# LANE B — Flight & Combat (controller, weapons, enemies) Mission: the game *feel*. Flow-locked flight that's silk at 60 fps, readable combat, enemy behaviors with personality. You own `web/js/flight/**` and `web/js/combat/**`. ## Flight (the hybrid model, GDD-settled) - Player state lives in **spline space** in tube mode: `(s, x, y)` where (x,y) is the cross-section disc offset. `ds/dt = biome.flow · throttle + boost`; throttle ∈ [0.6, 1.4], boost bursts +120% with i-frames. Convert to world space via `world.sample(s)` frame. Clamp disc position against `world.wallRho(s, θ)` — wall contact = velocity-scaled coat damage + a shove, never a hard stop (arcade, not sim). - **Arena mode** (world.modeAt): same inputs drive free 6DOF (velocity-damped, no gravity), clamped to `arenaAt` bounds. Mode transition = smooth handoff over ~0.5 s at the gate. - **Input:** mouse-aim + WASD (strafe = disc movement), Space boost, gamepad twin-stick. Aim reticle leads the ship (Star Fox lag), ship banks into lateral motion. - **Camera rig:** chase cam on the parallel-transport frame, spring-damped, slight FOV kick on boost. Camera roll follows frame `nor` — never world-up in tube mode (this is why A uses parallel transport; if you see roll snapping, file it to A, don't hack it here). - Riding a peristalsis crest (`world.flowPulse(s,t)` > threshold at your s) grants surf boost — the esophagus mechanic. Feel numbers documented in NOTES as you tune. ## Combat - **Weapons:** lysozyme cannon (hitscan-ish fast pellets, heat meter), antacid torpedo (slow AoE projectile; emits `level:neutralize {s, radius, duration}` on the bus — A/C consume for acid zones). Pooled projectiles, InstancedMesh, one draw per weapon type. - **Damage model** (GDD): mucus coat (regen, ambient drain = `biome.coatDrain`) over hull. Emit `player:damage {amount, kind}`; E renders the feedback, you own the numbers. - **Enemy framework:** `combat/enemies.js` registry — `spawn(type, {s, theta, rho})` from C's level events (listen `level:event` type `spawn`). Behaviors are small state machines updated in one pass; visuals = emissive primitives (ART_BIBLE colors) with `assets.get('models', type)` upgrade path when D's GLBs land (swap mesh, keep logic). - Round-1 archetypes: **floater** (amylase droplet — drifts, contact aura), **seeker** (pepsin — pursue in spline space, cheap: chase in (s,x,y)), **turret** (wall-mounted, homing darts with turn-rate limit — dodgeable by design). More per GDD roster later. - Hit tests: sphere-vs-sphere in world space, broad-phase by s-bucket. No physics engine. ## You owe / consume Owe: `createPlayer(…)` + `createCombat(…)` factories (TECH convention), bus events as specced, feel-tuning writeup in NOTES (the numbers ARE the deliverable). Consume: world contract (build against `?stub=1` until A lands — the stub is the contract), C's events, E renders your bus emissions, D's models optionally. ## Laws Everything pooled + disposed (leak-test enter/exit). Determinism: enemy RNG from `core/rng` streams. ≤80 draws budget for all combat visuals. Playability > realism, always. Screenshot + short capture evidence (`docs/shots/laneB/`); cite `window.DBG` numbers in NOTES.