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>
- 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>
- 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>
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.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
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
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
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.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
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
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
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
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
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.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>