Commit Graph
6 Commits
Author SHA1 Message Date
gitprov 95b17e945c Before the doublework change 2026-08-23 22:40:43 +02:00
gitprovandClaude Opus 4.8 a154849b3f Inventory polish: smaller phone/notebook, phone higher, auto-open, exit to board
The phone and notebook render a bit smaller; the phone sits higher on screen;
in-game the handset opens automatically (session mode); and the tool view
gains an EXIT ✕ that closes the inventory straight back to the board.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-22 20:17:08 +02:00
gitprovandClaude Opus 4.8 80bc9b21a7 Phone runtime (2b): inventory phone on the board dials for real
The phone gains a session mode that reads the live directory (/phone) and
dials (/dial); the inventory threads it through. On a campaign level the
board shows an INVENTORY nav button that opens the tool rack, and connecting
a call hands back to the campaign via /?resume=1 (a fast-path that resumes
the current node instead of the splash). On Barricelli's note-board: open
inventory -> phone -> dial 5550100 -> Glitch Hunter.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-22 19:49:00 +02:00
gitprovandClaude Opus 4.8 b029c9bc47 Reusable inventory: 3D tool rack (notebook + phone)
A tool-driven inventory overlay — a three.js rack you cycle with ◀ ▶ and
open with USE. Registry-based (not tied to a level type) so new tools just
add a model + component. Reuses the phone's 3D model; notebook is a blocky
placeholder tool. Dev route /?inventory=1; drop <Inventory/> into the navbar
after the merges.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-22 17:34:56 +02:00
gitprov 94ccbfd1b9 Adding migrations and lot of work. Starting work on the demo scope 2026-08-22 14:53:23 +02:00
gitprovandClaude Opus 4.8 1893bf23af Add 3D clamshell phone dialer spike + persistent-board design
A diegetic 90s handset rendered as a small three.js scene in a fixed 1:2
portrait stage (visual spike at /?phone=1, three.js lazy-loaded so the
board bundle is unchanged). Blocky flat-shaded clamshell with glowing
keys, a flip-open animation with an intro camera orbit that settles
head-on before the DOM screen appears, a hinge barrel on the pivot axis,
and a chubby antenna. Pressable 3D keypad (raycast + keyboard) with DTMF
tones drives a dialer: connect / voicemail / SIT "unobtainable", against
a stub number->node directory with flag-gated node enablement.

The screen UI is real DOM positioned in percent of the stage, kept
pixel-exact by the head-on ortho camera.

Also documents the persistent-board flow model (docs/persistent-boards.md):
board_key reuse across level nodes, present-but-hidden flag-gated exhibits
with live arrival reveals, reset/new-game semantics, and A/B/M citation codes.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-22 12:14:11 +02:00