guts/docs/LANES/LANE_E_UIHUD.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

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2.7 KiB
Markdown

# LANE E — UI / HUD / Audio engine
Mission: the instrument you fly by. Diegetic scanner HUD, screens, and the WebAudio engine
that plays D's pack (or synthesizes fallbacks). You own `web/js/ui/**` and `web/js/audio/**`.
## HUD (ART_BIBLE §Screens: thin cyan line-work, small caps, data-noise ticks)
- Core readouts: mucus-coat + hull bars, heat meter, torpedo count, speed/flow indicator,
combo meter, score. All driven by **bus events only** (TECH §Bus) — zero imports from
B's internals; if a signal is missing, request the event in NOTES, don't reach in.
- **The gut-map** (the star): full alimentary-canal silhouette as the campaign progress
bar — current level lit, player blip moving along it, checkpoints ticked. One SVG/canvas
path, hand-drawn once, used everywhere (title, HUD corner, level-complete).
- Telegraphs: upstream-hazard pings for C (spec: `level:event` lookahead), boss health
when `boss:start`.
- **Damage = feed corruption** (aberration/tearing via F's post hooks + your overlay
glitches), not red vignette. Death/respawn = feed drop + re-acquire sequence. Cheap DOM/
canvas overlay preferred over three.js sprites — it's an instrument overlay, let it be 2D.
- Screens: title (over `?fly=1`-style esophagus drift), pause, level-complete medal card
(score/par/samples — GDD §Scoring), game-over, minimal settings (difficulty, assists,
volume, `?mute` respect).
## Audio engine (`js/audio/engine.js`)
- WebAudio graph: bed bus (crossfade per `biomeAt` changes), sfx bus (pooled buffers),
stinger duck. Autoplay-unlock on first input (browser law).
- Consumes D's manifest audio (`ogg` with `m4a` fallback via `canPlayType`). **Procedural
fallback law:** no pack ⇒ synthesized WebAudio beeps/noise bursts so the game is never
silent-broken (`assets.get` null path).
- The heartbeat: a low pulse bed whose **tempo maps to danger** (combo/boss/coat-low —
define the danger scalar from bus events, document the mapping). This is the audio
identity of the game; treat it as a headline feature.
- Sync hook: `world.flowPulse` phase available for pulse-aligned squelches (nice-to-have,
round 2+).
## You owe / consume
Owe: `createHUD/createScreens/createAudio` factories (TECH convention), the event-needs
list in NOTES (B and C build to it), volume/mute persistence (localStorage). Consume: bus
events, D's audio manifest, ART_BIBLE, F's post-processing hooks for damage fx.
## Laws
60 fps law applies to the HUD too — no per-frame DOM layout thrash (mutate via transforms/
canvas; measure with `?dbg=1`). Everything disposes (screens swap clean). Screenshots of
every screen + HUD states in `docs/shots/laneE/`; audio evidence = the engine playing D's
spectrogram-verified pack + a written fallback-mode check.