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WebXR-optional gameplay: - Removed WebXR requirement check, game now works without VR - Made WebXR initialization optional with graceful fallback - Flat camera mode automatically activates when XR unavailable - Keyboard/mouse controls work in flat camera mode - Camera following works in both XR and flat modes Fixed WebXR user activation issue: - Restructured initialization to enter XR immediately after button click - Moved enterXRAsync() before asset loading to maintain user gesture - Level1.play() now detects if XR session already active (state === 4) - Removed setTimeout delays that broke user activation chain - Falls back to flat mode if XR entry fails at any point Game initialization improvements: - Game timer and physics recorder start in both XR and flat modes - Level1 constructor only sets up XR observables if XR available - Ship.initialize() activates flat camera when XR not present - Background stars follow active camera (XR or flat) - Ready observable calls play() immediately to maintain activation User experience: - Game starts immediately in available mode (VR or flat) - Seamless fallback if VR headset disconnects or unavailable - Desktop users can now play with keyboard/mouse - No error messages blocking non-VR users 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com> |
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| public | ||
| scripts | ||
| server | ||
| src | ||
| themes/default | ||
| .gitignore | ||
| CLAUDE.md | ||
| CONTROLLER_THRUST.md | ||
| index.html | ||
| package-lock.json | ||
| package.json | ||
| styles.css | ||
| tsconfig.json | ||
| vite.config.ts | ||