- DAYS table (game/game.ts): 5 days, each introduces exactly one pressure —
basics / +1 ingredient / wetter (2x tomato) / a real cut (katsu) / patience
ramp (maxSeconds 45->22, angerRamp 1.8). Game.setDay loads order + ramp.
- samurai.ramp scales every sin (sheathing unaffected) — day 5 the samurai
runs out of patience faster.
- Exit-bar: __s.playAllDays() — every day beatable by a scripted-honest run
(all S, standing). Ramp bites: day 1 = 7 crime-cuts to strike, day 5 = 4.
Verified in-browser.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- sim/samurai.ts: anger meter (0..1), events (drop/splat/crimeCut/servedWrong/
offstage/cleanServe), 5 unsheath stages -> generated portraits, vignette.
- game/judging.ts: 4 groups (THE CUT/SANDO/SERVICE/FLOOR), banded scores,
grade S-D. game/lines.ts: bilingual samurai barks, 8+/group, deterministic.
- game/game.ts: the run controller — order, serve+verdict, sins -> anger,
onStrike -> the string cut.
- THE STRING CUT: Marionette.cutStrings() deletes all 6 strings in one frame ->
ragdoll (pins survive); stage flings loose food with the slash impulse +
white slash FX + synth gong. Restringable (reset rebuilds).
- Assets wired: bg_washi backdrop + samurai portrait HUD + anger bar. The stage
now reads as the shadow-puppet theatre.
- Exit-bar: clean run grade S(10) standing; bad run grade D (judge discriminates);
disaster run strings cut -> ragdoll falls ~180px, samurai fury. Verified
in-browser (scorecard + string-cut shots) + full M1-M4 battery + npm run check.
- Traps: field 'game' collided with Phaser.Scene.game -> 'session'; walk
faceplant was per-frame lean>45 (a stride recovers) -> now head-hit-floor.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- sim/stack.ts: ordered layers on a plate zone, honest Matter stacking scored
by lean/COM-drift/overhang. standing = elevation (a toppled tower loses
height), not lean angle — a short stack reads 30deg from a 24px step.
- nudge() earthquake discriminates: a centred sando survives (lean 0->2.4),
a marginally-leaning one (lean 44) topples on the shake.
- Grip pickup fixed: was non-deterministic (trials shared puppet state) and
unreliable (a sideways bar yank only stretches the arms — they hang from the
shoulders). Now shiftBodyTo() walks the body over the crate first, and every
trial resets to home -> a true, deterministic 10/10.
- Exit-bar (full battery): M1 dangle 97f / walk 8.78u upright / grip 10/10;
M2 chop 2p cv0 clean / push splat 3.28 / wild offstage; M3 good survives,
bad toppled-by-quake. Verified in-browser + npm run check.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- sim/geom.ts: pure convex-polygon split by a line + pieceCV/cvWord ladder.
- sim/food.ts: convex polygon foods (bread/tomato/cheese/katsu/egg) with
toastsim material params (skin.resistance, flesh.moisture, wobble).
- sim/cutting.ts: blade pass-through detection -> split food into 2 real Matter
bodies along the chord; slow press on a wet food squashes into a splat decal
instead. Cut quality clean/ragged/crime by peak speed x chord fraction.
- Two traps fixed: (1) cut line through a vertex made lopsided halves -> split
now shares on-line verts (regression in geom.check.ts); (2) Matter setVelocity
is px/STEP not px/s -> piece launch was 60x too fast, flung halves to y=26000.
- Exit-bar: chop -> 2 clean pieces CV 0 (<0.1); push -> 0 pieces + splat 3.28;
wild swing -> piece offstage. Verified in-browser + npm run check (headless).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- sim/marionette.ts: control bar + 6 soft strings (head/back/2 hands/2 knees)
over a 9-segment silhouette. Bar snaps to mouse; the felt lag is string
stiffness<1 (worldConstraints), not an input buffer.
- Feet planted on floor + head+back strings keep the torso upright (no topple);
earlier pure-pendulum rig spun past 360deg — the back string fixed it.
- Sticky grip: while gripped, any empty hand latches the nearest target on
contact (puppet.update() each step). Reach = LMB drops the bar.
- Harness verbs: bar/sway/grip/pose/settle + dangle/walk/pickupTest + reset.
- Exit-bar measured: dangle settles 87 frames upright (lean 4.6); walk 8.84
units upright (>6 req, lean 30<45); grip 10/10. Verified in-browser + shot.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>