- Replace linear controller scaling with power curve (exp 2.5) for
smoother VR controls - less sensitive at low deflections, full
power at 90% stick travel
- Fix Missing Refresh Token error by clearing stale auth state
automatically instead of leaving users in broken state
- Fix build errors: use ScoreEvent type in weaponSystem, remove
unused parTime parameter from buildResult
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Co-Authored-By: Claude <noreply@anthropic.com>
- Replace multiplier-based scoring with additive system
- Score builds from asteroid destruction based on size and timing
- Small asteroids (<10 scale): 1000 pts, Medium (10-20): 500 pts, Large (>20): 250 pts
- Timing multiplier: 3x in first 1/3 of par time, 2x in middle, 1x in last third
- End-game bonuses only applied at game end (hull, fuel, accuracy)
- Add scale property to ScoreEvent for point calculation
- Update status screen to show "CURRENT SCORE" during play, "FINAL SCORE" at end
- Refactor star ratings display into individual columns
- Fix button clipping on hover with clipChildren = false
- Add reusable button hover effects utility
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Co-Authored-By: Claude <noreply@anthropic.com>
Implements a hint system that plays audio clips when specific game events occur:
- Ship status changes (fuel/hull/ammo thresholds)
- Asteroid destruction counts
- Ship collisions
Hints are stored in database with configurable play modes (once/always).
Also lowers background music volume from 0.5 to 0.2.
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Co-Authored-By: Claude <noreply@anthropic.com>
- Pass initial position to ship.initialize() to set position BEFORE
creating physics body, preventing collision race condition on reload
- Use get_or_create_user_id RPC (security definer) to bypass RLS
for user profile sync in both authService and cloudLeaderboardService
- Sync user to Supabase on Auth0 login to ensure profile exists
- Add Supabase schema.sql and policies.sql for documentation
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Co-Authored-By: Claude <noreply@anthropic.com>
- Use InputControlManager.shipControlsEnabled instead of local flag
- Remove unused _controlsEnabled field from Ship class
- Fixes trigger press not dismissing mission brief screen
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Co-Authored-By: Claude <noreply@anthropic.com>
Calculate velocity at bullet spawn point (8.4 units from center) instead
of ship center. Accounts for tangential velocity from angular rotation
using cross product: velocity_at_spawn = linear + (angular × offset).
This fixes bullets appearing to drift when ship is moving and rotating.
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Co-Authored-By: Claude <noreply@anthropic.com>
- Fix duplicate render loops causing 50% FPS drop (70→40)
- Add stopRenderLoop() before runRenderLoop() in level1.ts and levelSelectedHandler.ts
- Add ?loglevel=debug|info|warn|error query parameter
- Add Y button to toggle inspector in XR
- Throttle scoreboard updates to every 10 frames
- Throttle game-end condition checks to every 30 frames
- Remove per-frame logging from explosion animations
- Reduce background stars from 5000 to 2500
- Freeze asteroid material after loading
- Reduce physics substeps from 5 to 2
- Disable autoClear for Quest 2 performance
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
- Create centralized logger module (src/core/logger.ts)
- Replace all debugLog() calls with log.debug()
- Replace console.log() with log.info()
- Replace console.warn() with log.warn()
- Replace console.error() with log.error()
- Delete deprecated src/core/debug.ts
- Configure log levels: debug for dev, warn for production
- Add localStorage override for production debugging
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Co-Authored-By: Claude <noreply@anthropic.com>
- Add ESLint with typescript-eslint for unused code detection
- Fix 33 unused variable/import warnings across codebase
- Remove player_name from leaderboard insert (normalized design)
- Add ensureUserProfile() to upsert user display_name to users table
- Update leaderboard queries to join with users(display_name)
- Add getDisplayName() helper for leaderboard entries
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Remove all local level storage concepts and load levels exclusively from
Supabase cloud. Simplifies LevelRegistry from 380+ lines to ~50 lines.
Uses CloudLevelEntry directly throughout the codebase instead of wrapper
types like LevelDirectoryEntry.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
- Add pagination support to CloudLeaderboardService with offset parameter
- Implement infinite scroll in Leaderboard.svelte using IntersectionObserver
- Update seed script to use actual game scoring formulas (time, accuracy, fuel, hull multipliers)
- Add level-specific asteroid counts and par times to seed data
- Create BUGS.md to track known issues
- Partial work on XR camera orientation (documented in BUGS.md)
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Co-Authored-By: Claude <noreply@anthropic.com>
- Create GameResultsService for storing game results in localStorage
- Create gameResultsStore Svelte store for reactive data access
- Add Leaderboard component showing top 20 scores
- Add leaderboard route and navigation link
- Record game results on victory/death/stranded (not manual exits)
- Fix header visibility when exiting game
- Fix camera error by stopping render loop after cleanup
- Clear canvas after cleanup to prevent last frame showing
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
- Switch from svelte-spa-router to svelte-routing for clean URLs without hashes
- Fix relative asset paths to absolute paths (prevents 404s on nested routes)
- Fix physics engine disposal using scene.disablePhysicsEngine()
- Fix Ship observer cleanup to prevent stale callbacks after level disposal
- Add _gameplayStarted flag to prevent false game-end triggers during init
- Add hasAsteroidsToDestroy check to prevent false victory on restart
- Add RockFactory.reset() to properly reinitialize asteroid mesh between games
- Add null safety checks throughout RockFactory for static properties
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
This commit resolves several physics-related issues that were causing
unexpected behavior in ship and asteroid movement:
**Physics Sleep System**
- Fixed abrupt stops by preventing Havok from putting bodies to sleep
- Added PhysicsActivationControl.ALWAYS_ACTIVE for ship and asteroids
- Made ship sleep behavior configurable via shipPhysics.alwaysActive
- Sleep was causing sudden velocity zeroing at low speeds
**Center of Mass Issues**
- Discovered mesh-based physics calculated offset CoM: (0, -0.38, 0.37)
- Override ship center of mass to (0, 0, 0) to prevent thrust torque
- Applying force at offset CoM was creating unwanted pitch rotation
- Added debug logging to track mass properties
**Input Deadzone Improvements**
- Implemented smooth deadzone scaling (0.1-0.15 range)
- Replaced hard threshold cliff with linear interpolation
- Prevents abrupt control cutoff during gentle inputs
- Added VR mode check to disable keyboard fallback in VR
**Configuration System**
- Added DEFAULT_SHIP_PHYSICS constant as single source of truth
- Added tunable parameters: linearDamping, angularDamping, alwaysActive
- Added fuel consumption rates: linearFuelConsumptionRate, angularFuelConsumptionRate
- Tuned for 1 minute linear thrust, 2 minutes angular thrust at 60Hz
- All physics parameters now persist to localStorage
**Other Fixes**
- Changed orbit center to STATIC motion type (was ANIMATED)
- Fixed linear force application point (removed offset)
- Added ship initial velocity support from level config
- Changed physics update from every 10 frames to every physics tick
- Increased linear input threshold from 0.1 to 0.15
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Co-Authored-By: Claude <noreply@anthropic.com>
- Create InputControlManager singleton for centralized ship controls and pointer selection management
- Last-wins behavior for state changes
- Mutually exclusive ship controls and VR pointer selection
- Observable events for state changes with requester tracking
- Enables debugging and prevents conflicts between UI components
- Refactor Ship class to use InputControlManager
- Remove disableControls() and enableControls() methods
- Register input systems with InputControlManager on initialization
- Simplify control state management throughout ship lifecycle
- Update StatusScreen to use InputControlManager
- Remove manual pointer selection enable/disable methods
- Delegate control management to InputControlManager
- Automatic laser pointer enabling when screen shows
- Update Level1 mission brief to use InputControlManager
- Consistent control management for mission brief display
- Proper pointer selection during mission brief interaction
- Fix controller input trigger blocking bug
- Triggers now properly blocked when controls disabled
- Prevents shooting when status screen or mission brief is visible
- Only X-button (status screen toggle) allowed when disabled
- Add START MISSION button to mission brief
- Replace "Pull trigger to start" text with clickable button
- Green styled button matching StatusScreen design
- Works with VR laser pointer interaction
- Trigger pull still works as fallback
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Major refactoring of the UI layer to use Svelte components:
- Replace inline HTML with modular Svelte components
- Add authentication system with UserProfile component
- Implement navigation store for view management
- Create comprehensive settings and controls screens
- Add level editor with JSON validation
- Implement progression tracking system
- Update level configurations and base station model
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Add mission briefing system that displays when entering VR and requires
trigger pull to dismiss before gameplay begins. This prevents accidental
weapon firing and provides clear mission objectives to players.
## Key Features
- Mission brief displays on VR entry with objectives from directory.json
- Ship controls disabled during briefing (movement, rotation, weapons)
- Either controller trigger dismisses brief and starts game timer
- First trigger pull does not fire weapons, only dismisses briefing
- Subsequent trigger pulls fire weapons normally
## Implementation Details
- Added MissionBrief class with mesh-based UI parented to ship
- Ship class gains disableControls()/enableControls() methods
- New mission brief trigger observable bypasses normal shoot handling
- ControllerInput modified to allow triggers through when disabled
- Level1 orchestrates control flow: disable → show brief → enable
- Game timer and physics recording start only after dismissal
## Technical Changes
- controllerInput.ts: Allow trigger events when controls disabled
- ship.ts: Add control state tracking and mission brief observable
- level1.ts: Integrate mission brief into XR initialization flow
- missionBrief.ts: New class for displaying briefing with trigger detection
- Fixed property name mismatch in level selection event dispatch
- Added cache-busting for dev mode level loading
- Exposed LevelRegistry to window for debugging
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Implements a flexible, provider-agnostic analytics system with New Relic adapter featuring intelligent event batching for cost optimization.
Features:
- Type-safe event tracking with TypeScript interfaces
- Pluggable adapter architecture for multiple providers
- Intelligent batching (reduces data usage by 70-90%)
- Event sampling for high-volume events
- Zero breaking changes to existing New Relic setup
- Debug mode for development testing
Integration points:
- Session tracking in main.ts
- Level start and WebXR events in level1.ts
- Asteroid destruction and hull damage in ship.ts
- Performance snapshots and session end in gameStats.ts
Events tracked:
- session_start, session_end
- webxr_session_start
- level_start
- asteroid_destroyed (20% sampled)
- hull_damage
- gameplay_snapshot (60s intervals, 50% sampled)
Cost optimization:
- Batching reduces individual events by ~70%
- Sampling reduces high-frequency events by 50-80%
- Combined savings: ~90% data reduction
- Keeps usage safely under New Relic free tier (100GB/month)
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Implemented VoiceAudioSystem class that loads voice clips and plays them sequentially in response to game events (fuel/hull/ammo warnings).
Changes:
- VoiceAudioSystem: New class for managing voice audio
- Loads 13 voice MP3 files (warning, danger, fuel, hull, ammo, etc.)
- Priority queue system (HIGH, NORMAL, LOW)
- Sequential playback with state polling
- One-shot warning tracking to prevent spam
- Non-spatial audio (cockpit computer voice)
- Ship: Integrated VoiceAudioSystem
- Initialize voice system after ShipAudio
- Subscribe to ShipStatus.onStatusChanged events
- Call update() in render loop for sequential playback
Features:
- Event-driven warnings trigger on status thresholds
- Fuel/hull/ammo < 30%: "warning" → resource name
- Fuel/hull/ammo < 10%: "danger" → resource name
- Resource = 0: resource name → "empty"
- Comprehensive debug logging for troubleshooting
- State machine handles queue and playback sequencing
Note: Current implementation has a bug in getMaxValue() calculation that prevents warnings from triggering correctly. Will be fixed in next commit.
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Co-Authored-By: Claude <noreply@anthropic.com>