# HANDOVER: the record flip/riffle animation — port THRIFTGOD's dig back into RecordGod **For:** the RecordGod agent. **Goal:** adopt the evolved crate-digging mechanic into the 3D store served at **robotmonster.party/store/** (this repo: `webstore/index.html` + `webstore/dig.js`). **Written:** 2026-07-02 by the THRIFTGOD session. Self-contained — you don't need that conversation. ## Lineage (read this first) RecordGod's `webstore/dig.js` is the ORIGINAL crate-inspect scene. THRIFTGOD (`/Users/johnking/Documents/OPSHOPGAME/web/dig.js`) forked it and evolved it through a day of live play-testing. **The THRIFTGOD file is a superset of yours with the same architecture** — same `createDig(renderer, opts)` factory, same scene/camera/update/open/ close contract, same procedural audio. The cleanest port is: diff the two files, take everything, then re-wire the two integration points listed at the end. `diff webstore/dig.js /Users/johnking/Documents/OPSHOPGAME/web/dig.js` ## The mechanics, and the numbers that make them feel right All tuned by hand against real play. Change them at your peril; record them if you do. 1. **Riffle = a damped cursor over the stack.** - `cursor` (float index) + `vel`; per frame: `vel *= Math.pow(0.0008, dt)`, `cursor += vel * dt`, clamped to [0, n−1]. - Wheel: `vel += e.deltaY * 0.012`. Drag: `cursor += dy * 0.02; vel = dy * 0.6`. - When `Math.floor(cursor)` changes → play the **fwip** + load nearby covers + update the title label. 2. **The flip is a hinge at the sleeve's bottom edge.** - Each record = a Group at the bin floor; the sleeve mesh is offset `y = h/2` inside it, so rotating the GROUP hinges at the bottom edge — this is the whole trick. - Rest angle `BACK = −0.12` (sleeves lean back); flipped-forward max `MAXFLIP = 1.95`. - Per frame, each record i targets: `target = BACK + smoothstep(cursor − i, −0.4, 1.2) * (MAXFLIP − BACK)` then eases: `angle += (target − angle) * min(1, dt*12)`. Records behind the cursor stand; records ahead lie flopped forward. The smoothstep window (−0.4…1.2) is what makes riffling feel like fingers walking sleeves. 3. **Real format sizes + packing by thickness** (THRIFTGOD addition): - `FMT = { lp:[0.31,0.31,0.0035], cd:[0.142,0.125,0.010], dvd:[0.136,0.19,0.014], vhs:[0.105,0.187,0.025], cass:[0.11,0.07,0.017] }` — [w, h, thickness] metres. - Stack: `z -= thickness + 0.010` per sleeve. VHS riffles chunkier than vinyl for free. - RecordGod is LP-only today, but keep the map — CDs are inevitable. 4. **Secondhand lean** (cheap, huge): per sleeve seeded jitter — `rotation.z = ((i*2654435761>>>0)%100−50)/1800`, `position.x = ((i*40503>>>0)%100−50)/12000`. No more parade-ground vinyl. 5. **The crate is drawn around the stack** (THRIFTGOD addition): floor/left/right/back walls + a LOWER front lip (`H*0.55`) the sleeves flip over; sized from max sleeve dims + stack depth; wood texture (any wood jpg with RepeatWrapping ×2). See `buildCrate()`. 6. **Covers trickle-load; near-cursor loads win.** - Priority window on cursor move: indices `c−10 … c+15` load immediately. - Background: `fillQueue()` loads ONE unloaded cover every 120ms until the crate is full (clear the timer in `close()`). Never load all covers eagerly; never texture more than the window synchronously. `tx.colorSpace = THREE.SRGBColorSpace` always. 7. **Pull-to-inspect presents at arm's length ON THE VIEW AXIS** (final tuning after two bad iterations — first it cropped off-screen, then it became IMAX): - Dig camera: `position (0, 0.5, 0.92)`, `lookAt (0, 0.12, −0.2)`, FOV 45. - Pull target FOR THAT CAMERA: `position → (−0.1, 0.23 − h/2, 0.12)` (h = sleeve height; the −0.1 x keeps it clear of a right-side info panel), and `rotation.x → −0.33` so the cover faces the lens. - **If your camera differs, derive it**: `target = cam.pos + viewDir * 0.85`, then `y −= h/2`, and tilt to face the camera. 0.85m gives an LP ~21° of a 45° FOV. - Lerp position `min(1, dt*5)`, rotation `min(1, dt*6)`. - `unpull()` restores `position.set(0, 0, homeZ)`; the angle system reclaims rotation. - Click-vs-drag: pull only fires if total pointer movement `< 4px`. 8. **After a sale, re-pack the stack**: remove the record, then walk the survivors re-assigning `homeZ` with the same thickness accumulation. Don't leave a gap. 9. **Procedural audio, no asset files** (already in your ancestor, keep it): - *fwip*: 50ms white-noise burst → bandpass 2100Hz Q0.7 → gain 0.22. - *thunk* (pull): sine 105Hz, 5ms attack to 0.5, exp decay over ~0.28s. - Lazily create AudioContext on first use (autoplay policies). 10. **Pointer-lock gotcha** (if your store uses PointerLockControls): Chrome refuses re-lock within ~1.3s of Esc. Never call `controls.lock()` programmatically after closing a panel — wrap it: request, `.catch()` → show a click-to-resume overlay (a fresh user gesture always succeeds). THRIFTGOD calls this `safeLock()` in `web/index.html`. ## Integration points (the only THRIFTGOD-specific bits to rewire) - **Data in:** THRIFTGOD uses `createDig(renderer, { onClose, getItems, onBought })` with `open(kind)`; your ancestor used `getRecords` + `open(crateId)` fetching `/virtual/crate/{id}/records`. Keep YOUR fetch, adopt their buildStack. Records need `{ title, artist, thumb, price, condition, fmt? }` (fmt defaults to `lp`). - **Buy action:** THRIFTGOD's pull-panel button POSTs `/api/take` (its basket system). Replace with RecordGod's add-to-cart. Everything else in `pull()`/`unpull()` ports as-is. - **Images:** THRIFTGOD proxies external covers via `/img?u=`. RecordGod serves its own webp at `/store/assets/` — use your `thumb` URLs directly, no proxy needed. ## Definition of done Riffle with wheel AND drag feels weighted; sleeves lean individually; the crate is visible around the stack; covers fill in behind you; pulling any format presents fully in frame, facing the camera, beside (not under) the info panel; buying closes the gap in the stack; Esc steps back out cleanly twice (pull → crate → store) with no pointer-lock console errors.