diff --git a/.claude/launch.json b/.claude/launch.json new file mode 100644 index 0000000..6cc7f7c --- /dev/null +++ b/.claude/launch.json @@ -0,0 +1,11 @@ +{ + "version": "0.0.1", + "configurations": [ + { + "name": "shades-proto", + "runtimeExecutable": "python3", + "runtimeArgs": ["-m", "http.server", "8642", "--directory", "prototype"], + "port": 8642 + } + ] +} diff --git a/DESIGN.md b/DESIGN.md index 8e542ce..e7e6b32 100644 --- a/DESIGN.md +++ b/DESIGN.md @@ -166,6 +166,28 @@ Weather affects *you*: gusts shove you, rain slows you, heat exhausts you, ladde --- +## Site features & side-systems — the yard is a puzzle box + +Every callout site is assembled from features that each carry a mechanic. The more of these on one site, the more the systems collide: + +**Lawn mowing** — filler income between big jobs, and a reveal mechanic: long grass hides sprinkler heads, buried pipe, stakes, and rocks. Mow blind and you eat blade damage — or worse, **the mower throws a stone**, and if there's a glasshouse in range you just bought new panels. Mowed ground also shows the terrain's true fall lines (drainage intel), and stripes are their own reward. + +**Leaf blowing** — the autumn side-game, and secretly a wind-geometry tutorial: blowing against the breeze is comedy, working *with* it is technique. Leaves clog drain inlets, gutters, and pools; piles you don't bag in time get re-scattered by the next gust. Clearing the inlets before the rain arrives is a real defense action, not chores. + +**Tree pruning — the order puzzle.** Branches have weight, lean, and a fall arc you can read. Every cut re-balances the limb and the tree, so sequence matters: right order drops limbs into the clear zone (or exactly where you wanted a log); wrong order puts one through the glasshouse, the fence, or your own sail. Rope-assisted directional felling for the big stuff. Strategic layer: pruning reduces the tree's wind load and storm-debris risk, **but a removed branch is an anchor point lost forever** — and sometimes the *right* cut unlocks something: a new anchor line, morning sun onto a shaded bed, clearance for the sail you couldn't fit before. + +**Glasshouses** — the maximum-fragility asset. Hail apocalypse, mower ejecta, branch drops, debris. Jobs: hail nets and mesh sails rigged *over* glass, where your own failure is the worst debris of all. Highest pay on the board, highest collateral. Achievement: *Don't Throw Stones.* + +**Wet concrete** — pours are timed commitments. Fresh slab must be kept clear of rain, hail, leaves, the client's dog, and **your own feet** until cured — rig a sail over the pour, plan your walking routes, and check the forecast before you commit, because a ruined slab is a jackhammer day. Pour-deadline vs incoming-weather is a beautiful pressure decision. + +**Trampolines** — secure the client's (tie-down kit, sandbags) or it *will* be the storm's opening projectile. Fun-over-realism option: a bounce route to a high anchor you can't reach by ladder. + +**Swimming pools** — a constraint bundle: pool-fence compliance restricts where posts can legally go, chlorinated air corrodes cheap hardware faster, drainage must never discharge into the pool, leaves in the water make the client cold-call you, and falling in mid-storm dumps your carried tools. + +**Granny flat** — a second roofline changes everything: more building anchor edges, shade-walkway jobs between the buildings, and the alley between house and flat **funnels wind** (venturi acceleration — locally faster wind in the gap, real and mechanically juicy). Plus an occupant NPC: granny brings lemonade during heatwaves. + +--- + ## Four seasons — the campaign clock The year is the campaign structure. Each season biases the callout mix AND changes the physics: diff --git a/prototype/game.js b/prototype/game.js new file mode 100644 index 0000000..1f186b7 --- /dev/null +++ b/prototype/game.js @@ -0,0 +1,580 @@ +'use strict'; +// SHADES prototype — one yard, one spring-mass sail, one storm. +// Thesis test: does watching a load meter climb on a corner you KNOW is +// under-shackled, while you sprint across the yard in the rain, feel great? + +const cv = document.getElementById('cv'); +const ctx = cv.getContext('2d'); +const W = cv.width, H = cv.height; +const DEBUG = location.search.includes('debug'); +const AUTO = location.search.includes('auto'); + +// ---------- world ---------- +const HOUSE = { x: 0, y: 0, w: W, h: 64 }; +const GARDEN = { x: 380, y: 290, w: 210, h: 130 }; +const TREES = [ + { x: 130, y: 300, r: 42, phase: 0.7 }, + { x: 840, y: 240, r: 36, phase: 2.9 }, +]; + +const ANCHORS = [ + { id: 'h1', x: 280, y: 72, type: 'house' }, + { id: 'h2', x: 480, y: 72, type: 'house' }, + { id: 'h3', x: 690, y: 72, type: 'house' }, + { id: 't1', x: TREES[0].x, y: TREES[0].y, type: 'tree', tree: TREES[0] }, + { id: 't2', x: TREES[1].x, y: TREES[1].y, type: 'tree', tree: TREES[1] }, + { id: 'p1', x: 240, y: 530, type: 'post' }, + { id: 'p2', x: 700, y: 545, type: 'post' }, +]; + +const HARDWARE = [ + { name: 'carabiner', cost: 5, rating: 9, color: '#e2b04a' }, + { name: 'shackle', cost: 15, rating: 19, color: '#c8d2d8' }, + { name: 'rated shackle', cost: 30, rating: 40, color: '#7ee0ff' }, +]; +const START_BUDGET = 80; +const STORM_LEN = 90; + +// ---------- state ---------- +const state = { + phase: 'prep', // prep | storm | end + t: 0, + budget: START_BUDGET, + corners: [], // {anchor, hw, load, overload, broken} + tension: 1.0, + spare: 0, + gardenHP: 100, + events: [], // {t, text} + result: null, + repair: null, // {corner, progress} +}; + +// grass tufts for wind telegraph +const TUFTS = []; +for (let i = 0; i < 140; i++) { + const x = Math.random() * W, y = 80 + Math.random() * (H - 90); + TUFTS.push({ x, y, j: Math.random() * 6.28 }); +} + +// ---------- wind ---------- +const wind = { speed: 0, dir: 0.9, gust: 0, nextGust: 3, gustT: -1, gustPow: 0, changed: false }; + +function windVec(t, dt) { + if (state.phase !== 'storm') { wind.speed = 4; return; } + const p = t / STORM_LEN; + let base = 8 + 26 * Math.min(1, p * 1.6); + // scheduled wind change ("southerly change") at 55s + if (t > 49 && !wind.changed) state.msg = 'WIND CHANGE INCOMING'; + if (t > 55 && !wind.changed) { wind.changed = true; state.msg = ''; addEvent('the wind swings around'); } + const targetDir = wind.changed ? 2.6 : 0.9 + 0.25 * Math.sin(t * 0.13); + wind.dir += (targetDir - wind.dir) * Math.min(1, dt * 0.8); + // gust scheduler + if (t > wind.nextGust && wind.gustT < 0) { + wind.gustT = 0; + wind.gustPow = 12 + Math.random() * 16 + 10 * p; + wind.nextGust = t + 5 + Math.random() * 7; + } + let g = 0; + if (wind.gustT >= 0) { + wind.gustT += dt; + const gt = wind.gustT; + if (gt < 1.5) g = 0; // telegraph window + else if (gt < 2.3) g = wind.gustPow * (gt - 1.5) / 0.8; // ramp + else if (gt < 4.0) g = wind.gustPow; // hold + else if (gt < 5.0) g = wind.gustPow * (5.0 - gt); // fade + else wind.gustT = -1; + } + wind.gust = g; + wind.speed = base + g; +} +const windX = () => Math.cos(wind.dir) * wind.speed; +const windY = () => Math.sin(wind.dir) * wind.speed; + +// ---------- sail (verlet spring-mass grid, nodes carry x,y,z) ---------- +const N = 7; +let nodes = null, springs = null, cornerIdx = null; + +function orderRing(anchors) { + const cx = anchors.reduce((s, a) => s + a.x, 0) / 4; + const cy = anchors.reduce((s, a) => s + a.y, 0) / 4; + return [...anchors].sort((a, b) => Math.atan2(a.y - cy, a.x - cx) - Math.atan2(b.y - cy, b.x - cx)); +} + +function buildSail() { + const ring = state.corners.map(c => c.anchor); + const [c0, c1, c2, c3] = ring; + nodes = []; + for (let v = 0; v < N; v++) { + for (let u = 0; u < N; u++) { + const fu = u / (N - 1), fv = v / (N - 1); + const x = (1 - fv) * ((1 - fu) * c0.x + fu * c1.x) + fv * ((1 - fu) * c3.x + fu * c2.x); + const y = (1 - fv) * ((1 - fu) * c0.y + fu * c1.y) + fv * ((1 - fu) * c3.y + fu * c2.y); + nodes.push({ x, y, z: 0, px: x, py: y, pz: 0 }); + } + } + springs = []; + const restScale = 1 / state.tension; + const idx = (u, v) => v * N + u; + const link = (a, b) => { + const A = nodes[a], B = nodes[b]; + springs.push({ a, b, rest: Math.hypot(A.x - B.x, A.y - B.y) * restScale }); + }; + for (let v = 0; v < N; v++) for (let u = 0; u < N; u++) { + if (u < N - 1) link(idx(u, v), idx(u + 1, v)); + if (v < N - 1) link(idx(u, v), idx(u, v + 1)); + if (u < N - 1 && v < N - 1) { link(idx(u, v), idx(u + 1, v + 1)); link(idx(u + 1, v), idx(u, v + 1)); } + } + cornerIdx = [idx(0, 0), idx(N - 1, 0), idx(N - 1, N - 1), idx(0, N - 1)]; + // corner i of grid pins to ring[i]; rebind state.corners to ring order + state.corners = ring.map(a => state.corners.find(c => c.anchor === a)); +} + +function anchorPos(a, t) { + if (a.type === 'tree') { + const amp = Math.min(10, wind.speed * 0.18); + return { x: a.x + Math.sin(t * 1.9 + a.tree.phase) * amp, y: a.y + Math.cos(t * 1.3 + a.tree.phase) * amp * 0.5 }; + } + return { x: a.x, y: a.y }; +} + +function stepSail(t, dt) { + if (!nodes) return; + const ws = wind.speed; + const dirx = Math.cos(wind.dir), diry = Math.sin(wind.dir); + const push = ws * ws * 0.55; // wind pressure goes with speed² — gusts have teeth + const damp = 0.985; + for (let i = 0; i < nodes.length; i++) { + const n = nodes[i]; + const flut = 0.7 + 0.5 * Math.sin(t * 7 + i * 1.7) * Math.min(1, ws / 30); + const ax = dirx * push * flut, ay = diry * push * flut; + const az = ws * ws * 0.3 * flut - 120 - n.z * 8; // lift vs gravity vs restoring + const nx = n.x + (n.x - n.px) * damp + ax * dt * dt; + const ny = n.y + (n.y - n.py) * damp + ay * dt * dt; + const nz = n.z + (n.z - n.pz) * damp + az * dt * dt; + n.px = n.x; n.py = n.y; n.pz = n.z; + n.x = nx; n.y = ny; n.z = nz; + } + // corner load = total stretch in the springs meeting at that corner + for (let k = 0; k < 4; k++) { + const c = state.corners[k]; + if (c.broken) continue; + const ci = cornerIdx[k]; + let raw = 0; + for (const s of springs) { + if (s.a !== ci && s.b !== ci) continue; + const A = nodes[s.a], B = nodes[s.b]; + const d = Math.hypot(B.x - A.x, B.y - A.y, B.z - A.z); + raw += Math.max(0, d - s.rest); + } + c.load = c.load * 0.85 + raw * 2.2 * 0.15; + } + for (let iter = 0; iter < 5; iter++) { + for (const s of springs) { + const A = nodes[s.a], B = nodes[s.b]; + let dx = B.x - A.x, dy = B.y - A.y, dz = B.z - A.z; + const d = Math.hypot(dx, dy, dz) || 1e-6; + const f = (d - s.rest) / d * 0.5; + // fabric resists stretch strongly, compression barely (cloth, not rod) + const k = d > s.rest ? f : f * 0.08; + A.x += dx * k; A.y += dy * k; A.z += dz * k; + B.x -= dx * k; B.y -= dy * k; B.z -= dz * k; + } + for (let kk = 0; kk < 4; kk++) { + const c = state.corners[kk]; + if (c.broken) continue; + const p = anchorPos(c.anchor, t); + const n = nodes[cornerIdx[kk]]; + n.x = p.x; n.y = p.y; n.z = 0; + } + } + // failure check + if (state.phase === 'storm') { + for (const c of state.corners) { + if (c.broken) continue; + if (c.load > c.hw.rating) c.overload += dt; else c.overload = Math.max(0, c.overload - dt * 2); + if (c.overload > 0.4) { + c.broken = true; c.overload = 0; + addEvent(`${c.hw.name} BLOWS at ${c.anchor.id.toUpperCase()}!`); + } + } + } +} + +function sailOutline() { + if (!nodes) return null; + const pts = []; + const idx = (u, v) => v * N + u; + for (let u = 0; u < N; u++) pts.push(nodes[idx(u, 0)]); + for (let v = 1; v < N; v++) pts.push(nodes[idx(N - 1, v)]); + for (let u = N - 2; u >= 0; u--) pts.push(nodes[idx(u, N - 1)]); + for (let v = N - 2; v >= 1; v--) pts.push(nodes[idx(0, v)]); + return pts; +} + +function pointInPoly(x, y, pts) { + let inside = false; + for (let i = 0, j = pts.length - 1; i < pts.length; j = i++) { + if ((pts[i].y > y) !== (pts[j].y > y) && + x < (pts[j].x - pts[i].x) * (y - pts[i].y) / (pts[j].y - pts[i].y) + pts[i].x) inside = !inside; + } + return inside; +} + +function coveredFraction() { + const pts = sailOutline(); + if (!pts) return 0; + let hit = 0, tot = 0; + for (let i = 0; i < 6; i++) for (let j = 0; j < 4; j++) { + const x = GARDEN.x + (i + 0.5) / 6 * GARDEN.w; + const y = GARDEN.y + (j + 0.5) / 4 * GARDEN.h; + tot++; + if (pointInPoly(x, y, pts)) hit++; + } + return hit / tot; +} + +// ---------- player ---------- +const player = { x: 480, y: 480, r: 9 }; +const keys = {}; +addEventListener('keydown', e => { keys[e.key.toLowerCase()] = true; if (['arrowup','arrowdown','arrowleft','arrowright',' '].includes(e.key.toLowerCase())) e.preventDefault(); }); +addEventListener('keyup', e => { keys[e.key.toLowerCase()] = false; }); + +function stepPlayer(t, dt) { + if (state.phase !== 'storm') return; + let vx = 0, vy = 0; + if (keys['a'] || keys['arrowleft']) vx -= 1; + if (keys['d'] || keys['arrowright']) vx += 1; + if (keys['w'] || keys['arrowup']) vy -= 1; + if (keys['s'] || keys['arrowdown']) vy += 1; + const m = Math.hypot(vx, vy) || 1; + const slow = 1 - Math.min(0.35, wind.speed / 160); // rain + wind slow you + player.x += vx / m * 165 * slow * dt + windX() * 0.16 * dt * (wind.gust > 8 ? 1 : 0); + player.y += vy / m * 165 * slow * dt + windY() * 0.16 * dt * (wind.gust > 8 ? 1 : 0); + player.x = Math.max(10, Math.min(W - 10, player.x)); + player.y = Math.max(HOUSE.h + 10, Math.min(H - 10, player.y)); + + // repair: hold E near a broken corner's anchor + let near = null; + for (const c of state.corners) { + if (c.broken && Math.hypot(player.x - c.anchor.x, player.y - c.anchor.y) < 30) near = c; + } + if (near && keys['e'] && state.spare > 0) { + if (!state.repair || state.repair.corner !== near) state.repair = { corner: near, progress: 0 }; + state.repair.progress += dt / 2.5; + if (state.repair.progress >= 1) { + near.broken = false; + near.hw = HARDWARE[1]; + near.load = 0; near.overload = 0; + state.spare--; + state.repair = null; + addEvent(`re-rigged ${near.anchor.id.toUpperCase()} with the spare shackle`); + } + } else state.repair = null; +} + +// ---------- prep interactions ---------- +const startBtn = document.getElementById('startBtn'); +const tensionEl = document.getElementById('tension'); +const spareEl = document.getElementById('spare'); + +cv.addEventListener('click', e => { + if (state.phase !== 'prep') return; + const r = cv.getBoundingClientRect(); + const mx = (e.clientX - r.left) * (W / r.width), my = (e.clientY - r.top) * (H / r.height); + // cycle hardware on an already-rigged corner + for (const c of state.corners) { + if (Math.hypot(mx - c.anchor.x, my - c.anchor.y) < 16) { + const i = HARDWARE.indexOf(c.hw); + const next = HARDWARE[(i + 1) % HARDWARE.length]; + const delta = next.cost - c.hw.cost; + if (spend(delta)) c.hw = next; + refreshPanel(); + return; + } + } + // rig a new corner + for (const a of ANCHORS) { + if (Math.hypot(mx - a.x, my - a.y) < 16 && !state.corners.find(c => c.anchor === a)) { + if (state.corners.length >= 4) return; + if (!spend(HARDWARE[0].cost)) return; + state.corners.push({ anchor: a, hw: HARDWARE[0], load: 0, overload: 0, broken: false }); + if (state.corners.length === 4) state.corners = orderRing(state.corners.map(c => c.anchor)).map(a2 => state.corners.find(c => c.anchor === a2)); + refreshPanel(); + return; + } + } +}); + +function spend(amount) { + if (state.budget - amount < 0) { flashMsg('not enough budget'); return false; } + state.budget -= amount; + return true; +} +let msgTimer = 0; +function flashMsg(s) { document.getElementById('msg').textContent = s; msgTimer = 2; } +function addEvent(text) { state.events.push({ t: state.t, text }); if (state.events.length > 4) state.events.shift(); } + +spareEl.addEventListener('change', () => { + if (spareEl.checked) { if (spend(15)) state.spare = 1; else spareEl.checked = false; } + else { state.budget += 15; state.spare = 0; } + refreshPanel(); +}); +tensionEl.addEventListener('input', () => { + state.tension = parseFloat(tensionEl.value); + document.getElementById('tensionVal').textContent = state.tension.toFixed(2); +}); +startBtn.addEventListener('click', () => { + if (state.corners.length !== 4) return; + buildSail(); + state.phase = 'storm'; + state.t = 0; + wind.nextGust = 3; + document.getElementById('phaseLabel').innerHTML = 'STORM'; + startBtn.disabled = true; + tensionEl.disabled = true; + spareEl.disabled = true; +}); + +function refreshPanel() { + document.getElementById('budget').textContent = `$${state.budget}`; + startBtn.disabled = !(state.phase === 'prep' && state.corners.length === 4); +} + +// ---------- rendering ---------- +const RAIN = []; +for (let i = 0; i < 130; i++) RAIN.push({ x: Math.random() * W, y: Math.random() * H }); + +function draw(t) { + ctx.clearRect(0, 0, W, H); + + // lawn + ctx.fillStyle = '#4a7c3f'; + ctx.fillRect(0, 0, W, H); + // grass tufts bend with wind + ctx.strokeStyle = 'rgba(30,70,25,.7)'; + ctx.lineWidth = 1.5; + const bend = Math.min(14, wind.speed * 0.25); + for (const g of TUFTS) { + const b = bend * (0.7 + 0.3 * Math.sin(t * 3 + g.j)); + ctx.beginPath(); + ctx.moveTo(g.x, g.y); + ctx.lineTo(g.x + Math.cos(wind.dir) * b, g.y + Math.sin(wind.dir) * b - 3); + ctx.stroke(); + } + + // garden bed + ctx.fillStyle = '#6b4a2f'; + ctx.fillRect(GARDEN.x, GARDEN.y, GARDEN.w, GARDEN.h); + ctx.fillStyle = '#7fce6a'; + for (let i = 0; i < 6; i++) for (let j = 0; j < 4; j++) { + ctx.beginPath(); + ctx.arc(GARDEN.x + (i + 0.5) / 6 * GARDEN.w, GARDEN.y + (j + 0.5) / 4 * GARDEN.h, 8, 0, 7); + ctx.fill(); + } + // garden hp bar + ctx.fillStyle = '#00000066'; + ctx.fillRect(GARDEN.x, GARDEN.y - 14, GARDEN.w, 8); + ctx.fillStyle = state.gardenHP > 40 ? '#5f5' : '#f55'; + ctx.fillRect(GARDEN.x, GARDEN.y - 14, GARDEN.w * state.gardenHP / 100, 8); + + // house + ctx.fillStyle = '#8a8f96'; + ctx.fillRect(HOUSE.x, HOUSE.y, HOUSE.w, HOUSE.h); + ctx.fillStyle = '#6e737a'; + ctx.fillRect(HOUSE.x, HOUSE.h - 10, HOUSE.w, 10); + ctx.fillStyle = '#dde5ea'; + ctx.font = '12px ui-monospace'; + ctx.fillText('HOUSE (fascia line — strong points marked)', 12, 24); + + // trees (trunk marker; canopy after sail so it reads layered) + for (const tr of TREES) { + const sway = anchorPos(ANCHORS.find(a => a.tree === tr), t); + ctx.fillStyle = '#5a3d24'; + ctx.beginPath(); ctx.arc(sway.x, sway.y, 7, 0, 7); ctx.fill(); + tr._sway = sway; + } + + // sail + if (nodes) { + const idx = (u, v) => v * N + u; + for (let v = 0; v < N - 1; v++) for (let u = 0; u < N - 1; u++) { + const a = nodes[idx(u, v)], b = nodes[idx(u + 1, v)], c = nodes[idx(u + 1, v + 1)], d = nodes[idx(u, v + 1)]; + const z = (a.z + b.z + c.z + d.z) / 4; + const lite = Math.max(0, Math.min(60, z * 1.2 + 20)); + ctx.fillStyle = `rgba(${200 + lite * 0.6},${170 + lite},${90 + lite},0.82)`; + ctx.beginPath(); + ctx.moveTo(a.x, a.y); ctx.lineTo(b.x, b.y); ctx.lineTo(c.x, c.y); ctx.lineTo(d.x, d.y); + ctx.closePath(); ctx.fill(); + } + const out = sailOutline(); + ctx.strokeStyle = '#a8843b'; ctx.lineWidth = 2; + ctx.beginPath(); + out.forEach((p, i) => i ? ctx.lineTo(p.x, p.y) : ctx.moveTo(p.x, p.y)); + ctx.closePath(); ctx.stroke(); + } else if (state.phase === 'prep' && state.corners.length >= 2) { + ctx.strokeStyle = 'rgba(255,220,120,.6)'; ctx.setLineDash([6, 5]); ctx.lineWidth = 2; + const ring = state.corners.length === 4 ? state.corners : state.corners; + ctx.beginPath(); + ring.forEach((c, i) => i ? ctx.lineTo(c.anchor.x, c.anchor.y) : ctx.moveTo(c.anchor.x, c.anchor.y)); + if (state.corners.length === 4) ctx.closePath(); + ctx.stroke(); ctx.setLineDash([]); + } + + // tree canopies + for (const tr of TREES) { + const s = tr._sway || tr; + ctx.fillStyle = 'rgba(40,95,35,.85)'; + ctx.beginPath(); ctx.arc(s.x, s.y, tr.r, 0, 7); ctx.fill(); + } + + // anchors + corner hardware + load bars + for (const a of ANCHORS) { + const p = a.type === 'tree' ? (a.tree._sway || a) : a; + const c = state.corners.find(cc => cc.anchor === a); + ctx.beginPath(); + ctx.arc(p.x, p.y, 6, 0, 7); + ctx.fillStyle = c ? c.hw.color : '#233'; + ctx.fill(); + ctx.strokeStyle = '#fff'; ctx.lineWidth = 1.5; ctx.stroke(); + if (state.phase === 'prep') { + ctx.fillStyle = '#ffffffcc'; ctx.font = '10px ui-monospace'; + ctx.fillText(a.id.toUpperCase() + (c ? ` ${c.hw.name} (${c.hw.rating})` : ''), p.x + 10, p.y - 6); + } + if (c && state.phase !== 'prep') { + // load bar + const frac = Math.min(1, c.load / c.hw.rating); + ctx.fillStyle = '#000a'; + ctx.fillRect(p.x - 16, p.y + 10, 32, 6); + ctx.fillStyle = c.broken ? '#f33' : frac > 0.8 ? '#f66' : frac > 0.5 ? '#fc5' : '#6e6'; + ctx.fillRect(p.x - 16, p.y + 10, 32 * (c.broken ? 1 : frac), 6); + if (c.broken) { ctx.fillStyle = '#f44'; ctx.font = 'bold 11px ui-monospace'; ctx.fillText('BLOWN! (E to re-rig)', p.x - 30, p.y + 30); } + if (DEBUG) { ctx.fillStyle = '#fff'; ctx.fillText(c.load.toFixed(0) + '/' + c.hw.rating, p.x - 14, p.y - 10); } + } + } + + // player + if (state.phase !== 'prep') { + ctx.fillStyle = '#ffd27a'; + ctx.beginPath(); ctx.arc(player.x, player.y, player.r, 0, 7); ctx.fill(); + ctx.strokeStyle = '#5a3d24'; ctx.lineWidth = 2; ctx.stroke(); + if (state.repair) { + ctx.strokeStyle = '#7ee0ff'; ctx.lineWidth = 4; + ctx.beginPath(); ctx.arc(player.x, player.y, 15, -1.57, -1.57 + state.repair.progress * 6.28); ctx.stroke(); + } + } + + // rain + gust telegraph + if (state.phase === 'storm') { + ctx.strokeStyle = 'rgba(180,210,255,.35)'; ctx.lineWidth = 1; + const rl = 6 + wind.speed * 0.15; + for (const r of RAIN) { + r.x += windX() * 0.08 + 0.5; r.y += 6 + wind.speed * 0.12; + if (r.y > H) { r.y = 0; r.x = Math.random() * W; } + if (r.x > W) r.x = 0; + ctx.beginPath(); ctx.moveTo(r.x, r.y); + ctx.lineTo(r.x + Math.cos(wind.dir) * rl * 0.4, r.y + rl); ctx.stroke(); + } + // telegraph: pale band sweeps across during the 1.5s before a gust ramps + if (wind.gustT >= 0 && wind.gustT < 1.5) { + const f = wind.gustT / 1.5; + const cx2 = W / 2 - Math.cos(wind.dir) * W * (0.8 - f * 1.3); + const cy2 = H / 2 - Math.sin(wind.dir) * H * (0.8 - f * 1.3); + ctx.save(); + ctx.translate(cx2, cy2); ctx.rotate(wind.dir + Math.PI / 2); + ctx.fillStyle = 'rgba(255,255,255,.10)'; + ctx.fillRect(-W, -30, W * 2, 60); + ctx.restore(); + } + } + + // HUD + ctx.fillStyle = '#000a'; + ctx.fillRect(W - 210, H - 92, 200, 82); + ctx.fillStyle = '#dde5ea'; ctx.font = '12px ui-monospace'; + if (state.phase === 'storm') { + ctx.fillText(`storm ${Math.max(0, STORM_LEN - state.t).toFixed(0)}s`, W - 198, H - 72); + ctx.fillText(`wind ${wind.speed.toFixed(0)}${wind.gust > 5 ? ' GUST!' : ''}`, W - 198, H - 54); + ctx.fillText(`garden ${state.gardenHP.toFixed(0)}% spare×${state.spare}`, W - 198, H - 36); + } else if (state.phase === 'prep') { + ctx.fillText('rig 4 corners, set tension,', W - 198, H - 66); + ctx.fillText('then START STORM', W - 198, H - 50); + } + // wind arrow + ctx.save(); + ctx.translate(W - 40, H - 40); + ctx.rotate(wind.dir); + ctx.strokeStyle = '#ffd27a'; ctx.lineWidth = 3; + const al = 6 + Math.min(18, wind.speed * 0.3); + ctx.beginPath(); ctx.moveTo(-al, 0); ctx.lineTo(al, 0); ctx.lineTo(al - 6, -5); ctx.moveTo(al, 0); ctx.lineTo(al - 6, 5); ctx.stroke(); + ctx.restore(); + + // event ticker + ctx.font = '12px ui-monospace'; + state.events.forEach((ev, i) => { + ctx.fillStyle = `rgba(255,210,122,${1 - (state.t - ev.t) / 8})`; + ctx.fillText(ev.text, 12, H - 16 - i * 16); + }); + if (state.msg) { + ctx.fillStyle = '#ff8'; ctx.font = 'bold 16px ui-monospace'; + ctx.fillText(state.msg, W / 2 - 90, 90); + } + + // end screen + if (state.phase === 'end') { + ctx.fillStyle = '#000c'; ctx.fillRect(0, 0, W, H); + ctx.fillStyle = state.result.win ? '#7fce6a' : '#f66'; + ctx.font = 'bold 34px ui-monospace'; + ctx.fillText(state.result.win ? 'THE GARDEN MADE IT' : 'THE GARDEN IS GONE', W / 2 - 200, H / 2 - 40); + ctx.fillStyle = '#dde5ea'; ctx.font = '15px ui-monospace'; + ctx.fillText(`garden health ${state.gardenHP.toFixed(0)}%`, W / 2 - 200, H / 2); + ctx.fillText(`corners intact ${state.corners.filter(c => !c.broken).length}/4`, W / 2 - 200, H / 2 + 22); + ctx.fillText(`budget left $${state.budget}`, W / 2 - 200, H / 2 + 44); + ctx.fillText('refresh to run it again', W / 2 - 200, H / 2 + 80); + } +} + +// ---------- main loop ---------- +let last = performance.now(); +function frame(now) { + const dt = Math.min(0.033, (now - last) / 1000); + last = now; + state.t += dt; + if (msgTimer > 0) { msgTimer -= dt; if (msgTimer <= 0) document.getElementById('msg').textContent = ''; } + + windVec(state.t, dt); + stepSail(state.t, dt); + stepPlayer(state.t, dt); + + if (state.phase === 'storm') { + const cover = coveredFraction(); + state.gardenHP -= (1 - cover) * 5.5 * dt; + if (state.gardenHP <= 0) { state.gardenHP = 0; endStorm(false); } + else if (state.t >= STORM_LEN) endStorm(true); + } + draw(state.t); + requestAnimationFrame(frame); +} + +function endStorm(win) { + state.phase = 'end'; + state.result = { win }; + document.getElementById('phaseLabel').innerHTML = 'AFTERMATH'; +} + +// auto mode for quick testing: rig h1,h3,p1,p2 with mixed hardware and start +if (AUTO) { + for (const [id, hwi] of [['h1', 2], ['h3', 1], ['p1', 1], ['p2', 0]]) { + const a = ANCHORS.find(x => x.id === id); + state.corners.push({ anchor: a, hw: HARDWARE[hwi], load: 0, overload: 0, broken: false }); + state.budget -= HARDWARE[hwi].cost; + } + state.corners = orderRing(state.corners.map(c => c.anchor)).map(a2 => state.corners.find(c => c.anchor === a2)); + state.spare = 1; state.budget -= 15; + buildSail(); + state.phase = 'storm'; + state.t = 0; + document.getElementById('phaseLabel').innerHTML = 'STORM'; +} + +refreshPanel(); +requestAnimationFrame(frame); diff --git a/prototype/index.html b/prototype/index.html new file mode 100644 index 0000000..75ac592 --- /dev/null +++ b/prototype/index.html @@ -0,0 +1,36 @@ + + +
+ +