guts/docs/LANES/LANE_B_FLIGHT.md
jing 34f84ab162 [lane F] Round 0 scaffold: docs, contracts, lane charters, bootable stub world
GDD v1 (flow-locked hybrid movement, 5 biomes + secret, boss roster),
TECH contracts (world API, level schema v0, bus events, manifest law),
ART_BIBLE (synthetic scanner look), PIPELINE (MODELBEAST-first, fal gated),
PROCESS (PROCITY lane/round law), charters A-F + ROUND1 instructions.
Seed code: shell + boot + core (rng/bus/flags) + stub world (peristalsis
shader tube, 1 draw / 102k tris, contract-complete) + qa.sh (GREEN).
Verified in-browser; evidence docs/shots/laneF/round0_stub_tube.png.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-16 01:28:35 +10:00

51 lines
3.2 KiB
Markdown

# 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.