groove-dev 0.27.111 → 0.27.113

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (54) hide show
  1. package/TRAINING_DATA_v3.md +11 -0
  2. package/codex-test/offroad-nitro-racer/dist/assets/index-CuvdKK6U.js +44 -0
  3. package/codex-test/offroad-nitro-racer/dist/assets/index-DvHn2Thu.css +1 -0
  4. package/codex-test/offroad-nitro-racer/dist/index.html +23 -0
  5. package/codex-test/offroad-nitro-racer/index.html +21 -0
  6. package/codex-test/offroad-nitro-racer/package-lock.json +841 -0
  7. package/codex-test/offroad-nitro-racer/package.json +15 -0
  8. package/codex-test/offroad-nitro-racer/src/game/AI.ts +28 -0
  9. package/codex-test/offroad-nitro-racer/src/game/Audio.ts +63 -0
  10. package/codex-test/offroad-nitro-racer/src/game/Car.ts +247 -0
  11. package/codex-test/offroad-nitro-racer/src/game/Effects.ts +62 -0
  12. package/codex-test/offroad-nitro-racer/src/game/Game.ts +229 -0
  13. package/codex-test/offroad-nitro-racer/src/game/Input.ts +45 -0
  14. package/codex-test/offroad-nitro-racer/src/game/Renderer.ts +224 -0
  15. package/codex-test/offroad-nitro-racer/src/game/Track.ts +158 -0
  16. package/codex-test/offroad-nitro-racer/src/game/UI.ts +96 -0
  17. package/codex-test/offroad-nitro-racer/src/game/math.ts +42 -0
  18. package/codex-test/offroad-nitro-racer/src/main.ts +24 -0
  19. package/codex-test/offroad-nitro-racer/src/style.css +291 -0
  20. package/codex-test/offroad-nitro-racer/src/vite-env.d.ts +1 -0
  21. package/codex-test/offroad-nitro-racer/tsconfig.json +18 -0
  22. package/codex-test/offroad-nitro-racer/vite.config.ts +7 -0
  23. package/moe-training/client/consent.js +47 -55
  24. package/moe-training/client/parsers/codex.js +3 -3
  25. package/moe-training/client/parsers/gemini.js +2 -2
  26. package/moe-training/client/step-classifier.js +2 -2
  27. package/moe-training/test/client/consent.test.js +23 -20
  28. package/moe-training/test/client/step-classifier.test.js +63 -7
  29. package/node_modules/@groove-dev/cli/package.json +1 -1
  30. package/node_modules/@groove-dev/daemon/package.json +1 -1
  31. package/node_modules/@groove-dev/daemon/src/api.js +74 -69
  32. package/node_modules/@groove-dev/daemon/src/index.js +30 -18
  33. package/node_modules/@groove-dev/gui/dist/assets/{index-CHu5w3i3.js → index-BYh6iHqL.js} +3 -3
  34. package/node_modules/@groove-dev/gui/dist/index.html +1 -1
  35. package/node_modules/@groove-dev/gui/package.json +1 -1
  36. package/node_modules/@groove-dev/gui/src/components/preview/preview-workspace.jsx +3 -1
  37. package/node_modules/@groove-dev/gui/src/stores/groove.js +15 -0
  38. package/node_modules/moe-training/client/consent.js +47 -55
  39. package/node_modules/moe-training/client/parsers/codex.js +3 -3
  40. package/node_modules/moe-training/client/parsers/gemini.js +2 -2
  41. package/node_modules/moe-training/client/step-classifier.js +2 -2
  42. package/node_modules/moe-training/test/client/consent.test.js +23 -20
  43. package/node_modules/moe-training/test/client/step-classifier.test.js +63 -7
  44. package/package.json +1 -1
  45. package/packages/cli/package.json +1 -1
  46. package/packages/daemon/package.json +1 -1
  47. package/packages/daemon/src/api.js +74 -69
  48. package/packages/daemon/src/index.js +30 -18
  49. package/packages/gui/dist/assets/{index-CHu5w3i3.js → index-BYh6iHqL.js} +3 -3
  50. package/packages/gui/dist/index.html +1 -1
  51. package/packages/gui/package.json +1 -1
  52. package/packages/gui/src/components/preview/preview-workspace.jsx +3 -1
  53. package/packages/gui/src/stores/groove.js +15 -0
  54. package/TRAINING_DATA_v2.md +0 -9
@@ -0,0 +1,11 @@
1
+ {"envelope_id":"env_70ae7e5a-d5a4-4768-823f-eb75f7183671","session_id":"sess_7e8271ba-8e6d-448d-9fe8-c16efce63a51","chunk_sequence":0,"contributor_id":"23e6dd8c4a884836bf78cafda9fbe57d","attestation":{"session_hmac":"d4fa367dacb01611b729ec8d2788e262ff681c4d18f2d19b69066c539f36aea8","sequence":0,"app_version_hash":"4a527565d85cc601d3c47c376e4f361d5af987de58f60cf71dbc263a0de91247"},"metadata":{"model_engine":"gpt-5.5","provider":"codex","agent_role":"planner","agent_id":"1fd2b3a9","task_complexity":"medium","team_size":1,"session_quality":0,"groove_version":"0.27.112","leaf_context":null},"trajectory_log":[{"step":1,"type":"thought","timestamp":1777337059.26,"content":"I’m planner-8, ready to route work once you tell me the task you want planned for this project.","token_count":24},{"step":2,"type":"resolution","timestamp":1777337059.312,"content":"","token_count":1}]}
2
+ {"envelope_id":"env_88e92846-0e9a-44a0-8442-ca36c9198ef3","session_id":"sess_7e8271ba-8e6d-448d-9fe8-c16efce63a51","type":"SESSION_CLOSE","attestation":{"session_hmac":"3617c356b30548bc0fdceadfea7f41ed07820a8e3bfb7d719517e3683360bd8d","sequence":1,"app_version_hash":"4a527565d85cc601d3c47c376e4f361d5af987de58f60cf71dbc263a0de91247"},"metadata":{"model_engine":"gpt-5.5","provider":"codex","agent_role":"planner","agent_id":"1fd2b3a9","task_complexity":"medium","team_size":1,"session_quality":50,"groove_version":"0.27.112","leaf_context":null,"domain_tags":{"primary":{"domain":"game_dev","confidence":0.2845},"secondary":{"domain":"cpp","confidence":0.2384},"tertiary":{"domain":"go","confidence":0.2339}},"session_embedding":{"model":"sentence-transformers/all-MiniLM-L6-v2","vector":[-0.04881971329450607,0.015550587326288223,0.03524913266301155,0.04651360586285591,-0.007663833908736706,-0.005316071677953005,-0.031637027859687805,0.03867345675826073,-0.11414537578821182,0.014607759192585945,-0.103691965341568,-0.056491561233997345,-0.08279620856046677,0.05848045274615288,-0.05494619160890579,0.0328497588634491,0.02147127315402031,-0.11464016884565353,-0.022432563826441765,0.00934647861868143,0.058409854769706726,0.01870298571884632,0.07524172216653824,0.0227302648127079,0.03671503812074661,0.06316597759723663,0.05149592086672783,-0.020792879164218903,-0.04869423806667328,0.006300883833318949,0.01358872838318348,0.023182442411780357,-0.009965374134480953,-0.01664833351969719,0.03447012975811958,0.06658273190259933,0.004597111605107784,-0.039038628339767456,0.050207141786813736,-0.03818773850798607,-0.03371875360608101,-0.048167526721954346,-0.011991842649877071,0.012888722121715546,-0.009869866073131561,-0.08234063535928726,-0.028442367911338806,-0.0038722380995750427,0.015967221930623055,-0.02515423856675625,-0.03452453017234802,-0.11544594168663025,-0.04307537153363228,-0.05468239262700081,-0.008656096644699574,0.08819123357534409,0.005039598792791367,-0.05870210379362106,0.00351609755307436,-0.05736292898654938,-0.03941042721271515,-0.03980723023414612,-0.02302793599665165,-0.004497976042330265,-0.014503073878586292,0.02511219121515751,0.04461037740111351,0.059687599539756775,-0.005709787365049124,0.0017184717580676079,-0.024207884445786476,0.015821022912859917,-0.050603948533535004,0.04229726642370224,0.02634814754128456,-0.056580089032649994,0.025392059236764908,-0.016317473724484444,0.03964806720614433,-0.09416738152503967,0.02739039435982704,0.05179205164313316,-0.04673229902982712,0.06843379884958267,0.012535245157778263,-0.03837304189801216,-0.03277066349983215,0.08837854862213135,0.0799136608839035,-0.04069457948207855,-0.019967447966337204,-0.04426196962594986,0.00968154612928629,-0.03527865931391716,-0.11189346015453339,0.05415540933609009,-0.04988297447562218,-0.111493781208992,0.004370249807834625,0.023252448067069054,-0.005310943815857172,-0.025105275213718414,0.057813048362731934,0.03688594698905945,-0.013908990658819675,-0.005199089180678129,-0.010020231828093529,0.01369551196694374,-0.0703350231051445,0.006871840450912714,-0.009324705228209496,-0.06000863015651703,0.021077601239085197,-0.027934672310948372,0.021558640524744987,0.03498644754290581,-0.08140658587217331,0.05480537563562393,0.07503506541252136,0.11225583404302597,-0.03898974508047104,0.008830966427922249,0.021830175071954727,-0.005618625786155462,-0.10408373922109604,-0.04772685468196869,-0.0015938940923660994,-4.666981467097232e-33,0.0423165038228035,0.04213450103998184,0.05360335111618042,0.13776251673698425,0.07952427864074707,-0.05542169138789177,-0.030388588085770607,0.030603991821408272,-0.007861850783228874,0.04458211362361908,0.012744150124490261,-0.007546296343207359,-0.0450313463807106,0.07860936969518661,0.03714783862233162,-0.08152646571397781,0.08347134292125702,0.08346281200647354,-0.02507331408560276,-0.03098435327410698,-0.0016974897589534521,-0.06403982639312744,0.030649730935692787,-0.03917287662625313,0.1574634611606598,0.061072997748851776,0.04420115798711777,-0.016171613708138466,0.04701168090105057,0.012387917377054691,0.02383296750485897,0.022352920845150948,-0.0698208212852478,-0.05433805286884308,-0.03777466341853142,0.05157174542546272,-0.07485557347536087,-0.10484040528535843,0.016960954293608665,0.0005866168648935854,-0.005941398441791534,-0.0029920334927737713,-0.01658269762992859,0.00027600719477050006,0.021502207964658737,0.005445017945021391,0.03525347262620926,-0.007682942785322666,0.10660355538129807,0.020527467131614685,-0.004277899395674467,0.02034071646630764,-0.054032858461141586,-0.024308741092681885,0.034189727157354355,-0.06682386994361877,0.0432116836309433,-0.05793168768286705,0.05264895409345627,0.04140577092766762,0.05489639192819595,-0.0011172901140525937,-0.06497896462678909,-0.038216352462768555,-0.02928140014410019,0.033197760581970215,-0.07350844144821167,0.04931585490703583,0.1248922273516655,-0.06840764731168747,-0.0466342493891716,0.01026912685483694,0.10558512806892395,0.067636460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planner-8, ready to route work once you tell me the task you want planned for this project."}},"outcome":{"status":"SUCCESS","session_quality":50,"quality_tier":"TIER_B","quality_tier_reason":"moderate_quality","user_interventions":0,"total_steps":2,"total_chunks":1,"total_tokens":25,"duration_seconds":2,"files_modified":0,"errors_encountered":0,"errors_recovered":0,"coordination_events":0,"training_eligible":false,"training_exclusion_reason":"too_few_steps"}}
3
+ {"envelope_id":"env_f8680fb8-dc19-472c-aa10-e32e3dd70ccd","session_id":"sess_ab612b01-a639-4899-8559-78b8e850cb38","chunk_sequence":0,"contributor_id":"23e6dd8c4a884836bf78cafda9fbe57d","attestation":{"session_hmac":"2155cc8127eaf7186d8a8de544562baa3d719ccbf067708e942a1543f9baf333","sequence":0,"app_version_hash":"4a527565d85cc601d3c47c376e4f361d5af987de58f60cf71dbc263a0de91247"},"metadata":{"model_engine":"gpt-5.5","provider":"codex","agent_role":"planner","agent_id":"a920c1e4","task_complexity":"medium","team_size":1,"session_quality":0,"groove_version":"0.27.112","leaf_context":null},"trajectory_log":[{"step":1,"type":"thought","timestamp":1777337207.247,"content":"I’ll verify the existing team, then route the racing game build.","token_count":16},{"step":2,"type":"action","timestamp":1777337208.239,"tool":"command_execution","arguments":{"command":"/bin/zsh -lc \"pwd; ls -la; [ -f AGENTS_REGISTRY.md ] && sed -n '1,160p' AGENTS_REGISTRY.md || true; [ -f .groove/recommended-team.json ] && cat .groove/recommended-team.json || true\""},"content":"Executing: /bin/zsh -lc \"pwd; ls -la; [ -f AGENTS_REGISTRY.md ] && sed -n '1,160p' AGENTS_REGISTRY.md || true; [ -f .groove/recommended-team.json ] && cat .groove/recommended-team.json || true\"","token_count":98},{"step":3,"type":"observation","timestamp":1777337208.288,"content":"~/Desktop/groove-project/groove/codex-test\ntotal 0\ndrwxr-xr-x@ 2 rok staff 64 Apr 27 17:44 .\ndrwxr-xr-x@ 46 rok staff 1472 Apr 27 17:44 ..\n","truncated":false,"original_token_count":39,"token_count":37},{"step":4,"type":"thought","timestamp":1777337218.491,"content":"No existing team is registered here, so I’m creating the build team config.","token_count":19},{"step":5,"type":"action","timestamp":1777337225.416,"tool":"command_execution","arguments":{"command":"/bin/zsh -lc \"mkdir -p .groove && cat > .groove/recommended-team.json <<'JSON'\n{\n \\\"projectDir\\\": \\\"offroad-nitro-racer\\\",\n \\\"agents\\\": [\n {\n \\\"role\\\": \\\"frontend\\\",\n \\\"phase\\\": 1,\n \\\"scope\\\": [\n \\\"**/*\\\"\n ],\n \\\"prompt\\\": \\\"Build a complete playable browser racing game inspired by classic Ivan Stewart off-road arcade racing with nitros. Create a new Vite + TypeScript project in this directory. Implement a polished top-down/isometric off-road racer using HTML5 Canvas or WebGL with no paid assets. Required gameplay: responsive keyboard controls, realistic-but-fun vehicle handling with acceleration/braking/friction/drift, terrain-dependent grip and speed, nitro boost with limited charges and recharge pickups, lap/checkpoint system, at least 3 AI opponents, collisions, jumps/bumps or off-road obstacles, race countdown, win/lose finish state, restart flow, and increasing challenge. Required feel: chunky arcade presentation, desert/off-road track, dust trails, tire skid effects, camera follow, screen shake on impacts/boosts, engine/boost sounds via WebAudio or lightweight generated audio, and clear HUD showing lap, position, speed, nitro, and timer. Include start/help screen with controls: arrows/WASD drive, Space nitro, R restart, Esc pause. Keep code organized into small TypeScript modules such as game loop, physics, track, car, AI, effects, audio, input, and UI. Add package.json scripts for dev, build, and preview. Do not use long-running dev servers in your final verification; just implement the project. Do not delete unrelated files.\\\"\n },\n {\n \\\"role\\\": \\\"fullstack\\\",\n \\\"phase\\\": 2,\n \\\"scope\\\": [],\n \\\"prompt\\\": \\\"QC Senior Dev: Audit all changes from phase 1 agents. Verify the racing game is playable and complete against the requested feature list: classic off-road arcade feel, nitro, AI racers, laps/checkpoints, collision, terrain handling, HUD, start/help/pause/restart/finish flows, effects, and generated audio. Fix bugs, improve maintainability where needed, run npm install if dependencies are declared, run npm run build, and ensure the build compiles. Do NOT start long-running dev servers. Do NOT open files in a browser — no open commands. Commit all changes.\\\"\n }\n ],\n \\\"preview\\\": {\n \\\"kind\\\": \\\"dev-server\\\",\n \\\"command\\\": \\\"npm run dev -- --host [IP]\\\",\n \\\"cwd\\\": \\\"offroad-nitro-racer\\\",\n \\\"urlPattern\\\": \\\"https?://(localhost|127\\\\\\\\.0\\\\\\\\.0\\\\\\\\.1):\\\\\\\\d+\\\",\n \\\"readyText\\\": \\\"Local:\\\",\n \\\"openPath\\\": \\\"/\\\"\n }\n}\nJSON\ncat .groove/recommended-team.json\""},"content":"Executing: /bin/zsh -lc \"mkdir -p .groove && cat > .groove/recommended-team.json <<'JSON'\n{\n \\\"projectDir\\\": \\\"offroad-nitro-racer\\\",\n \\\"agents\\\": [\n {\n \\\"role\\\": \\\"frontend\\\",\n \\\"phase\\\": 1,\n \\\"scope\\\": [\n \\\"**/*\\\"\n ],\n \\\"prompt\\\": \\\"Build a complete playable browser racing game inspired by classic Ivan Stewart off-road arcade racing with nitros. Create a new Vite + TypeScript project in this directory. Implement a polished top-down/isometric off-road racer using HTML5 Canvas or WebGL with no paid assets. Required gameplay: responsive keyboard controls, realistic-but-fun vehicle handling with acceleration/braking/friction/drift, terrain-dependent grip and speed, nitro boost with limited charges and recharge pickups, lap/checkpoint system, at least 3 AI opponents, collisions, jumps/bumps or off-road obstacles, race countdown, win/lose finish state, restart flow, and increasing challenge. Required feel: chunky arcade presentation, desert/off-road track, dust trails, tire skid effects, camera follow, screen shake on impacts/boosts, engine/boost sounds via WebAudio or lightweight generated audio, and clear HUD showing lap, position, speed, nitro, and timer. Include start/help screen with controls: arrows/WASD drive, Space nitro, R restart, Esc pause. Keep code organized into small TypeScript modules such as game loop, physics, track, car, AI, effects, audio, input, and UI. Add package.json scripts for dev, build, and preview. Do not use long-running dev servers in your final verification; just implement the project. Do not delete unrelated files.\\\"\n },\n {\n \\\"role\\\": \\\"fullstack\\\",\n \\\"phase\\\": 2,\n \\\"scope\\\": [],\n \\\"prompt\\\": \\\"QC Senior Dev: Audit all changes from phase 1 agents. Verify the racing game is playable and complete against the requested feature list: classic off-road arcade feel, nitro, AI racers, laps/checkpoints, collision, terrain handling, HUD, start/help/pause/restart/finish flows, effects, and generated audio. Fix bugs, improve maintainability where needed, run npm install if dependencies are declared, run npm run build, and ensure the build compiles. Do NOT start long-running dev servers. Do NOT open files in a browser — no open commands. Commit all changes.\\\"\n }\n ],\n \\\"preview\\\": {\n \\\"kind\\\": \\\"dev-server\\\",\n \\\"command\\\": \\\"npm run dev -- --host [IP]\\\",\n \\\"cwd\\\": \\\"offroad-nitro-racer\\\",\n \\\"urlPattern\\\": \\\"https?://(localhost|127\\\\\\\\.0\\\\\\\\.0\\\\\\\\.1):\\\\\\\\d+\\\",\n \\\"readyText\\\": \\\"Local:\\\",\n \\\"openPath\\\": \\\"/\\\"\n }\n}\nJSON\ncat .groove/recommended-team.json\"","token_count":1340},{"step":6,"type":"observation","timestamp":1777337225.466,"content":"{\n \"projectDir\": \"offroad-nitro-racer\",\n \"agents\": [\n {\n \"role\": \"frontend\",\n \"phase\": 1,\n \"scope\": [\n \"**/*\"\n ],\n \"prompt\": \"Build a complete playable browser racing game inspired by classic Ivan Stewart off-road arcade racing with nitros. Create a new Vite + TypeScript project in this directory. Implement a polished top-down/isometric off-road racer using HTML5 Canvas or WebGL with no paid assets. Required gameplay: responsive keyboard controls, realistic-but-fun vehicle handling with acceleration/braking/friction/drift, terrain-dependent grip and speed, nitro boost with limited charges and recharge pickups, lap/checkpoint system, at least 3 AI opponents, collisions, jumps/bumps or off-road obstacles, race countdown, win/lose finish state, restart flow, and increasing challenge. Required feel: chunky arcade presentation, desert/off-road track, dust trails, tire skid effects, camera follow, screen shake on impacts/boosts, engine/boost sounds via WebAudio or lightweight generated audio, and clear HUD showing lap, position, speed, nitro, and timer. Include start/help screen with controls: arrows/WASD drive, Space nitro, R restart, Esc pause. Keep code organized into small TypeScript modules such as game loop, physics, track, car, AI, effects, audio, input, and UI. Add package.json scripts for dev, build, and preview. Do not use long-running dev servers in your final verification; just implement the project. Do not delete unrelated files.\"\n },\n {\n \"role\": \"fullstack\",\n \"phase\": 2,\n \"scope\": [],\n \"prompt\": \"QC Senior Dev: Audit all changes from phase 1 agents. Verify the racing game is playable and complete against the requested feature list: classic off-road arcade feel, nitro, AI racers, laps/checkpoints, collision, terrain handling, HUD, start/help/pause/restart/finish flows, effects, and generated audio. Fix bugs, improve maintainability where needed, run npm install if dependencies are declared, run npm run build, and ensure the build compiles. Do NOT start long-running dev servers. Do NOT open files in a browser — no open commands. Commit all changes.\"\n }\n ],\n \"preview\": {\n \"kind\": \"dev-server\",\n \"command\": \"npm run dev -- --host [IP]\",\n \"cwd\": \"offroad-nitro-racer\",\n \"urlPattern\": \"https?://(localhost|127\\\\.0\\\\.0\\\\.1):\\\\d+\",\n \"readyText\": \"Local:\",\n \"openPath\": \"/\"\n }\n}\n","truncated":false,"original_token_count":602,"token_count":601},{"step":7,"type":"thought","timestamp":1777337228.788,"content":"Planned and routed the racing game build.\n\n- Wrote `.groove/recommended-team.json:1`\n- Created new project target: `offroad-nitro-racer`\n- Routed phase 1 to `frontend` to build the playable Vite + TypeScript off-road nitro racing game\n- Routed phase 2 to `fullstack` for QC, fixes, build verification, and commit\n- Added preview config using `npm run dev -- --host [IP]` with landing path `/`\n\nThe team is ready for GROOVE to launch the implementation.","token_count":113},{"step":8,"type":"resolution","timestamp":1777337228.854,"content":"","token_count":1}]}
4
+ {"envelope_id":"env_92cdd2ef-52ad-4731-a923-66367dea6f43","session_id":"sess_ab612b01-a639-4899-8559-78b8e850cb38","type":"SESSION_CLOSE","attestation":{"session_hmac":"d68d790c9958d9f77e4ce3c544c1943e1257e28080b4a0203310f22513d535f1","sequence":1,"app_version_hash":"4a527565d85cc601d3c47c376e4f361d5af987de58f60cf71dbc263a0de91247"},"metadata":{"model_engine":"gpt-5.5","provider":"codex","agent_role":"planner","agent_id":"a920c1e4","task_complexity":"medium","team_size":1,"session_quality":60,"groove_version":"0.27.112","leaf_context":null,"domain_tags":{"primary":{"domain":"vue_frontend","confidence":0.3053},"secondary":{"domain":"react_frontend","confidence":0.2723},"tertiary":{"domain":"game_dev","confidence":0.2659}},"session_embedding":{"model":"sentence-transformers/all-MiniLM-L6-v2","vector":[-0.04614327847957611,0.0020445084664970636,-0.004096352029591799,0.005679147783666849,-0.007054030895233154,-0.013374983333051205,-0.06943438947200775,0.030174223706126213,-0.04974624142050743,0.061289314180612564,-0.06642931699752808,-0.04663005471229553,-0.06924588978290558,-0.014221892692148685,0.012365838512778282,0.03602759167551994,0.026043877005577087,-0.08259943872690201,0.08094224333763123,-0.03630850091576576,-0.03460899367928505,-0.05459367856383324,0.07030528038740158,-0.0116138169541955,-0.020136255770921707,-0.0008824902470223606,-0.02023746632039547,0.14589270949363708,0.022730259224772453,-0.03716447204351425,-0.003564449492841959,0.0762026458978653,-0.0849035233259201,-0.006770107429474592,0.05695929378271103,0.06867664307355881,0.007058930117636919,-0.03289133682847023,-0.07812288403511047,-0.046378493309020996,0.0849263146519661,0.05089324340224266,-0.0019827308133244514,0.010790425352752209,0.022144721820950508,0.03557831048965454,0.0102756442502141,-0.011198557913303375,-0.011004069820046425,-0.004630372393876314,-0.08092760294675827,-0.11033707112073898,0.04905790835618973,-0.08693256974220276,0.041459403932094574,0.12723061442375183,-0.024970393627882004,0.004890603944659233,0.04244081676006317,-0.05382147803902626,0.06492315232753754,-0.010727696120738983,-0.08648912608623505,-0.05693124234676361,-0.05028358846902847,-0.013771044090390205,0.026803426444530487,0.048372384160757065,0.006580649875104427,0.04718337953090668,0.04552756994962692,-0.03909318894147873,-0.008606047369539738,-0.034573767334222794,0.0016653287457302213,0.06043580546975136,0.03516297787427902,0.0007876224699430168,0.02164604514837265,-0.10499739646911621,0.02241157926619053,-0.03752460330724716,0.002024218672886491,0.07361804693937302,0.015163373202085495,0.05564426630735397,0.03846864402294159,0.014931848272681236,0.06142308935523033,-0.024696586653590202,-0.07326263189315796,-0.031109081581234932,0.06506194919347763,-0.04395819082856178,-0.024672485888004303,0.10563382506370544,-0.04728307947516441,-0.028129883110523224,0.03952176123857498,0.051333408802747726,-0.03924906626343727,-0.01678178645670414,0.0448906347155571,0.005519568920135498,-0.01583188585937023,0.07406090199947357,0.006209812592715025,0.04606354236602783,-0.0014214173424988985,0.09954027831554413,0.06409663707017899,0.004824958276003599,0.059803228825330734,-0.00435331417247653,-0.012246955186128616,0.08605435490608215,-0.09831368178129196,0.09363943338394165,-0.002714346395805478,0.07268335670232773,-0.012158813886344433,-0.035569656640291214,0.0464831180870533,0.051596324890851974,-0.033359725028276443,-0.07194467633962631,0.043137017637491226,1.8860220948478115e-33,0.04450426250696182,-0.022283455356955528,-0.0008558467961847782,0.05931752920150757,0.09250535070896149,0.04764445126056671,0.04357149824500084,-0.008010463789105415,-0.1297803670167923,0.01692829094827175,-0.0072862533852458,-0.052943263202905655,-0.03970547392964363,0.012598522007465363,-0.005180329084396362,-0.12297723442316055,-0.025001678615808487,0.005132023245096207,-0.10791688412427902,-0.013626720756292343,0.03337522968649864,0.03353079408407211,-0.07927914708852768,-0.012462222017347813,0.020636139437556267,0.04400414600968361,-0.013157971203327179,-0.011626176536083221,-0.002555800136178732,0.01779354363679886,-0.01034082192927599,0.045635007321834564,-0.03008248098194599,0.050405893474817276,-0.01983143948018551,0.04558384791016579,-0.035527344793081284,-0.05952034145593643,-0.048398107290267944,0.05629495531320572,0.048638805747032166,-0.0015313184121623635,-0.09550396353006363,-0.04026228189468384,-0.02865266241133213,-0.016542498022317886,0.024080956354737282,-0.0036124836187809706,0.10423940420150757,-0.03508703038096428,-0.06408795714378357,0.0007985453703440726,0.004745748359709978,-0.016928931698203087,0.0010209560859948397,-0.05073697119951248,0.0324324406683445,-0.03846629336476326,0.008178390562534332,-0.0242534801363945,0.003058083588257432,0.024189844727516174,-0.08984381705522537,0.001789623755030334,-0.022818155586719513,0.03393904119729996,-0.06651076674461365,-0.027789315208792686,0.12670837342739105,-0.052423134446144104,-0.007015264127403498,-0.043684266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verify the existing team, then route the racing game build.\nNo existing team is registered here, so I’m creating the build team config.\nPlanned and routed the racing game build.\n\n- Wrote `.groove/recommended-team.json:1`\n- Created new project target: `offroad-nitro-racer`\n- Routed phase 1 to `frontend` to build the playable Vite + TypeScript off-road nitro racing game\n- Routed phase 2 to `fullstack` for QC, fixes, build verification, and commit\n- Added preview config using `npm run dev -- --hos"}},"outcome":{"status":"SUCCESS","session_quality":60,"quality_tier":"TIER_B","quality_tier_reason":"moderate_quality","user_interventions":0,"total_steps":8,"total_chunks":1,"total_tokens":2225,"duration_seconds":29,"files_modified":0,"errors_encountered":0,"errors_recovered":0,"coordination_events":0,"training_eligible":true,"training_exclusion_reason":null}}
5
+ {"envelope_id":"env_cb70a020-8898-444b-8354-be6d6cbdfd53","session_id":"sess_f507f37c-1c30-4116-815f-27223313c816","chunk_sequence":0,"contributor_id":"23e6dd8c4a884836bf78cafda9fbe57d","attestation":{"session_hmac":"7fdb3ab194ab352b8f951f83192834a2533df1df3a24c8a3f4368e6236a01b6b","sequence":0,"app_version_hash":"4a527565d85cc601d3c47c376e4f361d5af987de58f60cf71dbc263a0de91247"},"metadata":{"model_engine":"gpt-5.5","provider":"codex","agent_role":"frontend","agent_id":"b5748f42","task_complexity":"medium","team_size":1,"session_quality":0,"groove_version":"0.27.112","leaf_context":null},"trajectory_log":[{"step":1,"type":"thought","timestamp":1777337273.581,"content":"I’ll scaffold the Vite game project, then build the core racing modules and verify with a production build.","token_count":27},{"step":2,"type":"action","timestamp":1777337279.909,"tool":"command_execution","arguments":{"command":"/bin/zsh -lc \"pwd && rg --files -g '\"'!*node_modules*'\"' | sed -n '1,120p'\""},"content":"Executing: /bin/zsh -lc \"pwd && rg --files -g '\"'!*node_modules*'\"' | sed -n '1,120p'\"","token_count":45},{"step":3,"type":"observation","timestamp":1777337279.965,"content":"~/Desktop/groove-project/groove/codex-test/offroad-nitro-racer\n","truncated":false,"original_token_count":18,"token_count":16},{"step":4,"type":"thought","timestamp":1777337294.049,"content":"Directory is empty, so I’m creating a clean Vite + TypeScript game structure from scratch.","token_count":23},{"step":5,"type":"error","timestamp":1777337299.162,"tool":"command_execution","arguments":{"command":"/bin/zsh -lc \"mkdir -p src/game && cat > package.json <<'EOF'\n{\n \\\"name\\\": \\\"offroad-nitro-racer\\\",\n \\\"version\\\": \\\"0.1.0\\\",\n \\\"private\\\": true,\n \\\"type\\\": \\\"module\\\",\n \\\"scripts\\\": {\n \\\"dev\\\": \\\"vite\\\",\n \\\"build\\\": \\\"tsc && vite build\\\",\n \\\"preview\\\": \\\"vite preview\\\"\n },\n \\\"dependencies\\\": {\n \\\"@vitejs/plugin-react\\\": \\\"latest\\\",\n \\\"vite\\\": \\\"latest\\\",\n \\\"typescript\\\": \\\"latest\\\"\n },\n \\\"devDependencies\\\": {}\n}\nEOF\ncat > tsconfig.json <<'EOF'\n{\n \\\"compilerOptions\\\": {\n \\\"target\\\": \\\"ES2020\\\",\n \\\"useDefineForClassFields\\\": true,\n \\\"module\\\": \\\"ESNext\\\",\n \\\"lib\\\": [\\\"ES2020\\\", \\\"DOM\\\", \\\"DOM.Iterable\\\"],\n \\\"skipLibCheck\\\": true,\n \\\"moduleResolution\\\": \\\"bundler\\\",\n \\\"allowImportingTsExtensions\\\": true,\n \\\"isolatedModules\\\": true,\n \\\"moduleDetection\\\": \\\"force\\\",\n \\\"noEmit\\\": true,\n \\\"strict\\\": true,\n \\\"noUnusedLocals\\\": false,\n \\\"noUnusedParameters\\\": false\n },\n \\\"include\\\": [\\\"src\\\"]\n}\nEOF\ncat > index.html <<'EOF'\n<\"'!doctype html>\n<html lang=\"en\">\n <head>\n <meta charset=\"UTF-8\" />\n <meta name=\"viewport\" content=\"width=device-width, initial-scale=1.0\" />\n <title>Offroad Nitro Racer</title>\n </head>\n <body>\n <div id=\"app\"></div>\n <script type=\"module\" src=\"/src/main.ts\"></script>\n </body>\n</html>\nEOF\ncat > src/main.ts <<'\"'EOF'\nimport './style.css';\nimport { Game } from './game/Game';\n\nconst app = document.querySelector<HTMLDivElement>('#app');\n\nif (\"'!app) {\n throw new Error('\"'Missing #app root');\n}\n\napp.innerHTML = \"'`\n <div class=\"shell\">\n <canvas id=\"game\" aria-label=\"Offroad Nitro Racer game canvas\"></canvas>\n <div id=\"overlay\" class=\"overlay\"></div>\n </div>\n`;\n\nconst canvas = document.querySelector<HTMLCanvasElement>('\"'#game');\nconst overlay = document.querySelector<HTMLDivElement>('#overlay');\n\nif (\"'!canvas || !overlay) {\n throw new Error('\"'Missing game canvas or overlay');\n}\n\nnew Game(canvas, overlay).start();\nEOF\""},"content":"Executing: /bin/zsh -lc \"mkdir -p src/game && cat > package.json <<'EOF'\n{\n \\\"name\\\": \\\"offroad-nitro-racer\\\",\n \\\"version\\\": \\\"0.1.0\\\",\n \\\"private\\\": true,\n \\\"type\\\": \\\"module\\\",\n \\\"scripts\\\": {\n \\\"dev\\\": \\\"vite\\\",\n \\\"build\\\": \\\"tsc && vite build\\\",\n \\\"preview\\\": \\\"vite preview\\\"\n },\n \\\"dependencies\\\": {\n \\\"@vitejs/plugin-react\\\": \\\"latest\\\",\n \\\"vite\\\": \\\"latest\\\",\n \\\"typescript\\\": \\\"latest\\\"\n },\n \\\"devDependencies\\\": {}\n}\nEOF\ncat > tsconfig.json <<'EOF'\n{\n \\\"compilerOptions\\\": {\n \\\"target\\\": \\\"ES2020\\\",\n \\\"useDefineForClassFields\\\": true,\n \\\"module\\\": \\\"ESNext\\\",\n \\\"lib\\\": [\\\"ES2020\\\", \\\"DOM\\\", \\\"DOM.Iterable\\\"],\n \\\"skipLibCheck\\\": true,\n \\\"moduleResolution\\\": \\\"bundler\\\",\n \\\"allowImportingTsExtensions\\\": true,\n \\\"isolatedModules\\\": true,\n \\\"moduleDetection\\\": \\\"force\\\",\n \\\"noEmit\\\": true,\n \\\"strict\\\": true,\n \\\"noUnusedLocals\\\": false,\n \\\"noUnusedParameters\\\": false\n },\n \\\"include\\\": [\\\"src\\\"]\n}\nEOF\ncat > index.html <<'EOF'\n<\"'!doctype html>\n<html lang=\"en\">\n <head>\n <meta charset=\"UTF-8\" />\n <meta name=\"viewport\" content=\"width=device-width, initial-scale=1.0\" />\n <title>Offroad Nitro Racer</title>\n </head>\n <body>\n <div id=\"app\"></div>\n <script type=\"module\" src=\"/src/main.ts\"></script>\n </body>\n</html>\nEOF\ncat > src/main.ts <<'\"'EOF'\nimport './style.css';\nimport { Game } from './game/Game';\n\nconst app = document.querySelector<HTMLDivElement>('#app');\n\nif (\"'!app) {\n throw new Error('\"'Missing #app root');\n}\n\napp.innerHTML = \"'`\n <div class=\"shell\">\n <canvas id=\"game\" aria-label=\"Offroad Nitro Racer game canvas\"></canvas>\n <div id=\"overlay\" class=\"overlay\"></div>\n </div>\n`;\n\nconst canvas = document.querySelector<HTMLCanvasElement>('\"'#game');\nconst overlay = document.querySelector<HTMLDivElement>('#overlay');\n\nif (\"'!canvas || !overlay) {\n throw new Error('\"'Missing game canvas or overlay');\n}\n\nnew Game(canvas, overlay).start();\nEOF\"","token_count":1057},{"step":6,"type":"observation","timestamp":1777337299.214,"content":"","truncated":false,"original_token_count":0,"token_count":1},{"step":7,"type":"thought","timestamp":1777337305.298,"content":"Scaffold is in place. Next I’m adding the simulation, track, AI, rendering, audio, and input modules.","token_count":26},{"step":8,"type":"action","timestamp":1777337319.124,"tool":"command_execution","arguments":{"command":"/bin/zsh -lc \"cat > src/game/math.ts <<'EOF'\nexport type Vec2 = { x: number; y: number };\n\nexport const TAU = Math.PI * 2;\n\nexport function clamp(value: number, min: number, max: number): number {\n return Math.max(min, Math.min(max, value));\n}\n\nexport function lerp(a: number, b: number, t: number): number {\n return a + (b - a) * t;\n}\n\nexport function length(x: number, y: number): number {\n return Math.hypot(x, y);\n}\n\nexport function distance(a: Vec2, b: Vec2): number {\n return Math.hypot(a.x - b.x, a.y - b.y);\n}\n\nexport function normalizeAngle(angle: number): number {\n while (angle > Math.PI) angle -= TAU;\n while (angle < -Math.PI) angle += TAU;\n return angle;\n}\n\nexport function angleTo(from: Vec2, to: Vec2): number {\n return Math.atan2(to.y - from.y, to.x - from.x);\n}\n\nexport function dot(ax: number, ay: number, bx: number, by: number): number {\n return ax * bx + ay * by;\n}\n\nexport function rand(min: number, max: number): number {\n return min + Math.random() * (max - min);\n}\n\nexport function roundedRect(ctx: CanvasRenderingContext2D, x: number, y: number, w: number, h: number, r: number): void {\n ctx.beginPath();\n ctx.roundRect(x, y, w, h, r);\n}\nEOF\ncat > src/game/Input.ts <<'EOF'\nexport class Input {\n private keys = new Set<string>();\n private pressed = new Set<string>();\n\n constructor() {\n window.addEventListener('keydown', (event) => {\n const key = this.normalize(event.key);\n if (\"'!this.keys.has(key)) this.pressed.add(key);\n this.keys.add(key);\n\n if (['\"'ArrowUp', 'ArrowDown', 'ArrowLeft', 'ArrowRight', ' ', 'Space'].includes(event.key)) {\n event.preventDefault();\n }\n });\n\n window.addEventListener('keyup', (event) => {\n this.keys.delete(this.normalize(event.key));\n });\n\n window.addEventListener('blur', () => {\n this.keys.clear();\n this.pressed.clear();\n });\n }\n\n isDown(...keys: string[]): boolean {\n return keys.some((key) => this.keys.has(this.normalize(key)));\n }\n\n consume(key: string): boolean {\n const normalized = this.normalize(key);\n if (\"'!this.pressed.has(normalized)) return false;\n this.pressed.delete(normalized);\n return true;\n }\n\n endFrame(): void {\n this.pressed.clear();\n }\n\n private normalize(key: string): string {\n if (key === '\"' ') return 'space';\n return key.toLowerCase();\n }\n}\nEOF\ncat > src/game/Audio.ts <<'EOF'\nimport { clamp } from './math';\n\nexport class AudioSystem {\n private ctx: AudioContext | null = null;\n private master: GainNode | null = null;\n private engineOsc: OscillatorNode | null = null;\n private engineGain: GainNode | null = null;\n\n ensure(): void {\n if (this.ctx) return;\n\n const Ctx = window.AudioContext || (window as unknown as { webkitAudioContext: typeof AudioContext }).webkitAudioContext;\n this.ctx = new Ctx();\n this.master = this.ctx.createGain();\n this.master.gain.value = 0.18;\n this.master.connect(this.ctx.destination);\n\n this.engineOsc = this.ctx.createOscillator();\n this.engineGain = this.ctx.createGain();\n this.engineOsc.type = 'sawtooth';\n this.engineOsc.frequency.value = 70;\n this.engineGain.gain.value = 0;\n this.engineOsc.connect(this.engineGain);\n this.engineGain.connect(this.master);\n this.engineOsc.start();\n }\n\n updateEngine(speed: number, throttle: number, boosting: boolean): void {\n if (\"'!this.ctx || !this.engineOsc || !this.engineGain) return;\n const now = this.ctx.currentTime;\n this.engineOsc.frequency.setTargetAtTime(65 + clamp(speed, 0, 240) * 1.2 + (boosting ? 70 : 0), now, 0.04);\n this.engineGain.gain.setTargetAtTime(0.025 + Math.abs(throttle) * 0.05 + (boosting ? 0.035 : 0), now, 0.05);\n }\n\n beep(kind: '\"'count' | 'go' | 'pickup' | 'boost' | 'hit' | 'finish'): void {\n this.ensure();\n if (\"'!this.ctx || !this.master) return;\n\n const now = this.ctx.currentTime;\n const osc = this.ctx.createOscillator();\n const gain = this.ctx.createGain();\n const settings = {\n count: [440, 0.12, '\"'square'],\n go: [780, 0.35, 'triangle'],\n pickup: [920, 0.18, 'sine'],\n boost: [120, 0.42, 'sawtooth'],\n hit: [80, 0.18, 'square'],\n finish: [660, 0.7, 'triangle'],\n } as const;\n const [frequency, duration, type] = settings[kind];\n\n osc.type = type;\n osc.frequency.setValueAtTime(frequency, now);\n if (kind === 'boost') osc.frequency.exponentialRampToValueAtTime(240, now + duration);\n if (kind === 'hit') osc.frequency.exponentialRampToValueAtTime(45, now + duration);\n gain.gain.setValueAtTime(kind === 'hit' ? 0.13 : 0.18, now);\n gain.gain.exponentialRampToValueAtTime(0.001, now + duration);\n osc.connect(gain);\n gain.connect(this.master);\n osc.start(now);\n osc.stop(now + duration + 0.02);\n }\n}\nEOF\""},"content":"Executing: /bin/zsh -lc \"cat > src/game/math.ts <<'EOF'\nexport type Vec2 = { x: number; y: number };\n\nexport const TAU = Math.PI * 2;\n\nexport function clamp(value: number, min: number, max: number): number {\n return Math.max(min, Math.min(max, value));\n}\n\nexport function lerp(a: number, b: number, t: number): number {\n return a + (b - a) * t;\n}\n\nexport function length(x: number, y: number): number {\n return Math.hypot(x, y);\n}\n\nexport function distance(a: Vec2, b: Vec2): number {\n return Math.hypot(a.x - b.x, a.y - b.y);\n}\n\nexport function normalizeAngle(angle: number): number {\n while (angle > Math.PI) angle -= TAU;\n while (angle < -Math.PI) angle += TAU;\n return angle;\n}\n\nexport function angleTo(from: Vec2, to: Vec2): number {\n return Math.atan2(to.y - from.y, to.x - from.x);\n}\n\nexport function dot(ax: number, ay: number, bx: number, by: number): number {\n return ax * bx + ay * by;\n}\n\nexport function rand(min: number, max: number): number {\n return min + Math.random() * (max - min);\n}\n\nexport function roundedRect(ctx: CanvasRenderingContext2D, x: number, y: number, w: number, h: number, r: number): void {\n ctx.beginPath();\n ctx.roundRect(x, y, w, h, r);\n}\nEOF\ncat > src/game/Input.ts <<'EOF'\nexport class Input {\n private keys = new Set<string>();\n private pressed = new Set<string>();\n\n constructor() {\n window.addEventListener('keydown', (event) => {\n const key = this.normalize(event.key);\n if (\"'!this.keys.has(key)) this.pressed.add(key);\n this.keys.add(key);\n\n if (['\"'ArrowUp', 'ArrowDown', 'ArrowLeft', 'ArrowRight', ' ', 'Space'].includes(event.key)) {\n event.preventDefault();\n }\n });\n\n window.addEventListener('keyup', (event) => {\n this.keys.delete(this.normalize(event.key));\n });\n\n window.addEventListener('blur', () => {\n this.keys.clear();\n this.pressed.clear();\n });\n }\n\n isDown(...keys: string[]): boolean {\n return keys.some((key) => this.keys.has(this.normalize(key)));\n }\n\n consume(key: string): boolean {\n const normalized = this.normalize(key);\n if (\"'!this.pressed.has(normalized)) return false;\n this.pressed.delete(normalized);\n return true;\n }\n\n endFrame(): void {\n this.pressed.clear();\n }\n\n private normalize(key: string): string {\n if (key === '\"' ') return 'space';\n return key.toLowerCase();\n }\n}\nEOF\ncat > src/game/Audio.ts <<'EOF'\nimport { clamp } from './math';\n\nexport class AudioSystem {\n private ctx: AudioContext | null = null;\n private master: GainNode | null = null;\n private engineOsc: OscillatorNode | null = null;\n private engineGain: GainNode | null = null;\n\n ensure(): void {\n if (this.ctx) return;\n\n const Ctx = window.AudioContext || (window as unknown as { webkitAudioContext: typeof AudioContext }).webkitAudioContext;\n this.ctx = new Ctx();\n this.master = this.ctx.createGain();\n this.master.gain.value = 0.18;\n this.master.connect(this.ctx.destination);\n\n this.engineOsc = this.ctx.createOscillator();\n this.engineGain = this.ctx.createGain();\n this.engineOsc.type = 'sawtooth';\n this.engineOsc.frequency.value = 70;\n this.engineGain.gain.value = 0;\n this.engineOsc.connect(this.engineGain);\n this.engineGain.connect(this.master);\n this.engineOsc.start();\n }\n\n updateEngine(speed: number, throttle: number, boosting: boolean): void {\n if (\"'!this.ctx || !this.engineOsc || !this.engineGain) return;\n const now = this.ctx.currentTime;\n this.engineOsc.frequency.setTargetAtTime(65 + clamp(speed, 0, 240) * 1.2 + (boosting ? 70 : 0), now, 0.04);\n this.engineGain.gain.setTargetAtTime(0.025 + Math.abs(throttle) * 0.05 + (boosting ? 0.035 : 0), now, 0.05);\n }\n\n beep(kind: '\"'count' | 'go' | 'pickup' | 'boost' | 'hit' | 'finish'): void {\n this.ensure();\n if (\"'!this.ctx || !this.master) return;\n\n const now = this.ctx.currentTime;\n const osc = this.ctx.createOscillator();\n const gain = this.ctx.createGain();\n const settings = {\n count: [440, 0.12, '\"'square'],\n go: [780, 0.35, 'triangle'],\n pickup: [920, 0.18, 'sine'],\n boost: [120, 0.42, 'sawtooth'],\n hit: [80, 0.18, 'square'],\n finish: [660, 0.7, 'triangle'],\n } as const;\n const [frequency, duration, type] = settings[kind];\n\n osc.type = type;\n osc.frequency.setValueAtTime(frequency, now);\n if (kind === 'boost') osc.frequency.exponentialRampToValueAtTime(240, now + duration);\n if (kind === 'hit') osc.frequency.exponentialRampToValueAtTime(45, now + duration);\n gain.gain.setValueAtTime(kind === 'hit' ? 0.13 : 0.18, now);\n gain.gain.exponentialRampToValueAtTime(0.001, now + duration);\n osc.connect(gain);\n gain.connect(this.master);\n osc.start(now);\n osc.stop(now + duration + 0.02);\n }\n}\nEOF\"","token_count":2436},{"step":9,"type":"observation","timestamp":1777337319.175,"content":"","truncated":false,"original_token_count":0,"token_count":1},{"step":10,"type":"action","timestamp":1777337346.643,"tool":"command_execution","arguments":{"command":"/bin/zsh -lc \"cat > src/game/Track.ts <<'EOF'\nimport { TAU, Vec2, clamp, distance } from './math';\n\nexport type Terrain = 'track' | 'sand' | 'rough' | 'mud';\n\nexport type TrackSample = {\n terrain: Terrain;\n grip: number;\n speedMultiplier: number;\n nearest: Vec2;\n distanceFromCenter: number;\n progress: number;\n};\n\nexport type Obstacle = Vec2 & { radius: number; kind: 'rock' | 'cactus' | 'barrel' | 'bump' };\nexport type Pickup = Vec2 & { radius: number; active: boolean; respawn: number };\n\nconst CHECKPOINTS = 12;\n\nexport class Track {\n readonly width = 230;\n readonly roughWidth = 390;\n readonly lapsToWin = 3;\n readonly center: Vec2 = { x: 0, y: 0 };\n readonly points: Vec2[] = [];\n readonly checkpoints: Vec2[] = [];\n readonly obstacles: Obstacle[] = [];\n readonly pickups: Pickup[] = [];\n\n constructor() {\n for (let i = 0; i < 220; i++) {\n const t = i / 220;\n const a = t * TAU;\n const wobble = Math.sin(a * 3) * 55 + Math.cos(a * 5) * 24;\n this.points.push({\n x: Math.cos(a) * (890 + wobble) + Math.cos(a * 2.2) * 75,\n y: Math.sin(a) * (550 + Math.sin(a * 4) * 50) + Math.sin(a * 1.5) * 60,\n });\n }\n\n for (let i = 0; i < CHECKPOINTS; i++) {\n this.checkpoints.push(this.pointAt(i / CHECKPOINTS));\n }\n\n this.obstacles.push(\n { ...this.offsetPoint(0.11, -170), radius: 32, kind: 'rock' },\n { ...this.offsetPoint(0.19, 145), radius: 30, kind: 'cactus' },\n { ...this.offsetPoint(0.27, -60), radius: 58, kind: 'bump' },\n { ...this.offsetPoint(0.36, 150), radius: 34, kind: 'barrel' },\n { ...this.offsetPoint(0.48, -160), radius: 36, kind: 'rock' },\n { ...this.offsetPoint(0.57, 60), radius: 60, kind: 'bump' },\n { ...this.offsetPoint(0.68, 165), radius: 34, kind: 'cactus' },\n { ...this.offsetPoint(0.78, -145), radius: 36, kind: 'barrel' },\n { ...this.offsetPoint(0.88, 75), radius: 54, kind: 'bump' },\n );\n\n for (const t of [0.14, 0.31, 0.45, 0.62, 0.82]) {\n this.pickups.push({ ...this.offsetPoint(t, 0), radius: 28, active: true, respawn: 0 });\n }\n }\n\n update(delta: number): void {\n for (const pickup of this.pickups) {\n if (\"'!pickup.active) {\n pickup.respawn -= delta;\n if (pickup.respawn <= 0) pickup.active = true;\n }\n }\n }\n\n startPosition(index: number): Vec2 & { angle: number } {\n const base = this.pointAt(0.985);\n const next = this.pointAt(0.995);\n const angle = Math.atan2(next.y - base.y, next.x - base.x);\n const side = index % 2 === 0 ? -1 : 1;\n return {\n x: base.x - Math.sin(angle) * side * 45 - Math.cos(angle) * index * 42,\n y: base.y + Math.cos(angle) * side * 45 - Math.sin(angle) * index * 42,\n angle,\n };\n }\n\n sample(x: number, y: number): TrackSample {\n let nearest = this.points[0];\n let nearestIndex = 0;\n let best = Infinity;\n\n for (let i = 0; i < this.points.length; i++) {\n const d = Math.hypot(x - this.points[i].x, y - this.points[i].y);\n if (d < best) {\n best = d;\n nearest = this.points[i];\n nearestIndex = i;\n }\n }\n\n const mud = Math.sin((x + 260) * 0.006) * Math.cos((y - 180) * 0.008) > 0.72;\n const terrain: Terrain = best < this.width / 2 ? (mud && best > 46 ? '\"'mud' : 'track') : best < this.roughWidth / 2 ? 'sand' : 'rough';\n\n const traits = {\n track: { grip: 1, speedMultiplier: 1 },\n mud: { grip: 0.62, speedMultiplier: 0.72 },\n sand: { grip: 0.72, speedMultiplier: 0.82 },\n rough: { grip: 0.46, speedMultiplier: 0.56 },\n }[terrain];\n\n return {\n terrain,\n grip: traits.grip,\n speedMultiplier: traits.speedMultiplier,\n nearest,\n distanceFromCenter: best,\n progress: nearestIndex / this.points.length,\n };\n }\n\n nextCheckpoint(current: number): Vec2 {\n return this.checkpoints[current % this.checkpoints.length];\n }\n\n consumePickup(pos: Vec2): boolean {\n for (const pickup of this.pickups) {\n if (pickup.active && distance(pos, pickup) < pickup.radius + 26) {\n pickup.active = false;\n pickup.respawn = 9;\n return true;\n }\n }\n return false;\n }\n\n pointAt(progress: number): Vec2 {\n const wrapped = ((progress % 1) + 1) % 1;\n const index = wrapped * this.points.length;\n const a = Math.floor(index) % this.points.length;\n const b = (a + 1) % this.points.length;\n const t = index - Math.floor(index);\n return {\n x: this.points[a].x + (this.points[b].x - this.points[a].x) * t,\n y: this.points[a].y + (this.points[b].y - this.points[a].y) * t,\n };\n }\n\n private offsetPoint(progress: number, offset: number): Vec2 {\n const p = this.pointAt(progress);\n const n = this.pointAt(progress + 0.006);\n const angle = Math.atan2(n.y - p.y, n.x - p.x);\n return {\n x: p.x - Math.sin(angle) * offset,\n y: p.y + Math.cos(angle) * offset,\n };\n }\n}\n\nexport function checkpointDistance(progress: number, checkpointIndex: number): number {\n const target = checkpointIndex / CHECKPOINTS;\n const ahead = target >= progress ? target - progress : target + 1 - progress;\n return clamp(ahead, 0, 1);\n}\nEOF\ncat > src/game/Effects.ts <<'EOF'\nimport { Vec2, rand } from './math';\n\nexport type ParticleKind = 'dust' | 'skid' | 'spark' | 'boost';\n\ntype Particle = Vec2 & {\n vx: number;\n vy: number;\n life: number;\n maxLife: number;\n size: number;\n kind: ParticleKind;\n};\n\nexport class Effects {\n particles: Particle[] = [];\n shake = 0;\n\n add(kind: ParticleKind, x: number, y: number, angle = 0, amount = 1): void {\n for (let i = 0; i < amount; i++) {\n const speed = kind === 'boost' ? rand(80, 180) : rand(10, 95);\n const spread = angle + Math.PI + rand(-0.75, 0.75);\n this.particles.push({\n x: x + rand(-8, 8),\n y: y + rand(-8, 8),\n vx: Math.cos(spread) * speed + rand(-20, 20),\n vy: Math.sin(spread) * speed + rand(-20, 20),\n life: kind === 'skid' ? 1.4 : rand(0.25, 0.75),\n maxLife: kind === 'skid' ? 1.4 : 0.75,\n size: kind === 'spark' ? rand(2, 5) : rand(6, 18),\n kind,\n });\n }\n }\n\n impact(amount: number): void {\n this.shake = Math.max(this.shake, amount);\n }\n\n update(delta: number): void {\n this.shake = Math.max(0, this.shake - delta * 18);\n for (const p of this.particles) {\n p.x += p.vx * delta;\n p.y += p.vy * delta;\n p.vx *= 1 - delta * 2.2;\n p.vy *= 1 - delta * 2.2;\n p.life -= delta;\n }\n this.particles = this.particles.filter((p) => p.life > 0);\n }\n\n render(ctx: CanvasRenderingContext2D): void {\n for (const p of this.particles) {\n const alpha = Math.max(0, p.life / p.maxLife);\n ctx.globalAlpha = alpha * (p.kind === 'skid' ? 0.55 : 0.8);\n ctx.fillStyle = p.kind === 'spark' ? '#ffd166' : p.kind === 'boost' ? '#6ff7ff' : p.kind === 'skid' ? '#282018' : '#c89b66';\n ctx.beginPath();\n ctx.ellipse(p.x, p.y, p.size * (1.2 - alpha * 0.3), p.size * 0.45, 0, 0, Math.PI * 2);\n ctx.fill();\n }\n ctx.globalAlpha = 1;\n }\n}\nEOF\""},"content":"Executing: /bin/zsh -lc \"cat > src/game/Track.ts <<'EOF'\nimport { TAU, Vec2, clamp, distance } from './math';\n\nexport type Terrain = 'track' | 'sand' | 'rough' | 'mud';\n\nexport type TrackSample = {\n terrain: Terrain;\n grip: number;\n speedMultiplier: number;\n nearest: Vec2;\n distanceFromCenter: number;\n progress: number;\n};\n\nexport type Obstacle = Vec2 & { radius: number; kind: 'rock' | 'cactus' | 'barrel' | 'bump' };\nexport type Pickup = Vec2 & { radius: number; active: boolean; respawn: number };\n\nconst CHECKPOINTS = 12;\n\nexport class Track {\n readonly width = 230;\n readonly roughWidth = 390;\n readonly lapsToWin = 3;\n readonly center: Vec2 = { x: 0, y: 0 };\n readonly points: Vec2[] = [];\n readonly checkpoints: Vec2[] = [];\n readonly obstacles: Obstacle[] = [];\n readonly pickups: Pickup[] = [];\n\n constructor() {\n for (let i = 0; i < 220; i++) {\n const t = i / 220;\n const a = t * TAU;\n const wobble = Math.sin(a * 3) * 55 + Math.cos(a * 5) * 24;\n this.points.push({\n x: Math.cos(a) * (890 + wobble) + Math.cos(a * 2.2) * 75,\n y: Math.sin(a) * (550 + Math.sin(a * 4) * 50) + Math.sin(a * 1.5) * 60,\n });\n }\n\n for (let i = 0; i < CHECKPOINTS; i++) {\n this.checkpoints.push(this.pointAt(i / CHECKPOINTS));\n }\n\n this.obstacles.push(\n { ...this.offsetPoint(0.11, -170), radius: 32, kind: 'rock' },\n { ...this.offsetPoint(0.19, 145), radius: 30, kind: 'cactus' },\n { ...this.offsetPoint(0.27, -60), radius: 58, kind: 'bump' },\n { ...this.offsetPoint(0.36, 150), radius: 34, kind: 'barrel' },\n { ...this.offsetPoint(0.48, -160), radius: 36, kind: 'rock' },\n { ...this.offsetPoint(0.57, 60), radius: 60, kind: 'bump' },\n { ...this.offsetPoint(0.68, 165), radius: 34, kind: 'cactus' },\n { ...this.offsetPoint(0.78, -145), radius: 36, kind: 'barrel' },\n { ...this.offsetPoint(0.88, 75), radius: 54, kind: 'bump' },\n );\n\n for (const t of [0.14, 0.31, 0.45, 0.62, 0.82]) {\n this.pickups.push({ ...this.offsetPoint(t, 0), radius: 28, active: true, respawn: 0 });\n }\n }\n\n update(delta: number): void {\n for (const pickup of this.pickups) {\n if (\"'!pickup.active) {\n pickup.respawn -= delta;\n if (pickup.respawn <= 0) pickup.active = true;\n }\n }\n }\n\n startPosition(index: number): Vec2 & { angle: number } {\n const base = this.pointAt(0.985);\n const next = this.pointAt(0.995);\n const angle = Math.atan2(next.y - base.y, next.x - base.x);\n const side = index % 2 === 0 ? -1 : 1;\n return {\n x: base.x - Math.sin(angle) * side * 45 - Math.cos(angle) * index * 42,\n y: base.y + Math.cos(angle) * side * 45 - Math.sin(angle) * index * 42,\n angle,\n };\n }\n\n sample(x: number, y: number): TrackSample {\n let nearest = this.points[0];\n let nearestIndex = 0;\n let best = Infinity;\n\n for (let i = 0; i < this.points.length; i++) {\n const d = Math.hypot(x - this.points[i].x, y - this.points[i].y);\n if (d < best) {\n best = d;\n nearest = this.points[i];\n nearestIndex = i;\n }\n }\n\n const mud = Math.sin((x + 260) * 0.006) * Math.cos((y - 180) * 0.008) > 0.72;\n const terrain: Terrain = best < this.width / 2 ? (mud && best > 46 ? '\"'mud' : 'track') : best < this.roughWidth / 2 ? 'sand' : 'rough';\n\n const traits = {\n track: { grip: 1, speedMultiplier: 1 },\n mud: { grip: 0.62, speedMultiplier: 0.72 },\n sand: { grip: 0.72, speedMultiplier: 0.82 },\n rough: { grip: 0.46, speedMultiplier: 0.56 },\n }[terrain];\n\n return {\n terrain,\n grip: traits.grip,\n speedMultiplier: traits.speedMultiplier,\n nearest,\n distanceFromCenter: best,\n progress: nearestIndex / this.points.length,\n };\n }\n\n nextCheckpoint(current: number): Vec2 {\n return this.checkpoints[current % this.checkpoints.length];\n }\n\n consumePickup(pos: Vec2): boolean {\n for (const pickup of this.pickups) {\n if (pickup.active && distance(pos, pickup) < pickup.radius + 26) {\n pickup.active = false;\n pickup.respawn = 9;\n return true;\n }\n }\n return false;\n }\n\n pointAt(progress: number): Vec2 {\n const wrapped = ((progress % 1) + 1) % 1;\n const index = wrapped * this.points.length;\n const a = Math.floor(index) % this.points.length;\n const b = (a + 1) % this.points.length;\n const t = index - Math.floor(index);\n return {\n x: this.points[a].x + (this.points[b].x - this.points[a].x) * t,\n y: this.points[a].y + (this.points[b].y - this.points[a].y) * t,\n };\n }\n\n private offsetPoint(progress: number, offset: number): Vec2 {\n const p = this.pointAt(progress);\n const n = this.pointAt(progress + 0.006);\n const angle = Math.atan2(n.y - p.y, n.x - p.x);\n return {\n x: p.x - Math.sin(angle) * offset,\n y: p.y + Math.cos(angle) * offset,\n };\n }\n}\n\nexport function checkpointDistance(progress: number, checkpointIndex: number): number {\n const target = checkpointIndex / CHECKPOINTS;\n const ahead = target >= progress ? target - progress : target + 1 - progress;\n return clamp(ahead, 0, 1);\n}\nEOF\ncat > src/game/Effects.ts <<'EOF'\nimport { Vec2, rand } from './math';\n\nexport type ParticleKind = 'dust' | 'skid' | 'spark' | 'boost';\n\ntype Particle = Vec2 & {\n vx: number;\n vy: number;\n life: number;\n maxLife: number;\n size: number;\n kind: ParticleKind;\n};\n\nexport class Effects {\n particles: Particle[] = [];\n shake = 0;\n\n add(kind: ParticleKind, x: number, y: number, angle = 0, amount = 1): void {\n for (let i = 0; i < amount; i++) {\n const speed = kind === 'boost' ? rand(80, 180) : rand(10, 95);\n const spread = angle + Math.PI + rand(-0.75, 0.75);\n this.particles.push({\n x: x + rand(-8, 8),\n y: y + rand(-8, 8),\n vx: Math.cos(spread) * speed + rand(-20, 20),\n vy: Math.sin(spread) * speed + rand(-20, 20),\n life: kind === 'skid' ? 1.4 : rand(0.25, 0.75),\n maxLife: kind === 'skid' ? 1.4 : 0.75,\n size: kind === 'spark' ? rand(2, 5) : rand(6, 18),\n kind,\n });\n }\n }\n\n impact(amount: number): void {\n this.shake = Math.max(this.shake, amount);\n }\n\n update(delta: number): void {\n this.shake = Math.max(0, this.shake - delta * 18);\n for (const p of this.particles) {\n p.x += p.vx * delta;\n p.y += p.vy * delta;\n p.vx *= 1 - delta * 2.2;\n p.vy *= 1 - delta * 2.2;\n p.life -= delta;\n }\n this.particles = this.particles.filter((p) => p.life > 0);\n }\n\n render(ctx: CanvasRenderingContext2D): void {\n for (const p of this.particles) {\n const alpha = Math.max(0, p.life / p.maxLife);\n ctx.globalAlpha = alpha * (p.kind === 'skid' ? 0.55 : 0.8);\n ctx.fillStyle = p.kind === 'spark' ? '#ffd166' : p.kind === 'boost' ? '#6ff7ff' : p.kind === 'skid' ? '#282018' : '#c89b66';\n ctx.beginPath();\n ctx.ellipse(p.x, p.y, p.size * (1.2 - alpha * 0.3), p.size * 0.45, 0, 0, Math.PI * 2);\n ctx.fill();\n }\n ctx.globalAlpha = 1;\n }\n}\nEOF\"","token_count":3592},{"step":11,"type":"observation","timestamp":1777337346.693,"content":"","truncated":false,"original_token_count":0,"token_count":1},{"step":12,"type":"action","timestamp":1777337379.829,"tool":"command_execution","arguments":{"command":"/bin/zsh -lc \"cat > src/game/Car.ts <<'EOF'\nimport { Effects } from './Effects';\nimport { Track } from './Track';\nimport { Vec2, clamp, dot, length, normalizeAngle } from './math';\n\nexport type DriverInput = {\n throttle: number;\n brake: number;\n steer: number;\n nitro: boolean;\n};\n\nexport type CarConfig = {\n name: string;\n color: string;\n accent: string;\n isPlayer?: boolean;\n};\n\nexport class Car {\n name: string;\n color: string;\n accent: string;\n isPlayer: boolean;\n x: number;\n y: number;\n vx = 0;\n vy = 0;\n angle: number;\n radius = 24;\n width = 34;\n length = 54;\n nitroCharges = 2;\n maxNitro = 3;\n nitroTimer = 0;\n nextCheckpoint = 0;\n lap = 1;\n finished = false;\n finishTime = 0;\n airborne = 0;\n verticalVelocity = 0;\n driftAmount = 0;\n lastProgress = 0;\n totalProgress = 0;\n rank = 1;\n wrongWayTimer = 0;\n\n constructor(config: CarConfig, start: Vec2 & { angle: number }) {\n this.name = config.name;\n this.color = config.color;\n this.accent = config.accent;\n this.isPlayer = Boolean(config.isPlayer);\n this.x = start.x;\n this.y = start.y;\n this.angle = start.angle;\n }\n\n get speed(): number {\n return Math.hypot(this.vx, this.vy);\n }\n\n reset(start: Vec2 & { angle: number }): void {\n this.x = start.x;\n this.y = start.y;\n this.vx = 0;\n this.vy = 0;\n this.angle = start.angle;\n this.nitroCharges = this.isPlayer ? 2 : 1;\n this.nitroTimer = 0;\n this.nextCheckpoint = 0;\n this.lap = 1;\n this.finished = false;\n this.finishTime = 0;\n this.airborne = 0;\n this.verticalVelocity = 0;\n this.totalProgress = 0;\n this.lastProgress = 0;\n this.rank = 1;\n }\n\n update(delta: number, input: DriverInput, track: Track, effects: Effects, raceTime: number, difficulty = 1): void {\n if (this.finished) {\n this.vx *= 1 - delta * 2;\n this.vy *= 1 - delta * 2;\n return;\n }\n\n const terrain = track.sample(this.x, this.y);\n const forwardX = Math.cos(this.angle);\n const forwardY = Math.sin(this.angle);\n const rightX = -forwardY;\n const rightY = forwardX;\n const forwardSpeed = dot(this.vx, this.vy, forwardX, forwardY);\n const sideSpeed = dot(this.vx, this.vy, rightX, rightY);\n const movingFactor = clamp(Math.abs(forwardSpeed) / 90, 0.25, 1);\n const steerPower = (2.15 + difficulty * 0.08) * terrain.grip * movingFactor;\n\n this.angle = normalizeAngle(this.angle + input.steer * steerPower * delta * (forwardSpeed >= -15 ? 1 : -1));\n\n let acceleration = input.throttle * (230 + difficulty * 12) - input.brake * 320;\n const boosting = input.nitro && this.nitroCharges > 0 && this.nitroTimer <= 0 && input.throttle > 0;\n if (boosting) {\n this.nitroCharges -= 1;\n this.nitroTimer = 1.15;\n effects.add('boost', this.x, this.y, this.angle, 12);\n effects.impact(this.isPlayer ? 5 : 2);\n }\n\n if (this.nitroTimer > 0) {\n this.nitroTimer -= delta;\n acceleration += 360;\n if (Math.random() < 0.8) effects.add('boost', this.x - forwardX * 26, this.y - forwardY * 26, this.angle, 1);\n }\n\n const maxSpeed = (this.nitroTimer > 0 ? 330 : 235 + difficulty * 8) * terrain.speedMultiplier;\n this.vx += forwardX * acceleration * delta;\n this.vy += forwardY * acceleration * delta;\n\n const newForwardSpeed = dot(this.vx, this.vy, forwardX, forwardY);\n const limitedForward = clamp(newForwardSpeed, -95, maxSpeed);\n const lateralGrip = this.airborne > 0 ? 0.02 : clamp(terrain.grip * (input.brake > 0 ? 0.72 : 1), 0.08, 1);\n const limitedSide = sideSpeed * (1 - clamp(delta * (6.5 * lateralGrip), 0, 0.92));\n\n this.vx = forwardX * limitedForward + rightX * limitedSide;\n this.vy = forwardY * limitedForward + rightY * limitedSide;\n\n const drag = 1 - delta * (terrain.terrain === 'rough' ? 1.4 : 0.65);\n this.vx *= drag;\n this.vy *= drag;\n\n this.x += this.vx * delta;\n this.y += this.vy * delta;\n\n this.driftAmount = Math.abs(limitedSide) / 90;\n if (this.speed > 45 && terrain.terrain \"'!== '\"'track' && Math.random() < 0.7) effects.add('dust', this.x - forwardX * 24, this.y - forwardY * 24, this.angle, 1);\n if (this.driftAmount > 0.42 && this.airborne <= 0 && Math.random() < 0.6) effects.add('skid', this.x - forwardX * 18, this.y - forwardY * 18, this.angle, 1);\n\n this.updateAir(delta, track, effects);\n this.updateCheckpoints(track, raceTime);\n }\n\n collideWith(other: Car, effects: Effects): void {\n const dx = this.x - other.x;\n const dy = this.y - other.y;\n const dist = length(dx, dy);\n const minDist = this.radius + other.radius;\n if (dist <= 0 || dist >= minDist) return;\n\n const nx = dx / dist;\n const ny = dy / dist;\n const overlap = minDist - dist;\n this.x += nx * overlap * 0.5;\n this.y += ny * overlap * 0.5;\n other.x -= nx * overlap * 0.5;\n other.y -= ny * overlap * 0.5;\n\n const impulse = dot(this.vx - other.vx, this.vy - other.vy, nx, ny) * 0.55;\n this.vx -= nx * impulse;\n this.vy -= ny * impulse;\n other.vx += nx * impulse;\n other.vy += ny * impulse;\n effects.add('spark', (this.x + other.x) / 2, (this.y + other.y) / 2, this.angle, 5);\n effects.impact(this.isPlayer || other.isPlayer ? 6 : 2);\n }\n\n collideObstacles(track: Track, effects: Effects): 'hit' | 'bump' | null {\n for (const obstacle of track.obstacles) {\n const dx = this.x - obstacle.x;\n const dy = this.y - obstacle.y;\n const dist = length(dx, dy);\n if (dist >= this.radius + obstacle.radius) continue;\n\n if (obstacle.kind === 'bump') {\n if (this.airborne <= 0 && this.speed > 65) {\n this.verticalVelocity = 180 + this.speed * 0.45;\n effects.add('dust', this.x, this.y, this.angle, 10);\n effects.impact(this.isPlayer ? 5 : 1);\n return 'bump';\n }\n continue;\n }\n\n const nx = dx / Math.max(dist, 0.01);\n const ny = dy / Math.max(dist, 0.01);\n const overlap = this.radius + obstacle.radius - dist;\n this.x += nx * overlap;\n this.y += ny * overlap;\n const impactSpeed = dot(this.vx, this.vy, nx, ny);\n this.vx -= nx * impactSpeed * 1.55;\n this.vy -= ny * impactSpeed * 1.55;\n this.vx *= 0.72;\n this.vy *= 0.72;\n effects.add('spark', this.x - nx * this.radius, this.y - ny * this.radius, this.angle, 8);\n effects.impact(this.isPlayer ? 9 : 2);\n return 'hit';\n }\n return null;\n }\n\n private updateAir(delta: number, track: Track, effects: Effects): void {\n if (this.airborne > 0 || this.verticalVelocity > 0) {\n this.airborne += this.verticalVelocity * delta;\n this.verticalVelocity -= 520 * delta;\n if (this.airborne <= 0) {\n this.airborne = 0;\n this.verticalVelocity = 0;\n if (this.speed > 75) {\n effects.add('dust', this.x, this.y, this.angle, 14);\n effects.impact(this.isPlayer ? 7 : 2);\n }\n }\n }\n\n if (track.consumePickup({ x: this.x, y: this.y })) {\n this.nitroCharges = Math.min(this.maxNitro, this.nitroCharges + 1);\n effects.add('boost', this.x, this.y, this.angle, 10);\n }\n }\n\n private updateCheckpoints(track: Track, raceTime: number): void {\n const sample = track.sample(this.x, this.y);\n const progress = sample.progress;\n const checkpoint = track.nextCheckpoint(this.nextCheckpoint);\n const closeEnough = Math.hypot(this.x - checkpoint.x, this.y - checkpoint.y) < 155;\n\n if (closeEnough) {\n this.nextCheckpoint += 1;\n if (this.nextCheckpoint >= track.checkpoints.length) {\n this.nextCheckpoint = 0;\n this.lap += 1;\n if (this.lap > track.lapsToWin) {\n this.finished = true;\n this.finishTime = raceTime;\n this.lap = track.lapsToWin;\n }\n }\n }\n\n const wrappedProgress = progress < 0.15 && this.lastProgress > 0.85 ? progress + 1 : progress;\n const lapBase = Math.max(0, this.lap - 1);\n this.totalProgress = lapBase + wrappedProgress;\n this.lastProgress = progress;\n }\n}\nEOF\ncat > src/game/AI.ts <<'EOF'\nimport { Car, DriverInput } from './Car';\nimport { Track } from './Track';\nimport { angleTo, clamp, normalizeAngle } from './math';\n\nexport class AIController {\n private aggression: number;\n private lookahead: number;\n\n constructor(index: number) {\n this.aggression = 0.84 + index * 0.06;\n this.lookahead = 1 + (index % 2);\n }\n\n update(car: Car, track: Track, playerRank: number, difficulty: number): DriverInput {\n const targetIndex = (car.nextCheckpoint + this.lookahead) % track.checkpoints.length;\n const target = track.nextCheckpoint(targetIndex);\n const desired = angleTo(car, target);\n const delta = normalizeAngle(desired - car.angle);\n const steer = clamp(delta * 2.2, -1, 1);\n const caution = Math.abs(delta) > 0.8 ? 0.45 : Math.abs(delta) > 0.45 ? 0.7 : 1;\n const catchup = playerRank < car.rank ? 1.08 : 0.95;\n const throttle = clamp(this.aggression * caution * catchup + difficulty * 0.04, 0.35, 1);\n const brake = Math.abs(delta) > 1.15 && car.speed > 115 ? 0.65 : 0;\n const nitro = car.nitroCharges > 0 && Math.abs(delta) < 0.22 && car.speed > 135 && Math.random() < 0.015 + difficulty * 0.004;\n\n return { throttle, brake, steer, nitro };\n }\n}\nEOF\""},"content":"Executing: /bin/zsh -lc \"cat > src/game/Car.ts <<'EOF'\nimport { Effects } from './Effects';\nimport { Track } from './Track';\nimport { Vec2, clamp, dot, length, normalizeAngle } from './math';\n\nexport type DriverInput = {\n throttle: number;\n brake: number;\n steer: number;\n nitro: boolean;\n};\n\nexport type CarConfig = {\n name: string;\n color: string;\n accent: string;\n isPlayer?: boolean;\n};\n\nexport class Car {\n name: string;\n color: string;\n accent: string;\n isPlayer: boolean;\n x: number;\n y: number;\n vx = 0;\n vy = 0;\n angle: number;\n radius = 24;\n width = 34;\n length = 54;\n nitroCharges = 2;\n maxNitro = 3;\n nitroTimer = 0;\n nextCheckpoint = 0;\n lap = 1;\n finished = false;\n finishTime = 0;\n airborne = 0;\n verticalVelocity = 0;\n driftAmount = 0;\n lastProgress = 0;\n totalProgress = 0;\n rank = 1;\n wrongWayTimer = 0;\n\n constructor(config: CarConfig, start: Vec2 & { angle: number }) {\n this.name = config.name;\n this.color = config.color;\n this.accent = config.accent;\n this.isPlayer = Boolean(config.isPlayer);\n this.x = start.x;\n this.y = start.y;\n this.angle = start.angle;\n }\n\n get speed(): number {\n return Math.hypot(this.vx, this.vy);\n }\n\n reset(start: Vec2 & { angle: number }): void {\n this.x = start.x;\n this.y = start.y;\n this.vx = 0;\n this.vy = 0;\n this.angle = start.angle;\n this.nitroCharges = this.isPlayer ? 2 : 1;\n this.nitroTimer = 0;\n this.nextCheckpoint = 0;\n this.lap = 1;\n this.finished = false;\n this.finishTime = 0;\n this.airborne = 0;\n this.verticalVelocity = 0;\n this.totalProgress = 0;\n this.lastProgress = 0;\n this.rank = 1;\n }\n\n update(delta: number, input: DriverInput, track: Track, effects: Effects, raceTime: number, difficulty = 1): void {\n if (this.finished) {\n this.vx *= 1 - delta * 2;\n this.vy *= 1 - delta * 2;\n return;\n }\n\n const terrain = track.sample(this.x, this.y);\n const forwardX = Math.cos(this.angle);\n const forwardY = Math.sin(this.angle);\n const rightX = -forwardY;\n const rightY = forwardX;\n const forwardSpeed = dot(this.vx, this.vy, forwardX, forwardY);\n const sideSpeed = dot(this.vx, this.vy, rightX, rightY);\n const movingFactor = clamp(Math.abs(forwardSpeed) / 90, 0.25, 1);\n const steerPower = (2.15 + difficulty * 0.08) * terrain.grip * movingFactor;\n\n this.angle = normalizeAngle(this.angle + input.steer * steerPower * delta * (forwardSpeed >= -15 ? 1 : -1));\n\n let acceleration = input.throttle * (230 + difficulty * 12) - input.brake * 320;\n const boosting = input.nitro && this.nitroCharges > 0 && this.nitroTimer <= 0 && input.throttle > 0;\n if (boosting) {\n this.nitroCharges -= 1;\n this.nitroTimer = 1.15;\n effects.add('boost', this.x, this.y, this.angle, 12);\n effects.impact(this.isPlayer ? 5 : 2);\n }\n\n if (this.nitroTimer > 0) {\n this.nitroTimer -= delta;\n acceleration += 360;\n if (Math.random() < 0.8) effects.add('boost', this.x - forwardX * 26, this.y - forwardY * 26, this.angle, 1);\n }\n\n const maxSpeed = (this.nitroTimer > 0 ? 330 : 235 + difficulty * 8) * terrain.speedMultiplier;\n this.vx += forwardX * acceleration * delta;\n this.vy += forwardY * acceleration * delta;\n\n const newForwardSpeed = dot(this.vx, this.vy, forwardX, forwardY);\n const limitedForward = clamp(newForwardSpeed, -95, maxSpeed);\n const lateralGrip = this.airborne > 0 ? 0.02 : clamp(terrain.grip * (input.brake > 0 ? 0.72 : 1), 0.08, 1);\n const limitedSide = sideSpeed * (1 - clamp(delta * (6.5 * lateralGrip), 0, 0.92));\n\n this.vx = forwardX * limitedForward + rightX * limitedSide;\n this.vy = forwardY * limitedForward + rightY * limitedSide;\n\n const drag = 1 - delta * (terrain.terrain === 'rough' ? 1.4 : 0.65);\n this.vx *= drag;\n this.vy *= drag;\n\n this.x += this.vx * delta;\n this.y += this.vy * delta;\n\n this.driftAmount = Math.abs(limitedSide) / 90;\n if (this.speed > 45 && terrain.terrain \"'!== '\"'track' && Math.random() < 0.7) effects.add('dust', this.x - forwardX * 24, this.y - forwardY * 24, this.angle, 1);\n if (this.driftAmount > 0.42 && this.airborne <= 0 && Math.random() < 0.6) effects.add('skid', this.x - forwardX * 18, this.y - forwardY * 18, this.angle, 1);\n\n this.updateAir(delta, track, effects);\n this.updateCheckpoints(track, raceTime);\n }\n\n collideWith(other: Car, effects: Effects): void {\n const dx = this.x - other.x;\n const dy = this.y - other.y;\n const dist = length(dx, dy);\n const minDist = this.radius + other.radius;\n if (dist <= 0 || dist >= minDist) return;\n\n const nx = dx / dist;\n const ny = dy / dist;\n const overlap = minDist - dist;\n this.x += nx * overlap * 0.5;\n this.y += ny * overlap * 0.5;\n other.x -= nx * overlap * 0.5;\n other.y -= ny * overlap * 0.5;\n\n const impulse = dot(this.vx - other.vx, this.vy - other.vy, nx, ny) * 0.55;\n this.vx -= nx * impulse;\n this.vy -= ny * impulse;\n other.vx += nx * impulse;\n other.vy += ny * impulse;\n effects.add('spark', (this.x + other.x) / 2, (this.y + other.y) / 2, this.angle, 5);\n effects.impact(this.isPlayer || other.isPlayer ? 6 : 2);\n }\n\n collideObstacles(track: Track, effects: Effects): 'hit' | 'bump' | null {\n for (const obstacle of track.obstacles) {\n const dx = this.x - obstacle.x;\n const dy = this.y - obstacle.y;\n const dist = length(dx, dy);\n if (dist >= this.radius + obstacle.radius) continue;\n\n if (obstacle.kind === 'bump') {\n if (this.airborne <= 0 && this.speed > 65) {\n this.verticalVelocity = 180 + this.speed * 0.45;\n effects.add('dust', this.x, this.y, this.angle, 10);\n effects.impact(this.isPlayer ? 5 : 1);\n return 'bump';\n }\n continue;\n }\n\n const nx = dx / Math.max(dist, 0.01);\n const ny = dy / Math.max(dist, 0.01);\n const overlap = this.radius + obstacle.radius - dist;\n this.x += nx * overlap;\n this.y += ny * overlap;\n const impactSpeed = dot(this.vx, this.vy, nx, ny);\n this.vx -= nx * impactSpeed * 1.55;\n this.vy -= ny * impactSpeed * 1.55;\n this.vx *= 0.72;\n this.vy *= 0.72;\n effects.add('spark', this.x - nx * this.radius, this.y - ny * this.radius, this.angle, 8);\n effects.impact(this.isPlayer ? 9 : 2);\n return 'hit';\n }\n return null;\n }\n\n private updateAir(delta: number, track: Track, effects: Effects): void {\n if (this.airborne > 0 || this.verticalVelocity > 0) {\n this.airborne += this.verticalVelocity * delta;\n this.verticalVelocity -= 520 * delta;\n if (this.airborne <= 0) {\n this.airborne = 0;\n this.verticalVelocity = 0;\n if (this.speed > 75) {\n effects.add('dust', this.x, this.y, this.angle, 14);\n effects.impact(this.isPlayer ? 7 : 2);\n }\n }\n }\n\n if (track.consumePickup({ x: this.x, y: this.y })) {\n this.nitroCharges = Math.min(this.maxNitro, this.nitroCharges + 1);\n effects.add('boost', this.x, this.y, this.angle, 10);\n }\n }\n\n private updateCheckpoints(track: Track, raceTime: number): void {\n const sample = track.sample(this.x, this.y);\n const progress = sample.progress;\n const checkpoint = track.nextCheckpoint(this.nextCheckpoint);\n const closeEnough = Math.hypot(this.x - checkpoint.x, this.y - checkpoint.y) < 155;\n\n if (closeEnough) {\n this.nextCheckpoint += 1;\n if (this.nextCheckpoint >= track.checkpoints.length) {\n this.nextCheckpoint = 0;\n this.lap += 1;\n if (this.lap > track.lapsToWin) {\n this.finished = true;\n this.finishTime = raceTime;\n this.lap = track.lapsToWin;\n }\n }\n }\n\n const wrappedProgress = progress < 0.15 && this.lastProgress > 0.85 ? progress + 1 : progress;\n const lapBase = Math.max(0, this.lap - 1);\n this.totalProgress = lapBase + wrappedProgress;\n this.lastProgress = progress;\n }\n}\nEOF\ncat > src/game/AI.ts <<'EOF'\nimport { Car, DriverInput } from './Car';\nimport { Track } from './Track';\nimport { angleTo, clamp, normalizeAngle } from './math';\n\nexport class AIController {\n private aggression: number;\n private lookahead: number;\n\n constructor(index: number) {\n this.aggression = 0.84 + index * 0.06;\n this.lookahead = 1 + (index % 2);\n }\n\n update(car: Car, track: Track, playerRank: number, difficulty: number): DriverInput {\n const targetIndex = (car.nextCheckpoint + this.lookahead) % track.checkpoints.length;\n const target = track.nextCheckpoint(targetIndex);\n const desired = angleTo(car, target);\n const delta = normalizeAngle(desired - car.angle);\n const steer = clamp(delta * 2.2, -1, 1);\n const caution = Math.abs(delta) > 0.8 ? 0.45 : Math.abs(delta) > 0.45 ? 0.7 : 1;\n const catchup = playerRank < car.rank ? 1.08 : 0.95;\n const throttle = clamp(this.aggression * caution * catchup + difficulty * 0.04, 0.35, 1);\n const brake = Math.abs(delta) > 1.15 && car.speed > 115 ? 0.65 : 0;\n const nitro = car.nitroCharges > 0 && Math.abs(delta) < 0.22 && car.speed > 135 && Math.random() < 0.015 + difficulty * 0.004;\n\n return { throttle, brake, steer, nitro };\n }\n}\nEOF\"","token_count":4701},{"step":13,"type":"observation","timestamp":1777337379.879,"content":"","truncated":false,"original_token_count":0,"token_count":1},{"step":14,"type":"error","timestamp":1777337406.893,"tool":"command_execution","arguments":{"command":"/bin/zsh -lc \"cat > src/game/Renderer.ts <<'EOF'\nimport { Car } from './Car';\nimport { Effects } from './Effects';\nimport { Track } from './Track';\nimport { roundedRect } from './math';\n\nexport type Camera = { x: number; y: number; zoom: number; shakeX: number; shakeY: number };\n\nexport class Renderer {\n private canvas: HTMLCanvasElement;\n private ctx: CanvasRenderingContext2D;\n private pixelRatio = 1;\n\n constructor(canvas: HTMLCanvasElement) {\n this.canvas = canvas;\n const ctx = canvas.getContext('2d');\n if (\"'!ctx) throw new Error('\"'Canvas 2D context unavailable');\n this.ctx = ctx;\n this.resize();\n window.addEventListener('resize', () => this.resize());\n }\n\n get width(): number {\n return this.canvas.clientWidth;\n }\n\n get height(): number {\n return this.canvas.clientHeight;\n }\n\n resize(): void {\n this.pixelRatio = Math.min(window.devicePixelRatio || 1, 2);\n const width = window.innerWidth;\n const height = window.innerHeight;\n this.canvas.width = Math.floor(width * this.pixelRatio);\n this.canvas.height = Math.floor(height * this.pixelRatio);\n this.canvas.style.width = \"'`${width}px`;\n this.canvas.style.height = `${height}px`;\n this.ctx.setTransform(this.pixelRatio, 0, 0, this.pixelRatio, 0, 0);\n }\n\n render(track: Track, cars: Car[], player: Car, effects: Effects, camera: Camera): void {\n const ctx = this.ctx;\n ctx.setTransform(this.pixelRatio, 0, 0, this.pixelRatio, 0, 0);\n ctx.clearRect(0, 0, this.width, this.height);\n\n const gradient = ctx.createLinearGradient(0, 0, this.width, this.height);\n gradient.addColorStop(0, '\"'#70451f');\n gradient.addColorStop(0.45, '#b67635');\n gradient.addColorStop(1, '#6c3b1f');\n ctx.fillStyle = gradient;\n ctx.fillRect(0, 0, this.width, this.height);\n\n ctx.save();\n ctx.translate(this.width / 2 + camera.shakeX, this.height / 2 + camera.shakeY);\n ctx.scale(camera.zoom, camera.zoom * 0.86);\n ctx.translate(-camera.x, -camera.y);\n\n this.drawGroundNoise(ctx, camera);\n this.drawTrack(ctx, track);\n this.drawPickups(ctx, track);\n this.drawObstacles(ctx, track);\n effects.render(ctx);\n\n const sortedCars = [...cars].sort((a, b) => a.y + a.airborne - (b.y + b.airborne));\n for (const car of sortedCars) this.drawCar(ctx, car, car === player);\n\n ctx.restore();\n }\n\n private drawGroundNoise(ctx: CanvasRenderingContext2D, camera: Camera): void {\n ctx.save();\n ctx.globalAlpha = 0.22;\n for (let i = 0; i < 130; i++) {\n const x = Math.floor((camera.x - 900) / 90) * 90 + ((i * 277) % 1900);\n const y = Math.floor((camera.y - 650) / 70) * 70 + ((i * 163) % 1400);\n ctx.fillStyle = i % 6 === 0 ? '#5c341f' : '#d29554';\n ctx.beginPath();\n ctx.ellipse(x, y, 18 + (i % 4) * 8, 5, (i % 9) * 0.5, 0, Math.PI * 2);\n ctx.fill();\n }\n ctx.restore();\n }\n\n private drawTrack(ctx: CanvasRenderingContext2D, track: Track): void {\n ctx.lineJoin = 'round';\n ctx.lineCap = 'round';\n\n ctx.strokeStyle = '#5b3d2c';\n ctx.lineWidth = track.roughWidth;\n this.strokeLoop(ctx, track.points);\n\n ctx.strokeStyle = '#9a6131';\n ctx.lineWidth = track.width;\n this.strokeLoop(ctx, track.points);\n\n ctx.setLineDash([34, 34]);\n ctx.strokeStyle = 'rgba(255, 220, 137, 0.34)';\n ctx.lineWidth = 5;\n this.strokeLoop(ctx, track.points);\n ctx.setLineDash([]);\n\n for (let i = 0; i < track.checkpoints.length; i++) {\n const p = track.checkpoints[i];\n ctx.save();\n ctx.translate(p.x, p.y);\n ctx.fillStyle = i === 0 ? 'rgba(80,255,190,0.35)' : 'rgba(255,255,255,0.14)';\n ctx.fillRect(-95, -5, 190, 10);\n ctx.restore();\n }\n }\n\n private drawPickups(ctx: CanvasRenderingContext2D, track: Track): void {\n for (const pickup of track.pickups) {\n if (\"'!pickup.active) continue;\n ctx.save();\n ctx.translate(pickup.x, pickup.y);\n ctx.rotate(performance.now() * 0.004);\n ctx.fillStyle = '\"'#32f5ff';\n ctx.shadowColor = '#32f5ff';\n ctx.shadowBlur = 18;\n ctx.beginPath();\n ctx.moveTo(0, -26);\n ctx.lineTo(20, 0);\n ctx.lineTo(0, 26);\n ctx.lineTo(-20, 0);\n ctx.closePath();\n ctx.fill();\n ctx.shadowBlur = 0;\n ctx.fillStyle = '#06343b';\n ctx.font = 'bold 20px sans-serif';\n ctx.textAlign = 'center';\n ctx.textBaseline = 'middle';\n ctx.fillText('N', 0, 1);\n ctx.restore();\n }\n }\n\n private drawObstacles(ctx: CanvasRenderingContext2D, track: Track): void {\n for (const obstacle of track.obstacles) {\n ctx.save();\n ctx.translate(obstacle.x, obstacle.y);\n if (obstacle.kind === 'bump') {\n ctx.fillStyle = '#c88a4c';\n ctx.strokeStyle = '#5f3925';\n ctx.lineWidth = 5;\n ctx.beginPath();\n ctx.ellipse(0, 0, obstacle.radius, obstacle.radius * 0.36, 0, 0, Math.PI * 2);\n ctx.fill();\n ctx.stroke();\n } else if (obstacle.kind === 'cactus') {\n ctx.fillStyle = '#216941';\n ctx.fillRect(-8, -34, 16, 68);\n ctx.fillRect(-25, -12, 50, 13);\n } else if (obstacle.kind === 'barrel') {\n ctx.fillStyle = '#c14c32';\n ctx.strokeStyle = '#621f1c';\n ctx.lineWidth = 5;\n ctx.beginPath();\n ctx.arc(0, 0, obstacle.radius, 0, Math.PI * 2);\n ctx.fill();\n ctx.stroke();\n } else {\n ctx.fillStyle = '#4b4038';\n ctx.beginPath();\n ctx.ellipse(0, 0, obstacle.radius, obstacle.radius * 0.8, 0.4, 0, Math.PI * 2);\n ctx.fill();\n }\n ctx.restore();\n }\n }\n\n private drawCar(ctx: CanvasRenderingContext2D, car: Car, isPlayer: boolean): void {\n ctx.save();\n ctx.translate(car.x, car.y);\n ctx.globalAlpha = 0.35;\n ctx.fillStyle = '#000';\n ctx.beginPath();\n ctx.ellipse(0, 18 + car.airborne * 0.18, car.width * 0.76, car.length * 0.42, car.angle, 0, Math.PI * 2);\n ctx.fill();\n ctx.globalAlpha = 1;\n ctx.translate(0, -car.airborne * 0.2);\n ctx.rotate(car.angle);\n\n ctx.fillStyle = '#171717';\n roundedRect(ctx, -car.length * 0.46, -car.width * 0.72, car.length * 0.92, car.width * 1.44, 8);\n ctx.fill();\n\n ctx.fillStyle = car.color;\n roundedRect(ctx, -car.length * 0.5, -car.width * 0.5, car.length, car.width, 10);\n ctx.fill();\n\n ctx.fillStyle = car.accent;\n roundedRect(ctx, -2, -car.width * 0.42, car.length * 0.26, car.width * 0.84, 6);\n ctx.fill();\n\n ctx.fillStyle = '#dbeafe';\n roundedRect(ctx, -car.length * 0.2, -car.width * 0.32, car.length * 0.22, car.width * 0.64, 5);\n ctx.fill();\n\n ctx.fillStyle = '#24211f';\n for (const y of [-car.width * 0.62, car.width * 0.62]) {\n roundedRect(ctx, -car.length * 0.38, y - 5, 22, 10, 3);\n ctx.fill();\n roundedRect(ctx, car.length * 0.14, y - 5, 22, 10, 3);\n ctx.fill();\n }\n\n if (isPlayer) {\n ctx.strokeStyle = '#ffffff';\n ctx.lineWidth = 4;\n ctx.strokeRect(-car.length * 0.58, -car.width * 0.58, car.length * 1.16, car.width * 1.16);\n }\n\n ctx.restore();\n }\n\n private strokeLoop(ctx: CanvasRenderingContext2D, points: { x: number; y: number }[]): void {\n ctx.beginPath();\n ctx.moveTo(points[0].x, points[0].y);\n for (let i = 1; i < points.length; i++) ctx.lineTo(points[i].x, points[i].y);\n ctx.closePath();\n ctx.stroke();\n }\n}\nEOF\""},"content":"Executing: /bin/zsh -lc \"cat > src/game/Renderer.ts <<'EOF'\nimport { Car } from './Car';\nimport { Effects } from './Effects';\nimport { Track } from './Track';\nimport { roundedRect } from './math';\n\nexport type Camera = { x: number; y: number; zoom: number; shakeX: number; shakeY: number };\n\nexport class Renderer {\n private canvas: HTMLCanvasElement;\n private ctx: CanvasRenderingContext2D;\n private pixelRatio = 1;\n\n constructor(canvas: HTMLCanvasElement) {\n this.canvas = canvas;\n const ctx = canvas.getContext('2d');\n if (\"'!ctx) throw new Error('\"'Canvas 2D context unavailable');\n this.ctx = ctx;\n this.resize();\n window.addEventListener('resize', () => this.resize());\n }\n\n get width(): number {\n return this.canvas.clientWidth;\n }\n\n get height(): number {\n return this.canvas.clientHeight;\n }\n\n resize(): void {\n this.pixelRatio = Math.min(window.devicePixelRatio || 1, 2);\n const width = window.innerWidth;\n const height = window.innerHeight;\n this.canvas.width = Math.floor(width * this.pixelRatio);\n this.canvas.height = Math.floor(height * this.pixelRatio);\n this.canvas.style.width = \"'`${width}px`;\n this.canvas.style.height = `${height}px`;\n this.ctx.setTransform(this.pixelRatio, 0, 0, this.pixelRatio, 0, 0);\n }\n\n render(track: Track, cars: Car[], player: Car, effects: Effects, camera: Camera): void {\n const ctx = this.ctx;\n ctx.setTransform(this.pixelRatio, 0, 0, this.pixelRatio, 0, 0);\n ctx.clearRect(0, 0, this.width, this.height);\n\n const gradient = ctx.createLinearGradient(0, 0, this.width, this.height);\n gradient.addColorStop(0, '\"'#70451f');\n gradient.addColorStop(0.45, '#b67635');\n gradient.addColorStop(1, '#6c3b1f');\n ctx.fillStyle = gradient;\n ctx.fillRect(0, 0, this.width, this.height);\n\n ctx.save();\n ctx.translate(this.width / 2 + camera.shakeX, this.height / 2 + camera.shakeY);\n ctx.scale(camera.zoom, camera.zoom * 0.86);\n ctx.translate(-camera.x, -camera.y);\n\n this.drawGroundNoise(ctx, camera);\n this.drawTrack(ctx, track);\n this.drawPickups(ctx, track);\n this.drawObstacles(ctx, track);\n effects.render(ctx);\n\n const sortedCars = [...cars].sort((a, b) => a.y + a.airborne - (b.y + b.airborne));\n for (const car of sortedCars) this.drawCar(ctx, car, car === player);\n\n ctx.restore();\n }\n\n private drawGroundNoise(ctx: CanvasRenderingContext2D, camera: Camera): void {\n ctx.save();\n ctx.globalAlpha = 0.22;\n for (let i = 0; i < 130; i++) {\n const x = Math.floor((camera.x - 900) / 90) * 90 + ((i * 277) % 1900);\n const y = Math.floor((camera.y - 650) / 70) * 70 + ((i * 163) % 1400);\n ctx.fillStyle = i % 6 === 0 ? '#5c341f' : '#d29554';\n ctx.beginPath();\n ctx.ellipse(x, y, 18 + (i % 4) * 8, 5, (i % 9) * 0.5, 0, Math.PI * 2);\n ctx.fill();\n }\n ctx.restore();\n }\n\n private drawTrack(ctx: CanvasRenderingContext2D, track: Track): void {\n ctx.lineJoin = 'round';\n ctx.lineCap = 'round';\n\n ctx.strokeStyle = '#5b3d2c';\n ctx.lineWidth = track.roughWidth;\n this.strokeLoop(ctx, track.points);\n\n ctx.strokeStyle = '#9a6131';\n ctx.lineWidth = track.width;\n this.strokeLoop(ctx, track.points);\n\n ctx.setLineDash([34, 34]);\n ctx.strokeStyle = 'rgba(255, 220, 137, 0.34)';\n ctx.lineWidth = 5;\n this.strokeLoop(ctx, track.points);\n ctx.setLineDash([]);\n\n for (let i = 0; i < track.checkpoints.length; i++) {\n const p = track.checkpoints[i];\n ctx.save();\n ctx.translate(p.x, p.y);\n ctx.fillStyle = i === 0 ? 'rgba(80,255,190,0.35)' : 'rgba(255,255,255,0.14)';\n ctx.fillRect(-95, -5, 190, 10);\n ctx.restore();\n }\n }\n\n private drawPickups(ctx: CanvasRenderingContext2D, track: Track): void {\n for (const pickup of track.pickups) {\n if (\"'!pickup.active) continue;\n ctx.save();\n ctx.translate(pickup.x, pickup.y);\n ctx.rotate(performance.now() * 0.004);\n ctx.fillStyle = '\"'#32f5ff';\n ctx.shadowColor = '#32f5ff';\n ctx.shadowBlur = 18;\n ctx.beginPath();\n ctx.moveTo(0, -26);\n ctx.lineTo(20, 0);\n ctx.lineTo(0, 26);\n ctx.lineTo(-20, 0);\n ctx.closePath();\n ctx.fill();\n ctx.shadowBlur = 0;\n ctx.fillStyle = '#06343b';\n ctx.font = 'bold 20px sans-serif';\n ctx.textAlign = 'center';\n ctx.textBaseline = 'middle';\n ctx.fillText('N', 0, 1);\n ctx.restore();\n }\n }\n\n private drawObstacles(ctx: CanvasRenderingContext2D, track: Track): void {\n for (const obstacle of track.obstacles) {\n ctx.save();\n ctx.translate(obstacle.x, obstacle.y);\n if (obstacle.kind === 'bump') {\n ctx.fillStyle = '#c88a4c';\n ctx.strokeStyle = '#5f3925';\n ctx.lineWidth = 5;\n ctx.beginPath();\n ctx.ellipse(0, 0, obstacle.radius, obstacle.radius * 0.36, 0, 0, Math.PI * 2);\n ctx.fill();\n ctx.stroke();\n } else if (obstacle.kind === 'cactus') {\n ctx.fillStyle = '#216941';\n ctx.fillRect(-8, -34, 16, 68);\n ctx.fillRect(-25, -12, 50, 13);\n } else if (obstacle.kind === 'barrel') {\n ctx.fillStyle = '#c14c32';\n ctx.strokeStyle = '#621f1c';\n ctx.lineWidth = 5;\n ctx.beginPath();\n ctx.arc(0, 0, obstacle.radius, 0, Math.PI * 2);\n ctx.fill();\n ctx.stroke();\n } else {\n ctx.fillStyle = '#4b4038';\n ctx.beginPath();\n ctx.ellipse(0, 0, obstacle.radius, obstacle.radius * 0.8, 0.4, 0, Math.PI * 2);\n ctx.fill();\n }\n ctx.restore();\n }\n }\n\n private drawCar(ctx: CanvasRenderingContext2D, car: Car, isPlayer: boolean): void {\n ctx.save();\n ctx.translate(car.x, car.y);\n ctx.globalAlpha = 0.35;\n ctx.fillStyle = '#000';\n ctx.beginPath();\n ctx.ellipse(0, 18 + car.airborne * 0.18, car.width * 0.76, car.length * 0.42, car.angle, 0, Math.PI * 2);\n ctx.fill();\n ctx.globalAlpha = 1;\n ctx.translate(0, -car.airborne * 0.2);\n ctx.rotate(car.angle);\n\n ctx.fillStyle = '#171717';\n roundedRect(ctx, -car.length * 0.46, -car.width * 0.72, car.length * 0.92, car.width * 1.44, 8);\n ctx.fill();\n\n ctx.fillStyle = car.color;\n roundedRect(ctx, -car.length * 0.5, -car.width * 0.5, car.length, car.width, 10);\n ctx.fill();\n\n ctx.fillStyle = car.accent;\n roundedRect(ctx, -2, -car.width * 0.42, car.length * 0.26, car.width * 0.84, 6);\n ctx.fill();\n\n ctx.fillStyle = '#dbeafe';\n roundedRect(ctx, -car.length * 0.2, -car.width * 0.32, car.length * 0.22, car.width * 0.64, 5);\n ctx.fill();\n\n ctx.fillStyle = '#24211f';\n for (const y of [-car.width * 0.62, car.width * 0.62]) {\n roundedRect(ctx, -car.length * 0.38, y - 5, 22, 10, 3);\n ctx.fill();\n roundedRect(ctx, car.length * 0.14, y - 5, 22, 10, 3);\n ctx.fill();\n }\n\n if (isPlayer) {\n ctx.strokeStyle = '#ffffff';\n ctx.lineWidth = 4;\n ctx.strokeRect(-car.length * 0.58, -car.width * 0.58, car.length * 1.16, car.width * 1.16);\n }\n\n ctx.restore();\n }\n\n private strokeLoop(ctx: CanvasRenderingContext2D, points: { x: number; y: number }[]): void {\n ctx.beginPath();\n ctx.moveTo(points[0].x, points[0].y);\n for (let i = 1; i < points.length; i++) ctx.lineTo(points[i].x, points[i].y);\n ctx.closePath();\n ctx.stroke();\n }\n}\nEOF\"","token_count":3725},{"step":15,"type":"observation","timestamp":1777337406.943,"content":"","truncated":false,"original_token_count":0,"token_count":1},{"step":16,"type":"action","timestamp":1777337443.117,"tool":"command_execution","arguments":{"command":"/bin/zsh -lc \"cat > src/game/UI.ts <<'EOF'\nimport { Car } from './Car';\nimport { Track } from './Track';\n\nexport type UiState = 'menu' | 'countdown' | 'racing' | 'paused' | 'finished';\n\nexport type UiData = {\n state: UiState;\n countdown: number;\n player: Car;\n track: Track;\n elapsed: number;\n message: string;\n winner: string;\n};\n\nexport class UI {\n private root: HTMLDivElement;\n\n constructor(root: HTMLDivElement) {\n this.root = root;\n }\n\n render(data: UiData): void {\n if (data.state === 'menu') {\n this.root.className = 'overlay overlay--active';\n this.root.innerHTML = \"'`\n <section class=\"panel hero\">\n <p class=\"eyebrow\">Desert cup</p>\n <h1>Offroad Nitro Racer</h1>\n <p class=\"lede\">Chunky arcade dirt racing with drifting, boosts, bumps, and ruthless AI trucks.</p>\n <div class=\"controls-grid\">\n <span>Drive</span><strong>Arrows / WASD</strong>\n <span>Nitro</span><strong>Space</strong>\n <span>Pause</span><strong>Esc</strong>\n <span>Restart</span><strong>R</strong>\n </div>\n <button class=\"primary\">Press Enter to Race</button>\n </section>\n `;\n return;\n }\n\n if (data.state === '\"'paused') {\n this.root.className = 'overlay overlay--active';\n this.root.innerHTML = \"'`\n <section class=\"panel compact\">\n <p class=\"eyebrow\">Pit stop</p>\n <h2>Paused</h2>\n <p>Press Esc to resume or R to restart.</p>\n </section>\n `;\n return;\n }\n\n if (data.state === '\"'finished') {\n const won = data.winner === data.player.name;\n this.root.className = 'overlay overlay--active';\n this.root.innerHTML = \"'`\n <section class=\"panel hero\">\n <p class=\"eyebrow\">Race complete</p>\n <h1>${won ? '\"'You Win\"'!'\"' : 'You Lose'}</h1>\n <p class=\\\"lede\\\">\"'${won ? '\"'Nitro glory across the desert.' : \"'`${data.winner} reached the flag first.`}</p>\n <div class=\"result-row\"><span>Final position</span><strong>${ordinal(data.player.rank)}</strong></div>\n <div class=\"result-row\"><span>Time</span><strong>${formatTime(data.elapsed)}</strong></div>\n <button class=\"primary\">Press R to Restart</button>\n </section>\n `;\n return;\n }\n\n this.root.className = '\"'overlay';\n this.root.innerHTML = \"'`\n <div class=\"hud hud--top\">\n <div class=\"hud-card\"><span>Lap</span><strong>${Math.min(data.player.lap, data.track.lapsToWin)} / ${data.track.lapsToWin}</strong></div>\n <div class=\"hud-card\"><span>Position</span><strong>${ordinal(data.player.rank)}</strong></div>\n <div class=\"hud-card\"><span>Speed</span><strong>${Math.round(data.player.speed * 0.42)} mph</strong></div>\n <div class=\"hud-card\"><span>Timer</span><strong>${formatTime(data.elapsed)}</strong></div>\n </div>\n <div class=\"nitro-stack\">${Array.from({ length: data.player.maxNitro }, (_, i) => `<i class=\"${i < data.player.nitroCharges ? '\"'full' : ''}\\\"></i>\"'`).join('\"'')}</div>\n \"'${data.state === '\"'countdown' ? \"'`<div class=\"countdown\">${data.countdown > 0.25 ? Math.ceil(data.countdown) : '\"'GO\"'!'\"'}</div>\"'` : '\"''}\n \"'${data.message ? `<div class=\"toast\">${data.message}</div>` : '\"''}\n \"'`;\n }\n}\n\nexport function formatTime(seconds: number): string {\n const minutes = Math.floor(seconds / 60);\n const secs = Math.floor(seconds % 60).toString().padStart(2, '\"'0');\n const tenths = Math.floor((seconds % 1) * 10);\n return \"'`${minutes}:${secs}.${tenths}`;\n}\n\nfunction ordinal(value: number): string {\n const suffix = value === 1 ? '\"'st' : value === 2 ? 'nd' : value === 3 ? 'rd' : 'th';\n return \"'`${value}${suffix}`;\n}\nEOF\ncat > src/game/Game.ts <<'\"'EOF'\nimport { AIController } from './AI';\nimport { AudioSystem } from './Audio';\nimport { Car, DriverInput } from './Car';\nimport { Effects } from './Effects';\nimport { Input } from './Input';\nimport { Camera, Renderer } from './Renderer';\nimport { Track } from './Track';\nimport { UI, UiState } from './UI';\nimport { clamp, lerp, rand } from './math';\n\nexport class Game {\n private renderer: Renderer;\n private input = new Input();\n private audio = new AudioSystem();\n private ui: UI;\n private track = new Track();\n private effects = new Effects();\n private cars: Car[] = [];\n private ai: AIController[] = [];\n private player\"'!: Car;\n private camera: Camera = { x: 0, y: 0, zoom: 0.72, shakeX: 0, shakeY: 0 };\n private state: UiState = '\"'menu';\n private lastTime = 0;\n private raceTime = 0;\n private countdown = 3.4;\n private message = '';\n private messageTimer = 0;\n private winner = '';\n private countdownBeep = 4;\n\n constructor(canvas: HTMLCanvasElement, overlay: HTMLDivElement) {\n this.renderer = new Renderer(canvas);\n this.ui = new UI(overlay);\n this.resetRace();\n }\n\n start(): void {\n this.ui.render(this.uiData());\n requestAnimationFrame((time) => this.loop(time));\n }\n\n private loop(time: number): void {\n const delta = Math.min((time - this.lastTime) / 1000 || 0, 0.033);\n this.lastTime = time;\n\n this.handleGlobalInput();\n this.update(delta);\n this.render();\n this.input.endFrame();\n\n requestAnimationFrame((nextTime) => this.loop(nextTime));\n }\n\n private handleGlobalInput(): void {\n if (this.input.consume('enter') && this.state === 'menu') {\n this.audio.ensure();\n this.beginCountdown();\n }\n\n if (this.input.consume('escape')) {\n if (this.state === 'racing' || this.state === 'countdown') this.state = 'paused';\n else if (this.state === 'paused') this.state = 'racing';\n }\n\n if (this.input.consume('r')) {\n this.resetRace();\n this.beginCountdown();\n }\n }\n\n private beginCountdown(): void {\n this.state = 'countdown';\n this.countdown = 3.4;\n this.countdownBeep = 4;\n this.raceTime = 0;\n this.audio.beep('count');\n }\n\n private update(delta: number): void {\n if (this.state === 'menu' || this.state === 'paused' || this.state === 'finished') {\n this.updateCamera(delta);\n return;\n }\n\n this.track.update(delta);\n this.effects.update(delta);\n\n if (this.state === 'countdown') {\n this.countdown -= delta;\n const nextBeep = Math.ceil(this.countdown);\n if (nextBeep > 0 && nextBeep < this.countdownBeep) {\n this.countdownBeep = nextBeep;\n this.audio.beep('count');\n }\n if (this.countdown <= 0) {\n this.state = 'racing';\n this.audio.beep('go');\n }\n this.updateCamera(delta);\n return;\n }\n\n this.raceTime += delta;\n const difficulty = 1 + (this.player.lap - 1) * 0.12 + this.raceTime / 190;\n const playerInput = this.readPlayerInput();\n const wasBoosting = this.player.nitroTimer > 0;\n this.player.update(delta, playerInput, this.track, this.effects, this.raceTime, difficulty);\n if (\"'!wasBoosting && this.player.nitroTimer > 0) this.audio.beep('\"'boost');\n\n for (let i = 1; i < this.cars.length; i++) {\n const car = this.cars[i];\n car.update(delta, this.ai[i - 1].update(car, this.track, this.player.rank, difficulty), this.track, this.effects, this.raceTime, difficulty);\n }\n\n this.resolveCollisions();\n this.updateRanks();\n this.updateMessages(delta);\n this.updateFinishState();\n this.updateCamera(delta);\n this.audio.updateEngine(this.player.speed, playerInput.throttle - playerInput.brake, this.player.nitroTimer > 0);\n }\n\n private readPlayerInput(): DriverInput {\n return {\n throttle: this.input.isDown('arrowup', 'w') ? 1 : 0,\n brake: this.input.isDown('arrowdown', 's') ? 1 : 0,\n steer: (this.input.isDown('arrowright', 'd') ? 1 : 0) - (this.input.isDown('arrowleft', 'a') ? 1 : 0),\n nitro: this.input.isDown('space'),\n };\n }\n\n private resolveCollisions(): void {\n for (const car of this.cars) {\n const result = car.collideObstacles(this.track, this.effects);\n if (car === this.player && result === 'hit') {\n this.audio.beep('hit');\n this.flashMessage('Ouch\"'! Watch the rocks.'\"');\n }\n if (car === this.player && result === 'bump') this.flashMessage('Big air\"'!'\"');\n\n const before = car.nitroCharges;\n if (before < car.nitroCharges && car === this.player) this.audio.beep('pickup');\n }\n\n for (let i = 0; i < this.cars.length; i++) {\n for (let j = i + 1; j < this.cars.length; j++) this.cars[i].collideWith(this.cars[j], this.effects);\n }\n }\n\n private updateRanks(): void {\n const sorted = [...this.cars].sort((a, b) => b.totalProgress - a.totalProgress || b.speed - a.speed);\n sorted.forEach((car, index) => {\n car.rank = index + 1;\n });\n }\n\n private updateMessages(delta: number): void {\n if (this.messageTimer > 0) {\n this.messageTimer -= delta;\n if (this.messageTimer <= 0) this.message = '';\n }\n }\n\n private updateFinishState(): void {\n const finished = this.cars.filter((car) => car.finished).sort((a, b) => a.finishTime - b.finishTime);\n if (\"'!finished.length) return;\n this.winner = finished[0].name;\n if (this.player.finished || finished.length >= 2) {\n this.state = '\"'finished';\n this.audio.beep('finish');\n }\n }\n\n private updateCamera(delta: number): void {\n const lookX = this.player.x + this.player.vx * 0.55;\n const lookY = this.player.y + this.player.vy * 0.55;\n this.camera.x = lerp(this.camera.x, lookX, 1 - Math.pow(0.001, delta));\n this.camera.y = lerp(this.camera.y, lookY, 1 - Math.pow(0.001, delta));\n this.camera.zoom = lerp(this.camera.zoom, clamp(0.78 - this.player.speed / 950, 0.56, 0.78), 0.04);\n this.camera.shakeX = this.effects.shake ? rand(-this.effects.shake, this.effects.shake) : 0;\n this.camera.shakeY = this.effects.shake ? rand(-this.effects.shake, this.effects.shake) : 0;\n }\n\n private render(): void {\n this.renderer.render(this.track, this.cars, this.player, this.effects, this.camera);\n this.ui.render(this.uiData());\n }\n\n private uiData() {\n return {\n state: this.state,\n countdown: this.countdown,\n player: this.player,\n track: this.track,\n elapsed: this.raceTime,\n message: this.message,\n winner: this.winner,\n };\n }\n\n private resetRace(): void {\n this.track = new Track();\n this.effects = new Effects();\n this.raceTime = 0;\n this.winner = '';\n this.message = '';\n this.cars = [\n new Car({ name: 'You', color: '#f43f5e', accent: '#fecdd3', isPlayer: true }, this.track.startPosition(0)),\n new Car({ name: 'Baja Bob', color: '#f59e0b', accent: '#fde68a' }, this.track.startPosition(1)),\n new Car({ name: 'Dusty Diaz', color: '#22c55e', accent: '#bbf7d0' }, this.track.startPosition(2)),\n new Car({ name: 'Nitro Nell', color: '#3b82f6', accent: '#bfdbfe' }, this.track.startPosition(3)),\n ];\n this.player = this.cars[0];\n this.ai = [new AIController(0), new AIController(1), new AIController(2)];\n this.camera.x = this.player.x;\n this.camera.y = this.player.y;\n this.state = this.state === 'menu' ? 'menu' : 'countdown';\n }\n\n private flashMessage(message: string): void {\n this.message = message;\n this.messageTimer = 1.6;\n }\n}\nEOF\""},"content":"Executing: /bin/zsh -lc \"cat > src/game/UI.ts <<'EOF'\nimport { Car } from './Car';\nimport { Track } from './Track';\n\nexport type UiState = 'menu' | 'countdown' | 'racing' | 'paused' | 'finished';\n\nexport type UiData = {\n state: UiState;\n countdown: number;\n player: Car;\n track: Track;\n elapsed: number;\n message: string;\n winner: string;\n};\n\nexport class UI {\n private root: HTMLDivElement;\n\n constructor(root: HTMLDivElement) {\n this.root = root;\n }\n\n render(data: UiData): void {\n if (data.state === 'menu') {\n this.root.className = 'overlay overlay--active';\n this.root.innerHTML = \"'`\n <section class=\"panel hero\">\n <p class=\"eyebrow\">Desert cup</p>\n <h1>Offroad Nitro Racer</h1>\n <p class=\"lede\">Chunky arcade dirt racing with drifting, boosts, bumps, and ruthless AI trucks.</p>\n <div class=\"controls-grid\">\n <span>Drive</span><strong>Arrows / WASD</strong>\n <span>Nitro</span><strong>Space</strong>\n <span>Pause</span><strong>Esc</strong>\n <span>Restart</span><strong>R</strong>\n </div>\n <button class=\"primary\">Press Enter to Race</button>\n </section>\n `;\n return;\n }\n\n if (data.state === '\"'paused') {\n this.root.className = 'overlay overlay--active';\n this.root.innerHTML = \"'`\n <section class=\"panel compact\">\n <p class=\"eyebrow\">Pit stop</p>\n <h2>Paused</h2>\n <p>Press Esc to resume or R to restart.</p>\n </section>\n `;\n return;\n }\n\n if (data.state === '\"'finished') {\n const won = data.winner === data.player.name;\n this.root.className = 'overlay overlay--active';\n this.root.innerHTML = \"'`\n <section class=\"panel hero\">\n <p class=\"eyebrow\">Race complete</p>\n <h1>${won ? '\"'You Win\"'!'\"' : 'You Lose'}</h1>\n <p class=\\\"lede\\\">\"'${won ? '\"'Nitro glory across the desert.' : \"'`${data.winner} reached the flag first.`}</p>\n <div class=\"result-row\"><span>Final position</span><strong>${ordinal(data.player.rank)}</strong></div>\n <div class=\"result-row\"><span>Time</span><strong>${formatTime(data.elapsed)}</strong></div>\n <button class=\"primary\">Press R to Restart</button>\n </section>\n `;\n return;\n }\n\n this.root.className = '\"'overlay';\n this.root.innerHTML = \"'`\n <div class=\"hud hud--top\">\n <div class=\"hud-card\"><span>Lap</span><strong>${Math.min(data.player.lap, data.track.lapsToWin)} / ${data.track.lapsToWin}</strong></div>\n <div class=\"hud-card\"><span>Position</span><strong>${ordinal(data.player.rank)}</strong></div>\n <div class=\"hud-card\"><span>Speed</span><strong>${Math.round(data.player.speed * 0.42)} mph</strong></div>\n <div class=\"hud-card\"><span>Timer</span><strong>${formatTime(data.elapsed)}</strong></div>\n </div>\n <div class=\"nitro-stack\">${Array.from({ length: data.player.maxNitro }, (_, i) => `<i class=\"${i < data.player.nitroCharges ? '\"'full' : ''}\\\"></i>\"'`).join('\"'')}</div>\n \"'${data.state === '\"'countdown' ? \"'`<div class=\"countdown\">${data.countdown > 0.25 ? Math.ceil(data.countdown) : '\"'GO\"'!'\"'}</div>\"'` : '\"''}\n \"'${data.message ? `<div class=\"toast\">${data.message}</div>` : '\"''}\n \"'`;\n }\n}\n\nexport function formatTime(seconds: number): string {\n const minutes = Math.floor(seconds / 60);\n const secs = Math.floor(seconds % 60).toString().padStart(2, '\"'0');\n const tenths = Math.floor((seconds % 1) * 10);\n return \"'`${minutes}:${secs}.${tenths}`;\n}\n\nfunction ordinal(value: number): string {\n const suffix = value === 1 ? '\"'st' : value === 2 ? 'nd' : value === 3 ? 'rd' : 'th';\n return \"'`${value}${suffix}`;\n}\nEOF\ncat > src/game/Game.ts <<'\"'EOF'\nimport { AIController } from './AI';\nimport { AudioSystem } from './Audio';\nimport { Car, DriverInput } from './Car';\nimport { Effects } from './Effects';\nimport { Input } from './Input';\nimport { Camera, Renderer } from './Renderer';\nimport { Track } from './Track';\nimport { UI, UiState } from './UI';\nimport { clamp, lerp, rand } from './math';\n\nexport class Game {\n private renderer: Renderer;\n private input = new Input();\n private audio = new AudioSystem();\n private ui: UI;\n private track = new Track();\n private effects = new Effects();\n private cars: Car[] = [];\n private ai: AIController[] = [];\n private player\"'!: Car;\n private camera: Camera = { x: 0, y: 0, zoom: 0.72, shakeX: 0, shakeY: 0 };\n private state: UiState = '\"'menu';\n private lastTime = 0;\n private raceTime = 0;\n private countdown = 3.4;\n private message = '';\n private messageTimer = 0;\n private winner = '';\n private countdownBeep = 4;\n\n constructor(canvas: HTMLCanvasElement, overlay: HTMLDivElement) {\n this.renderer = new Renderer(canvas);\n this.ui = new UI(overlay);\n this.resetRace();\n }\n\n start(): void {\n this.ui.render(this.uiData());\n requestAnimationFrame((time) => this.loop(time));\n }\n\n private loop(time: number): void {\n const delta = Math.min((time - this.lastTime) / 1000 || 0, 0.033);\n this.lastTime = time;\n\n this.handleGlobalInput();\n this.update(delta);\n this.render();\n this.input.endFrame();\n\n requestAnimationFrame((nextTime) => this.loop(nextTime));\n }\n\n private handleGlobalInput(): void {\n if (this.input.consume('enter') && this.state === 'menu') {\n this.audio.ensure();\n this.beginCountdown();\n }\n\n if (this.input.consume('escape')) {\n if (this.state === 'racing' || this.state === 'countdown') this.state = 'paused';\n else if (this.state === 'paused') this.state = 'racing';\n }\n\n if (this.input.consume('r')) {\n this.resetRace();\n this.beginCountdown();\n }\n }\n\n private beginCountdown(): void {\n this.state = 'countdown';\n this.countdown = 3.4;\n this.countdownBeep = 4;\n this.raceTime = 0;\n this.audio.beep('count');\n }\n\n private update(delta: number): void {\n if (this.state === 'menu' || this.state === 'paused' || this.state === 'finished') {\n this.updateCamera(delta);\n return;\n }\n\n this.track.update(delta);\n this.effects.update(delta);\n\n if (this.state === 'countdown') {\n this.countdown -= delta;\n const nextBeep = Math.ceil(this.countdown);\n if (nextBeep > 0 && nextBeep < this.countdownBeep) {\n this.countdownBeep = nextBeep;\n this.audio.beep('count');\n }\n if (this.countdown <= 0) {\n this.state = 'racing';\n this.audio.beep('go');\n }\n this.updateCamera(delta);\n return;\n }\n\n this.raceTime += delta;\n const difficulty = 1 + (this.player.lap - 1) * 0.12 + this.raceTime / 190;\n const playerInput = this.readPlayerInput();\n const wasBoosting = this.player.nitroTimer > 0;\n this.player.update(delta, playerInput, this.track, this.effects, this.raceTime, difficulty);\n if (\"'!wasBoosting && this.player.nitroTimer > 0) this.audio.beep('\"'boost');\n\n for (let i = 1; i < this.cars.length; i++) {\n const car = this.cars[i];\n car.update(delta, this.ai[i - 1].update(car, this.track, this.player.rank, difficulty), this.track, this.effects, this.raceTime, difficulty);\n }\n\n this.resolveCollisions();\n this.updateRanks();\n this.updateMessages(delta);\n this.updateFinishState();\n this.updateCamera(delta);\n this.audio.updateEngine(this.player.speed, playerInput.throttle - playerInput.brake, this.player.nitroTimer > 0);\n }\n\n private readPlayerInput(): DriverInput {\n return {\n throttle: this.input.isDown('arrowup', 'w') ? 1 : 0,\n brake: this.input.isDown('arrowdown', 's') ? 1 : 0,\n steer: (this.input.isDown('arrowright', 'd') ? 1 : 0) - (this.input.isDown('arrowleft', 'a') ? 1 : 0),\n nitro: this.input.isDown('space'),\n };\n }\n\n private resolveCollisions(): void {\n for (const car of this.cars) {\n const result = car.collideObstacles(this.track, this.effects);\n if (car === this.player && result === 'hit') {\n this.audio.beep('hit');\n this.flashMessage('Ouch\"'! Watch the rocks.'\"');\n }\n if (car === this.player && result === 'bump') this.flashMessage('Big air\"'!'\"');\n\n const before = car.nitroCharges;\n if (before < car.nitroCharges && car === this.player) this.audio.beep('pickup');\n }\n\n for (let i = 0; i < this.cars.length; i++) {\n for (let j = i + 1; j < this.cars.length; j++) this.cars[i].collideWith(this.cars[j], this.effects);\n }\n }\n\n private updateRanks(): void {\n const sorted = [...this.cars].sort((a, b) => b.totalProgress - a.totalProgress || b.speed - a.speed);\n sorted.forEach((car, index) => {\n car.rank = index + 1;\n });\n }\n\n private updateMessages(delta: number): void {\n if (this.messageTimer > 0) {\n this.messageTimer -= delta;\n if (this.messageTimer <= 0) this.message = '';\n }\n }\n\n private updateFinishState(): void {\n const finished = this.cars.filter((car) => car.finished).sort((a, b) => a.finishTime - b.finishTime);\n if (\"'!finished.length) return;\n this.winner = finished[0].name;\n if (this.player.finished || finished.length >= 2) {\n this.state = '\"'finished';\n this.audio.beep('finish');\n }\n }\n\n private updateCamera(delta: number): void {\n const lookX = this.player.x + this.player.vx * 0.55;\n const lookY = this.player.y + this.player.vy * 0.55;\n this.camera.x = lerp(this.camera.x, lookX, 1 - Math.pow(0.001, delta));\n this.camera.y = lerp(this.camera.y, lookY, 1 - Math.pow(0.001, delta));\n this.camera.zoom = lerp(this.camera.zoom, clamp(0.78 - this.player.speed / 950, 0.56, 0.78), 0.04);\n this.camera.shakeX = this.effects.shake ? rand(-this.effects.shake, this.effects.shake) : 0;\n this.camera.shakeY = this.effects.shake ? rand(-this.effects.shake, this.effects.shake) : 0;\n }\n\n private render(): void {\n this.renderer.render(this.track, this.cars, this.player, this.effects, this.camera);\n th","token_count":5732},{"step":17,"type":"observation","timestamp":1777337443.166,"content":"","truncated":false,"original_token_count":0,"token_count":1},{"step":18,"type":"thought","timestamp":1777337450.246,"content":"Core gameplay modules are written. I’m adding the arcade presentation CSS and HUD styling now.","token_count":24},{"step":19,"type":"action","timestamp":1777337475.017,"tool":"command_execution","arguments":{"command":"/bin/zsh -lc \"cat > src/style.css <<'EOF'\n:root {\n font-family: Inter, ui-sans-serif, system-ui, -apple-system, BlinkMacSystemFont, \\\"Segoe UI\\\", sans-serif;\n color: #fff7ed;\n background: #140c08;\n font-synthesis: none;\n text-rendering: optimizeLegibility;\n -webkit-font-smoothing: antialiased;\n --amber: #f6b23c;\n --cyan: #32f5ff;\n --red: #f43f5e;\n --panel: rgba(30, 18, 12, 0.82);\n --panel-border: rgba(255, 240, 210, 0.22);\n}\n\n* {\n box-sizing: border-box;\n}\n\nhtml,\nbody,\n#app {\n width: 100%;\n height: 100%;\n margin: 0;\n overflow: hidden;\n}\n\nbody {\n min-width: 320px;\n}\n\nbutton {\n font: inherit;\n}\n\n.shell {\n position: relative;\n width: 100vw;\n height: 100vh;\n isolation: isolate;\n background: radial-gradient(circle at 50% 50%, #a7642c 0%, #3b2115 72%);\n}\n\ncanvas {\n position: absolute;\n inset: 0;\n width: 100%;\n height: 100%;\n image-rendering: auto;\n}\n\n.overlay {\n position: absolute;\n inset: 0;\n z-index: 2;\n pointer-events: none;\n}\n\n.overlay--active {\n display: grid;\n place-items: center;\n padding: 24px;\n pointer-events: auto;\n background:\n radial-gradient(circle at center, rgba(255, 170, 70, 0.12), transparent 38%),\n linear-gradient(135deg, rgba(13, 8, 5, 0.52), rgba(13, 8, 5, 0.78));\n backdrop-filter: blur(3px);\n}\n\n.panel {\n width: min(620px, 94vw);\n border: 2px solid var(--panel-border);\n border-radius: 28px;\n padding: 28px;\n background: var(--panel);\n box-shadow: 0 30px 90px rgba(0, 0, 0, 0.45), inset 0 1px 0 rgba(255, 255, 255, 0.18);\n text-align: center;\n}\n\n.panel.hero {\n transform: rotate(-1deg);\n}\n\n.panel.compact {\n width: min(420px, 92vw);\n}\n\n.eyebrow {\n margin: 0 0 10px;\n color: var(--cyan);\n font-size: 12px;\n font-weight: 900;\n letter-spacing: 0.22em;\n text-transform: uppercase;\n}\n\nh1,\nh2 {\n margin: 0;\n line-height: 0.9;\n text-transform: uppercase;\n text-shadow: 0 5px 0 #5a230f, 0 12px 30px rgba(0, 0, 0, 0.55);\n}\n\nh1 {\n font-size: clamp(48px, 9vw, 92px);\n}\n\nh2 {\n font-size: clamp(38px, 7vw, 64px);\n}\n\n.lede,\n.panel p:not(.eyebrow) {\n color: #ffe7c5;\n font-size: 16px;\n line-height: 1.6;\n}\n\n.controls-grid {\n display: grid;\n grid-template-columns: 1fr 1.2fr;\n gap: 10px 16px;\n margin: 24px auto;\n max-width: 390px;\n text-align: left;\n}\n\n.controls-grid span,\n.result-row span {\n color: #ffd8a3;\n font-size: 12px;\n font-weight: 800;\n letter-spacing: 0.12em;\n text-transform: uppercase;\n}\n\n.controls-grid strong,\n.result-row strong {\n color: #fff;\n font-family: \\\"JetBrains Mono\\\", ui-monospace, SFMono-Regular, Menlo, monospace;\n}\n\n.primary {\n display: inline-flex;\n align-items: center;\n justify-content: center;\n min-height: 48px;\n padding: 0 22px;\n border: 0;\n border-radius: 999px;\n color: #241006;\n background: linear-gradient(180deg, #ffe08a, var(--amber));\n box-shadow: 0 7px 0 #8b4314, 0 18px 30px rgba(0, 0, 0, 0.3);\n font-weight: 1000;\n letter-spacing: 0.06em;\n text-transform: uppercase;\n}\n\n.result-row {\n display: flex;\n justify-content: space-between;\n gap: 20px;\n margin: 16px auto;\n max-width: 340px;\n padding: 14px 16px;\n border: 1px solid rgba(255, 255, 255, 0.14);\n border-radius: 16px;\n background: rgba(0, 0, 0, 0.2);\n}\n\n.hud {\n position: absolute;\n left: 18px;\n right: 18px;\n display: flex;\n gap: 10px;\n align-items: center;\n justify-content: center;\n}\n\n.hud--top {\n top: 16px;\n}\n\n.hud-card {\n min-width: 112px;\n padding: 10px 12px;\n border: 1px solid rgba(255, 235, 204, 0.24);\n border-radius: 16px;\n background: rgba(21, 12, 8, 0.68);\n box-shadow: 0 8px 25px rgba(0, 0, 0, 0.22);\n backdrop-filter: blur(8px);\n}\n\n.hud-card span {\n display: block;\n color: #ffd8a3;\n font-size: 10px;\n font-weight: 900;\n letter-spacing: 0.14em;\n text-transform: uppercase;\n}\n\n.hud-card strong {\n display: block;\n margin-top: 2px;\n font-family: \\\"JetBrains Mono\\\", ui-monospace, SFMono-Regular, Menlo, monospace;\n font-size: clamp(16px, 3vw, 22px);\n}\n\n.nitro-stack {\n position: absolute;\n right: 22px;\n bottom: 22px;\n display: flex;\n gap: 8px;\n padding: 10px;\n border-radius: 999px;\n background: rgba(14, 10, 8, 0.68);\n border: 1px solid rgba(255, 255, 255, 0.16);\n}\n\n.nitro-stack i {\n width: 48px;\n height: 16px;\n border: 2px solid rgba(255, 255, 255, 0.35);\n border-radius: 999px;\n background: rgba(255, 255, 255, 0.12);\n}\n\n.nitro-stack i.full {\n border-color: #a5f3fc;\n background: linear-gradient(90deg, #0891b2, var(--cyan));\n box-shadow: 0 0 18px rgba(50, 245, 255, 0.75);\n}\n\n.countdown {\n position: absolute;\n inset: 0;\n display: grid;\n place-items: center;\n color: #fff;\n font-size: clamp(84px, 20vw, 210px);\n font-weight: 1000;\n text-shadow: 0 10px 0 #6c2c10, 0 0 60px rgba(255, 181, 67, 0.8);\n animation: pop 0.45s ease both;\n}\n\n.toast {\n position: absolute;\n left: 50%;\n bottom: 34px;\n transform: translateX(-50%);\n padding: 12px 18px;\n border-radius: 999px;\n color: #261208;\n background: #ffe08a;\n box-shadow: 0 8px 0 #8b4314;\n font-weight: 1000;\n text-transform: uppercase;\n}\n\n@keyframes pop {\n from {\n transform: scale(0.7) rotate(-4deg);\n opacity: 0;\n }\n to {\n transform: scale(1) rotate(0deg);\n opacity: 1;\n }\n}\n\n@media (max-width: 720px) {\n .hud {\n left: 8px;\n right: 8px;\n flex-wrap: wrap;\n justify-content: flex-start;\n }\n\n .hud-card {\n min-width: calc(50% - 6px);\n padding: 8px 10px;\n }\n\n .nitro-stack i {\n width: 34px;\n }\n}\nEOF\""},"content":"Executing: /bin/zsh -lc \"cat > src/style.css <<'EOF'\n:root {\n font-family: Inter, ui-sans-serif, system-ui, -apple-system, BlinkMacSystemFont, \\\"Segoe UI\\\", sans-serif;\n color: #fff7ed;\n background: #140c08;\n font-synthesis: none;\n text-rendering: optimizeLegibility;\n -webkit-font-smoothing: antialiased;\n --amber: #f6b23c;\n --cyan: #32f5ff;\n --red: #f43f5e;\n --panel: rgba(30, 18, 12, 0.82);\n --panel-border: rgba(255, 240, 210, 0.22);\n}\n\n* {\n box-sizing: border-box;\n}\n\nhtml,\nbody,\n#app {\n width: 100%;\n height: 100%;\n margin: 0;\n overflow: hidden;\n}\n\nbody {\n min-width: 320px;\n}\n\nbutton {\n font: inherit;\n}\n\n.shell {\n position: relative;\n width: 100vw;\n height: 100vh;\n isolation: isolate;\n background: radial-gradient(circle at 50% 50%, #a7642c 0%, #3b2115 72%);\n}\n\ncanvas {\n position: absolute;\n inset: 0;\n width: 100%;\n height: 100%;\n image-rendering: auto;\n}\n\n.overlay {\n position: absolute;\n inset: 0;\n z-index: 2;\n pointer-events: none;\n}\n\n.overlay--active {\n display: grid;\n place-items: center;\n padding: 24px;\n pointer-events: auto;\n background:\n radial-gradient(circle at center, rgba(255, 170, 70, 0.12), transparent 38%),\n linear-gradient(135deg, rgba(13, 8, 5, 0.52), rgba(13, 8, 5, 0.78));\n backdrop-filter: blur(3px);\n}\n\n.panel {\n width: min(620px, 94vw);\n border: 2px solid var(--panel-border);\n border-radius: 28px;\n padding: 28px;\n background: var(--panel);\n box-shadow: 0 30px 90px rgba(0, 0, 0, 0.45), inset 0 1px 0 rgba(255, 255, 255, 0.18);\n text-align: center;\n}\n\n.panel.hero {\n transform: rotate(-1deg);\n}\n\n.panel.compact {\n width: min(420px, 92vw);\n}\n\n.eyebrow {\n margin: 0 0 10px;\n color: var(--cyan);\n font-size: 12px;\n font-weight: 900;\n letter-spacing: 0.22em;\n text-transform: uppercase;\n}\n\nh1,\nh2 {\n margin: 0;\n line-height: 0.9;\n text-transform: uppercase;\n text-shadow: 0 5px 0 #5a230f, 0 12px 30px rgba(0, 0, 0, 0.55);\n}\n\nh1 {\n font-size: clamp(48px, 9vw, 92px);\n}\n\nh2 {\n font-size: clamp(38px, 7vw, 64px);\n}\n\n.lede,\n.panel p:not(.eyebrow) {\n color: #ffe7c5;\n font-size: 16px;\n line-height: 1.6;\n}\n\n.controls-grid {\n display: grid;\n grid-template-columns: 1fr 1.2fr;\n gap: 10px 16px;\n margin: 24px auto;\n max-width: 390px;\n text-align: left;\n}\n\n.controls-grid span,\n.result-row span {\n color: #ffd8a3;\n font-size: 12px;\n font-weight: 800;\n letter-spacing: 0.12em;\n text-transform: uppercase;\n}\n\n.controls-grid strong,\n.result-row strong {\n color: #fff;\n font-family: \\\"JetBrains Mono\\\", ui-monospace, SFMono-Regular, Menlo, monospace;\n}\n\n.primary {\n display: inline-flex;\n align-items: center;\n justify-content: center;\n min-height: 48px;\n padding: 0 22px;\n border: 0;\n border-radius: 999px;\n color: #241006;\n background: linear-gradient(180deg, #ffe08a, var(--amber));\n box-shadow: 0 7px 0 #8b4314, 0 18px 30px rgba(0, 0, 0, 0.3);\n font-weight: 1000;\n letter-spacing: 0.06em;\n text-transform: uppercase;\n}\n\n.result-row {\n display: flex;\n justify-content: space-between;\n gap: 20px;\n margin: 16px auto;\n max-width: 340px;\n padding: 14px 16px;\n border: 1px solid rgba(255, 255, 255, 0.14);\n border-radius: 16px;\n background: rgba(0, 0, 0, 0.2);\n}\n\n.hud {\n position: absolute;\n left: 18px;\n right: 18px;\n display: flex;\n gap: 10px;\n align-items: center;\n justify-content: center;\n}\n\n.hud--top {\n top: 16px;\n}\n\n.hud-card {\n min-width: 112px;\n padding: 10px 12px;\n border: 1px solid rgba(255, 235, 204, 0.24);\n border-radius: 16px;\n background: rgba(21, 12, 8, 0.68);\n box-shadow: 0 8px 25px rgba(0, 0, 0, 0.22);\n backdrop-filter: blur(8px);\n}\n\n.hud-card span {\n display: block;\n color: #ffd8a3;\n font-size: 10px;\n font-weight: 900;\n letter-spacing: 0.14em;\n text-transform: uppercase;\n}\n\n.hud-card strong {\n display: block;\n margin-top: 2px;\n font-family: \\\"JetBrains Mono\\\", ui-monospace, SFMono-Regular, Menlo, monospace;\n font-size: clamp(16px, 3vw, 22px);\n}\n\n.nitro-stack {\n position: absolute;\n right: 22px;\n bottom: 22px;\n display: flex;\n gap: 8px;\n padding: 10px;\n border-radius: 999px;\n background: rgba(14, 10, 8, 0.68);\n border: 1px solid rgba(255, 255, 255, 0.16);\n}\n\n.nitro-stack i {\n width: 48px;\n height: 16px;\n border: 2px solid rgba(255, 255, 255, 0.35);\n border-radius: 999px;\n background: rgba(255, 255, 255, 0.12);\n}\n\n.nitro-stack i.full {\n border-color: #a5f3fc;\n background: linear-gradient(90deg, #0891b2, var(--cyan));\n box-shadow: 0 0 18px rgba(50, 245, 255, 0.75);\n}\n\n.countdown {\n position: absolute;\n inset: 0;\n display: grid;\n place-items: center;\n color: #fff;\n font-size: clamp(84px, 20vw, 210px);\n font-weight: 1000;\n text-shadow: 0 10px 0 #6c2c10, 0 0 60px rgba(255, 181, 67, 0.8);\n animation: pop 0.45s ease both;\n}\n\n.toast {\n position: absolute;\n left: 50%;\n bottom: 34px;\n transform: translateX(-50%);\n padding: 12px 18px;\n border-radius: 999px;\n color: #261208;\n background: #ffe08a;\n box-shadow: 0 8px 0 #8b4314;\n font-weight: 1000;\n text-transform: uppercase;\n}\n\n@keyframes pop {\n from {\n transform: scale(0.7) rotate(-4deg);\n opacity: 0;\n }\n to {\n transform: scale(1) rotate(0deg);\n opacity: 1;\n }\n}\n\n@media (max-width: 720px) {\n .hud {\n left: 8px;\n right: 8px;\n flex-wrap: wrap;\n justify-content: flex-start;\n }\n\n .hud-card {\n min-width: calc(50% - 6px);\n padding: 8px 10px;\n }\n\n .nitro-stack i {\n width: 34px;\n }\n}\nEOF\"","token_count":2779},{"step":20,"type":"observation","timestamp":1777337475.068,"content":"","truncated":false,"original_token_count":0,"token_count":1},{"step":21,"type":"thought","timestamp":1777337481.558,"content":"Implementation is complete; I’ll install dependencies and run a production build to catch TypeScript issues.","token_count":27},{"step":22,"type":"action","timestamp":1777337482.18,"tool":"command_execution","arguments":{"command":"/bin/zsh -lc 'npm install && npm run build'"},"content":"Executing: /bin/zsh -lc 'npm install && npm run build'","token_count":28},{"step":23,"type":"error","timestamp":1777337494.37,"content":"\nadded 18 packages, and audited 19 packages in 11s\n\n8 packages are looking for funding\n run `npm fund` for details\n\nfound 0 vulnerabilities\n\n> offroad-nitro-racer@0.1.0 build\n> tsc && vite build\n\nsrc/main.ts(1,8): error TS2882: Cannot find module or type declarations for side-effect import of './style.css'.\n","token_count":78},{"step":24,"type":"thought","timestamp":1777337501.13,"content":"Build found the usual CSS module typing gap. I’m adding Vite env types and rerunning.","token_count":22},{"step":25,"type":"action","timestamp":1777337501.767,"tool":"command_execution","arguments":{"command":"/bin/zsh -lc \"cat > src/vite-env.d.ts <<'EOF'\n/// <reference types=\\\"vite/client\\\" />\nEOF\nnpm run build\""},"content":"Executing: /bin/zsh -lc \"cat > src/vite-env.d.ts <<'EOF'\n/// <reference types=\\\"vite/client\\\" />\nEOF\nnpm run build\"","token_count":61},{"step":26,"type":"observation","timestamp":1777337503.561,"content":"\n> offroad-nitro-racer@0.1.0 build\n> tsc && vite build\n\nvite v8.0.10 building client environment for production...\n\u001b[2K\rtransforming...✓ 15 modules transformed.\nrendering chunks...\ncomputing gzip size...\ndist/index.html 0.40 kB │ gzip: 0.27 kB\ndist/assets/index-DvHn2Thu.css 4.11 kB │ gzip: 1.63 kB\ndist/assets/index-4hBpUXD0.js 22.57 kB │ gzip: 7.91 kB\n\n✓ built in 337ms\n","truncated":false,"original_token_count":99,"token_count":99},{"step":27,"type":"thought","timestamp":1777337514.568,"content":"Build passes. I spotted two small polish issues, so I’m tightening pause resume and pickup feedback.","token_count":25},{"step":28,"type":"action","timestamp":1777337517.469,"tool":"command_execution","arguments":{"command":"/bin/zsh -lc \"apply_patch <<'PATCH'\n*** Begin Patch\n*** Update File: src/game/Car.ts\n@@\n driftAmount = 0;\n+ collectedPickup = false;\n lastProgress = 0;\n@@\n if (this.finished) {\n@@\n }\n+\n+ this.collectedPickup = false;\n@@\n- if (track.consumePickup({ x: this.x, y: this.y })) {\n+ if (track.consumePickup({ x: this.x, y: this.y })) {\n this.nitroCharges = Math.min(this.maxNitro, this.nitroCharges + 1);\n+ this.collectedPickup = true;\n effects.add('boost', this.x, this.y, this.angle, 10);\n }\n*** End Patch\nPATCH\napply_patch <<'PATCH'\n*** Begin Patch\n*** Update File: src/game/Game.ts\n@@\n private countdownBeep = 4;\n+ private pausedFrom: UiState = 'racing';\n@@\n if (this.input.consume('escape')) {\n- if (this.state === 'racing' || this.state === 'countdown') this.state = 'paused';\n- else if (this.state === 'paused') this.state = 'racing';\n+ if (this.state === 'racing' || this.state === 'countdown') {\n+ this.pausedFrom = this.state;\n+ this.state = 'paused';\n+ } else if (this.state === 'paused') this.state = this.pausedFrom;\n@@\n const result = car.collideObstacles(this.track, this.effects);\n@@\n- const before = car.nitroCharges;\n- if (before < car.nitroCharges && car === this.player) this.audio.beep('pickup');\n+ if (car === this.player && car.collectedPickup) {\n+ this.audio.beep('pickup');\n+ this.flashMessage('Nitro recharged\"'!'\"');\n+ }\n*** End Patch\nPATCH\nnpm run build\""},"content":"Executing: /bin/zsh -lc \"apply_patch <<'PATCH'\n*** Begin Patch\n*** Update File: src/game/Car.ts\n@@\n driftAmount = 0;\n+ collectedPickup = false;\n lastProgress = 0;\n@@\n if (this.finished) {\n@@\n }\n+\n+ this.collectedPickup = false;\n@@\n- if (track.consumePickup({ x: this.x, y: this.y })) {\n+ if (track.consumePickup({ x: this.x, y: this.y })) {\n this.nitroCharges = Math.min(this.maxNitro, this.nitroCharges + 1);\n+ this.collectedPickup = true;\n effects.add('boost', this.x, this.y, this.angle, 10);\n }\n*** End Patch\nPATCH\napply_patch <<'PATCH'\n*** Begin Patch\n*** Update File: src/game/Game.ts\n@@\n private countdownBeep = 4;\n+ private pausedFrom: UiState = 'racing';\n@@\n if (this.input.consume('escape')) {\n- if (this.state === 'racing' || this.state === 'countdown') this.state = 'paused';\n- else if (this.state === 'paused') this.state = 'racing';\n+ if (this.state === 'racing' || this.state === 'countdown') {\n+ this.pausedFrom = this.state;\n+ this.state = 'paused';\n+ } else if (this.state === 'paused') this.state = this.pausedFrom;\n@@\n const result = car.collideObstacles(this.track, this.effects);\n@@\n- const before = car.nitroCharges;\n- if (before < car.nitroCharges && car === this.player) this.audio.beep('pickup');\n+ if (car === this.player && car.collectedPickup) {\n+ this.audio.beep('pickup');\n+ this.flashMessage('Nitro recharged\"'!'\"');\n+ }\n*** End Patch\nPATCH\nnpm run build\"","token_count":769},{"step":29,"type":"observation","timestamp":1777337518.227,"content":"\n> offroad-nitro-racer@0.1.0 build\n> tsc && vite build\n\nvite v8.0.10 building client environment for production...\n\u001b[2K\rtransforming...✓ 15 modules transformed.\nrendering chunks...\ncomputing gzip size...\ndist/index.html 0.40 kB │ gzip: 0.27 kB\ndist/assets/index-DvHn2Thu.css 4.11 kB │ gzip: 1.63 kB\ndist/assets/index-CuvdKK6U.js 22.72 kB │ gzip: 7.95 kB\n\n✓ built in 71ms\n","truncated":false,"original_token_count":98,"token_count":98},{"step":30,"type":"thought","timestamp":1777337526.181,"content":"Everything builds cleanly. I’m grabbing file references for a concise handoff.","token_count":20},{"step":31,"type":"action","timestamp":1777337527.996,"tool":"command_execution","arguments":{"command":"/bin/zsh -lc \"nl -ba src/game/Game.ts | sed -n '1,220p'\nprintf '\\\\n--- Car ---\\\\n'\nnl -ba src/game/Car.ts | sed -n '1,240p'\nprintf '\\\\n--- Track ---\\\\n'\nnl -ba src/game/Track.ts | sed -n '1,220p'\nprintf '\\\\n--- UI ---\\\\n'\nnl -ba src/game/UI.ts | sed -n '1,170p'\nprintf '\\\\n--- CSS ---\\\\n'\nnl -ba src/style.css | sed -n '1,260p'\""},"content":"Executing: /bin/zsh -lc \"nl -ba src/game/Game.ts | sed -n '1,220p'\nprintf '\\\\n--- Car ---\\\\n'\nnl -ba src/game/Car.ts | sed -n '1,240p'\nprintf '\\\\n--- Track ---\\\\n'\nnl -ba src/game/Track.ts | sed -n '1,220p'\nprintf '\\\\n--- UI ---\\\\n'\nnl -ba src/game/UI.ts | sed -n '1,170p'\nprintf '\\\\n--- CSS ---\\\\n'\nnl -ba src/style.css | sed -n '1,260p'\"","token_count":177},{"step":32,"type":"observation","timestamp":1777337528.049,"content":" 1\timport { AIController } from './AI';\n 2\timport { AudioSystem } from './Audio';\n 3\timport { Car, DriverInput } from './Car';\n 4\timport { Effects } from './Effects';\n 5\timport { Input } from './Input';\n 6\timport { Camera, Renderer } from './Renderer';\n 7\timport { Track } from './Track';\n 8\timport { UI, UiState } from './UI';\n 9\timport { clamp, lerp, rand } from './math';\n 10\t\n 11\texport class Game {\n 12\t private renderer: Renderer;\n 13\t private input = new Input();\n 14\t private audio = new AudioSystem();\n 15\t private ui: UI;\n 16\t private track = new Track();\n 17\t private effects = new Effects();\n 18\t private cars: Car[] = [];\n 19\t private ai: AIController[] = [];\n 20\t private player!: Car;\n 21\t private camera: Camera = { x: 0, y: 0, zoom: 0.72, shakeX: 0, shakeY: 0 };\n 22\t private state: UiState = 'menu';\n 23\t private lastTime = 0;\n 24\t private raceTime = 0;\n 25\t private countdown = 3.4;\n 26\t private message = '';\n 27\t private messageTimer = 0;\n 28\t private winner = '';\n 29\t private countdownBeep = 4;\n 30\t private pausedFrom: UiState = 'racing';\n 31\t\n 32\t constructor(canvas: HTMLCanvasElement, overlay: HTMLDivElement) {\n 33\t this.renderer = new Renderer(canvas);\n 34\t this.ui = new UI(overlay);\n 35\t this.resetRace();\n 36\t }\n 37\t\n 38\t start(): void {\n 39\t this.ui.render(this.uiData());\n 40\t requestAnimationFrame((time) => this.loop(time));\n 41\t }\n 42\t\n 43\t private loop(time: number): void {\n 44\t const delta = Math.min((time - this.lastTime) / 1000 || 0, 0.033);\n 45\t this.lastTime = time;\n 46\t\n 47\t this.handleGlobalInput();\n 48\t this.update(delta);\n 49\t this.render();\n 50\t this.input.endFrame();\n 51\t\n 52\t requestAnimationFrame((nextTime) => this.loop(nextTime));\n 53\t }\n 54\t\n 55\t private handleGlobalInput(): void {\n 56\t if (this.input.consume('enter') && this.state === 'menu') {\n 57\t this.audio.ensure();\n 58\t this.beginCountdown();\n 59\t }\n 60\t\n 61\t if (this.input.consume('escape')) {\n 62\t if (this.state === 'racing' || this.state === 'countdown') {\n 63\t this.pausedFrom = this.state;\n 64\t this.state = 'paused';\n 65\t } else if (this.state === 'paused') this.state = this.pausedFrom;\n 66\t }\n 67\t\n 68\t if (this.input.consume('r')) {\n 69\t this.resetRace();\n 70\t this.beginCountdown();\n 71\t }\n 72\t }\n 73\t\n 74\t private beginCountdown(): void {\n 75\t this.state = 'countdown';\n 76\t this.countdown = 3.4;\n 77\t this.countdownBeep = 4;\n 78\t this.raceTime = 0;\n 79\t this.audio.beep('count');\n 80\t }\n 81\t\n 82\t private update(delta: number): void {\n 83\t if (this.state === 'menu' || this.state === 'paused' || this.state === 'finished') {\n 84\t this.updateCamera(delta);\n 85\t return;\n 86\t }\n 87\t\n 88\t this.track.update(delta);\n 89\t this.effects.update(delta);\n 90\t\n 91\t if (this.state === 'countdown') {\n 92\t this.countdown -= delta;\n 93\t const nextBeep = Math.ceil(this.countdown);\n 94\t if (nextBeep > 0 && nextBeep < this.countdownBeep) {\n 95\t this.countdownBeep = nextBeep;\n 96\t this.audio.beep('count');\n 97\t }\n 98\t if (this.countdown <= 0) {\n 99\t this.state = 'racing';\n 100\t this.audio.beep('go');\n 101\t }\n 102\t this.updateCamera(delta);\n 103\t return;\n 104\t }\n 105\t\n 106\t this.raceTime += delta;\n 107\t const difficulty = 1 + (this.player.lap - 1) * 0.12 + this.raceTime / 190;\n 108\t const playerInput = this.readPlayerInput();\n 109\t const wasBoosting = this.player.nitroTimer > 0;\n 110\t this.player.update(delta, playerInput, this.track, this.effects, this.raceTime, difficulty);\n 111\t if (!wasBoosting && this.player.nitroTimer > 0) this.audio.beep('boost');\n 112\t\n 113\t for (let i = 1; i < this.cars.length; i++) {\n 114\t const car = this.cars[i];\n 115\t car.update(delta, this.ai[i - 1].update(car, this.track, this.player.rank, difficulty), this.track, this.effects, this.raceTime, difficulty);\n 116\t }\n 117\t\n 118\t this.resolveCollisions();\n 119\t this.updateRanks();\n 120\t this.updateMessages(delta);\n 121\t this.updateFinishState();\n 122\t this.updateCamera(delta);\n 123\t this.audio.updateEngine(this.player.speed, playerInput.throttle - playerInput.brake, this.player.nitroTimer > 0);\n 124\t }\n 125\t\n 126\t private readPlayerInput(): DriverInput {\n 127\t return {\n 128\t throttle: this.input.isDown('arrowup', 'w') ? 1 : 0,\n 129\t brake: this.input.isDown('arrowdown', 's') ? 1 : 0,\n 130\t steer: (this.input.isDown('arrowright', 'd') ? 1 : 0) - (this.input.isDown('arrowleft', 'a') ? 1 : 0),\n 131\t nitro: this.input.isDown('space'),\n 132\t };\n 133\t }\n 134\t\n 135\t private resolveCollisions(): void {\n 136\t for (const car of this.cars) {\n 137\t const result = car.collideObstacles(this.track, this.effects);\n 138\t if (car === this.player && result === 'hit') {\n 139\t this.audio.beep('hit');\n 140\t this.flashMessage('Ouch! Watch the rocks.');\n 141\t }\n 142\t if (car === this.player && result === 'bump') this.flashMessage('Big air!');\n 143\t\n 144\t if (car === this.player && car.collectedPickup) {\n 145\t this.audio.beep('pickup');\n 146\t this.flashMessage('Nitro recharged!');\n 147\t }\n 148\t }\n 149\t\n 150\t for (let i = 0; i < this.cars.length; i++) {\n 151\t for (let j = i + 1; j < this.cars.length; j++) this.cars[i].collideWith(this.cars[j], this.effects);\n 152\t }\n 153\t }\n 154\t\n 155\t private updateRanks(): void {\n 156\t const sorted = [...this.cars].sort((a, b) => b.totalProgress - a.totalProgress || b.speed - a.speed);\n 157\t sorted.forEach((car, index) => {\n 158\t car.rank = index + 1;\n 159\t });\n 160\t }\n 161\t\n 162\t private updateMessages(delta: number): void {\n 163\t if (this.messageTimer > 0) {\n 164\t this.messageTimer -= delta;\n 165\t if (this.messageTimer <= 0) this.message = '';\n 166\t }\n 167\t }\n 168\t\n 169\t private updateFinishState(): void {\n 170\t const finished = this.cars.filter((car) => car.finished).sort((a, b) => a.finishTime - b.finishTime);\n 171\t if (!finished.length) return;\n 172\t this.winner = finished[0].name;\n 173\t if (this.player.finished || finished.length >= 2) {\n 174\t this.state = 'finished';\n 175\t this.audio.beep('finish');\n 176\t }\n 177\t }\n 178\t\n 179\t private updateCamera(delta: number): void {\n 180\t const lookX = this.player.x + this.player.vx * 0.55;\n 181\t const lookY = this.player.y + this.player.vy * 0.55;\n 182\t this.camera.x = lerp(this.camera.x, lookX, 1 - Math.pow(0.001, delta));\n 183\t this.camera.y = lerp(this.camera.y, lookY, 1 - Math.pow(0.001, delta));\n 184\t this.camera.zoom = lerp(this.camera.zoom, clamp(0.78 - this.player.speed / 950, 0.56, 0.78), 0.04);\n 185\t this.camera.shakeX = this.effects.shake ? rand(-this.effects.shake, this.effects.shake) : 0;\n 186\t this.camera.shakeY = this.effects.shake ? rand(-this.effects.shake, this.effects.shake) : 0;\n 187\t }\n 188\t\n 189\t private render(): void {\n 190\t this.renderer.render(this.track, this.cars, this.player, this.effects, this.camera);\n 191\t this.ui.render(this.uiData());\n 192\t }\n 193\t\n 194\t private uiData() {\n 195\t return {\n 196\t state: this.state,\n 197\t countdown: this.countdown,\n 198\t player: this.player,\n 199\t track: this.track,\n 200\t elapsed: this.raceTime,\n 201\t message: this.message,\n 202\t winner: this.winner,\n 203\t };\n 204\t }\n 205\t\n 206\t private resetRace(): void {\n 207\t this.track = new Track();\n 208\t this.effects = new Effects();\n 209\t this.raceTime = 0;\n 210\t this.winner = '';\n 211\t this.message = '';\n 212\t this.cars = [\n 213\t new Car({ name: 'You', color: '#f43f5e', accent: '#fecdd3', isPlayer: true }, this.track.startPosition(0)),\n 214\t new Car({ name: 'Baja Bob', color: '#f59e0b', accent: '#fde68a' }, this.track.startPosition(1)),\n 215\t new Car({ name: 'Dusty Diaz', color: '#22c55e', accent: '#bbf7d0' }, this.track.startPosition(2)),\n 216\t new Car({ name: 'Nitro Nell', color: '#3b82f6', accent: '#bfdbfe' }, this.track.startPosition(3)),\n 217\t ];\n 218\t this.player = this.cars[0];\n 219\t this.ai = [new AIController(0), new AIController(1), new AIController(2)];\n 220\t this.camera.x = this.player.x;\n\n--- Car ---\n 1\timport { Effects } from './Effects';\n 2\timport { Track } from './Track';\n 3\timport { Vec2, clamp, dot, length, normalizeAngle } from './math';\n 4\t\n 5\texport type DriverInput = {\n 6\t throttle: number;\n 7\t brake: number;\n 8\t steer: number;\n 9\t nitro: boolean;\n 10\t};\n 11\t\n 12\texport type CarConfig = {\n 13\t name: string;\n 14\t color: string;\n 15\t accent: string;\n 16\t isPlayer?: boolean;\n 17\t};\n 18\t\n 19\texport class Car {\n 20\t name: string;\n 21\t color: string;\n 22\t accent: string;\n 23\t isPlayer: boolean;\n 24\t x: number;\n 25\t y: number;\n 26\t vx = 0;\n 27\t vy = 0;\n 28\t angle: number;\n 29\t radius = 24;\n 30\t width = 34;\n 31\t length = 54;\n 32\t nitroCharges = 2;\n 33\t maxNitro = 3;\n 34\t nitroTimer = 0;\n 35\t nextCheckpoint = 0;\n 36\t lap = 1;\n 37\t finished = false;\n 38\t finishTime = 0;\n 39\t airborne = 0;\n 40\t verticalVelocity = 0;\n 41\t driftAmount = 0;\n 42\t collectedPickup = false;\n 43\t lastProgress = 0;\n 44\t totalProgress = 0;\n 4","truncated":true,"original_token_count":8920,"token_count":4108}]}
6
+ {"envelope_id":"env_ebab12c3-ff1b-4ece-8124-ef6fd56989b5","session_id":"sess_f507f37c-1c30-4116-815f-27223313c816","chunk_sequence":1,"contributor_id":"23e6dd8c4a884836bf78cafda9fbe57d","attestation":{"session_hmac":"b82ab7d71b640772f61e7a8409615f81e21675d90f7b6dd2af7b2fcc67dc2678","sequence":1,"app_version_hash":"4a527565d85cc601d3c47c376e4f361d5af987de58f60cf71dbc263a0de91247"},"metadata":{"model_engine":"gpt-5.5","provider":"codex","agent_role":"frontend","agent_id":"b5748f42","task_complexity":"medium","team_size":1,"session_quality":0,"groove_version":"0.27.112","leaf_context":null},"trajectory_log":[{"step":33,"type":"action","timestamp":1777337534.366,"tool":"command_execution","arguments":{"command":"/bin/zsh -lc 'rg --files | sort'"},"content":"Executing: /bin/zsh -lc 'rg --files | sort'","token_count":23},{"step":34,"type":"observation","timestamp":1777337534.418,"content":"package-lock.json\npackage.json\n","truncated":false,"original_token_count":8,"token_count":8},{"step":35,"type":"action","timestamp":1777337539.988,"tool":"command_execution","arguments":{"command":"/bin/zsh -lc \"find . -maxdepth 3 -type f | sort | sed 's#\"'^./##'\"' | head -80\""},"content":"Executing: /bin/zsh -lc \"find . -maxdepth 3 -type f | sort | sed 's#\"'^./##'\"' | head -80\"","token_count":47},{"step":36,"type":"observation","timestamp":1777337540.04,"content":"dist/assets/index-CuvdKK6U.js\ndist/assets/index-DvHn2Thu.css\ndist/index.html\nindex.html\nnode_modules/.package-lock.json\nnode_modules/detect-libc/LICENSE\nnode_modules/detect-libc/README.md\nnode_modules/detect-libc/index.d.ts\nnode_modules/detect-libc/package.json\nnode_modules/fdir/LICENSE\nnode_modules/fdir/README.md\nnode_modules/fdir/package.json\nnode_modules/lightningcss-darwin-arm64/LICENSE\nnode_modules/lightningcss-darwin-arm64/README.md\nnode_modules/lightningcss-darwin-arm64/lightningcss.darwin-arm64.node\nnode_modules/lightningcss-darwin-arm64/package.json\nnode_modules/lightningcss/LICENSE\nnode_modules/lightningcss/README.md\nnode_modules/lightningcss/package.json\nnode_modules/nanoid/LICENSE\nnode_modules/nanoid/README.md\nnode_modules/nanoid/index.browser.cjs\nnode_modules/nanoid/index.browser.js\nnode_modules/nanoid/index.cjs\nnode_modules/nanoid/index.d.cts\nnode_modules/nanoid/index.d.ts\nnode_modules/nanoid/index.js\nnode_modules/nanoid/nanoid.js\nnode_modules/nanoid/package.json\nnode_modules/picocolors/LICENSE\nnode_modules/picocolors/README.md\nnode_modules/picocolors/package.json\nnode_modules/picocolors/picocolors.browser.js\nnode_modules/picocolors/picocolors.d.ts\nnode_modules/picocolors/picocolors.js\nnode_modules/picocolors/types.d.ts\nnode_modules/picomatch/LICENSE\nnode_modules/picomatch/README.md\nnode_modules/picomatch/index.js\nnode_modules/picomatch/package.json\nnode_modules/picomatch/posix.js\nnode_modules/postcss/LICENSE\nnode_modules/postcss/README.md\nnode_modules/postcss/package.json\nnode_modules/rolldown/LICENSE\nnode_modules/rolldown/README.md\nnode_modules/rolldown/package.json\nnode_modules/source-map-js/LICENSE\nnode_modules/source-map-js/README.md\nnode_modules/source-map-js/package.json\nnode_modules/source-map-js/source-map.d.ts\nnode_modules/source-map-js/source-map.js\nnode_modules/tinyglobby/LICENSE\nnode_modules/tinyglobby/README.md\nnode_modules/tinyglobby/package.json\nnode_modules/typescript/LICENSE.txt\nnode_modules/typescript/README.md\nnode_modules/typescript/SECURITY.md\nnode_modules/typescript/ThirdPartyNoticeText.txt\nnode_modules/typescript/package.json\nnode_modules/vite/LICENSE.md\nnode_modules/vite/README.md\nnode_modules/vite/client.d.ts\nnode_modules/vite/package.json\npackage-lock.json\npackage.json\nsrc/game/AI.ts\nsrc/game/Audio.ts\nsrc/game/Car.ts\nsrc/game/Effects.ts\nsrc/game/Game.ts\nsrc/game/Input.ts\nsrc/game/Renderer.ts\nsrc/game/Track.ts\nsrc/game/UI.ts\nsrc/game/math.ts\nsrc/main.ts\nsrc/style.css\nsrc/vite-env.d.ts\ntsconfig.json\n","truncated":false,"original_token_count":621,"token_count":621},{"step":37,"type":"action","timestamp":1777337544.633,"tool":"command_execution","arguments":{"command":"/bin/zsh -lc 'git status --short 2>/dev/null || true'"},"content":"Executing: /bin/zsh -lc 'git status --short 2>/dev/null || true'","token_count":33},{"step":38,"type":"observation","timestamp":1777337544.685,"content":" M ../../CLAUDE.md\n","truncated":false,"original_token_count":5,"token_count":5},{"step":39,"type":"thought","timestamp":1777337552.029,"content":"One dependency is unnecessary for the canvas-only TypeScript app, so I’m trimming it and rebuilding once more.","token_count":28},{"step":40,"type":"action","timestamp":1777337552.806,"tool":"command_execution","arguments":{"command":"/bin/zsh -lc 'npm uninstall @vitejs/plugin-react && npm run build'"},"content":"Executing: /bin/zsh -lc 'npm uninstall @vitejs/plugin-react && npm run build'","token_count":40},{"step":41,"type":"observation","timestamp":1777337554.674,"content":"\nadded 1 package, removed 2 packages, and audited 18 packages in 581ms\n\n8 packages are looking for funding\n run `npm fund` for details\n\nfound 0 vulnerabilities\n\n> offroad-nitro-racer@0.1.0 build\n> tsc && vite build\n\nvite v8.0.10 building client environment for production...\n\u001b[2K\rtransforming...✓ 15 modules transformed.\nrendering chunks...\ncomputing gzip size...\ndist/index.html 0.40 kB │ gzip: 0.27 kB\ndist/assets/index-DvHn2Thu.css 4.11 kB │ gzip: 1.63 kB\ndist/assets/index-CuvdKK6U.js 22.72 kB │ gzip: 7.95 kB\n\n✓ built in 75ms\n","truncated":false,"original_token_count":139,"token_count":139},{"step":42,"type":"action","timestamp":1777337562.147,"tool":"command_execution","arguments":{"command":"/bin/zsh -lc \"nl -ba package.json | sed -n '1,80p'\nnl -ba src/main.ts | sed -n '1,80p'\nnl -ba src/game/Renderer.ts | sed -n '1,60p'\nnl -ba src/game/Audio.ts | sed -n '1,80p'\""},"content":"Executing: /bin/zsh -lc \"nl -ba package.json | sed -n '1,80p'\nnl -ba src/main.ts | sed -n '1,80p'\nnl -ba src/game/Renderer.ts | sed -n '1,60p'\nnl -ba src/game/Audio.ts | sed -n '1,80p'\"","token_count":95},{"step":43,"type":"error","timestamp":1777337562.2,"content":" 1\t{\n 2\t \"name\": \"offroad-nitro-racer\",\n 3\t \"version\": \"0.1.0\",\n 4\t \"private\": true,\n 5\t \"type\": \"module\",\n 6\t \"scripts\": {\n 7\t \"dev\": \"vite\",\n 8\t \"build\": \"tsc && vite build\",\n 9\t \"preview\": \"vite preview\"\n 10\t },\n 11\t \"dependencies\": {\n 12\t \"typescript\": \"latest\",\n 13\t \"vite\": \"latest\"\n 14\t }\n 15\t}\n 1\timport './style.css';\n 2\timport { Game } from './game/Game';\n 3\t\n 4\tconst app = document.querySelector<HTMLDivElement>('#app');\n 5\t\n 6\tif (!app) {\n 7\t throw new Error('Missing #app root');\n 8\t}\n 9\t\n 10\tapp.innerHTML = `\n 11\t <div class=\"shell\">\n 12\t <canvas id=\"game\" aria-label=\"Offroad Nitro Racer game canvas\"></canvas>\n 13\t <div id=\"overlay\" class=\"overlay\"></div>\n 14\t </div>\n 15\t`;\n 16\t\n 17\tconst canvas = document.querySelector<HTMLCanvasElement>('#game');\n 18\tconst overlay = document.querySelector<HTMLDivElement>('#overlay');\n 19\t\n 20\tif (!canvas || !overlay) {\n 21\t throw new Error('Missing game canvas or overlay');\n 22\t}\n 23\t\n 24\tnew Game(canvas, overlay).start();\n 1\timport { Car } from './Car';\n 2\timport { Effects } from './Effects';\n 3\timport { Track } from './Track';\n 4\timport { roundedRect } from './math';\n 5\t\n 6\texport type Camera = { x: number; y: number; zoom: number; shakeX: number; shakeY: number };\n 7\t\n 8\texport class Renderer {\n 9\t private canvas: HTMLCanvasElement;\n 10\t private ctx: CanvasRenderingContext2D;\n 11\t private pixelRatio = 1;\n 12\t\n 13\t constructor(canvas: HTMLCanvasElement) {\n 14\t this.canvas = canvas;\n 15\t const ctx = canvas.getContext('2d');\n 16\t if (!ctx) throw new Error('Canvas 2D context unavailable');\n 17\t this.ctx = ctx;\n 18\t this.resize();\n 19\t window.addEventListener('resize', () => this.resize());\n 20\t }\n 21\t\n 22\t get width(): number {\n 23\t return this.canvas.clientWidth;\n 24\t }\n 25\t\n 26\t get height(): number {\n 27\t return this.canvas.clientHeight;\n 28\t }\n 29\t\n 30\t resize(): void {\n 31\t this.pixelRatio = Math.min(window.devicePixelRatio || 1, 2);\n 32\t const width = window.innerWidth;\n 33\t const height = window.innerHeight;\n 34\t this.canvas.width = Math.floor(width * this.pixelRatio);\n 35\t this.canvas.height = Math.floor(height * this.pixelRatio);\n 36\t this.canvas.style.width = `${width}px`;\n 37\t this.canvas.style.height = `${height}px`;\n 38\t this.ctx.setTransform(this.pixelRatio, 0, 0, this.pixelRatio, 0, 0);\n 39\t }\n 40\t\n 41\t render(track: Track, cars: Car[], player: Car, effects: Effects, camera: Camera): void {\n 42\t const ctx = this.ctx;\n 43\t ctx.setTransform(this.pixelRatio, 0, 0, this.pixelRatio, 0, 0);\n 44\t ctx.clearRect(0, 0, this.width, this.height);\n 45\t\n 46\t const gradient = ctx.createLinearGradient(0, 0, this.width, this.height);\n 47\t gradient.addColorStop(0, '#70451f');\n 48\t gradient.addColorStop(0.45, '#b67635');\n 49\t gradient.addColorStop(1, '#6c3b1f');\n 50\t ctx.fillStyle = gradient;\n 51\t ctx.fillRect(0, 0, this.width, this.height);\n 52\t\n 53\t ctx.save();\n 54\t ctx.translate(this.width / 2 + camera.shakeX, this.height / 2 + camera.shakeY);\n 55\t ctx.scale(camera.zoom, camera.zoom * 0.86);\n 56\t ctx.translate(-camera.x, -camera.y);\n 57\t\n 58\t this.drawGroundNoise(ctx, camera);\n 59\t this.drawTrack(ctx, track);\n 60\t this.drawPickups(ctx, track);\n 1\timport { clamp } from './math';\n 2\t\n 3\texport class AudioSystem {\n 4\t private ctx: AudioContext | null = null;\n 5\t private master: GainNode | null = null;\n 6\t private engineOsc: OscillatorNode | null = null;\n 7\t private engineGain: GainNode | null = null;\n 8\t\n 9\t ensure(): void {\n 10\t if (this.ctx) return;\n 11\t\n 12\t const Ctx = window.AudioContext || (window as unknown as { webkitAudioContext: typeof AudioContext }).webkitAudioContext;\n 13\t this.ctx = new Ctx();\n 14\t this.master = this.ctx.createGain();\n 15\t this.master.gain.value = 0.18;\n 16\t this.master.connect(this.ctx.destination);\n 17\t\n 18\t this.engineOsc = this.ctx.createOscillator();\n 19\t this.engineGain = this.ctx.createGain();\n 20\t this.engineOsc.type = 'sawtooth';\n 21\t this.engineOsc.frequency.value = 70;\n 22\t this.engineGain.gain.value = 0;\n 23\t this.engineOsc.connect(this.engineGain);\n 24\t this.engineGain.connect(this.master);\n 25\t this.engineOsc.start();\n 26\t }\n 27\t\n 28\t updateEngine(speed: number, throttle: number, boosting: boolean): void {\n 29\t if (!this.ctx || !this.engineOsc || !this.engineGain) return;\n 30\t const now = this.ctx.currentTime;\n 31\t this.engineOsc.frequency.setTargetAtTime(65 + clamp(speed, 0, 240) * 1.2 + (boosting ? 70 : 0), now, 0.04);\n 32\t this.engineGain.gain.setTargetAtTime(0.025 + Math.abs(throttle) * 0.05 + (boosting ? 0.035 : 0), now, 0.05);\n 33\t }\n 34\t\n 35\t beep(kind: 'count' | 'go' | 'pickup' | 'boost' | 'hit' | 'finish'): void {\n 36\t this.ensure();\n 37\t if (!this.ctx || !this.master) return;\n 38\t\n 39\t const now = this.ctx.currentTime;\n 40\t const osc = this.ctx.createOscillator();\n 41\t const gain = this.ctx.createGain();\n 42\t const settings = {\n 43\t count: [440, 0.12, 'square'],\n 44\t go: [780, 0.35, 'triangle'],\n 45\t pickup: [920, 0.18, 'sine'],\n 46\t boost: [120, 0.42, 'sawtooth'],\n 47\t hit: [80, 0.18, 'square'],\n 48\t finish: [660, 0.7, 'triangle'],\n 49\t } as const;\n 50\t const [frequency, duration, type] = settings[kind];\n 51\t\n 52\t osc.type = type;\n 53\t osc.frequency.setValueAtTime(frequency, now);\n 54\t if (kind === 'boost') osc.frequency.exponentialRampToValueAtTime(240, now + duration);\n 55\t if (kind === 'hit') osc.frequency.exponentialRampToValueAtTime(45, now + duration);\n 56\t gain.gain.setValueAtTime(kind === 'hit' ? 0.13 : 0.18, now);\n 57\t gain.gain.exponentialRampToValueAtTime(0.001, now + duration);\n 58\t osc.connect(gain);\n 59\t gain.connect(this.master);\n 60\t osc.start(now);\n 61\t osc.stop(now + duration + 0.02);\n 62\t }\n 63\t}\n","truncated":false,"original_token_count":1607,"token_count":1607},{"step":44,"type":"thought","timestamp":1777337568.726,"content":"Implemented a complete playable Vite + TypeScript canvas racing game.\n\n**What Changed**\n- Added project setup and scripts in `package.json:1` with `dev`, `build`, and `preview`.\n- Bootstrapped the canvas app in `src/main.ts:1`.\n- Built the main game loop, countdown, pause/restart, finish state, ranking, camera shake, and difficulty scaling in `src/game/Game.ts:11`.\n- Added vehicle physics with acceleration, braking, friction, drift, nitro, collisions, bumps, pickups, and lap checkpoints in `src/game/Car.ts:1`.\n- Added desert track generation, terrain grip/speed zones, obstacles, checkpoints, and nitro pickups in `src/game/Track.ts:1`.\n- Added AI opponents in `src/game/AI.ts:1`, WebAudio engine/effects in `src/game/Audio.ts:3`, rendering/effects/HUD styling in `src/game/Renderer.ts:8` and `src/style.css:1`.\n\n**Verification**\n- Ran `npm install`.\n- Ran `npm run build` successfully.\n\nTo play locally: run `npm run dev`, then use Enter to start, WASD/Arrows to drive, Space for nitro, Esc to pause, and R to restart.","token_count":257},{"step":45,"type":"resolution","timestamp":1777337568.815,"content":"","token_count":1}]}
7
+ 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scaffold the Vite game project, then build the core racing modules and verify with a production build.\nDirectory is empty, so I’m creating a clean Vite + TypeScript game structure from scratch.\nScaffold is in place. Next I’m adding the simulation, track, AI, rendering, audio, and input modules."}},"outcome":{"status":"SUCCESS","session_quality":80,"quality_tier":"TIER_B","quality_tier_reason":"moderate_quality","user_interventions":0,"total_steps":45,"total_chunks":2,"total_tokens":32606,"duration_seconds":337,"files_modified":0,"errors_encountered":4,"errors_recovered":1,"coordination_events":0,"training_eligible":true,"training_exclusion_reason":null}}
8
+ {"envelope_id":"env_b4e26084-9ec4-49bc-bd13-89bb52511b2b","session_id":"sess_d0bdace6-e3f4-40a8-85c0-b52af512d2c9","chunk_sequence":0,"contributor_id":"23e6dd8c4a884836bf78cafda9fbe57d","attestation":{"session_hmac":"bd31db3f685fe8421816c6ddbcffb2f4e20a9ac76dccb4c75d10db2fb746f849","sequence":0,"app_version_hash":"4a527565d85cc601d3c47c376e4f361d5af987de58f60cf71dbc263a0de91247"},"metadata":{"model_engine":"gpt-5.5","provider":"codex","agent_role":"fullstack","agent_id":"bd580dae","task_complexity":"medium","team_size":1,"session_quality":0,"groove_version":"0.27.112","leaf_context":null},"trajectory_log":[{"step":1,"type":"thought","timestamp":1777337603.966,"content":"I’m fullstack-10, ready to help verify daemon/GUI integration, builds, tests, and cross-boundary fixes in this workspace. What would you like me to work on?","token_count":39},{"step":2,"type":"resolution","timestamp":1777337604.02,"content":"","token_count":1}]}
9
+ {"envelope_id":"env_12e91649-f7a3-4b89-8799-5e8f4698cfc5","session_id":"sess_d0bdace6-e3f4-40a8-85c0-b52af512d2c9","type":"SESSION_CLOSE","attestation":{"session_hmac":"cf8732a09d8ff2f00c77e347221ec19e3d81aeee3c1c88fd0d029d76b34524f2","sequence":1,"app_version_hash":"4a527565d85cc601d3c47c376e4f361d5af987de58f60cf71dbc263a0de91247"},"metadata":{"model_engine":"gpt-5.5","provider":"codex","agent_role":"fullstack","agent_id":"bd580dae","task_complexity":"medium","team_size":1,"session_quality":50,"groove_version":"0.27.112","leaf_context":null,"domain_tags":{"primary":{"domain":"linux_admin","confidence":0.3364},"secondary":{"domain":"testing_qa","confidence":0.3309},"tertiary":{"domain":"ci_cd","confidence":0.3239}},"session_embedding":{"model":"sentence-transformers/all-MiniLM-L6-v2","vector":[-0.11298564076423645,-0.03707606717944145,-0.021406078711152077,-0.03927740082144737,0.026686031371355057,-0.09493907541036606,-0.025709420442581177,0.07635076344013214,-0.1710330992937088,0.017047906294465065,-0.005708786658942699,-0.07970519363880157,-0.03716143220663071,-0.04092717915773392,-0.01562424935400486,0.012329795397818089,0.022883670404553413,-0.0399746410548687,0.03163320571184158,-0.013787255622446537,-0.1105455607175827,-0.06095192953944206,-0.030470121651887894,-0.006132715847343206,-0.011812975630164146,0.024457210674881935,-0.02272474393248558,0.0324394591152668,-0.04489663243293762,-0.039124734699726105,0.03068682551383972,-0.021629301831126213,-0.004738298244774342,-0.004568191710859537,0.015215092338621616,0.12141405791044235,0.06289944797754288,-0.09946783632040024,-0.06419932842254639,-0.039058439433574677,0.039729345589876175,-0.0154413478448987,0.017071126028895378,0.09324878454208374,-0.007806982845067978,-0.02281802147626877,-0.017965415492653847,-0.07225245237350464,0.04556453227996826,-0.01117461733520031,0.03952178359031677,-0.039330098778009415,0.05189042538404465,0.03897779807448387,0.0589003749191761,0.02877580188214779,-0.03198807314038277,0.0627167820930481,0.006831943988800049,-0.0012737847864627838,-0.012267448008060455,0.044615767896175385,-0.08039965480566025,0.04185383766889572,0.045374464243650436,0.006169076543301344,-0.050901398062705994,0.01634882390499115,0.038276150822639465,-0.0606500543653965,-0.05820931866765022,0.03821246325969696,-0.034451570361852646,0.009928823448717594,0.014425298199057579,0.0009251820738427341,-0.051153525710105896,0.008201333694159985,-0.006300656124949455,-0.08930772542953491,-0.017911681905388832,0.029325781390070915,-0.056228358298540115,0.03290581330657005,-0.06149602308869362,0.11804499477148056,-0.002410208573564887,0.08788791298866272,-0.009735716506838799,0.022862151265144348,0.13348960876464844,0.005560189485549927,-0.003946809098124504,-0.00835136603564024,-0.004695964977145195,0.019255250692367554,-0.01593572273850441,0.026826100423932076,-0.08367785066366196,0.07719957083463669,-0.03192254155874252,-0.07751501351594925,0.008062310516834259,-0.013077731244266033,-0.009199999272823334,0.036258190870285034,0.02965594455599785,0.01894189417362213,-0.06261499971151352,-0.07974109798669815,-0.004642769694328308,-0.006996981333941221,-0.023966588079929352,0.018847113475203514,0.08312489837408066,0.02869148924946785,0.02118084765970707,-0.04952610656619072,-0.013678275980055332,-0.02610827423632145,-0.0198180191218853,0.012838621623814106,-0.023324083536863327,-0.001908186124637723,0.014401962980628014,0.06065334752202034,0.018335428088903427,-1.421703020134458e-33,-0.035310134291648865,-0.01061376091092825,0.04234443977475166,0.1359846293926239,0.061611972749233246,-0.006180111318826675,0.03830016776919365,0.05743807926774025,-0.07677400857210159,0.07658754289150238,0.06617312878370285,0.11601948738098145,-0.08689910173416138,0.030751701444387436,0.008294694125652313,-0.11054660379886627,0.050073567777872086,0.1232915073633194,-0.05213848873972893,-0.025333791971206665,0.010920449160039425,-0.036978695541620255,-0.11356697976589203,-0.011149468831717968,0.06837921589612961,0.026507988572120667,0.004117600619792938,0.05108758434653282,0.07507330924272537,0.03313451260328293,-0.08986250311136246,0.024171600118279457,-0.00865677185356617,0.039295244961977005,-0.09148970991373062,-0.030368143692612648,-0.09947773814201355,-0.058252643793821335,-0.07244221866130829,-0.029529428109526634,-0.09653203189373016,-0.03450179472565651,-0.05315261334180832,-0.03584376722574234,-0.0014585393946617842,-0.03743121773004532,0.03564343973994255,-0.015499219298362732,0.1257910281419754,-0.005847608670592308,-0.05732438713312149,-0.022625606507062912,-0.0038800151087343693,-0.02321534976363182,-0.07700596749782562,0.0030272428411990404,0.03075454570353031,-0.014854232780635357,0.058591995388269424,0.08189405500888824,-0.024905093014240265,0.05870285630226135,-0.0929931104183197,0.002161371288821101,-0.08017537742853165,-0.02000569738447666,-0.043204303830862045,-0.032592810690402985,0.10654952377080917,0.03942657634615898,-0.05028815567493439,-0.05690851435065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fullstack-10, ready to help verify daemon/GUI integration, builds, tests, and cross-boundary fixes in this workspace. What would you like me to work on?"}},"outcome":{"status":"SUCCESS","session_quality":50,"quality_tier":"TIER_B","quality_tier_reason":"moderate_quality","user_interventions":0,"total_steps":2,"total_chunks":1,"total_tokens":40,"duration_seconds":35,"files_modified":0,"errors_encountered":0,"errors_recovered":0,"coordination_events":0,"training_eligible":false,"training_exclusion_reason":"too_few_steps"}}
10
+ {"envelope_id":"env_9e1f6313-8491-4fb6-a29c-8079c521f1a8","session_id":"sess_b2978d2d-81a5-4fe5-98ca-1d05c78d5697","chunk_sequence":0,"contributor_id":"23e6dd8c4a884836bf78cafda9fbe57d","attestation":{"session_hmac":"c06e2c02f2b2deb2744ef6f74046fc9838aadc6cb41dd13a6ed2981aa3fc514a","sequence":0,"app_version_hash":"4a527565d85cc601d3c47c376e4f361d5af987de58f60cf71dbc263a0de91247"},"metadata":{"model_engine":"gpt-5.5","provider":"codex","agent_role":"fullstack","agent_id":"8b099adc","task_complexity":"medium","team_size":1,"session_quality":0,"groove_version":"0.27.112","leaf_context":null},"trajectory_log":[{"step":1,"type":"thought","timestamp":1777337666.842,"content":"I’ll inspect the local app structure, then reproduce the build/preview failure path.","token_count":21},{"step":2,"type":"action","timestamp":1777337670.703,"tool":"command_execution","arguments":{"command":"/bin/zsh -lc 'pwd && ls -la && (test -f package.json && cat package.json || true) && rg -n \"preview|Preview|vite|build|start|button|iframe|blank\" -S .'"},"content":"Executing: /bin/zsh -lc 'pwd && ls -la && (test -f package.json && cat package.json || true) && rg -n \"preview|Preview|vite|build|start|button|iframe|blank\" -S .'","token_count":83},{"step":3,"type":"observation","timestamp":1777337670.755,"content":"~/Desktop/groove-project/groove/codex-test/offroad-nitro-racer\ntotal 80\ndrwxr-xr-x@ 9 rok staff 288 Apr 27 17:51 .\ndrwxr-xr-x@ 4 rok staff 128 Apr 27 17:47 ..\ndrwxr-xr-x@ 4 rok staff 128 Apr 27 17:52 dist\n-rw-r--r--@ 1 rok staff 304 Apr 27 17:48 index.html\ndrwxr-xr-x@ 25 rok staff 800 Apr 27 17:53 node_modules\n-rw-r--r--@ 1 rok staff 27579 Apr 27 17:52 package-lock.json\n-rw-r--r--@ 1 rok staff 274 Apr 27 17:52 package.json\ndrwxr-xr-x@ 6 rok staff 192 Apr 27 17:51 src\n-rw-r--r--@ 1 rok staff 447 Apr 27 17:48 tsconfig.json\n{\n \"name\": \"offroad-nitro-racer\",\n \"version\": \"0.1.0\",\n \"private\": true,\n \"type\": \"module\",\n \"scripts\": {\n \"dev\": \"vite\",\n \"build\": \"tsc && vite build\",\n \"preview\": \"vite preview\"\n },\n \"dependencies\": {\n \"typescript\": \"latest\",\n \"vite\": \"latest\"\n }\n}\n./package.json:7: \"dev\": \"vite\",\n./package.json:8: \"build\": \"tsc && vite build\",\n./package.json:9: \"preview\": \"vite preview\"\n./package.json:13: \"vite\": \"latest\"\n./package-lock.json:12: \"vite\": \"latest\"\n./package-lock.json:763: \"node_modules/vite\": {\n./package-lock.json:765: \"resolved\": \"https://registry.npmjs.org/vite/-/vite-8.0.10.tgz\",\n./package-lock.json:776: \"vite\": \"bin/vite.js\"\n./package-lock.json:782: \"url\": \"https://github.com/vitejs/vite?sponsor=1\"\n./package-lock.json:789: \"@vitejs/devtools\": \"^0.1.0\",\n./package-lock.json:790: \"esbuild\": \"^0.27.0 || ^0.28.0\",\n./package-lock.json:805: \"@vitejs/devtools\": {\n./package-lock.json:808: \"esbuild\": {\n","truncated":false,"original_token_count":396,"token_count":393},{"step":4,"type":"thought","timestamp":1777337675.806,"content":"I found a small Vite app; now I’m checking the entry files and built output.","token_count":19},{"step":5,"type":"action","timestamp":1777337677.875,"tool":"command_execution","arguments":{"command":"/bin/zsh -lc \"find . -maxdepth 3 -type f \\\\( -path './src/*' -o -name 'index.html' -o -path './dist/*' \\\\) -print -exec sed -n '1,220p' {} \\\\;\""},"content":"Executing: /bin/zsh -lc \"find . -maxdepth 3 -type f \\\\( -path './src/*' -o -name 'index.html' -o -path './dist/*' \\\\) -print -exec sed -n '1,220p' {} \\\\;\"","token_count":80},{"step":6,"type":"error","timestamp":1777337677.928,"content":"./index.html\n<!doctype html>\n<html lang=\"en\">\n <head>\n <meta charset=\"UTF-8\" />\n <meta name=\"viewport\" content=\"width=device-width, initial-scale=1.0\" />\n <title>Offroad Nitro Racer</title>\n </head>\n <body>\n <div id=\"app\"></div>\n <script type=\"module\" src=\"/src/main.ts\"></script>\n </body>\n</html>\n./dist/index.html\n<!doctype html>\n<html lang=\"en\">\n <head>\n <meta charset=\"UTF-8\" />\n <meta name=\"viewport\" content=\"width=device-width, initial-scale=1.0\" />\n <title>Offroad Nitro Racer</title>\n <script type=\"module\" crossorigin src=\"/assets/index-CuvdKK6U.js\"></script>\n <link rel=\"stylesheet\" crossorigin href=\"/assets/index-DvHn2Thu.css\">\n </head>\n <body>\n <div id=\"app\"></div>\n </body>\n</html>\n./dist/assets/index-CuvdKK6U.js\n(function(){let e=document.createElement(`link`).relList;if(e&&e.supports&&e.supports(`modulepreload`))return;for(let e of document.querySelectorAll(`link[rel=\"modulepreload\"]`))n(e);new MutationObserver(e=>{for(let t of e)if(t.type===`childList`)for(let e of t.addedNodes)e.tagName===`LINK`&&e.rel===`modulepreload`&&n(e)}).observe(document,{childList:!0,subtree:!0});function t(e){let t={};return 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s=(e.nextCheckpoint+this.lookahead)%n.checkpoints.length,c=a(o(e,n.nextCheckpoint(s))-e.angle),l=t(c*2.2,-1,1),u=Math.abs(c)>.8?.45:Math.abs(c)>.45?.7:1,d=r<e.rank?1.08:.95;return{throttle:t(this.aggression*u*d+i*.04,.35,1),brake:Math.abs(c)>1.15&&e.speed>115?.65:0,steer:l,nitro:e.nitroCharges>0&&Math.abs(c)<.22&&e.speed>135&&Math.random()<.015+i*.004}}},d=class{ctx=null;master=null;engineOsc=null;engineGain=null;ensure(){if(this.ctx)return;let e=window.AudioContext||window.webkitAudioContext;this.ctx=new e,this.master=this.ctx.createGain(),this.master.gain.value=.18,this.master.connect(this.ctx.destination),this.engineOsc=this.ctx.createOscillator(),this.engineGain=this.ctx.createGain(),this.engineOsc.type=`sawtooth`,this.engineOsc.frequency.value=70,this.engineGain.gain.value=0,this.engineOsc.connect(this.engineGain),this.engineGain.connect(this.master),this.engineOsc.start()}updateEngine(e,n,r){if(!this.ctx||!this.engineOsc||!this.engineGain)return;let i=this.ctx.currentTime;this.engineOsc.frequency.setTargetAtTime(65+t(e,0,240)*1.2+(r?70:0),i,.04),this.engineGain.gain.setTargetAtTime(.025+Math.abs(n)*.05+(r?.035:0),i,.05)}beep(e){if(this.ensure(),!this.ctx||!this.master)return;let t=this.ctx.currentTime,n=this.ctx.createOscillator(),r=this.ctx.createGain(),[i,a,o]={count:[440,.12,`square`],go:[780,.35,`triangle`],pickup:[920,.18,`sine`],boost:[120,.42,`sawtooth`],hit:[80,.18,`square`],finish:[660,.7,`triangle`]}[e];n.type=o,n.frequency.setValueAtTime(i,t),e===`boost`&&n.frequency.exponentialRampToValueAtTime(240,t+a),e===`hit`&&n.frequency.exponentialRampToValueAtTime(45,t+a),r.gain.setValueAtTime(e===`hit`?.13:.18,t),r.gain.exponentialRampToValueAtTime(.001,t+a),n.connect(r),r.connect(this.master),n.start(t),n.stop(t+a+.02)}},f=class{name;color;accent;isPlayer;x;y;vx=0;vy=0;angle;radius=24;width=34;length=54;nitroCharges=2;maxNitro=3;nitroTimer=0;nextCheckpoint=0;lap=1;finished=!1;finishTime=0;airborne=0;verticalVelocity=0;driftAmount=0;collectedPickup=!1;lastProgress=0;totalProgress=0;rank=1;wrongWayTimer=0;constructor(e,t){this.name=e.name,this.color=e.color,this.accent=e.accent,this.isPlayer=!!e.isPlayer,this.x=t.x,this.y=t.y,this.angle=t.angle}get speed(){return Math.hypot(this.vx,this.vy)}reset(e){this.x=e.x,this.y=e.y,this.vx=0,this.vy=0,this.angle=e.angle,this.nitroCharges=this.isPlayer?2:1,this.nitroTimer=0,this.nextCheckpoint=0,this.lap=1,this.finished=!1,this.finishTime=0,this.airborne=0,this.verticalVelocity=0,this.totalProgress=0,this.lastProgress=0,this.rank=1}update(e,n,r,i,o,c=1){if(this.finished){this.vx*=1-e*2,this.vy*=1-e*2;return}this.collectedPickup=!1;let l=r.sample(this.x,this.y),u=Math.cos(this.angle),d=Math.sin(this.angle),f=-d,p=u,m=s(this.vx,this.vy,u,d),h=s(this.vx,this.vy,f,p),g=t(Math.abs(m)/90,.25,1),_=(2.15+c*.08)*l.grip*g;this.angle=a(this.angle+n.steer*_*e*(m>=-15?1:-1));let v=n.throttle*(230+c*12)-n.brake*320;n.nitro&&this.nitroCharges>0&&this.nitroTimer<=0&&n.throttle>0&&(--this.nitroCharges,this.nitroTimer=1.15,i.add(`boost`,this.x,this.y,this.angle,12),i.impact(this.isPlayer?5:2)),this.nitroTimer>0&&(this.nitroTimer-=e,v+=360,Math.random()<.8&&i.add(`boost`,this.x-u*26,this.y-d*26,this.angle,1));let y=(this.nitroTimer>0?330:235+c*8)*l.speedMultiplier;this.vx+=u*v*e,this.vy+=d*v*e;let b=t(s(this.vx,this.vy,u,d),-95,y),x=h*(1-t(e*(6.5*(this.airborne>0?.02:t(l.grip*(n.brake>0?.72:1),.08,1))),0,.92));this.vx=u*b+f*x,this.vy=d*b+p*x;let S=1-e*(l.terrain===`rough`?1.4:.65);this.vx*=S,this.vy*=S,this.x+=this.vx*e,this.y+=this.vy*e,this.driftAmount=Math.abs(x)/90,this.speed>45&&l.terrain!==`track`&&Math.random()<.7&&i.add(`dust`,this.x-u*24,this.y-d*24,this.angle,1),this.driftAmount>.42&&this.airborne<=0&&Math.random()<.6&&i.add(`skid`,this.x-u*18,this.y-d*18,this.angle,1),this.updateAir(e,r,i),this.updateCheckpoints(r,o)}collideWith(e,t){let n=this.x-e.x,i=this.y-e.y,a=r(n,i),o=this.radius+e.radius;if(a<=0||a>=o)return;let c=n/a,l=i/a,u=o-a;this.x+=c*u*.5,this.y+=l*u*.5,e.x-=c*u*.5,e.y-=l*u*.5;let d=s(this.vx-e.vx,this.vy-e.vy,c,l)*.55;this.vx-=c*d,this.vy-=l*d,e.vx+=c*d,e.vy+=l*d,t.add(`spark`,(this.x+e.x)/2,(this.y+e.y)/2,this.angle,5),t.impact(this.isPlayer||e.isPlayer?6:2)}collideObstacles(e,t){for(let n of e.obstacles){let e=this.x-n.x,i=this.y-n.y,a=r(e,i);if(a>=this.radius+n.radius)continue;if(n.kind===`bump`){if(this.airborne<=0&&this.speed>65)return this.verticalVelocity=180+this.speed*.45,t.add(`dust`,this.x,this.y,this.angle,10),t.impact(this.isPlayer?5:1),`bump`;continue}let o=e/Math.max(a,.01),c=i/Math.max(a,.01),l=this.radius+n.radius-a;this.x+=o*l,this.y+=c*l;let u=s(this.vx,this.vy,o,c);return this.vx-=o*u*1.55,this.vy-=c*u*1.55,this.vx*=.72,this.vy*=.72,t.add(`spark`,this.x-o*this.radius,this.y-c*this.radius,this.angle,8),t.impact(this.isPlayer?9:2),`hit`}return null}updateAir(e,t,n){(this.airborne>0||this.verticalVelocity>0)&&(this.airborne+=this.verticalVelocity*e,this.verticalVelocity-=520*e,this.airborne<=0&&(this.airborne=0,this.verticalVelocity=0,this.speed>75&&(n.add(`dust`,this.x,this.y,this.angle,14),n.impact(this.isPlayer?7:2)))),t.consumePickup({x:this.x,y:this.y})&&(this.nitroCharges=Math.min(this.maxNitro,this.nitroCharges+1),this.collectedPickup=!0,n.add(`boost`,this.x,this.y,this.angle,10))}updateCheckpoints(e,t){let n=e.sample(this.x,this.y).progress,r=e.nextCheckpoint(this.nextCheckpoint);Math.hypot(this.x-r.x,this.y-r.y)<155&&(this.nextCheckpoint+=1,this.nextCheckpoint>=e.checkpoints.length&&(this.nextCheckpoint=0,this.lap+=1,this.lap>e.lapsToWin&&(this.finished=!0,this.finishTime=t,this.lap=e.lapsToWin)));let i=n<.15&&this.lastProgress>.85?n+1:n,a=Math.max(0,this.lap-1);this.totalProgress=a+i,this.lastProgress=n}},p=class{particles=[];shake=0;add(e,t,n,r=0,i=1){for(let a=0;a<i;a++){let i=e===`boost`?c(80,180):c(10,95),a=r+Math.PI+c(-.75,.75);this.particles.push({x:t+c(-8,8),y:n+c(-8,8),vx:Math.cos(a)*i+c(-20,20),vy:Math.sin(a)*i+c(-20,20),life:e===`skid`?1.4:c(.25,.75),maxLife:e===`skid`?1.4:.75,size:e===`spark`?c(2,5):c(6,18),kind:e})}}impact(e){this.shake=Math.max(this.shake,e)}update(e){this.shake=Math.max(0,this.shake-e*18);for(let t of this.particles)t.x+=t.vx*e,t.y+=t.vy*e,t.vx*=1-e*2.2,t.vy*=1-e*2.2,t.life-=e;this.particles=this.particles.filter(e=>e.life>0)}render(e){for(let t of this.particles){let n=Math.max(0,t.life/t.maxLife);e.globalAlpha=n*(t.kind===`skid`?.55:.8),e.fillStyle=t.kind===`spark`?`#ffd166`:t.kind===`boost`?`#6ff7ff`:t.kind===`skid`?`#282018`:`#c89b66`,e.beginPath(),e.ellipse(t.x,t.y,t.size*(1.2-n*.3),t.size*.45,0,0,Math.PI*2),e.fill()}e.globalAlpha=1}},m=class{keys=new Set;pressed=new Set;constructor(){window.addEventListener(`keydown`,e=>{let t=this.normalize(e.key);this.keys.has(t)||this.pressed.add(t),this.keys.add(t),[`ArrowUp`,`ArrowDown`,`ArrowLeft`,`ArrowRight`,` `,`Space`].includes(e.key)&&e.preventDefault()}),window.addEventListener(`keyup`,e=>{this.keys.delete(this.normalize(e.key))}),window.addEventListener(`blur`,()=>{this.keys.clear(),this.pressed.clear()})}isDown(...e){return e.some(e=>this.keys.has(this.normalize(e)))}consume(e){let t=this.normalize(e);return this.pressed.has(t)?(this.pressed.delete(t),!0):!1}endFrame(){this.pressed.clear()}normalize(e){return e===` `?`space`:e.toLowerCase()}},h=class{canvas;ctx;pixelRatio=1;constructor(e){this.canvas=e;let t=e.getContext(`2d`);if(!t)throw Error(`Canvas 2D context unavailable`);this.ctx=t,this.resize(),window.addEventListener(`resize`,()=>this.resize())}get width(){return this.canvas.clientWidth}get height(){return this.canvas.clientHeight}resize(){this.pixelRatio=Math.min(window.devicePixelRatio||1,2);let e=window.innerWidth,t=window.innerHeight;this.canvas.width=Math.floor(e*this.pixelRatio),this.canvas.height=Math.floor(t*this.pixelRatio),this.canvas.style.width=`${e}px`,this.canvas.style.height=`${t}px`,this.ctx.setTransform(this.pixelRatio,0,0,this.pixelRatio,0,0)}render(e,t,n,r,i){let a=this.ctx;a.setTransform(this.pixelRatio,0,0,this.pixelRatio,0,0","truncated":true,"original_token_count":17681,"token_count":4108},{"step":7,"type":"thought","timestamp":1777337686.017,"content":"The built `dist/index.html` uses root `/assets/...`, which often blanks inside embedded previews. I’ll verify and patch Vite to emit relative assets.","token_count":38},{"step":8,"type":"action","timestamp":1777337690.818,"tool":"command_execution","arguments":{"command":"/bin/zsh -lc \"find src -maxdepth 2 -type f -print && sed -n '1,220p' src/main.ts && sed -n '1,220p' tsconfig.json && npm run build\""},"content":"Executing: /bin/zsh -lc \"find src -maxdepth 2 -type f -print && sed -n '1,220p' src/main.ts && sed -n '1,220p' tsconfig.json && npm run build\"","token_count":73},{"step":9,"type":"observation","timestamp":1777337691.727,"content":"\n> offroad-nitro-racer@0.1.0 build\n> tsc && vite build\n\nvite v8.0.10 building client environment for production...\n\u001b[2K\rtransforming...✓ 15 modules transformed.\nrendering chunks...\ncomputing gzip size...\ndist/index.html 0.40 kB │ gzip: 0.27 kB\ndist/assets/index-DvHn2Thu.css 4.11 kB │ gzip: 1.63 kB\ndist/assets/index-CuvdKK6U.js 22.72 kB │ gzip: 7.95 kB\n\n✓ built in 76ms\n","truncated":false,"original_token_count":98,"token_count":98},{"step":10,"type":"thought","timestamp":1777337698.417,"content":"Build passes, so I’m applying the preview-safe asset path fix now.","token_count":17},{"step":11,"type":"thought","timestamp":1777337709.243,"content":"The config is in place; I’ll rebuild and confirm `dist` now references relative assets.","token_count":22},{"step":12,"type":"action","timestamp":1777337714.11,"tool":"command_execution","arguments":{"command":"/bin/zsh -lc \"npm run build && sed -n '1,80p' dist/index.html\""},"content":"Executing: /bin/zsh -lc \"npm run build && sed -n '1,80p' dist/index.html\"","token_count":38},{"step":13,"type":"observation","timestamp":1777337714.804,"content":"\n> offroad-nitro-racer@0.1.0 build\n> tsc && vite build\n\nvite v8.0.10 building client environment for production...\n\u001b[2K\rtransforming...✓ 15 modules transformed.\nrendering chunks...\ncomputing gzip size...\ndist/index.html 0.40 kB │ gzip: 0.27 kB\ndist/assets/index-DvHn2Thu.css 4.11 kB │ gzip: 1.63 kB\ndist/assets/index-CuvdKK6U.js 22.72 kB │ gzip: 7.95 kB\n\n✓ built in 41ms\n<!doctype html>\n<html lang=\"en\">\n <head>\n <meta charset=\"UTF-8\" />\n <meta name=\"viewport\" content=\"width=device-width, initial-scale=1.0\" />\n <title>Offroad Nitro Racer</title>\n <script type=\"module\" crossorigin src=\"./assets/index-CuvdKK6U.js\"></script>\n <link rel=\"stylesheet\" crossorigin href=\"./assets/index-DvHn2Thu.css\">\n </head>\n <body>\n <div id=\"app\"></div>\n </body>\n</html>\n","truncated":false,"original_token_count":200,"token_count":200},{"step":14,"type":"thought","timestamp":1777337723.116,"content":"The rebuilt HTML now uses relative paths. I’ll do a quick final diff check.","token_count":19},{"step":15,"type":"action","timestamp":1777337723.613,"tool":"command_execution","arguments":{"command":"/bin/zsh -lc 'git status --short && git diff -- vite.config.ts package.json index.html'"},"content":"Executing: /bin/zsh -lc 'git status --short && git diff -- vite.config.ts package.json index.html'","token_count":50},{"step":16,"type":"observation","timestamp":1777337723.665,"content":" M ../../CLAUDE.md\n","truncated":false,"original_token_count":5,"token_count":5},{"step":17,"type":"thought","timestamp":1777337730.588,"content":"Status is odd from the parent repo, so I’ll verify the new config file directly.","token_count":20},{"step":18,"type":"action","timestamp":1777337731.092,"tool":"command_execution","arguments":{"command":"/bin/zsh -lc 'ls -la vite.config.ts && cat vite.config.ts && git status --short --untracked-files=all .'"},"content":"Executing: /bin/zsh -lc 'ls -la vite.config.ts && cat vite.config.ts && git status --short --untracked-files=all .'","token_count":59},{"step":19,"type":"observation","timestamp":1777337731.144,"content":"-rw-r--r--@ 1 rok staff 86 Apr 27 17:55 vite.config.ts\nimport { defineConfig } from 'vite';\n\nexport default defineConfig({\n base: './',\n});\n","truncated":false,"original_token_count":36,"token_count":36},{"step":20,"type":"thought","timestamp":1777337747.841,"content":"Fixed the preview blank-screen issue.\n\n- Added `vite.config.ts:1` with `base: './'` so built assets load via relative paths instead of `/assets/...`.\n- Verified `npm run build` succeeds.\n- Confirmed `dist/index.html` now references `./assets/index-...js` and `./assets/index-...css`, which should work inside GROOVE’s embedded preview path.\n- I did not start `vite preview` or any long-running server, per your constraints.\n\nIf the preview panel is already open, click Preview again or refresh that panel so it picks up the rebuilt `dist`.","token_count":135},{"step":21,"type":"resolution","timestamp":1777337747.978,"content":"","token_count":1}]}
11
+ 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inspect the local app structure, then reproduce the build/preview failure path.\nI found a small Vite app; now I’m checking the entry files and built output.\nThe built `dist/index.html` uses root `/assets/...`, which often blanks inside embedded previews. I’ll verify and patch Vite to emit relative assets."}},"outcome":{"status":"SUCCESS","session_quality":80,"quality_tier":"TIER_A","quality_tier_reason":"high_quality_errors_recovered","user_interventions":0,"total_steps":21,"total_chunks":1,"total_tokens":5515,"duration_seconds":89,"files_modified":0,"errors_encountered":1,"errors_recovered":1,"coordination_events":0,"training_eligible":true,"training_exclusion_reason":null}}