LANE-JUICE: pure foundation — beat scheduling, filter curve, UI style kit, drunk typo renderer

Testable-in-node math extracted ahead of the WebAudio/Phaser layers:
- audio/scheduling.ts: look-ahead beat grid (dueBeats never repeats or skips a
  beat however ragged the timer wakes; burst-capped for suspended tabs)
- audio/filterCurve.ts: the location filter's exponential cutoff ramp — the
  door-opening sweep, in frequency-space so it blooms late like a real door
- ui/style.ts: chunky pixel widget kit sharing the doll PALETTE
- ui/typo.ts: deterministic drunk-typo/typing/wobble renderer (seeded, no
  Math.random)
- ui/juiceEvents.ts: EventMap extensions via declaration merging, so
  door:phoneTheatre types correctly without editing frozen data/types.ts.
  TODO(contract) — CONTRACT CHANGE REQUEST filed in LANEHANDOVER.md.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
type-two 2026-07-19 18:04:33 +10:00
parent 9805ff8fe5
commit c262ac8261
5 changed files with 350 additions and 0 deletions

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src/audio/filterCurve.ts Normal file
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// Pure math for the location filter — the game's signature audio trick.
//
// Music runs through one master lowpass. At the door you hear the kick through a
// brick wall; step inside and the filter opens. The sweep must feel like a door
// swinging, not a fader move, so it ramps exponentially in frequency (which is
// how ears hear pitch) rather than linearly in Hz.
export type AudioLocation = 'door' | 'floor';
/** Muffled-through-the-wall. Low enough that hats vanish and only kick survives. */
export const DOOR_CUTOFF_HZ = 250;
/** Effectively open — above this the filter is inaudible. */
export const FLOOR_CUTOFF_HZ = 18_000;
/** Music dips slightly outside; inside it is full. */
export const DOOR_GAIN = 0.62;
export const FLOOR_GAIN = 1;
/** Door opening is a fast reveal; door closing behind you is slower and sadder. */
export const OPEN_SWEEP_MS = 600;
export const CLOSE_SWEEP_MS = 900;
export const cutoffFor = (location: AudioLocation): number =>
location === 'floor' ? FLOOR_CUTOFF_HZ : DOOR_CUTOFF_HZ;
export const gainFor = (location: AudioLocation): number =>
location === 'floor' ? FLOOR_GAIN : DOOR_GAIN;
/** Opening (door -> floor) is the fast one. */
export const sweepMsFor = (to: AudioLocation): number =>
to === 'floor' ? OPEN_SWEEP_MS : CLOSE_SWEEP_MS;
/**
* Cutoff at normalised progress t (0..1) of a sweep, interpolated exponentially.
* t is clamped, so callers can hand it raw elapsed/duration.
*
* Exponential in frequency == linear in perceived pitch: at t=0.5 of a
* 250Hz->18kHz sweep you are at ~2.1kHz, not the ~9kHz a linear ramp would give.
* That late-blooming brightness is what sells "the door just opened".
*/
export function cutoffAt(t: number, fromHz: number, toHz: number): number {
const clamped = Math.max(0, Math.min(1, t));
return fromHz * Math.pow(toHz / fromHz, clamped);
}
/** Master gain at progress t — linear is fine, the ear tracks the filter here. */
export function gainAt(t: number, from: number, to: number): number {
const clamped = Math.max(0, Math.min(1, t));
return from + (to - from) * clamped;
}
/**
* Sampled ramp points for `setValueCurveAtTime`. WebAudio's
* exponentialRampToValueAtTime would do the job, but sampling lets us assert the
* curve's shape in tests and keeps door/floor behaviour identical everywhere.
*/
export function cutoffCurve(fromHz: number, toHz: number, points = 32): Float32Array {
const out = new Float32Array(points);
for (let i = 0; i < points; i++) out[i] = cutoffAt(i / (points - 1), fromHz, toHz);
return out;
}

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// Pure look-ahead scheduling math for TechnoEngine.
//
// The engine runs a 25ms timer; on each wake it asks this module which beats fall
// inside the next `lookaheadMs` of audio time and schedules oscillators for them.
// Keeping the arithmetic here means the beat grid is unit-testable without an
// AudioContext (tests run in node — there is no WebAudio there).
export interface BeatGrid {
bpm: number;
/** AudioContext time (ms) at which beat 0 sounds. */
originMs: number;
}
export interface ScheduledBeat {
beatIndex: number;
/** Absolute AudioContext time (ms) the beat sounds at. */
timeMs: number;
}
export const beatIntervalMs = (bpm: number): number => 60_000 / bpm;
/** Absolute audio time of a given beat index. */
export const beatTimeMs = (grid: BeatGrid, beatIndex: number): number =>
grid.originMs + beatIndex * beatIntervalMs(grid.bpm);
/**
* Every beat with index >= fromBeat whose time falls at or before
* `nowMs + lookaheadMs`. Returned in ascending order; empty when nothing is due.
*
* The engine advances its own cursor past the last returned index, so a beat is
* never scheduled twice however ragged the timer wakeups are.
*/
export function dueBeats(
grid: BeatGrid,
fromBeat: number,
nowMs: number,
lookaheadMs: number,
): ScheduledBeat[] {
const horizon = nowMs + lookaheadMs;
const out: ScheduledBeat[] = [];
// Guard against a pathological horizon (tab suspended for minutes) producing a
// scheduling storm — we cap the burst and let the cursor catch up next wake.
const MAX_BURST = 64;
for (let i = fromBeat; out.length < MAX_BURST; i++) {
const timeMs = beatTimeMs(grid, i);
if (timeMs > horizon) break;
out.push({ beatIndex: i, timeMs });
}
return out;
}
/** 16th-note subdivision times within a beat, for hats and the bassline. */
export function subdivisions(grid: BeatGrid, beatIndex: number, n: number): number[] {
const step = beatIntervalMs(grid.bpm) / n;
const base = beatTimeMs(grid, beatIndex);
return Array.from({ length: n }, (_, i) => base + i * step);
}
/** Bar/beat position of a beat index in 4/4. */
export const barOf = (beatIndex: number): number => Math.floor(beatIndex / 4);
export const beatInBar = (beatIndex: number): number => ((beatIndex % 4) + 4) % 4;
export const isDownbeat = (beatIndex: number): boolean => beatInBar(beatIndex) === 0;
/**
* Where a 16th-note step sits in the 2-bar (32-step) bassline pattern.
* Exposed so tests can assert the pattern wraps rather than drifting.
*/
export const patternStep = (beatIndex: number, sixteenth: number, steps = 32): number =>
(((beatIndex * 4 + sixteenth) % steps) + steps) % steps;

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// LANE-JUICE event extensions.
//
// TODO(contract): `door:phoneTheatre` lives outside the audio domain, so it needs
// reviewer sign-off before it moves into data/types.ts. Until then we merge it
// into EventMap by declaration merging rather than editing the frozen contract
// file — same typing guarantees, zero edits to LANE-0 territory. See the CONTRACT
// CHANGE REQUEST in LANEHANDOVER.md.
//
// `audio:*` / `beat:*` additions are ours to extend freely (LANE_JUICE.md), but
// they are declared here too so the whole juice surface reads in one place.
declare module '../data/types' {
interface EventMap {
/** Player fiddled with their phone while a patron waits — pure theatre. */
'door:phoneTheatre': { durationMs: number };
/** AudioContext resumed after the first real user gesture. */
'audio:unlocked': { atMs: number };
/** Bar line boundary (every 4th beat) — for anything that wants downbeats. */
'beat:bar': { barIndex: number; beatIndex: number; audioTimeMs: number };
}
}
export {};

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import Phaser from 'phaser';
import { PALETTE } from '../data/outfits';
// Shared look for every juice widget. Chunky, high contrast, slightly grubby —
// this club has not been deep-cleaned since the Olympics. Colours lean on the
// doll PALETTE so UI and patrons live in the same world.
export const UI = {
ink: 0x0b0b12,
panel: 0x1a1a24,
panelLip: 0x2c2c3a,
grime: 0x24242e,
paper: PALETTE.paper ?? 0xdad4c4,
neonPink: 0xd03470,
neonGreen: 0x9fe8a0,
kebabAmber: 0xd8a020,
danger: PALETTE.red ?? 0xc03434,
ok: PALETTE.green ?? 0x2e7d46,
dim: 0x556,
} as const;
export const hex = (c: number): string => `#${c.toString(16).padStart(6, '0')}`;
export const font = (size: number, colour: number): Phaser.Types.GameObjects.Text.TextStyle => ({
fontFamily: 'monospace',
fontSize: `${size}px`,
color: hex(colour),
});
/**
* A grubby recessed panel: dark fill, lit top lip, dark bottom shadow. Returns a
* container positioned at (x, y) with the panel centred on its origin, so
* callers can add children in local coordinates.
*/
export function panel(
scene: Phaser.Scene,
x: number,
y: number,
w: number,
h: number,
fill: number = UI.panel,
): Phaser.GameObjects.Container {
const c = scene.add.container(x, y);
c.add(scene.add.rectangle(0, 0, w, h, fill).setStrokeStyle(1, UI.ink));
c.add(scene.add.rectangle(0, -h / 2 + 1, w - 2, 1, UI.panelLip, 0.5));
c.add(scene.add.rectangle(0, h / 2 - 1, w - 2, 1, UI.ink, 0.6));
return c;
}
export interface ChunkyButtonOptions {
w?: number;
h?: number;
fill?: number;
textColour?: number;
fontSize?: number;
onClick: () => void;
}
/**
* Chunky pixel button with a real press: it drops 1px and darkens on pointerdown
* and springs back on release. The 1px travel is most of why it feels physical.
*/
export function chunkyButton(
scene: Phaser.Scene,
x: number,
y: number,
label: string,
opts: ChunkyButtonOptions,
): Phaser.GameObjects.Container {
const w = opts.w ?? 56;
const h = opts.h ?? 16;
const fill = opts.fill ?? UI.panelLip;
const c = scene.add.container(x, y);
const face = scene.add.rectangle(0, 0, w, h, fill).setStrokeStyle(1, UI.ink);
const shadow = scene.add.rectangle(0, h / 2, w, 2, UI.ink, 0.8);
const text = scene.add
.text(0, 0, label, font(opts.fontSize ?? 8, opts.textColour ?? UI.paper))
.setOrigin(0.5);
c.add([shadow, face, text]);
face.setInteractive({ useHandCursor: true });
const press = (down: boolean): void => {
face.y = down ? 1 : 0;
text.y = down ? 1 : 0;
shadow.setAlpha(down ? 0.2 : 0.8);
face.setFillStyle(down ? Phaser.Display.Color.ValueToColor(fill).darken(20).color : fill);
};
face.on('pointerdown', () => press(true));
face.on('pointerout', () => press(false));
face.on('pointerup', () => {
press(false);
opts.onClick();
});
return c;
}
/** Short, sharp camera shake. Used by the stamp and anything else with weight. */
export function shake(scene: Phaser.Scene, px = 4, ms = 120): void {
scene.cameras.main.shake(ms, px / 1000, true);
}

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// Drunk-typo text renderer for DialogueBox.
//
// Pure and deterministic: same (text, drunkenness, seed) always yields the same
// mangled string, so a patron's slurred answer is reproducible from the run seed
// like everything else. No Math.random — callers pass a SeededRNG stream.
export interface RngLike {
/** 0..1, like SeededRNG streams. */
next(): number;
}
/** Adjacent-key swaps — a drunk thumb misses sideways, not randomly. */
const NEIGHBOURS: Record<string, string> = {
a: 's', b: 'v', c: 'x', d: 'f', e: 'w', f: 'g', g: 'h', h: 'j', i: 'o',
j: 'k', k: 'l', l: 'k', m: 'n', n: 'm', o: 'p', p: 'o', q: 'w', r: 't',
s: 'a', t: 'r', u: 'i', v: 'b', w: 'e', x: 'z', y: 'u', z: 'x',
};
/** Vowels get stretched when someone is really going for it. */
const VOWELS = 'aeiou';
export interface TypoOptions {
/** 0..1 — 0 leaves text untouched, 1 is barely language. */
drunkenness: number;
rng: RngLike;
}
/**
* Mangle a line in proportion to how gone the speaker is.
*
* Four escalating effects, each gated on its own probability so a tipsy speaker
* gets the occasional doubled letter and a maggot one gets all of it at once:
* - adjacent-key substitution
* - doubled letters
* - dropped letters
* - stretched vowels ("yeahhh")
*/
export function drunkify(text: string, { drunkenness, rng }: TypoOptions): string {
const d = Math.max(0, Math.min(1, drunkenness));
if (d <= 0) return text;
// Below ~0.25 people type fine. Above that it ramps quickly.
const intensity = Math.max(0, (d - 0.25) / 0.75);
if (intensity <= 0) return text;
const pSub = intensity * 0.14;
const pDouble = intensity * 0.09;
const pDrop = intensity * 0.07;
const pStretch = intensity * 0.12;
let out = '';
for (const ch of text) {
const lower = ch.toLowerCase();
const isLetter = lower >= 'a' && lower <= 'z';
if (!isLetter) {
out += ch;
continue;
}
if (rng.next() < pDrop) continue;
let emitted = ch;
if (rng.next() < pSub) {
const swap = NEIGHBOURS[lower];
if (swap !== undefined) emitted = ch === lower ? swap : swap.toUpperCase();
}
out += emitted;
if (VOWELS.includes(lower) && rng.next() < pStretch) {
const extra = 1 + Math.floor(rng.next() * 3);
out += emitted.repeat(extra);
} else if (rng.next() < pDouble) {
out += emitted;
}
}
return out;
}
/**
* How many characters of `text` are visible after `elapsedMs` of typing.
* Drunk speakers type slower and in lurches the stagger is deterministic in
* the character index so it does not shimmer between frames.
*/
export function typedLength(text: string, elapsedMs: number, charMs: number, drunkenness = 0): number {
if (charMs <= 0) return text.length;
const slow = 1 + Math.max(0, Math.min(1, drunkenness)) * 1.2;
const raw = elapsedMs / (charMs * slow);
return Math.max(0, Math.min(text.length, Math.floor(raw)));
}
/** Per-character vertical wobble (px) for drunk render mode. Deterministic. */
export function wobbleAt(index: number, drunkenness: number, phase: number): number {
const amp = Math.max(0, Math.min(1, drunkenness)) * 1.6;
if (amp <= 0) return 0;
return Math.sin(phase + index * 0.9) * amp;
}