barkour/MAP.md
w1n5t0n 99468cd379 fix: address all 21 confirmed findings from multi-agent review + live P2P testing
Sim: clamp knockback under tile size (wall tunneling), bomb/ball terminal
velocity, grapple constraint no longer drags players into terrain, bite
window ends on getting hit, shield/boost cleared on death, spawn invuln
preserved through countdown, spike/saw events only on real damage.
Mapgen: spawn footprint validation (was embedding dogs in 58% of seeds),
saw paths rejected if they grind terrain or sweep spawns, towers no longer
hang slabs over pits. Net: heartbeat+watchdog for dead peers, broker-error
tolerance once P2P link is up, join/host reentrancy guards. UI: text-field
keystrokes no longer hit game hotkeys, audio unlocks on mouse, textBaseline
leak, snapshot carries onGround/landT so client dogs animate.
2026-06-10 14:47:40 +02:00

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# MAP.md — Barkour code index
Vanilla-JS canvas game, no build step. ES modules under `js/`, served statically.
- `index.html` — DOM shell: all screens (menu/host/join/charselect/game/result) as overlay divs; loads PeerJS from CDN (online play only), then `js/main.js`.
- `style.css` — overlay/menu styling; canvas letterboxed to 16:9 via CSS.
- `js/consts.js` — grid (TILE=12, 80×45 → 960×540), tile enum `T`, input bitmask `B`, item ids, physics constants, snapshot rate.
- `js/rng.js` — seeded mulberry32 (`makeRng`); `randomSeed()` is UI-side only.
- `js/mapgen.js``generateMap(seed)`: ground heightmap, pits, towers, islands, one-way platforms, crystals (hp 3), pads, spikes, rail saws, spawns; `PALETTES`; `sawPos()` polyline eval (ping-pong or loop).
- `js/physics.js` — center-based AABB vs tile grid: `moveEntity` (per-axis, one-way platform aware), `raycast`, `boxFree`, `standingOnPlat`.
- `js/characters.js``CHARS` data (stats + visual params) and `updateCharacter()`: per-dog special movement (air dash / charge+pound / grapple constraint / blink / jetpack).
- `js/sim.js`**authoritative, DOM-free sim**: `createGame`, `step(game, inputs)` (60 Hz), combat (`hurt`: damage% → knockback), mining/items/hazards/KO/respawn/match-end, `snapshot`/`applySnapshot` for netplay.
- `js/input.js` — keyboard → bitmasks; slot 0 = WASD+FGH, slot 1 = arrows+KL;.
- `js/net.js` — PeerJS wrapper: `hostRoom`/`joinRoom`; room key = host peer id suffix; signaling via PeerJS cloud, game traffic pure P2P. Runs a 2s heartbeat + 8s watchdog (WebRTC close events are unreliable); broker `network` errors are ignored once the data channel is up.
- `js/render.js` — canvas: cached seeded background, tiles, procedural dog drawing, particles/ghosts driven by sim events (`fxEvents`), HUD, banners.
- `js/audio.js` — WebAudio-synthesized sfx; `playEvents` maps sim events → sounds.
- `js/main.js` — app state machine: screens, char select, three match drivers (local / host / client) sharing one rAF fixed-timestep loop.
- `test/smoke.mjs``npm test`: headless mapgen determinism + chaotic full matches + targeted mining/stocks scenarios.
## Conventions & gotchas
- **Client never simulates.** In netplay the joiner only sends input bits and renders `applySnapshot` state; anything render reads must survive the snapshot round-trip (player `st` is re-shaped there).
- **Sim events are the only side-channel**: fx, audio, *and* client tile mutations (`tile`/`crack` events) ride on them. Host accumulates `pendingEvs` between snapshots.
- All sim/mapgen randomness must use the seeded RNG — never `Math.random()` inside `js/sim.js`/`js/mapgen.js`/`js/characters.js` paths.
- Velocities must stay < TILE (12 px/tick) or AABB collision tunnels.
- 7 as an arc end-angle in render means "> 2π" (full circle), a deliberate shorthand.