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>
2.7 KiB
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:eventlookahead), boss health whenboss: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,?muterespect).
Audio engine (js/audio/engine.js)
- WebAudio graph: bed bus (crossfade per
biomeAtchanges), sfx bus (pooled buffers), stinger duck. Autoplay-unlock on first input (browser law). - Consumes D's manifest audio (
oggwithm4afallback viacanPlayType). Procedural fallback law: no pack ⇒ synthesized WebAudio beeps/noise bursts so the game is never silent-broken (assets.getnull 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.flowPulsephase 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.