feat: better walls
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3 changed files with 68 additions and 21 deletions
18
AGENTS.md
18
AGENTS.md
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@ -61,8 +61,9 @@ rules live in `.agents/rules/*.md`.
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- `main.ts` — game loop, input, preset switching, canvas blit, FPS meter.
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- `assets.ts` — load `/assets/*.png` → `Texture` (zero-copy; ImageData bytes
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are already the `Color` layout).
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- `level.ts` — builds the playground: a flat stone-floored room (three walls,
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north side open) in the center of a big grassy `Terrain` world (~20x across).
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- `level.ts` — builds the playground: a flat stone-floored room (three thick
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walls via `slab`, north side open) in the center of a big grassy `Terrain`
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world (~20x across).
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Per-texture meshes incl. the outdoor grass `ground`, `Aabb` colliders, NPC
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position, `Terrain` config + `GROUND_DIVISIONS`/`GROUND_UV`, sky/cloud config.
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The stone floor is lifted by `FLOOR_LIFT` (a z-bias) so it stays clean over the
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@ -70,8 +71,10 @@ rules live in `.agents/rules/*.md`.
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quads -- no subdivision needed since texturing is perspective-correct; ground
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triangle count is `GROUND_DIVISIONS` (fixed grid, so world size sets cell
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chunkiness, not tri count).
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- `player.ts` — feet-cylinder player: gravity/jump + circle-vs-AABB/-circle
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collision; ground height comes from `Terrain.height` (plus standable AABBs).
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- `player.ts` — feet-cylinder player: gravity/jump + Shift-run
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(`RUN_MULTIPLIER`) + circle-vs-AABB/-circle collision, substepped so fast
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running can't tunnel walls; ground height from `Terrain.height` (plus
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standable AABBs).
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- `index.html` — Vite entry at repo root; holds the `#screen` canvas and the
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`#fps` meter div (styled inline).
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- `scripts/gen-assets.ts` — procedurally draws the placeholder textures and
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@ -130,9 +133,10 @@ branching in the cloud shader. Cost scales with sky resolution — fine at
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## Controls
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WASD move · mouse look (click canvas to pointer-lock) · **Space** jump ·
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**1/2/3** switch look presets. FPS shown bottom-right. The room's north wall is
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open — walk out onto the terrain and toward the peaks.
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WASD move · **Shift** run (speed ×`RUN_MULTIPLIER` in `app/player.ts`) · mouse
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look (click canvas to pointer-lock) · **Space** jump · **1/2/3** switch look
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presets. FPS shown bottom-right. The room's north wall is open — walk out onto
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the terrain and toward the peaks.
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## Code style (oxlint-enforced — match it)
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