HardYards/web/world/index.html
m3ultra 323352fe50 Assemble the game: real wind, player, sail, sky and debris (gate 1)
SPRINT2 §Lane A steps 1-4. The placeholder capsule and stub wind are gone; every
lane's proven module now runs in one yard.

Wind goes through a router. Every consumer binds to `wind` exactly once at
construction — the yard closes over it for tree sway, createPlayer takes it in
opts, createDebris reads its event stream — so swapping storm_01 for storm_02 at
the phase change has to be a re-point, not a re-wire, or half the game would
still be sampling a calm day while the other half is in a gale. Shelters apply to
every storm, since the trees don't stop existing when the weather turns.

skyfx is rebuilt rather than re-pointed: it reads the storm's sky block at
construction. Verified its dispose() hands world.sun/world.hemi back exactly
(2.0/1.8 after a 40 s storm had them at 1.07/1.13) and that nothing compounds
over repeated phase cycles — that was Lane C's §Lane C.5 ask.

Two seams needed care. createSailView reads rig.pos/rig.tris, which don't exist
until attach() allocates them, and a re-rig can change the grid — so rigSail() is
the one door both boot and Lane B's picking adapter come through, rebuilding the
view and re-wiring interact (whose targets close over a corners array that
attach() replaces). And knockdown(t, dirX, dirZ) takes the sim clock first, not
the impact: passing debris impact there would jam ~40 into the state machine's
start time and the player would never get up.

Storm_02 verified end to end by hand: the carabiner blows at t=45.4 s, and p2's
shackle cascades at t=56 s — one second after the southerly change. Coverage over
the bed is 1.0 intact and 0 once two corners are gone, which is the whole game in
one number. 0.63 ms/frame (0.17 sim + 0.45 render) against a 16.67 ms budget.
Selftest 121/0/0.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-16 23:38:03 +10:00

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HTML

<!doctype html>
<html lang="en">
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width,initial-scale=1">
<title>SHADES — yard (M0)</title>
<style>
html, body { margin: 0; height: 100%; overflow: hidden; background: #9fc4dd; }
canvas { display: block; width: 100%; height: 100%; }
#dev, #help {
position: fixed; left: 10px;
font: 12px ui-monospace, SFMono-Regular, Menlo, monospace;
color: #eef4f8; text-shadow: 0 1px 2px #0009;
pointer-events: none; user-select: none;
}
#dev { top: 10px; }
#help { bottom: 10px; opacity: .75; }
#banner {
position: fixed; top: 38%; left: 0; right: 0;
text-align: center; pointer-events: none; user-select: none;
font: 700 42px/1 ui-monospace, SFMono-Regular, Menlo, monospace;
letter-spacing: .18em; color: #fff; text-shadow: 0 2px 12px #0007;
opacity: 0; transition: opacity .45s ease;
}
</style>
</head>
<body>
<canvas id="c"></canvas>
<div id="banner"></div>
<div id="dev">booting…</div>
<div id="help">WASD move · shift run · RMB drag orbit · wheel zoom · Enter next phase</div>
<script type="importmap">
{ "imports": { "three": "./vendor/three.module.js",
"three/addons/": "./vendor/addons/" } }
</script>
<script type="module">
import { boot } from './js/main.js';
// boot() is async now — it fetches two storm defs, the ped, the clip pack
// and Lane E's debris GLBs. Surface a failure on the page rather than
// letting it die as an unhandled rejection behind a blue screen.
boot().catch((err) => {
console.error(err);
document.getElementById('dev').textContent = `BOOT FAILED — ${err.message} (see console)`;
});
</script>
</body>
</html>