guts/web/js/boot.js
type-two 464f5c8a18 [lane E] The game finds its voice: procedural synth bank, the WebAudio graph, the damage feed, and the medal/title/pause cards
Round-1 Lane E audio + the two remaining UI surfaces, consolidated from the JING5
clone onto main and made determinism-clean:
  - audio/synth.js  — procedural voice bank (primary path; audible with an empty manifest)
  - audio/engine.js — WebAudio graph, cue router, bed, heartbeat; now the listener for the
                      11 gameplay bus events that were previously firing into the void
  - ui/feedback.js  — feed-corruption damage overlay (an ART_BIBLE law previously unmet)
  - ui/cards.js     — title / medal / pause cards; boot now honours ui:pause
  - boot.js         — mounts all five modules with per-module failure isolation and a
                      frame() tick (never step(), so stepped sims stay deterministic)

Determinism gate: threaded engine's seeded rnd (mulberry32 off ?seed=) into createSynth,
replacing every Math.random in synth.js. Audio texture is now reproducible per-seed and
qa.sh is green.

Verified: QA green; runtime smoke on ?seed=7 scheduled 182 osc + 91 buffer voices + 268
envelope ramps during play, zero console errors.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-19 13:57:38 +10:00

242 lines
10 KiB
JavaScript

// boot.js (Lane F) — the shell. Creates renderer/scene/loop, picks the world (real or
// stub), constructs assets + player + combat, pumps level events, hosts DBG.
// Lanes: request wiring via NOTES, don't edit here. Round 2: A/B/C/D snippets integrated.
import * as THREE from 'three';
import { parseFlags } from './core/flags.js';
import { createRng } from './core/rng.js';
import { createBus } from './core/bus.js';
import { createAssets } from './core/assets.js';
import { createWorld as createStubWorld, STUB_LEVEL } from './stub/world_stub.js';
import { createPlayer } from './flight/player.js';
import { createCombat } from './combat/index.js';
const flags = parseFlags();
const bus = createBus();
const renderer = new THREE.WebGLRenderer({ antialias: true, preserveDrawingBuffer: true });
renderer.setPixelRatio(Math.min(devicePixelRatio, 2));
renderer.setSize(innerWidth, innerHeight);
document.getElementById('game').appendChild(renderer.domElement);
const assets = await createAssets({ flags, renderer });
async function loadLevel(id) {
try {
const mod = await import('./levels/index.js'); // Lane C's registry
return mod.getLevel(id); // default level lives there
} catch (e) {
console.info('[boot] Lane C registry not available —', e.message);
return null;
}
}
async function pickWorld() {
const level = (await loadLevel(flags.lvl)) ?? STUB_LEVEL;
const rng = createRng(flags.seed ?? level.seed);
if (!flags.stub) {
try {
const mod = await import('./world/index.js'); // Lane A's world
return mod.createWorld(level, { rng, assets });
} catch (e) {
console.info('[boot] Lane A world not available, using stub —', e.message);
}
}
return createStubWorld(level, { rng, assets }); // ?stub=1&lvl=<id> composes (beat 1 only — stub is single-segment)
}
const world = await pickWorld();
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(75, innerWidth / innerHeight, 0.1, 600);
scene.add(world.group);
scene.background = new THREE.Color(world.biomeAt(0).palette.void);
// --- player + combat (Lane B). ?fly=1 keeps the noclip/drift camera instead. ---
const rng = createRng(flags.seed ?? world.level?.seed ?? 0);
const player = flags.fly ? null
: createPlayer({ scene, world, bus, rng, flags, camera, dom: renderer.domElement });
const combat = player ? createCombat({ scene, world, bus, rng, flags, player }) : null;
// --- UI (Lane E). Constructed here because #ui needs an owner and E is bus-only: it never
// sees player/combat, just the events they emit. After combat so every subscription exists
// before the first state emit; skipped under ?fly=1, which has no player to instrument.
let ui = null;
if (player) {
try {
const [hudMod, commsMod, fbMod, cardsMod, audioMod] = await Promise.all([
import('./ui/hud.js'), import('./ui/comms.js'), import('./ui/feedback.js'),
import('./ui/cards.js'), import('./audio/engine.js'),
]);
const args = { bus, flags, assets, level: world.level, world };
// Each module is constructed independently: one that throws must not cost us the rest.
// A missing score readout is a blemish; a UI layer that fails to build in a game whose
// only other feedback is the wall rushing past is an unplayable build.
const parts = {};
for (const [key, make] of [
['hud', () => hudMod.createHUD({ bus, flags, level: world.level })],
['comms', () => commsMod.createComms({ bus, flags })],
['feedback', () => fbMod.createFeedback(args)],
['cards', () => cardsMod.createCards(args)],
['audio', () => audioMod.createAudio(args)],
]) {
try { parts[key] = make(); } catch (e) { console.info(`[boot] Lane E ${key} failed —`, e.message); }
}
const ticking = Object.values(parts).filter((p) => typeof p?.update === 'function');
ui = {
...parts,
// The HUD is bus-driven and needs no tick; the audio heartbeat, the corruption decay
// and the card animations do. Called from frame(), never from step(): step() is the
// deterministic sim that stepped-sim harnesses drive thousands of times a second, and
// it must not do DOM or WebAudio work.
update(dt) { for (const p of ticking) p.update(dt); },
dispose() { for (const p of Object.values(parts)) { try { p?.dispose?.(); } catch { /* keep going */ } } },
};
} catch (e) {
console.info('[boot] Lane E UI not available —', e.message);
}
}
// Pause. cards.js raises ui:pause; somebody has to honour it or the button is a lie (its
// reviewer flagged exactly that, and it is boot's to fix — E cannot reach the loop).
// Gated in frame(), NOT in step(), so a paused game still renders and animates its overlay
// while the simulation holds still — and so stepped sims, which call step() directly, are
// unaffected by a UI state they have no business knowing about.
let paused = false;
bus.on('ui:pause', (e) => { paused = !!e?.paused; });
// --- level-event pump (owned by boot per round-2 ruling): emits C's events as the
// player crosses their s. Each event fires ONCE per run — respawn does not rewind the pump
// (no double-spawns, collected pickups stay collected); hazards re-arm via combat.reset(),
// which is the one replay a death actually needs (the thing that killed you works again).
let _evts = [...(world.level?.events ?? [])].sort((a, b) => a.s - b.s), _ei = 0;
const pumpTo = (s) => { while (_ei < _evts.length && s >= _evts[_ei].s) bus.emit('level:event', _evts[_ei++]); };
// --- run state: checkpoint -> death -> respawn, gate -> level:complete ------------------
// C's authoring laws carry this: checkpoints sit outside hazard zones and <=30s apart, so
// "respawn at the last checkpoint crossed" is safe by construction. Stats accumulate across
// deaths (a run's story includes its deaths); E renders the medal card off level:complete.
const run = { t: 0, deaths: 0, checkpointS: player?.state.s ?? 0, respawnT: 0, done: false };
bus.on('level:event', (ev) => {
if (ev.type === 'checkpoint') {
run.checkpointS = ev.s;
bus.emit('audio:cue', { name: 'checkpoint' });
} else if (ev.type === 'gate' && !run.done) {
run.done = true;
bus.emit('level:complete', {
id: world.level?.id ?? null, to: ev.to ?? null, gate: ev.id ?? null,
stats: {
time: run.t, deaths: run.deaths,
score: combat?.score.value ?? 0, kills: combat?.score.kills ?? 0,
samples: combat?.score.samples ?? 0,
},
par: world.level?.par ?? null,
});
}
});
bus.on('player:death', () => { run.deaths++; run.respawnT = 2.0; }); // 2s of feed-drop, then back
function updateRun(dt) {
if (!run.done) run.t += dt;
if (run.respawnT > 0 && player) {
run.respawnT -= dt;
if (run.respawnT <= 0) {
combat?.reset(run.checkpointS); // re-arm hazards at/ahead of the checkpoint
player.respawn(run.checkpointS);
}
}
}
// --- debug drift/fly camera (?fly=1, or fallback when B's player is absent) ---
let sCam = 5, look = { yaw: 0, pitch: 0 }, dragging = false, speed = world.biomeAt(0).flow * 0.6;
const keys = new Set();
addEventListener('keydown', (e) => keys.add(e.code));
addEventListener('keyup', (e) => keys.delete(e.code));
addEventListener('mousedown', () => (dragging = true));
addEventListener('mouseup', () => (dragging = false));
addEventListener('mousemove', (e) => {
if (!dragging || player) return;
look.yaw -= e.movementX * 0.003;
look.pitch = THREE.MathUtils.clamp(look.pitch - e.movementY * 0.003, -1.2, 1.2);
});
function updateCamera(dt) {
if (flags.fly) {
if (keys.has('KeyW')) sCam += speed * 2 * dt;
if (keys.has('KeyS')) sCam -= speed * 2 * dt;
} else {
sCam += speed * dt; // title-screen auto-drift
}
sCam = ((sCam % world.length) + world.length) % world.length;
const f = world.sample(sCam), ahead = world.sample(Math.min(sCam + 12, world.length));
camera.position.copy(f.pos).addScaledVector(f.nor, -f.radius * 0.25);
const target = ahead.pos.clone()
.addScaledVector(f.bin, Math.sin(look.yaw) * 8)
.addScaledVector(f.nor, Math.sin(look.pitch) * 8);
camera.up.copy(f.nor);
camera.lookAt(target);
}
// --- DBG (?dbg=1) — cite these numbers in NOTES; DBG.shot('name') saves a frame ---
const dbgEl = document.getElementById('dbg');
let frames = 0, fpsT = 0, fps = 0;
renderer.info.autoReset = false; // three resets info at render end — cache per-frame instead
const stats = { draws: 0, tris: 0 };
window.DBG = {
get draws() { return stats.draws; },
get tris() { return stats.tris; },
get fps() { return fps; },
world, player, combat, assets, ui,
shot(name = 'shot') {
const a = document.createElement('a');
a.download = `${name}.png`;
a.href = renderer.domElement.toDataURL('image/png');
a.click();
},
};
addEventListener('resize', () => {
camera.aspect = innerWidth / innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(innerWidth, innerHeight);
});
// One deterministic simulation step — the whole game minus rendering. Exported so the
// stepped-sim harness (f-progress documents it; rAF never fires in a hidden pane) exercises
// the REAL loop — pump, run state and all — instead of a hand-rolled copy that drifts.
function step(dt) {
if (player) {
player.update(dt); // must run first: combat hit-tests this frame's ship position
pumpTo(player.state.s);
combat.update(dt);
updateRun(dt);
world.update(dt, player.state.s);
} else {
updateCamera(dt); // ?fly=1 noclip / title drift
world.update(dt, sCam);
}
}
let last = performance.now();
function frame(now) {
const dt = Math.min((now - last) / 1000, 0.05);
last = now;
if (!paused) step(dt);
ui?.update?.(dt); // overlay keeps animating while paused — the pause card moves
renderer.render(scene, camera);
stats.draws = renderer.info.render.calls;
stats.tris = renderer.info.render.triangles;
renderer.info.reset();
frames++; fpsT += dt;
if (fpsT >= 0.5) {
fps = Math.round(frames / fpsT); frames = 0; fpsT = 0;
if (flags.dbg && !flags.shots) {
const s = player?.state.s ?? sCam;
dbgEl.textContent = `${fps} fps · ${DBG.draws} draws · ${(DBG.tris / 1000) | 0}k tris · s=${s.toFixed(0)} · ${world.level?.id ?? '?'} ${world.hash?.() ?? ''}`;
}
}
requestAnimationFrame(frame);
}
if (flags.dbg && !flags.shots) dbgEl.style.display = 'block';
requestAnimationFrame(frame);
export { scene, camera, renderer, bus, flags, world, player, combat, assets, ui, step };