Commit Graph

17 Commits

Author SHA1 Message Date
21a6d7c9ec Update rendering and add level editor components
- Enable renderingGroupId=3 for missionBrief and statusScreen (always on top)
- Adjust background stars: increase count to 4500, radius to 50000
- Add level editor Svelte components (AsteroidList, BaseConfig, LevelConfig,
  PlanetList, ShipConfig, Vector3Input editors)
- Add LEVEL_TRANSITION.md documentation

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-12-02 12:50:12 -06:00
18a9ae9978 Refactor loading into 3-phase system to mask XR camera repositioning
Phase 1: Prefetch assets (ship.glb, asteroid.glb, base.glb, audio)
Phase 2: Create level meshes hidden (before XR entry)
Phase 3: Enter XR, init physics, show meshes, unlock audio

Key changes:
- Split Ship.initialize() into addToScene() + initializePhysics()
- Split RockFactory.createRock() into createRockMesh() + initPhysics()
- Split StarBase.buildStarBase() into addToScene() + initializePhysics()
- Add deserializeMeshes() + initializePhysics() to LevelDeserializer
- Update Level1 to orchestrate new phased flow
- Fix XR camera parenting (use getTransformNodeByName not getMeshById)
- Fix asteroid visibility (show meshes before clearing _createdRocks map)
- Add audioPrefetch utility for prefetching audio files

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-12-02 12:43:24 -06:00
749cc18211 Refactor scoring system to additive model starting at 0
- 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>
2025-12-01 16:39:27 -06:00
5ce26c64ff Refactor weapon system to shape casting and parent status screen to ship
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- Replace physics-based projectiles with shape cast collision detection
- Add ignoreBody to shape cast to prevent projectiles hitting ship mesh
- Parent StatusScreen to ship TransformNode instead of XR camera
- Add velocity check to victory condition (must be < 5 m/s)
- Adjust projectile spawn offset and velocity

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-30 16:03:27 -06:00
b46f44e32d Performance fixes and debug features
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- 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

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-29 07:58:15 -06:00
123b341ed7 Replace debugLog and console.* with loglevel logger
- 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>
2025-11-29 05:24:18 -06:00
44c685ac2d Cleanup batch 5: Remove unused exported types
Made 75+ types internal (removed export keyword) across 24 files:
- Analytics event types (kept GameEventMap, GameEventName, GameEventProperties)
- Level config types (QuaternionArray, MaterialConfig, etc.)
- Ship types (SightConfig, InputState, etc.)
- Store state types (AuthState, GameConfigData, etc.)
- Various config interfaces

These types are still used internally but were never imported elsewhere.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-28 18:11:40 -06:00
e60280cf83 Cleanup batch 4: Remove 8 unused exports
- analytics/index.ts: Removed exports for AnalyticsService, NewRelicAdapter
- sphereLightmap.ts: Deleted createColoredSphereLightmap function
- scoreCalculator.ts: Made getTimeStars, getAccuracyStars, getFuelStars, getHullStars internal
- loginScreen.ts: Deleted showLoginScreen function

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-28 18:04:04 -06:00
8570c22a0c Cleanup batch 1: Delete 11 unused source files
Removed files identified by knip as never imported:
- src/utils/scoreEvent.ts (duplicate type)
- src/components/shared/VectorInput.svelte
- src/levels/storage/ILevelStorageProvider.ts
- src/ship/shipEngine.ts
- src/levels/config/levelSerializer.ts
- src/levels/generation/levelEditor.ts
- src/levels/generation/levelGenerator.ts
- src/levels/stats/levelStats.ts
- src/ui/screens/controlsScreen.ts
- src/ui/screens/settingsScreen.ts
- src/environment/celestial/planetTextures.ts

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-28 17:41:02 -06:00
3ff1ffeb45 Simplify level system and add asteroid-mania level
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- Add new asteroid-mania level to directory and DEFAULT_LEVEL_ORDER
- Remove level caching entirely (always fetch fresh from network)
- Delete legacy router.ts, levelSelector.ts, and levelVersionManager.ts
- Remove unused router handlers from main.ts (~120 lines)
- Fix projectile curving by cloning velocity vector in weaponSystem.ts
- Update LevelSelect.svelte to include asteroid-mania

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-25 15:34:23 -06:00
28c1b2b2aa Fix routing, cleanup, and game restart issues
- 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

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-25 11:21:05 -06:00
e31e25f9e5 Fix physics issues: sleep behavior, center of mass, and input scaling
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>
2025-11-24 14:03:32 -06:00
244a25fff5 Implement hybrid level storage system with JSON-based defaults and configurable orbit constraints
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Major changes:
- Add LevelRegistry for managing default (JSON) and custom (localStorage) levels
- Default levels now load from /public/levels/*.json files
- Add 6 default level JSON files (rookie-training through final-challenge)
- Implement version-based automatic cache invalidation
- Add LevelVersionManager for tracking level updates
- Add LevelStatsManager for performance tracking (completion rate, best time, etc.)
- Add legacy migration tool for existing localStorage data
- Update level selector UI with stats display and version badges
- Add configurable orbit constraints per level (useOrbitConstraints flag)
- Hide copy button in level selector UI (TODO: re-enable later)
- Add extensive debug logging for velocity troubleshooting
- Add cloud sync infrastructure interfaces (future-ready)

Technical improvements:
- Hybrid storage: immutable defaults from JSON, editable custom levels in localStorage
- Automatic cache refresh when directory.json version changes
- Cache API for offline support
- Fresh start migration approach with export option
- Level loading now initializes before router starts

Physics configuration:
- Add useOrbitConstraints flag to LevelConfig
- Rookietraining.json uses constraints (velocities will create orbital motion)
- Debug logging added to verify velocity application

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-11 18:40:01 -06:00
500830779d Add level configuration system and update base station model
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- Add level 1 JSON with 4 asteroids and difficulty config
- Add mission directory with recruit and fuel management missions
- Update base.glb model for space station
- Clean up unused helper functions in planetTextures.ts
- Refactor starBase.ts position handling to use container root node

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-11 17:26:18 -06:00
9b22b06d08 Fix critical bug: Repeating voice messages now stop when resources recover
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Added stateKey field to VoiceMessage interface to explicitly link messages
with warning states, preventing infinite repeat loops.

Bug fixes:
- Messages check warning state exists before re-queuing
- clearWarningState() now purges matching messages from queue
- Proper cleanup when resources increase above thresholds

Changes to voiceAudioSystem.ts:
- VoiceMessage interface: Added stateKey field
- queueMessage(): Added stateKey parameter
- handleStatusChange(): Pass state keys when queueing warnings
- update(): Validate state exists before re-queuing repeating messages
- clearWarningState(): Filter queue to remove messages with matching stateKey

Also includes explosion audio improvements:
- Use onEndedObservable instead of setTimeout for audio cleanup
- Adjusted explosion force and duration parameters

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-11 16:57:12 -06:00
48ac74977f Refactor: Move explosion sound to ExplosionManager
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Moved explosion audio management from RockFactory to ExplosionManager for better separation of concerns and synchronized audio/visual effects.

Changes:
- ExplosionManager: Added audio support with sound pooling (5 instances)
  - New initAudio() method to load explosion sounds after audio unlock
  - Sound pool prevents concurrent explosion conflicts
  - Spatial audio synchronized with visual duration (1000ms)
  - Proper SoundState checking for available sounds

- RockFactory: Simplified by delegating audio to ExplosionManager
  - Removed _explosionSound and _audioEngine properties
  - initAudio() now delegates to ExplosionManager
  - Collision callback reduced from ~60 to ~30 lines
  - Fixed disposal order to prevent double-disposal errors

Benefits:
- Fixes concurrent explosion sound bug (multiple asteroids can explode simultaneously)
- Audio/visual timing synchronized (both use config.duration)
- Cleaner code organization (all explosion effects in one place)
- Proper disposal ordering prevents runtime errors

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-11 13:47:19 -06:00
0dc3c9d68d Restructure codebase into logical subdirectories
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## Major Reorganization

Reorganized all 57 TypeScript files from flat src/ directory into logical subdirectories for improved maintainability and discoverability.

## New Directory Structure

```
src/
├── core/ (4 files)
│   └── Foundation modules: defaultScene, gameConfig, debug, router
│
├── ship/ (10 files)
│   ├── Ship coordination and subsystems
│   └── input/ - VR controller and keyboard input
│
├── levels/ (10 files)
│   ├── config/ - Level schema, serialization, deserialization
│   ├── generation/ - Level generator and editor
│   └── ui/ - Level selector
│
├── environment/ (11 files)
│   ├── asteroids/ - Rock factory and explosions
│   ├── celestial/ - Suns, planets, textures
│   ├── stations/ - Star base loading
│   └── background/ - Stars, mirror, radar
│
├── ui/ (9 files)
│   ├── hud/ - Scoreboard and status screen
│   ├── screens/ - Login, settings, preloader
│   └── widgets/ - Discord integration
│
├── replay/ (7 files)
│   ├── Replay system components
│   └── recording/ - Physics recording and storage
│
├── game/ (3 files)
│   └── Game systems: stats, progression, demo
│
├── services/ (2 files)
│   └── External integrations: auth, social
│
└── utils/ (5 files)
    └── Shared utilities and helpers
```

## Changes Made

### File Moves (57 files)
- Core modules: 4 files → core/
- Ship system: 10 files → ship/ + ship/input/
- Level system: 10 files → levels/ (+ 3 subdirs)
- Environment: 11 files → environment/ (+ 4 subdirs)
- UI components: 9 files → ui/ (+ 3 subdirs)
- Replay system: 7 files → replay/ + replay/recording/
- Game systems: 3 files → game/
- Services: 2 files → services/
- Utilities: 5 files → utils/

### Import Path Updates
- Updated ~200 import statements across all files
- Fixed relative paths based on new directory structure
- Fixed case-sensitive import issues (physicsRecorder, physicsStorage)
- Ensured consistent lowercase filenames for imports

## Benefits

1. **Easy Navigation** - Related code grouped together
2. **Clear Boundaries** - Logical separation of concerns
3. **Scalability** - Easy pattern for adding new features
4. **Discoverability** - Find ship code in /ship, levels in /levels, etc.
5. **Maintainability** - Isolated modules easier to update
6. **No Circular Dependencies** - Clean dependency graph maintained

## Testing

- All TypeScript compilation errors resolved
- Build succeeds with new structure
- Import paths verified and corrected
- Case-sensitivity issues fixed

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-11 12:53:18 -06:00