- index.html: WIMVEE GLYTCH match-the-glitch prototype (playable)
- docs/FKTRY_LORE.md: world bible / MODELBEAST asset codex
- fktry/: vite+three+TS scaffold, contracts, main loop, seed data
- fktry/MASTERPLAN.md + CONTRACTS.md + lanes/LANE-{SIM,RENDER,UI,SCREEN,DATA}.md:
round protocol and Round 1 orders for parallel Opus 4.8 executors
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2.7 KiB
2.7 KiB
CONTRACTS — how the lanes fit together (ORCHESTRATOR-OWNED)
The binding type definitions live in src/contracts.ts — that file
is the law. This doc explains the shape of the machine in prose.
Data flow
data/*.json ──▶ main.ts loads GameData
│
┌───────────┼─────────────────────────┐
▼ ▼ ▼
sim.init() renderer.init() ui.init() / screen.init()
│
30 tps fixed timestep: sim.tick()
│
├─▶ sim.snapshot() ──▶ renderer.render(snap, alpha) (every rAF)
│ ──▶ ui.update(snap, events)
└─▶ sim.drainEvents() ─▶ screen.onEvents(events)
user input: UI builds Commands ─▶ bus.dispatch ─▶ sim.enqueue
renderer supplies pickTile + ghost preview
Ownership map
| Path | Owner | Everyone else |
|---|---|---|
src/contracts.ts, src/main.ts, root config, this doc, MASTERPLAN.md |
orchestrator | read-only |
src/sim/** |
LANE-SIM | read-only |
src/render/**, public/assets/** (consumption) |
LANE-RENDER | read-only |
src/ui/** |
LANE-UI | read-only |
src/screen/** |
LANE-SCREEN | read-only |
data/** |
LANE-DATA | read-only |
lanes/LANE-X.md NOTES section |
lane X | orchestrator writes ORDERS section |
../docs/FKTRY_LORE.md |
canon | read-only for all lanes |
Key invariants
- Snapshot is read-only. Renderer/UI/Screen never mutate it. Sim may reuse internal buffers between snapshots; consumers must not hold references across frames.
- All mutation goes through Commands. No lane reaches into sim internals.
- Events are drained once per frame by main.ts and fanned out; consumers get the same array — treat it as immutable.
- IDs are data-driven. Renderer/UI/Screen never hard-code item/machine ids; they
key off
GameDataand theassetfield. New content should light up with zero code. alphainrenderer.render(snap, alpha)is the 0..1 fraction between the last sim tick and the next — use it to interpolate belt item positions for smooth motion.- Belt visual speed derives from
MachineDef.beltSpeedandBeltItem.t; sim owns the truth, renderer owns the smoothness. - Coordinates: tile grid, origin at world center, +x east, +y south.
Dir0..3 = N,E,S,W clockwise. Machinepos= origin corner (min x, min y of footprint).
Contract-change requests
Written in your lane NOTES as CONTRACT REQUEST: <what> — <why>. The orchestrator
batches them between rounds. Until granted, work around locally inside your lane.