Commit Graph

10 Commits

Author SHA1 Message Date
1422c5b926 Add centralized input control management and mission brief improvements
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- 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

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-21 17:25:11 -06:00
eccf101b73 Implement Svelte-based UI architecture with component system
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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

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-21 15:01:17 -06:00
7e5f7ef1e5 Add New Relic browser monitoring and update base station model
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- Integrate New Relic browser agent for performance monitoring and analytics
- Configure distributed tracing, performance metrics, and AJAX monitoring
- Update base.glb model file with latest changes
- Add baked texture for default theme

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-12 11:11:00 -06:00
1648364540 Add Discord widget integration with dynamic script loading
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- Created TypeScript wrapper for Widgetbot Crate
- Dynamically loads Discord widget from CDN at runtime
- Removed @widgetbot/crate npm package to avoid React dependency (182 packages removed)
- Integrated with VR mode: auto-hides in VR, auto-shows in desktop mode
- Connected to Discord server 1112846185913401475, channel 1437561367908581406

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-10 17:53:27 -06:00
b31e33350e Add Auth0 authentication, Facebook sharing, and optimized loading
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Features added:
- Auth0 authentication with optional login/signup
- Facebook share button on level completion (for FB users)
- Lazy initialization - nothing loads until level selected
- Deferred asset loading - assets load on first level click
- Preloader with progress tracking during level initialization
- User profile display with login/logout buttons

Technical improvements:
- Async router for proper Auth0 callback handling
- Main engine initialization deferred to level selection
- Assets (meshes, audio) load only when needed
- Progress reporting throughout initialization process

🤖 Generated with Claude Code

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-10 15:32:36 -06:00
17c98c6102 Fix explosion audio delay by using lightweight TransformNode
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Changes:
- Replace MeshBuilder.CreateSphere() with TransformNode in rockFactory.ts
- Eliminates 15-50ms geometry creation delay before audio playback
- Spatial audio only needs position data, not full mesh geometry
- Sound now plays immediately on asteroid collision

Technical details:
- TransformNode is a lightweight position container with no geometry
- No vertex buffers or WebGL resources to allocate
- Instantaneous creation removes blocking operation from critical path
- Maintains spatial audio positioning without performance overhead

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-10 14:04:16 -06:00
146ffccd3d Add Blender export tooling and refactor asset structure
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## Blender Export Utilities
- Add blenderExporter utility with ESM support (tsx)
- Create CLI script for exporting .blend files to GLB
- Add npm scripts: export-blend, export-blend:watch, export-blend:batch
- Support watch mode, batch export, and Draco compression
- Complete documentation in docs/BLENDER_EXPORT.md
- Add loadAsset utility helper

## Asset Structure Reorganization
- Move models to themeable structure: public/assets/themes/default/models/
- Add themes/ directory with source .blend files
- Remove old model files from public/ root
- Consolidate to asteroid.glb, base.glb, ship.glb

## Level Configuration Improvements
- Make startBase optional in LevelConfig interface
- Update LevelGenerator to not generate startBase data by default
- Update LevelDeserializer to handle optional startBase
- Update Level1 to handle null startBase
- Fix levelEditor to remove startBase generation references
- Update validation to treat startBase as optional

## Dependencies
- Add tsx for ESM TypeScript execution
- Add @types/node for Node.js types
- Update package-lock.json

This enables modding support with themeable assets and simplifies
level generation by making base stations optional.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-06 12:25:34 -06:00
052d972e69 Optimize WebXR performance and add procedural planet generation
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Enable multiview rendering in WebXR for improved framerate, remove expensive PhotoDome per-frame updates, and add planet generation system with 76 unique textures across 12 planet types.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-28 11:50:18 -05:00
d2aec0a87b Add difficulty levels and upgrade BabylonJS
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Implemented a level selection system with 5 difficulty modes (Recruit, Pilot, Captain, Commander, Test), each with different asteroid counts, sizes, speeds, and constraints. Upgraded BabylonJS from 7.13.1 to 8.32.0 and fixed particle system animation compatibility issues.

- Add card-based level selection UI with 5 difficulty options
- Create difficulty configuration system in Level1
- Fix explosion particle animations for mesh emitters (emitter.y → emitter.position.y)
- Implement particle system pooling for improved explosion performance
- Upgrade @babylonjs packages to 8.32.0
- Fix audio engine unlock after Babylon upgrade
- Add test mode with 100 large, slow-moving asteroids
- Add styles.css for level selection cards with hover effects

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-17 09:05:18 -05:00
a105e28333 Initial Commit 2025-02-15 11:19:24 -06:00