'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);