guts/web/js/boot.js
type-two 87a4803bde [lane A+B+C] L3 Stomach: the acid sea, and pH as a resource you can see
The last skeleton. L3 has been 4 events since round 1, waiting (in its own status field) on
"the pH field" and a boss framework; both exist now, so the level is authored: 46 events,
2500 units, the sea, and the Guardian at the end of it.

THE PH MECHANIC, finally load-bearing. Lane A built an acid plane in round 2 and left two
hooks on it — depthAt() labelled "B:" and set() labelled "C's event pump drives this" — and
nothing had ever called either. Now:
  - player.js scales the biome's ambient coat drain by SUBMERSION. Stomach 2.2/s x5 = 11/s
    under the surface (measured: 8/s net of regen, and regen is off for 2.5s after any hit,
    so it is brutal mid-fight); x0.15 above it, which is effectively safe air.
  - a new `acid` level event names a target height and boot eases the sea toward it in step(),
    so a RISING TIDE is a beat C can author. L3 uses two: -14 -> -6 mid-sea, then -6 -> +2 in
    the antrum, where the surface goes ABOVE the centreline and the safe lane simply stops
    existing. Measured: the identical spot (y -5) goes from 0/s to 9.67/s across that tide.
This is the GDD's "mucus shallows are safe lanes" expressed as DEPTH rather than wall-hugging,
which is better on two counts: it reads instantly (you can SEE the surface) and it makes the
vertical axis matter in the one level that is a room. Every collectible worth having is under it.

Gated on the sea's s-span, not on depthAt alone — depthAt returns a bare -1 outside the span
and that is indistinguishable from "1 unit above the surface", so reading it naively would have
quietly scaled ambient drain on every level in the game. Caught before it shipped.

Level: cardia (still teal, so the fundus can REVEAL the sea) -> fundus (the teaching room:
huge, low tide, nothing kills you fast) -> body (the sea proper, tide rises while you are in
it) -> antrum (no safe air left, only speed) -> pyloric antrum (the Guardian). H. pylori is
taught alone in the dome and tested in a rising sea; pepsin swarms scale 3 -> 6; bezoar_chunk
is a new catalogue row for the stomach's traffic.

L3 has NO commensals and no biofilm gate, which is anatomically exact — acid sterilises, which
is why H. pylori is famous for surviving it. So BIOME STANDING goes quiet for nine minutes and
comes back in L4, which makes L4's colonies read as relief rather than furniture.

C's sim: par 540s vs par-pace 555s ("requires pushing above par-pace"), pressure
3.75/1.50/2.44/2.16, min clearance 7.15 vs the 2.5 law, all 21 checkpoint gaps under 30s.
par.score corrected 9000 -> 5500, because 9000 was above everything the level can actually pay.

Deferred, and said out loud rather than quietly dropped: churn cyclones. A vortex that flings
the player is a FORCE and no hazard in the tree applies one; it wants the same A/B work as the
Guardian's arena churn and should land with it.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-26 00:26:31 +10:00

274 lines
13 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; });
// The acid sea's level. world/acid.js exposes set(y, dt) and says "C's event pump drives this",
// so an `acid` level event names a target height and the sim eases toward it every step — a
// rising tide is a beat C can author, and because it is eased in step() (not frame()) it stays
// deterministic for stepped sims. No sea on this level => the event is inert.
let acidTarget = null;
bus.on('level:event', (ev) => { if (ev?.type === 'acid') acidTarget = ev.height ?? 0; });
// --- 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;
// A gate may carry a SECRET branch (`secretTo` + `secretNeed`): C's ileocecal valve opens
// onto the appendix instead of the colon when BIOME STANDING has earned it. Resolved here
// because boot owns where the run goes next, and read at the moment of crossing — the
// reputation you hold when you arrive is the one that counts.
const standing = combat?.karma ?? 0; // conduct, not the spendable meter
const secret = ev.secretTo && standing >= (ev.secretNeed ?? 70);
const to = secret ? ev.secretTo : (ev.to ?? null);
if (secret) bus.emit('secret:open', { gate: ev.id ?? null, to, standing });
bus.emit('level:complete', {
id: world.level?.id ?? null, to, gate: ev.id ?? null, secret: !!secret,
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,
});
}
});
// CONTINUE on the medal card -> load the next segment. cards.js raises ui:continue with C's
// `next` id; consuming it here is what makes the campaign a campaign rather than three levels
// in a folder. A full page load is deliberate (ponytail: the alternative is rebuilding world +
// player + combat + UI in place and re-wiring every bus listener, to save ~1s on a transition
// that happens 4 times a run) — it also guarantees no leaked pools or stale event pumps.
// Flags ride along, so ?dbg=1 / ?seed= survive the hop. Unknown/absent `to` = campaign over:
// stay on the card rather than dumping the player into the stub tube.
bus.on('ui:continue', async (e) => {
if (!e?.to) return;
const mod = await import('./levels/index.js').catch(() => null);
if (!mod?.CAMPAIGN?.includes(e.to)) { console.info(`[boot] no level "${e.to}" yet — campaign ends here`); return; }
const q = new URLSearchParams(location.search);
q.set('lvl', e.to);
location.search = q.toString();
});
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 = `${name}.png`;
a.href = renderer.domElement.toDataURL('image/png');
a.click();
},
};
addEventListener('resize', () => {
camera.aspect = innerWidth / innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(innerWidth, innerHeight);
});
// One deterministic simulation step — the whole game minus rendering. Exported so the
// stepped-sim harness (f-progress documents it; rAF never fires in a hidden pane) exercises
// the REAL loop — pump, run state and all — instead of a hand-rolled copy that drifts.
function step(dt) {
if (player) {
player.update(dt); // must run first: combat hit-tests this frame's ship position
pumpTo(player.state.s);
combat.update(dt);
updateRun(dt);
if (acidTarget !== null && world.acid) world.acid.set(acidTarget, dt); // the tide eases
world.update(dt, player.state.s);
} else {
updateCamera(dt); // ?fly=1 noclip / title drift
world.update(dt, sCam);
}
}
let last = performance.now();
function frame(now) {
const dt = Math.min((now - last) / 1000, 0.05);
last = now;
if (!paused) step(dt);
ui?.update?.(dt); // overlay keeps animating while paused — the pause card moves
renderer.render(scene, camera);
stats.draws = renderer.info.render.calls;
stats.tris = renderer.info.render.triangles;
renderer.info.reset();
frames++; fpsT += dt;
if (fpsT >= 0.5) {
fps = Math.round(frames / fpsT); frames = 0; fpsT = 0;
if (flags.dbg && !flags.shots) {
const s = player?.state.s ?? sCam;
dbgEl.textContent = `${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 };