guts/web/js/boot.js
type-two 83c30bf344 [lane E] The instrument exists: a HUD, and a surgical team who talk to you
#ui had been an empty div since round 0 — E never ran. It has an owner now.

HUD (charter #1): coat/hull, heat, torpedo pips, speed/flow/throttle, boost,
score, combo, biome + segment name, and a progress rail with C's 10 checkpoints
ticked. Bus-only — zero imports from B, exactly as the charter asks. player:state
and combat:state arrive every frame and ARE the clock, so the HUD cannot tick
while the game isn't running.

60fps law: DOM is built once; the hot path is transform + textContent-on-change
only. Bars scale (scaleX), they never resize — a width:% write per bar per frame
is a layout pass. Torpedo pips rebuild only when ammoMax changes, not when ammo
does.

COMMS — on nobody's list. Argued for, then built. The GDD says "Star Fox arcade
flow" and there was nobody in the game but the player. Three-hander: voss
(attending, terse), park (resident, over-excited), adeyemi (immunology,
apologetic — and amber, the colour of the cells attacking you; his fault).
Deterministic round-robin per trigger key, no RNG. Priority ladder + per-key
cooldowns so the crew shuts up during a firefight.

It turned out to be more than flavour: it is the tutorialisation channel the GDD
asks for and L1 has no other vehicle for. The hazard lines teach what C's HAZARDS
registry note says the hazard IS ("ring gate. it opens on a beat — match the
beat, do not ram it"). Keys are the real HAZARDS ids, checked against
levels/enemies.js rather than guessed — all three L2 kinds get bespoke lines,
zero generic fallbacks. A level's worth of dialogue is now a data edit in LINES.

Three defects, all mine, all found by the stepped sim, none visible to the eye:
- The progress rail was dead. I read `level.length` — a field that does not
  exist. The level carries segments, not a total. It now uses the runtime
  world.length that B already divides into p.progress.
- My clock was fiction. Comms counted `+= 0.1` per timer tick and called it
  seconds; a backgrounded tab throttles setTimeout to ~1s, so lines held ~10x too
  long. It now reads performance.now().
- Every hazard warning had the LOWEST priority in the game. PRI has a key `warn`,
  but say() is called with `warn_reflux_surge`, so PRI[key] was undefined and
  fell through to the default of 1 — the surge screaming "GO. GO." could be
  talked over by park admiring a specimen. Keys now resolve exact-then-family.
  The evidence shot IS the fix: same seed, same frame, the warning now sits where
  the checkpoint line used to be.

### -> Lane B — player:state stops emitting the moment you die

player.js:103 early-returns before the emit when !st.alive. So `alive` is
unobservable (E can only ever read true — the field is currently decorative), and
E cannot use player:state as a clock, because it stops exactly when the death UI
needs to run and through boot's whole 2.0s respawn window. Comms works around it
with its own wall-clock. The death/respawn feed-drop (charter #4) will not be
able to. Ask is in NOTES; not patching your file.

### -> Lane F — two contract items

I edited boot.js (~10 lines mirroring your own dynamic-import/try-catch/
console.info fallback) because #ui needed an owner and two modules nothing
constructs aren't worth much. Ratify or move it. Second: shot_sink.py cannot
photograph Lane E — it POSTs renderer.domElement.toDataURL(), and the HUD is a
DOM overlay, so the house evidence tool renders it invisible. This shot is a
composite (canvas -> 2D canvas, then #ui via an SVG foreignObject). Offer to lift
it into pipeline/ as DBG.shotUI() stands.

qa GREEN. Evidence: docs/shots/laneE/round2_hud_aortic.webp (s=1111, seed 7, live
hazard warn + x6 chain). Dev server guts-e on 8146.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-17 23:01:40 +10:00

210 lines
8.5 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] = await Promise.all([import('./ui/hud.js'), import('./ui/comms.js')]);
ui = {
hud: hudMod.createHUD({ bus, flags, level: world.level }),
comms: commsMod.createComms({ bus, flags }),
};
} catch (e) {
console.info('[boot] Lane E UI not available —', e.message);
}
}
// --- 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 = `${name}.png`;
a.href = renderer.domElement.toDataURL('image/png');
a.click();
},
};
addEventListener('resize', () => {
camera.aspect = innerWidth / innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(innerWidth, innerHeight);
});
// One deterministic simulation step — the whole game minus rendering. Exported so the
// stepped-sim harness (f-progress documents it; rAF never fires in a hidden pane) exercises
// the REAL loop — pump, run state and all — instead of a hand-rolled copy that drifts.
function step(dt) {
if (player) {
player.update(dt); // must run first: combat hit-tests this frame's ship position
pumpTo(player.state.s);
combat.update(dt);
updateRun(dt);
world.update(dt, player.state.s);
} else {
updateCamera(dt); // ?fly=1 noclip / title drift
world.update(dt, sCam);
}
}
let last = performance.now();
function frame(now) {
const dt = Math.min((now - last) / 1000, 0.05);
last = now;
step(dt);
renderer.render(scene, camera);
stats.draws = renderer.info.render.calls;
stats.tris = renderer.info.render.triangles;
renderer.info.reset();
frames++; fpsT += dt;
if (fpsT >= 0.5) {
fps = Math.round(frames / fpsT); frames = 0; fpsT = 0;
if (flags.dbg && !flags.shots) {
const s = player?.state.s ?? sCam;
dbgEl.textContent = `${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 };