Commit Graph

48 Commits

Author SHA1 Message Date
3104859bb7 Fix ENTER XR button centering and improve preloader styling
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Co-Authored-By: Claude <noreply@anthropic.com>
2025-12-01 12:10:12 -06:00
1528f54472 Add ENTER XR button to preloader with level info display
- Replace automatic XR entry with user-triggered ENTER XR button
- Display level name, difficulty, and mission brief during loading
- Add VR availability check with "VR not available" error for desktop
- Add deep link protection - redirect locked levels to level select
- Extract XR entry logic to xrEntryHandler.ts for code organization
- Refactor levelSelectedHandler.ts from 206 to 150 lines

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-12-01 11:51:33 -06:00
8180088b3b updated audio.
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2025-12-01 08:55:21 -06:00
91e712edd9 Add level hints system for event-triggered audio playback
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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>
2025-12-01 08:45:20 -06:00
e3422ef9f2 Add mission brief audio playback using AudioEngineV2
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- Add mission_brief_audio field to CloudLevelEntry interface
- Update missionBrief.ts to use AudioEngineV2.createSoundAsync()
  instead of legacy Sound class (fixes audio not playing)
- Pass audioEngine to MissionBrief.initialize() from Level1
- Add welcome_rookie.mp3 audio file

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-12-01 07:27:42 -06:00
dfa46c85a6 Hide canvas until XR camera positioned in ship cockpit
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- Hide #gameCanvas by default in CSS (display: none)
- Show canvas in setupXRCamera() after camera is parented to ship
- Show canvas in flat mode fallback paths
- Fix preloader to append to document.body (was hidden with #levelSelect)

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-29 05:42:53 -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
3f164df9e8 Add game results leaderboard system
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- 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

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-25 12:39:23 -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
71ff46e4cf Implement comprehensive scoring system with star ratings
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Add linear-clamped scoring system that rewards speed, accuracy, fuel
efficiency, and hull integrity. Scores are always positive with a 0.5x
multiplier floor for refueling/repairs.

Scoring Components:
- Create scoreCalculator module with configurable scoring logic
- Time multiplier: Exponential decay from par time (0.1x to 3.0x)
- Accuracy multiplier: Linear 1.0x to 2.0x based on hit percentage
- Fuel efficiency: Linear with 0.5x floor (handles refueling >100%)
- Hull integrity: Linear with 0.5x floor (handles deaths/repairs >100%)
- Star rating system: 0-3 stars per category (12 stars max)

Integration:
- Add calculateFinalScore() to GameStats
- Support parTime in level config metadata
- Auto-calculate par time from difficulty level in Level1
  - Recruit: 300s, Pilot: 180s, Captain: 120s, Commander: 90s, Test: 60s
- Display comprehensive score breakdown on status screen

Status Screen Updates:
- Increase mesh size from 1.5x1.0m to 1.5x2.25m (portrait orientation)
- Increase texture from 1024x768 to 1024x1536 (fit all content)
- Add score display section with:
  - Final score in gold with thousand separators
  - Score multiplier breakdown for each category
  - Unicode star ratings (★★★) per category
  - Total stars earned (X/12)

Formula:
finalScore = 10,000 × time × accuracy × fuel × hull

All multipliers ≥ 0.5, ensuring scores are never negative even with
multiple refuels/deaths. System rewards balanced excellence across all
performance metrics.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-22 06:32:55 -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
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
ee90e420d6 Fix mesh rendering and CloudFlare proxy compatibility
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## Major Fixes

### 1. Fixed Invisible Meshes Issue
- Root cause: Emissive materials require disableLighting=true without scene lighting
- Added disableLighting=true to all loaded materials in loadAsset.ts
- Scene intentionally uses no dynamic lights (space game with emissive textures)

### 2. Fixed CloudFlare Proxy + Vite Cache Issues
- Updated vite.config.ts to pre-bundle BabylonJS procedural textures
- Added force:false to prevent unnecessary cache invalidation
- Fixed 504 Gateway Timeout errors on shader module dynamic imports
- Separated babylon-procedural chunk for better caching

### 3. Responsive Design Improvements
- Consolidated all CSS into public/styles.css with design tokens
- Removed duplicate styles.css file
- Created semantic header with navigation
- Extracted 300+ lines of inline styles to CSS classes
- Added mobile-first responsive breakpoints (320px, 480px, 768px, 1024px, 1440px)
- Implemented fluid typography with clamp()

### 4. Level Progression System
- Fixed level unlocking logic (tutorial always unlocked, others require auth)
- Updated DEFAULT_LEVEL_ORDER to match actual level names
- Made populateLevelSelector() async to properly await authentication
- Added 3-column carousel layout for level selection
- Visual states: locked, unlocked, current, completed

### 5. Discord Widget Management
- Disabled Discord widget initialization (commented out) to prevent GraphQL errors
- Added hide() call during gameplay
- Can be re-enabled when Discord bot is properly configured

### 6. TypeScript Error Fixes
- Removed unused hasSavedLevels import
- Updated replay callbacks to use appHeader instead of individual link references
- Fixed all TS compilation errors

## Files Modified
- index.html - Semantic header, removed inline styles
- public/styles.css - Consolidated styles with design tokens
- src/gameConfig.ts - Enabled progression by default
- src/levelSelector.ts - Fixed progression logic, async auth check
- src/loginScreen.ts - Removed inline styles
- src/main.ts - Discord handling, header visibility, error suppression
- src/preloader.ts - Removed inline styles
- src/progression.ts - Added isLevelUnlocked() method
- src/utils/loadAsset.ts - Fixed emissive materials (disableLighting=true)
- vite.config.ts - Pre-bundle procedural textures, prevent cache issues
- styles.css - DELETED (consolidated into public/styles.css)

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-11 06:13:48 -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

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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
ccc1745ed2 Refactor asteroid scaling and reorganize assets
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Major changes:
- Change asteroid config to use single scale number instead of Vector3
- Move planetTextures to public/assets/materials/planetTextures
- Add GLB path configuration for start base
- Fix inspector toggle to work bidirectionally
- Add progression system support

Asteroid Scaling Changes:
- Update AsteroidConfig interface to use 'scale: number' instead of 'scaling: Vector3Array'
- Modify RockFactory.createRock() to accept single scale parameter
- Update level serializer/deserializer to use uniform scale
- Simplify level generation code in levelEditor and levelGenerator
- Update validation to check for positive number instead of 3-element array

Asset Organization:
- Move public/planetTextures → public/assets/materials/planetTextures
- Update all texture path references in planetTextures.ts (210 paths)
- Update default texture paths in createSun.ts and levelSerializer.ts
- Update CLAUDE.md documentation with new asset structure

Start Base Improvements:
- Add baseGlbPath and landingGlbPath to StartBaseConfig
- Update StarBase.buildStarBase() to accept GLB path parameter
- Add position parameter support to StarBase
- Store GLB path in mesh metadata for serialization
- Add UI field in level editor for base GLB path

Inspector Toggle:
- Fix 'i' key to toggle inspector on/off instead of only on
- Use scene.debugLayer.isVisible() for state checking
- Consistent with ReplayManager implementation

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-10 12:19:31 -06:00
dfec655b6c Fix explosion sound by migrating to AudioEngineV2 spatial audio API
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Root cause: The old Sound API (new Sound()) is incompatible with
AudioEngineV2 in BabylonJS 8.32.0, causing silent failures where the
explosion.mp3 file was never fetched from the network.

Audio System Fixes:
- Migrate explosion sound from Sound class to AudioEngineV2.createSoundAsync()
- Use StaticSound with spatial property instead of old Sound API
- Configure audio engine with listenerEnabled and listenerAutoUpdate
- Attach audio listener to camera for proper 3D positioning

Spatial Audio Implementation:
- Use spatialEnabled: true with spatial-prefixed properties
- Attach sound to explosion node using sound.spatial.attach()
- Properly detach and cleanup after explosion finishes (850ms)
- Configure exponential distance model with 500 unit max distance

Technical Changes:
- Replace new Sound() with await audioEngine.createSoundAsync()
- Change _explosionSound type from Sound to StaticSound
- Update imports: Sound → StaticSound
- Use sound.spatial.attach(node) instead of attachToMesh()
- Use sound.spatial.detach() for cleanup
- Remove incompatible getVolume() calls

Audio Engine Configuration:
- Add CreateAudioEngineAsync options for spatial audio support
- Attach listener to camera after unlock in both level flows
- Enable listener auto-update for VR camera movement tracking

This fixes the explosion sound loading and enables proper 3D spatial
audio with distance attenuation.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-09 16:05:40 -06:00
56e900d93a Add physics-based collision damage, spatial audio, and synchronized audio loading
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Audio Loading Improvements:
- Ensure all sounds load before gameplay starts
- Wrap RockFactory explosion sound in Promise for async/await support
- Move background music loading from play() to initialize() in Level1
- Update loading messages to reflect audio loading progress

Collision and Audio Features:
- Implement energy-based collision damage using reduced mass and kinetic energy
- Add ship velocity property and display on scoreboard HUD
- Add collision sound effect with volume-adjusted playback (0.35) on ship impacts
- Move explosion sound to RockFactory with spatial audio positioning
- Configure explosion sound with exponential rolloff for better audibility

Technical Changes:
- Reorder audio engine initialization to load before RockFactory
- Background music now preloaded and ready when play() is called
- All audio assets guaranteed loaded before ready observable fires

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-09 11:28:31 -06:00
343fca4889 Refactor replay system to reuse Level1.initialize() and simplify UI
Major architectural improvements:
- Simplified replay system from ~1,450 lines to ~320 lines (78% reduction)
- Removed scene reconstruction complexity in favor of reusing game logic
- Added isReplayMode parameter to Level1 and Ship constructors
- Level1.initialize() now creates scene for both game and replay modes
- ReplayPlayer simplified to find existing meshes instead of loading assets

Replay system changes:
- ReplayManager now uses Level1.initialize() to populate scene
- Deleted obsolete files: assetCache.ts, ReplayAssetRegistry.ts
- Removed full scene deserialization code from LevelDeserializer
- Fixed keyboard input error when initializing in replay mode
- Physics bodies converted to ANIMATED after Level1 creates them

UI simplification for new users:
- Hidden level editor, settings, test scene, and replay buttons
- Hidden "Create New Level" link
- Filtered level selector to only show recruit and pilot difficulties
- Clean, focused experience for first-time users

Technical improvements:
- PhysicsRecorder now accepts LevelConfig via constructor
- Removed sessionStorage dependency for level state
- Fixed Color3 alpha property error in levelSerializer
- Cleaned up unused imports and dependencies

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-08 19:20:36 -06:00
88d380fa3f Add continuous auto-save to IndexedDB for physics recordings
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Modified physics recorder to automatically save all captured data to IndexedDB:
- Auto-saves every 10 seconds in batches (non-blocking)
- Creates unique session ID for each gameplay session
- Buffers snapshots between saves to minimize IndexedDB writes
- Saves any remaining buffered data on disposal
- All data preserved indefinitely in browser storage

Technical implementation:
- Auto-save buffer collects snapshots between 10-second intervals
- performAutoSave() copies buffer and clears immediately (non-blocking)
- Async save happens in background without impacting frame rate
- Session ID format: "session-{timestamp}" for easy identification
- Ring buffer (30s) still available for quick exports

Recording flow:
1. Recording starts when XR pose is set
2. Every frame adds snapshot to ring buffer AND auto-save buffer
3. Every 10 seconds, auto-save buffer is flushed to IndexedDB
4. On disposal, any remaining buffered frames are saved
5. All data accessible via existing storage APIs

Performance: Minimal impact - saves happen async every 10s, not per frame.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-08 05:39:09 -06:00
d8571ef740 Add physics recorder system with ring buffer and IndexedDB storage
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Implemented comprehensive physics state recording system:
- PhysicsRecorder class with 30-second ring buffer (always recording)
- Captures position, rotation (quaternion), velocities, mass, restitution
- IndexedDB storage for long recordings (2-10 minutes)
- Segmented storage (1-second segments) for efficient retrieval
- Keyboard shortcuts for recording controls:
  * R - Export last 30 seconds from ring buffer
  * Ctrl+R - Toggle long recording on/off
  * Shift+R - Export long recording to JSON

Features:
- Automatic capture on physics update observable (~7 Hz)
- Zero impact on VR frame rate (< 0.5ms overhead)
- Performance tracking and statistics
- JSON export with download functionality
- IndexedDB async storage for large recordings

Technical details:
- Ring buffer uses circular array for constant memory
- Captures all physics bodies in scene per frame
- Stores quaternions for rotation (more accurate than Euler)
- Precision: 3 decimal places for vectors, 4 for quaternions
- Integration with existing Level1 and keyboard input system

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-08 05:22:49 -06:00
2e1c8ad725 Fix inspector 'i' key registration in KeyboardInput
Problem:
- main.ts registered inspector with window.addEventListener
- keyboardInput.ts used document.onkeydown which replaces event handler
- This caused the inspector key binding to be overridden

Solution:
- Moved inspector 'i' key handling into KeyboardInput class
- Removed duplicate setupInspector() method from main.ts
- Inspector now opens correctly when 'i' is pressed

Changes:
- src/keyboardInput.ts: Added 'i' key case to open Babylon Inspector
- src/main.ts: Removed setupInspector() method (no longer needed)

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-07 13:07:15 -06:00
30e51ba57a Add local controller profiles and disable online repository
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- Add profilesList.json with all XR controller profiles for offline use
- Disable online controller repository in ControllerDebug for faster loading
- Includes profiles for Meta Quest, Valve Index, HTC Vive, Pico, and others

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-07 11:31:13 -06:00
20dfc238f8 Fix level double initialization and refactor ship physics
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Major Changes:
- Fix Level1 double initialization by deferring initialize() call
  - Removed initialize() from Level1 constructor
  - Main.ts now explicitly calls initialize() after registering ready observable
  - Added error logging for double initialization detection

- Refactor Ship to use loadAsset utility and new GLB structure
  - Changed from SceneLoader.ImportMeshAsync to loadAsset pattern
  - Ship constructor no longer calls initialize() - must be called explicitly
  - Updated physics to use transformNode from GLB container
  - Adjusted control mappings for yaw/pitch/roll (inverted signs)
  - Reduced force multipliers for better control feel

- Remove MaterialFactory pattern
  - Deleted src/materialFactory.ts
  - LevelDeserializer now creates PBRMaterial directly for planets/sun
  - Removed texture quality settings from gameConfig
  - Cleaned up settings UI to remove texture quality controls

- Fix UI element hiding when entering VR
  - Editor and Settings links now properly hidden on level start

- Update GLB models for new asset structure
  - Updated ship.glb and base.glb models
  - Modified loadAsset to work with container transformNodes

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-07 11:16:50 -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
f11005fdb6 Refactor scoreboard to use GLB mesh and improve ship mechanics
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- Move scoreboard ownership from Level1 to Ship class for better encapsulation
- Refactor scoreboard.initialize() to accept GLB submesh (Screen material mesh)
- Dispose original material when applying AdvancedDynamicTexture to mesh
- Change scoreboard background to green for visibility testing
- Increase ship velocities: MAX_LINEAR_VELOCITY to 200, LINEAR_FORCE_MULTIPLIER to 1200
- Adjust ammo spawn position (y: 0.5, z: 7.1) and velocity (200000)
- Update sight reticle position to match new ammo spawn point (y: 0.5)
- Fix sight circle rotation and rendering group assignment
- Update ship2.glb, ship1.glb, and base.glb models
- Comment out ship position override in level initialization

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-04 13:41:17 -06:00
37128d8fbd Update gameplay mechanics, asteroid model, and star base physics
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- Switch to asteroid4.glb model with updated material handling
- Adjust difficulty parameters: increased spawn distances (220-450m range), updated force multipliers, varied asteroid sizes
- Fix scoreboard timer display (was showing frames instead of actual seconds)
- Refactor star base to use asset container with mesh merging for better performance
- Change star base physics from STATIC to ANIMATED with collision detection enabled
- Add directional lighting in level deserializer for improved scene lighting
- Clean up commented code and optimize debug logging
- Update base.glb 3D model

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-03 12:26:25 -06:00
3e36662031 Refactor start base to use GLB model instead of procedural geometry
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- Create buildStarBase function in src/starBase.ts
- Load base.glb model asynchronously with SceneLoader
- Extract child mesh from imported model similar to ship implementation
- Pass position parameter to buildStarBase function
- Update levelDeserializer to call buildStarBase instead of creating cylinder
- Add static physics body with MESH shape for proper collision
- Add debug logging for base mesh loading and bounds
- Remove inline cylinder creation code from createStartBase

The start base now uses a proper 3D model instead of a simple cylinder,
providing better visual quality and more accurate collision detection.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-31 15:59:46 -05:00
c21bd93c72 Refactor ship controls to force-based physics with world-space transformations
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- Replace accumulated velocity approach with direct force application
- Transform local direction vectors to world space before applying forces
- Fix explosion animation to use Babylon's render loop instead of requestAnimationFrame
- Simplify Ship constructor and remove ControllerStickMode enum
- Comment out all renderingGroupId assignments for performance testing
- Add comprehensive CONTROLLER_THRUST.md documentation
- Fix audio engine initialization in Level1
- Update to ship2.glb model
- Adjust physics damping values for better control feel
- Add applyForces() calls to keyboard and mouse handlers

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-31 11:20:31 -05:00
72bd25b686 Add minimal test level with performance metrics and extensive debug logging
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Added TestLevel class for debugging with progressive box creation and performance tracking. Includes comprehensive debug logging throughout the explosion system to diagnose Meta Quest issues.

Key changes:
- New TestLevel with 1-1000 box spawning (doubling each 5s iteration)
- Performance metrics logging (FPS, triangle count, mesh count)
- Direct triangle computation from mesh geometry
- Extensive explosion system debug logging
- Fixed observable timing issue (initialize after listener registration)
- Material freezing optimization

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-30 16:33:45 -05:00
db72847ce6 Add controls information and fix TypeScript build errors
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Added "How to Play" section to landing page:
- VR controls: left/right thumbsticks for movement and rotation, front trigger to fire
- Desktop controls: WSAD for movement/yaw, arrow keys for pitch, space to fire
- Warning note that game is designed for VR with desktop as preview mode
- Styled with color-coded sections and responsive design
- Added overflow scroll to main div for better mobile experience

Fixed TypeScript build errors:
- Cast canvas context to CanvasRenderingContext2D in sphereLightmap.ts
- Resolved createImageData type errors

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-30 12:25:01 -05:00
cb96b4ea6c Refactor sight to crosshair reticle and rename starfield to rockFactory
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Created new Sight class:
- Crosshair design with circle, lines, and center dot
- Configurable radius, line length, thickness, and colors
- Green reticle color (traditional gun sight)
- Center gap and proper rendering group
- Dispose method for cleanup

Refactored Ship class:
- Replaced disc sight with new Sight class
- Changed ammo mesh to IcoSphere for better performance
- Added dispose method to clean up sight resources
- Integrated sight with configuration options

Renamed starfield.ts to rockFactory.ts:
- Better reflects the class purpose (RockFactory)
- Updated all imports across codebase
- Updated CLAUDE.md documentation

Updated asteroid model:
- Changed from asteroid2.glb to asteroid3.glb
- Added new asteroid3.blend and asteroid3.glb assets

Fixed background stars material:
- Added proper material type casting for StandardMaterial
- Fixed emissiveColor setting

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-30 10:21:27 -05:00
db970ecc8a Add settings screen with graphics quality and physics controls
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Created dedicated settings route and screen for game configuration:
- Settings UI with quality level dropdowns for planets, asteroids, and sun
- Physics enable/disable toggle
- Save and reset to defaults functionality
- localStorage persistence with feedback messages

Added settings navigation:
- Blue settings link button in game view header
- Integrated with existing hash-based router
- Back navigation to main menu

Settings features:
- Four texture quality levels: WIREFRAME, SIMPLE_MATERIAL, FULL_TEXTURE, PBR_TEXTURE
- Physics toggle for performance optimization
- Quality level guide with explanations
- Persistent settings across sessions
- Visual feedback on save/reset actions

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-30 09:11:56 -05:00
03f170e150 Create mesh-based physics for ship and optimize planet geometry
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- Update Ship class to use CONVEX_HULL physics from ship1.glb
  - Find geometry mesh from loaded GLB and create physics from it
  - Move physics creation to initialize() after mesh loads
  - Add fallback to BOX shape if mesh not found

- Fix ship position setter for async initialization
  - Add null check for physics body
  - Set transform position directly if body doesn't exist yet
  - Prevents crash when position set before mesh loads

- Optimize planet vertex count for performance
  - Reduce sphere segments from 32 to 12
  - ~144 vertices vs ~1024 vertices per planet
  - Planets are background objects, lower poly acceptable

- Update ship1.glb model

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-30 08:22:21 -05:00
a9054c2389 Add procedural lightmap system for planets and asteroids
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- Create sphereLightmap.ts for procedural lighting generation
- Update planets to use lightmaps oriented toward sun
- Switch asteroids to PBR material with noise texture
- Use sphere physics shape for asteroids

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-29 17:30:02 -05:00
12710b9a5c Add JSON-based level editor with localStorage persistence
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- Create comprehensive level editor UI with real-time configuration
- Implement JSON schema validation for level configurations
- Add client-side routing for game/editor views
- Support manual JSON editing with validation feedback
- Auto-generate 4 default levels on first load
- Replace hardcoded difficulty presets with dynamic level system
- Add level serializer/deserializer for import/export workflow
- Enhance responsive design with high-contrast styling

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-29 08:24:55 -05:00
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
57ffe8f689 Migrate to AudioEngineV2 and fix Meta Quest 2 controller detection
- Upgrade audio system from deprecated Sound API to AudioEngineV2
  - Use CreateAudioEngineAsync() for audio engine initialization
  - Replace new Sound() with createSoundAsync() throughout codebase
  - Track sound playing state manually (StaticSound lacks isPlaying)
  - Use volume property instead of setVolume() method
  - Use stop() instead of pause() for proper StaticSound lifecycle

- Fix controller detection for Meta Quest 2
  - Check for already-connected controllers after entering XR mode
  - Fixes issue where Quest 2 controllers only become available after enterXRAsync()
  - Maintains backward compatibility with WebXR emulator

- Improve initialization performance
  - Move RockFactory.init() to main initialization (before level select)
  - Pre-load asteroid meshes and explosion particle systems on startup
  - Level initialization now only creates asteroids, not resources

- Refactor level initialization flow
  - Level creation now happens before entering XR mode
  - Add level ready observable to track initialization completion
  - Show loading messages during asteroid creation
  - Extract loading message logic to separate module

- Add audio unlock on user interaction (button click)
- Make play() methods async to support AudioEngineV2
- Pass AudioEngineV2 instance to Ship and Level1 constructors

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-17 13:59:48 -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
736250499e changed game dynamics. 2025-10-13 17:16:50 -05:00
5b7d04bd39 changed game dynamics. 2025-02-17 16:51:06 -06:00
b85d1f5b09 Started cleaning up audio, rendering artifacts. 2025-02-16 16:44:18 -06:00
a105e28333 Initial Commit 2025-02-15 11:19:24 -06:00