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