
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const toast = document.createElement('div')
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toast.textContent = `🎮 ${(e as GamepadEvent).gamepad.id.slice(0, 40)} connected — stick to roll, A to jump, Start to respawn`
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toast.style.cssText =
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'position:fixed;bottom:16px;left:50%;transform:translateX(-50%);' +
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'font:13px ui-monospace,Menlo,monospace;color:#fff;background:rgba(20,24,34,.88);' +
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'padding:9px 14px;border-radius:9px;z-index:20;pointer-events:none'
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document.body.appendChild(toast)
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setTimeout(() => toast.remove(), 3200)
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})
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// ---- wave 2: audio, ghost, title ----
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installAudio(world)
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installGhost(world, blob, { radius: blob.radius })
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installTitle(world)
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// debug handle (dev builds are the only builds right now)
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;(window as unknown as { BLOBBO: unknown }).BLOBBO = { world, blob, skin, course }
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return { course, blob }
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}
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