Two boss specs written to C's format (LANE_C_NOTES §Boss specs, round 3 additions) and the
first of them built. Both extend the roster along C's own law — one boss, one pressure — onto
the two axes the game had systems for and no boss pointed at: reputation (§4 Sovereign) and
restraint (§5 Mast Cell, specced only).
THE SOVEREIGN. The appendix is not vestigial: it is a biofilm reservoir where the gut's flora
shelter and re-seed the colon after a purge, and the whole fight is that fact. It is the only
boss whose existence is decided before you arrive — read once on entry:
karma >= 70 THE COMMUNION — no fight at all. Full coat, a permanent phage escort. The
reward for five levels of restraint is being spared a boss.
karma >= 30 THE TOLL — P1 only.
below THE SOVEREIGN — three phases. P1's matrix is immune to the cannon and only the
antacid torpedo disperses it (a mature biofilm's whole defining trait); P2 is a
quorum bloom that re-armours when the room gets crowded; P3 is a 20s reseed run.
And the mechanic that makes it this boss: the lair is seeded with YOUR OWN FLORA, and it feeds
on dysbiosis — every commensal your stray fire kills re-armours a plate, live, mid-fight.
KARMA vs STANDING — a real bug found in testing, and worth the extra number. `standing` is a
SPENDABLE meter: a full bar is consumed to bud an ally, dropping to a 50 floor. That meant a
perfect player could never HOLD >= 70, so the Communion was almost unreachable — verified: a
symbiotic pilot showed standing 50 and was demoted to "toll". `karma` is the same inputs with
nothing spending it. The Sovereign's tier and gates' `secretTo` branches read karma; E's bar
still reads standing.
Also: boss.js generalised to a registry, which was the claim its header made — the Sovereign
needed zero changes to enemies.js. LS_appendix (3 segments, 800 units, 16 events), reached from
L4's ileocecal valve via `secretTo`/`secretNeed` — anatomically exact, the appendix hangs off
the cecum right past that valve. The secret is hidden behind conduct, not behind a wall.
C's selfcheck caught par.time as a free medal and the fix improved the design: par 160 sits
under the timid traversal, so only a Communion run (which has no fight) can beat it. The time
medal rewards the same conduct the level is about.
Verified: all three tiers branch correctly (communion = 0 nodes + 4 phages; toll = 1 phase;
full = 3 phases, 4 armoured); killing a commensal mid-fight re-armours a plate (reason
"dysbiosis"); the valve routes karma 100 -> LS_appendix and karma 0 -> L5. Levels 5/5 valid.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
266 lines
12 KiB
JavaScript
266 lines
12 KiB
JavaScript
// boot.js (Lane F) — the shell. Creates renderer/scene/loop, picks the world (real or
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// stub), constructs assets + player + combat, pumps level events, hosts DBG.
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// Lanes: request wiring via NOTES, don't edit here. Round 2: A/B/C/D snippets integrated.
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import * as THREE from 'three';
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import { parseFlags } from './core/flags.js';
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import { createRng } from './core/rng.js';
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import { createBus } from './core/bus.js';
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import { createAssets } from './core/assets.js';
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import { createWorld as createStubWorld, STUB_LEVEL } from './stub/world_stub.js';
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import { createPlayer } from './flight/player.js';
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import { createCombat } from './combat/index.js';
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const flags = parseFlags();
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const bus = createBus();
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const renderer = new THREE.WebGLRenderer({ antialias: true, preserveDrawingBuffer: true });
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renderer.setPixelRatio(Math.min(devicePixelRatio, 2));
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renderer.setSize(innerWidth, innerHeight);
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document.getElementById('game').appendChild(renderer.domElement);
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const assets = await createAssets({ flags, renderer });
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async function loadLevel(id) {
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try {
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const mod = await import('./levels/index.js'); // Lane C's registry
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return mod.getLevel(id); // default level lives there
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} catch (e) {
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console.info('[boot] Lane C registry not available —', e.message);
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return null;
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}
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}
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async function pickWorld() {
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const level = (await loadLevel(flags.lvl)) ?? STUB_LEVEL;
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const rng = createRng(flags.seed ?? level.seed);
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if (!flags.stub) {
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try {
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const mod = await import('./world/index.js'); // Lane A's world
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return mod.createWorld(level, { rng, assets });
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} catch (e) {
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console.info('[boot] Lane A world not available, using stub —', e.message);
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}
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}
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return createStubWorld(level, { rng, assets }); // ?stub=1&lvl=<id> composes (beat 1 only — stub is single-segment)
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}
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const world = await pickWorld();
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const scene = new THREE.Scene();
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const camera = new THREE.PerspectiveCamera(75, innerWidth / innerHeight, 0.1, 600);
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scene.add(world.group);
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scene.background = new THREE.Color(world.biomeAt(0).palette.void);
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// --- player + combat (Lane B). ?fly=1 keeps the noclip/drift camera instead. ---
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const rng = createRng(flags.seed ?? world.level?.seed ?? 0);
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const player = flags.fly ? null
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: createPlayer({ scene, world, bus, rng, flags, camera, dom: renderer.domElement });
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const combat = player ? createCombat({ scene, world, bus, rng, flags, player }) : null;
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// --- UI (Lane E). Constructed here because #ui needs an owner and E is bus-only: it never
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// sees player/combat, just the events they emit. After combat so every subscription exists
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// before the first state emit; skipped under ?fly=1, which has no player to instrument.
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let ui = null;
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if (player) {
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try {
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const [hudMod, commsMod, fbMod, cardsMod, audioMod] = await Promise.all([
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import('./ui/hud.js'), import('./ui/comms.js'), import('./ui/feedback.js'),
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import('./ui/cards.js'), import('./audio/engine.js'),
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]);
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const args = { bus, flags, assets, level: world.level, world };
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// Each module is constructed independently: one that throws must not cost us the rest.
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// A missing score readout is a blemish; a UI layer that fails to build in a game whose
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// only other feedback is the wall rushing past is an unplayable build.
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const parts = {};
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for (const [key, make] of [
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['hud', () => hudMod.createHUD({ bus, flags, level: world.level })],
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['comms', () => commsMod.createComms({ bus, flags })],
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['feedback', () => fbMod.createFeedback(args)],
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['cards', () => cardsMod.createCards(args)],
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['audio', () => audioMod.createAudio(args)],
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]) {
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try { parts[key] = make(); } catch (e) { console.info(`[boot] Lane E ${key} failed —`, e.message); }
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}
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const ticking = Object.values(parts).filter((p) => typeof p?.update === 'function');
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ui = {
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...parts,
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// The HUD is bus-driven and needs no tick; the audio heartbeat, the corruption decay
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// and the card animations do. Called from frame(), never from step(): step() is the
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// deterministic sim that stepped-sim harnesses drive thousands of times a second, and
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// it must not do DOM or WebAudio work.
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update(dt) { for (const p of ticking) p.update(dt); },
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dispose() { for (const p of Object.values(parts)) { try { p?.dispose?.(); } catch { /* keep going */ } } },
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};
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} catch (e) {
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console.info('[boot] Lane E UI not available —', e.message);
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}
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}
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// Pause. cards.js raises ui:pause; somebody has to honour it or the button is a lie (its
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// reviewer flagged exactly that, and it is boot's to fix — E cannot reach the loop).
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// Gated in frame(), NOT in step(), so a paused game still renders and animates its overlay
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// while the simulation holds still — and so stepped sims, which call step() directly, are
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// unaffected by a UI state they have no business knowing about.
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let paused = false;
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bus.on('ui:pause', (e) => { paused = !!e?.paused; });
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// --- level-event pump (owned by boot per round-2 ruling): emits C's events as the
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// player crosses their s. Each event fires ONCE per run — respawn does not rewind the pump
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// (no double-spawns, collected pickups stay collected); hazards re-arm via combat.reset(),
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// which is the one replay a death actually needs (the thing that killed you works again).
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let _evts = [...(world.level?.events ?? [])].sort((a, b) => a.s - b.s), _ei = 0;
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const pumpTo = (s) => { while (_ei < _evts.length && s >= _evts[_ei].s) bus.emit('level:event', _evts[_ei++]); };
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// --- run state: checkpoint -> death -> respawn, gate -> level:complete ------------------
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// C's authoring laws carry this: checkpoints sit outside hazard zones and <=30s apart, so
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// "respawn at the last checkpoint crossed" is safe by construction. Stats accumulate across
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// deaths (a run's story includes its deaths); E renders the medal card off level:complete.
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const run = { t: 0, deaths: 0, checkpointS: player?.state.s ?? 0, respawnT: 0, done: false };
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bus.on('level:event', (ev) => {
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if (ev.type === 'checkpoint') {
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run.checkpointS = ev.s;
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bus.emit('audio:cue', { name: 'checkpoint' });
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} else if (ev.type === 'gate' && !run.done) {
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run.done = true;
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// A gate may carry a SECRET branch (`secretTo` + `secretNeed`): C's ileocecal valve opens
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// onto the appendix instead of the colon when BIOME STANDING has earned it. Resolved here
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// because boot owns where the run goes next, and read at the moment of crossing — the
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// reputation you hold when you arrive is the one that counts.
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const standing = combat?.karma ?? 0; // conduct, not the spendable meter
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const secret = ev.secretTo && standing >= (ev.secretNeed ?? 70);
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const to = secret ? ev.secretTo : (ev.to ?? null);
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if (secret) bus.emit('secret:open', { gate: ev.id ?? null, to, standing });
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bus.emit('level:complete', {
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id: world.level?.id ?? null, to, gate: ev.id ?? null, secret: !!secret,
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stats: {
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time: run.t, deaths: run.deaths,
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score: combat?.score.value ?? 0, kills: combat?.score.kills ?? 0,
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samples: combat?.score.samples ?? 0,
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},
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par: world.level?.par ?? null,
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});
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}
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});
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// CONTINUE on the medal card -> load the next segment. cards.js raises ui:continue with C's
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// `next` id; consuming it here is what makes the campaign a campaign rather than three levels
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// in a folder. A full page load is deliberate (ponytail: the alternative is rebuilding world +
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// player + combat + UI in place and re-wiring every bus listener, to save ~1s on a transition
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// that happens 4 times a run) — it also guarantees no leaked pools or stale event pumps.
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// Flags ride along, so ?dbg=1 / ?seed= survive the hop. Unknown/absent `to` = campaign over:
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// stay on the card rather than dumping the player into the stub tube.
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bus.on('ui:continue', async (e) => {
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if (!e?.to) return;
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const mod = await import('./levels/index.js').catch(() => null);
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if (!mod?.CAMPAIGN?.includes(e.to)) { console.info(`[boot] no level "${e.to}" yet — campaign ends here`); return; }
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const q = new URLSearchParams(location.search);
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q.set('lvl', e.to);
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location.search = q.toString();
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});
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bus.on('player:death', () => { run.deaths++; run.respawnT = 2.0; }); // 2s of feed-drop, then back
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function updateRun(dt) {
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if (!run.done) run.t += dt;
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if (run.respawnT > 0 && player) {
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run.respawnT -= dt;
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if (run.respawnT <= 0) {
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combat?.reset(run.checkpointS); // re-arm hazards at/ahead of the checkpoint
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player.respawn(run.checkpointS);
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}
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}
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}
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// --- debug drift/fly camera (?fly=1, or fallback when B's player is absent) ---
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let sCam = 5, look = { yaw: 0, pitch: 0 }, dragging = false, speed = world.biomeAt(0).flow * 0.6;
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const keys = new Set();
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addEventListener('keydown', (e) => keys.add(e.code));
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addEventListener('keyup', (e) => keys.delete(e.code));
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addEventListener('mousedown', () => (dragging = true));
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addEventListener('mouseup', () => (dragging = false));
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addEventListener('mousemove', (e) => {
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if (!dragging || player) return;
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look.yaw -= e.movementX * 0.003;
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look.pitch = THREE.MathUtils.clamp(look.pitch - e.movementY * 0.003, -1.2, 1.2);
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});
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function updateCamera(dt) {
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if (flags.fly) {
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if (keys.has('KeyW')) sCam += speed * 2 * dt;
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if (keys.has('KeyS')) sCam -= speed * 2 * dt;
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} else {
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sCam += speed * dt; // title-screen auto-drift
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}
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sCam = ((sCam % world.length) + world.length) % world.length;
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const f = world.sample(sCam), ahead = world.sample(Math.min(sCam + 12, world.length));
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camera.position.copy(f.pos).addScaledVector(f.nor, -f.radius * 0.25);
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const target = ahead.pos.clone()
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.addScaledVector(f.bin, Math.sin(look.yaw) * 8)
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.addScaledVector(f.nor, Math.sin(look.pitch) * 8);
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camera.up.copy(f.nor);
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camera.lookAt(target);
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}
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// --- DBG (?dbg=1) — cite these numbers in NOTES; DBG.shot('name') saves a frame ---
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const dbgEl = document.getElementById('dbg');
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let frames = 0, fpsT = 0, fps = 0;
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renderer.info.autoReset = false; // three resets info at render end — cache per-frame instead
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const stats = { draws: 0, tris: 0 };
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window.DBG = {
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get draws() { return stats.draws; },
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get tris() { return stats.tris; },
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get fps() { return fps; },
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world, player, combat, assets, ui,
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shot(name = 'shot') {
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const a = document.createElement('a');
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a.download = `${name}.png`;
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a.href = renderer.domElement.toDataURL('image/png');
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a.click();
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},
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};
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addEventListener('resize', () => {
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camera.aspect = innerWidth / innerHeight;
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camera.updateProjectionMatrix();
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renderer.setSize(innerWidth, innerHeight);
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});
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// One deterministic simulation step — the whole game minus rendering. Exported so the
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// stepped-sim harness (f-progress documents it; rAF never fires in a hidden pane) exercises
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// the REAL loop — pump, run state and all — instead of a hand-rolled copy that drifts.
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function step(dt) {
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if (player) {
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player.update(dt); // must run first: combat hit-tests this frame's ship position
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pumpTo(player.state.s);
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combat.update(dt);
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updateRun(dt);
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world.update(dt, player.state.s);
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} else {
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updateCamera(dt); // ?fly=1 noclip / title drift
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world.update(dt, sCam);
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}
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}
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let last = performance.now();
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function frame(now) {
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const dt = Math.min((now - last) / 1000, 0.05);
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last = now;
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if (!paused) step(dt);
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ui?.update?.(dt); // overlay keeps animating while paused — the pause card moves
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renderer.render(scene, camera);
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stats.draws = renderer.info.render.calls;
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stats.tris = renderer.info.render.triangles;
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renderer.info.reset();
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frames++; fpsT += dt;
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if (fpsT >= 0.5) {
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fps = Math.round(frames / fpsT); frames = 0; fpsT = 0;
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if (flags.dbg && !flags.shots) {
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const s = player?.state.s ?? sCam;
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dbgEl.textContent = `${fps} fps · ${DBG.draws} draws · ${(DBG.tris / 1000) | 0}k tris · s=${s.toFixed(0)} · ${world.level?.id ?? '?'} ${world.hash?.() ?? ''}`;
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}
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}
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requestAnimationFrame(frame);
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}
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if (flags.dbg && !flags.shots) dbgEl.style.display = 'block';
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requestAnimationFrame(frame);
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export { scene, camera, renderer, bus, flags, world, player, combat, assets, ui, step };
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