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

3.2 KiB

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.