Function bodies 653 total
clearEffectGhosts function · javascript · L112-L119 (8 LOC)engine/physics.js
export function clearEffectGhosts() {
const scene = getScene();
for (const g of effectGhosts) {
g.mesh.children.forEach(child => { child.material.dispose(); });
scene.remove(g.mesh);
}
effectGhosts.length = 0;
}circleVsAABB function · javascript · L137-L164 (28 LOC)engine/physics.js
function circleVsAABB(cx, cz, radius, box) {
// Find closest point on AABB to circle center
const closestX = Math.max(box.minX, Math.min(cx, box.maxX));
const closestZ = Math.max(box.minZ, Math.min(cz, box.maxZ));
const dx = cx - closestX;
const dz = cz - closestZ;
const distSq = dx * dx + dz * dz;
if (distSq < radius * radius) {
const dist = Math.sqrt(distSq);
if (dist === 0) {
// Center is inside the box — push out on shortest axis
const overlapLeft = cx - box.minX;
const overlapRight = box.maxX - cx;
const overlapTop = cz - box.minZ;
const overlapBottom = box.maxZ - cz;
const minOverlap = Math.min(overlapLeft, overlapRight, overlapTop, overlapBottom);
if (minOverlap === overlapLeft) return { x: -(overlapLeft + radius), z: 0 };
if (minOverlap === overlapRight) return { x: overlapRight + radius, z: 0 };
if (minOverlap === overlapTop) return { x: 0, z: -(overlapTop + radius) };
return { x: 0, z: overlapresolveTerrainCollision function · javascript · L172-L183 (12 LOC)engine/physics.js
export function resolveTerrainCollision(x, z, radius) {
const bounds = getBounds();
let rx = x, rz = z;
for (const box of bounds) {
const push = circleVsAABB(rx, rz, radius, box);
if (push) {
rx += push.x;
rz += push.z;
}
}
return { x: rx, z: rz };
}pointHitsTerrain function · javascript · L186-L192 (7 LOC)engine/physics.js
export function pointHitsTerrain(px, pz) {
const bounds = getBounds();
for (const box of bounds) {
if (pointVsAABB(px, pz, box)) return true;
}
return false;
}resolveMovementCollision function · javascript · L196-L209 (14 LOC)engine/physics.js
export function resolveMovementCollision(x, z, radius) {
const bounds = getMoveBounds();
let rx = x, rz = z;
let wasDeflected = false;
for (const box of bounds) {
const push = circleVsAABB(rx, rz, radius, box);
if (push) {
rx += push.x;
rz += push.z;
wasDeflected = true;
}
}
return { x: rx, z: rz, wasDeflected };
}pointInPit function · javascript · L212-L220 (9 LOC)engine/physics.js
export function pointInPit(px, pz) {
const pits = getPits();
for (const pit of pits) {
if (px >= pit.minX && px <= pit.maxX && pz >= pit.minZ && pz <= pit.maxZ) {
return true;
}
}
return false;
}checkPitFalls function · javascript · L223-L252 (30 LOC)engine/physics.js
export function checkPitFalls(gameState) {
const playerPos = getPlayerPos();
// Player pit check (skip during dash — dash phases through pits)
if (!isPlayerDashing() && !isPlayerInvincible()) {
if (pointInPit(playerPos.x, playerPos.z)) {
gameState.playerHealth = 0;
gameState.phase = 'gameOver';
screenShake(5, 200);
spawnDamageNumber(playerPos.x, playerPos.z, 'FELL!', '#ff4466');
}
}
// Enemy pit check
for (const enemy of gameState.enemies) {
if (enemy.health <= 0) continue; // already dead
if (enemy.isLeaping) continue; // airborne — leaping over pit
if (pointInPit(enemy.pos.x, enemy.pos.z)) {
// Spawn sinking ghost + expanding purple ring before killing
spawnPitFallGhost(enemy);
createAoeRing(enemy.pos.x, enemy.pos.z, 2.5, 500, 0x8844ff);
enemy.health = 0;
enemy.fellInPit = true;
enemy.stunTimer = 9999; // freeze during cleanup frame
spawnDamageNumber(enemy.pos.x, enemy.pos.z, 'FELL!Want this analysis on your repo? https://repobility.com/scan/
applyDamageToEnemy function · javascript · L255-L271 (17 LOC)engine/physics.js
function applyDamageToEnemy(enemy, damage, gameState) {
if (enemy.shieldActive && enemy.shieldHealth > 0) {
enemy.shieldHealth -= damage;
if (enemy.shieldHealth <= 0) {
// Shield break — overkill passes to HP
const overkill = -enemy.shieldHealth;
enemy.shieldHealth = 0;
enemy.shieldActive = false;
onShieldBreak(enemy, gameState);
if (overkill > 0) {
enemy.health -= overkill;
}
}
} else {
enemy.health -= damage;
}
}onShieldBreak function · javascript · L273-L318 (46 LOC)engine/physics.js
function onShieldBreak(enemy, gameState) {
const shieldCfg = enemy.config.shield;
// Remove shield mesh
if (enemy.shieldMesh) {
enemy.shieldMesh.visible = false;
enemy.mesh.remove(enemy.shieldMesh);
enemy.shieldMesh.material.dispose();
enemy.shieldMesh = null;
}
// Stun the golem immediately
stunEnemy(enemy, shieldCfg.stunDuration);
// "BREAK" damage number in cyan
spawnDamageNumber(enemy.pos.x, enemy.pos.z, 'BREAK', '#88eeff');
// Generic AoE: expanding ring + cascade stun on nearby enemies
applyAoeEffect({
x: enemy.pos.x,
z: enemy.pos.z,
radius: shieldCfg.stunRadius,
durationMs: shieldCfg.breakRingDuration || 400,
color: 0x88eeff,
label: 'STUNNED',
effectFn: (e) => stunEnemy(e, shieldCfg.stunDuration),
gameState,
excludeEnemy: enemy,
});
// Weaken post-break: drop knockback resist to 0 (same as goblin)
enemy.knockbackResist = 0;
// Visual: make golem semi-transparent (exposed without shield)
if (echeckCollisions function · javascript · L320-L496 (177 LOC)engine/physics.js
export function checkCollisions(gameState) {
const playerPos = getPlayerPos();
const playerR = PLAYER.size.radius;
// === Player vs terrain + pits (skip during dash — dash phases through) ===
if (!isPlayerDashing()) {
const resolved = resolveMovementCollision(playerPos.x, playerPos.z, playerR);
playerPos.x = resolved.x;
playerPos.z = resolved.z;
}
// === Enemies vs terrain + pits (voluntary movement — edge-slide around pits) ===
// Must happen BEFORE knockback so enemies slide around pits during normal movement
for (const enemy of gameState.enemies) {
if (enemy.isLeaping) continue; // airborne — skip ground collision entirely
const resolved = resolveMovementCollision(enemy.pos.x, enemy.pos.z, enemy.config.size.radius);
enemy.pos.x = resolved.x;
enemy.pos.z = resolved.z;
enemy.wasDeflected = resolved.wasDeflected;
enemy.mesh.position.copy(enemy.pos);
}
// === Player projectiles vs enemies ===
const playerProj = getPlayerProjecObjectPool.constructor method · javascript · L2-L12 (11 LOC)engine/pools.js
constructor(createFn, initialSize) {
if (initialSize === undefined) initialSize = 50;
this.pool = [];
this.active = [];
this.createFn = createFn;
for (let i = 0; i < initialSize; i++) {
const obj = createFn();
obj.mesh.visible = false;
this.pool.push(obj);
}
}ObjectPool.acquire method · javascript · L14-L22 (9 LOC)engine/pools.js
acquire() {
let obj = this.pool.pop();
if (!obj) {
obj = this.createFn();
}
obj.mesh.visible = true;
this.active.push(obj);
return obj;
}ObjectPool.release method · javascript · L24-L34 (11 LOC)engine/pools.js
release(obj) {
obj.mesh.visible = false;
const idx = this.active.indexOf(obj);
if (idx !== -1) {
// Swap-remove: O(1) instead of O(n) splice
const last = this.active.length - 1;
if (idx !== last) this.active[idx] = this.active[last];
this.active.length = last;
}
this.pool.push(obj);
}ObjectPool.releaseAll method · javascript · L36-L43 (8 LOC)engine/pools.js
releaseAll() {
for (let i = this.active.length - 1; i >= 0; i--) {
const obj = this.active[i];
obj.mesh.visible = false;
this.pool.push(obj);
}
this.active.length = 0;
}initRenderer function · javascript · L24-L89 (66 LOC)engine/renderer.js
export function initRenderer() {
scene = new THREE.Scene();
scene.background = new THREE.Color(0x0a0a1a);
scene.fog = new THREE.Fog(0x0a0a1a, 30, 60);
const { w, h } = getViewportSize();
const aspect = w / h;
camera = new THREE.OrthographicCamera(
-baseFrustum * aspect, baseFrustum * aspect,
baseFrustum, -baseFrustum, 0.1, 100
);
camera.position.copy(cameraOffset);
camera.lookAt(0, 0, 0);
// Zoom camera in on mobile for tighter view
const hasTouch = 'ontouchstart' in window || navigator.maxTouchPoints > 0;
if (hasTouch) applyFrustum(8);
renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(w, h);
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
document.body.prepend(renderer.domElement);
// Lighting
const ambient = new THREE.AmbientLight(0x6666aa, 0.4);
scene.add(ambient);
const dirLight = new THREE.DirectionalLight(0xffeedd, 0.8);
dirLight.position.set(10, 15, 10);
scene.add(dirLight);
const rRepobility · MCP-ready · https://repobility.com
clearObstacleMeshes function · javascript · L91-L102 (12 LOC)engine/renderer.js
function clearObstacleMeshes() {
for (const m of obstacleMeshes) {
scene.remove(m);
if (m.geometry) m.geometry.dispose();
}
obstacleMeshes = [];
for (const m of wallMeshes) {
scene.remove(m);
if (m.geometry) m.geometry.dispose();
}
wallMeshes = [];
}createObstacles function · javascript · L104-L150 (47 LOC)engine/renderer.js
function createObstacles() {
clearObstacleMeshes();
const mat = new THREE.MeshStandardMaterial({
color: 0x2a2a4a,
emissive: 0x223355,
emissiveIntensity: 0.3,
roughness: 0.7,
metalness: 0.2
});
for (const o of OBSTACLES) {
const mesh = new THREE.Mesh(new THREE.BoxGeometry(o.w, o.h, o.d), mat);
mesh.position.set(o.x, o.h / 2, o.z);
scene.add(mesh);
obstacleMeshes.push(mesh);
}
// Arena perimeter walls
const wallMat = new THREE.MeshStandardMaterial({
color: 0x1a1a2e,
emissive: 0x334466,
emissiveIntensity: 0.4,
roughness: 0.8
});
// North/South walls
for (const zSign of [-1, 1]) {
const wall = new THREE.Mesh(
new THREE.BoxGeometry(ARENA_HALF * 2 + WALL_THICKNESS, WALL_HEIGHT, WALL_THICKNESS),
wallMat
);
wall.position.set(0, WALL_HEIGHT / 2, zSign * ARENA_HALF);
scene.add(wall);
wallMeshes.push(wall);
}
// East/West walls
for (const xSign of [-1, 1]) {
const wall = new THREEclearPitMeshes function · javascript · L152-L158 (7 LOC)engine/renderer.js
function clearPitMeshes() {
for (const m of pitMeshes) {
scene.remove(m);
if (m.geometry) m.geometry.dispose();
}
pitMeshes = [];
}createPits function · javascript · L160-L219 (60 LOC)engine/renderer.js
function createPits() {
clearPitMeshes();
const edgeThickness = 0.08;
const edgeHeight = 0.02;
const edgeMat = new THREE.MeshBasicMaterial({
color: 0xff2244,
transparent: true,
opacity: 0.8,
});
for (const p of PITS) {
// Dark void floor (slightly below ground)
const voidMesh = new THREE.Mesh(
new THREE.PlaneGeometry(p.w, p.d),
new THREE.MeshBasicMaterial({ color: 0x000000 })
);
voidMesh.rotation.x = -Math.PI / 2;
voidMesh.position.set(p.x, -0.05, p.z);
scene.add(voidMesh);
pitMeshes.push(voidMesh);
// North edge
const nEdge = new THREE.Mesh(
new THREE.BoxGeometry(p.w + edgeThickness * 2, edgeHeight, edgeThickness),
edgeMat
);
nEdge.position.set(p.x, 0.01, p.z + p.d / 2);
scene.add(nEdge);
pitMeshes.push(nEdge);
// South edge
const sEdge = new THREE.Mesh(
new THREE.BoxGeometry(p.w + edgeThickness * 2, edgeHeight, edgeThickness),
edgeMat
);
sEdge.position.getViewportSize function · javascript · L227-L233 (7 LOC)engine/renderer.js
function getViewportSize() {
// visualViewport gives accurate size on mobile (accounts for browser chrome)
if (window.visualViewport) {
return { w: window.visualViewport.width, h: window.visualViewport.height };
}
return { w: window.innerWidth, h: window.innerHeight };
}applyFrustum function · javascript · L241-L250 (10 LOC)engine/renderer.js
function applyFrustum(f) {
const { w, h } = getViewportSize();
const aspect = w / h;
camera.left = -f * aspect;
camera.right = f * aspect;
camera.top = f;
camera.bottom = -f;
camera.updateProjectionMatrix();
currentFrustum = f;
}updateCamera function · javascript · L264-L279 (16 LOC)engine/renderer.js
export function updateCamera(playerPos, dt) {
// Snap camera to player — no lerp. Ortho camera + lerp causes a sliding/swimming feel
// because the lookAt target and position desync subtly each frame.
camera.position.copy(playerPos).add(cameraOffset);
// Screen shake (offset from snapped position)
if (shakeRemaining > 0) {
shakeRemaining -= dt * 1000;
const decay = Math.max(0, shakeRemaining / 150);
const amt = shakeIntensity * decay;
camera.position.x += (Math.random() - 0.5) * amt * 0.1;
camera.position.z += (Math.random() - 0.5) * amt * 0.1;
}
camera.lookAt(playerPos);
}screenToWorld function · javascript · L288-L302 (15 LOC)engine/renderer.js
export function screenToWorld(ndcX, ndcY) {
_unprojectVec.set(ndcX, ndcY, 0);
_unprojectVec.unproject(camera);
// Camera direction
_camDir.set(0, 0, -1).applyQuaternion(camera.quaternion);
// Intersect ray with y=0 plane
const t = -_unprojectVec.y / _camDir.y;
return new THREE.Vector3(
_unprojectVec.x + _camDir.x * t,
0,
_unprojectVec.z + _camDir.z * t
);
}Source: Repobility analyzer · https://repobility.com
initTelegraph function · javascript · L21-L39 (19 LOC)engine/telegraph.js
export function initTelegraph(scene) {
sceneRef = scene;
// Ring: inner 0.6, outer 0.8, flat on ground
ringGeo = new THREE.RingGeometry(0.6, 0.8, 24);
ringGeo.rotateX(-Math.PI / 2);
// Fill circle: radius 0.6
fillGeo = new THREE.CircleGeometry(0.6, 24);
fillGeo.rotateX(-Math.PI / 2);
// Type indicators — small shapes
// Goblin: triangle (cone 3 sides)
typeGeos.goblin = new THREE.ConeGeometry(0.2, 0.4, 3);
// Archer: diamond (box rotated)
typeGeos.skeletonArcher = new THREE.BoxGeometry(0.25, 0.25, 0.25);
// Golem: hexagon (cylinder 6 sides, flat)
typeGeos.crystalGolem = new THREE.CylinderGeometry(0.25, 0.25, 0.1, 6);
}createTelegraph function · javascript · L41-L99 (59 LOC)engine/telegraph.js
export function createTelegraph(x, z, typeName) {
const color = ENEMY_TYPES[typeName] ? ENEMY_TYPES[typeName].color : 0xffffff;
const group = new THREE.Group();
group.position.set(x, 0, z);
// Ground ring
const ringMat = new THREE.MeshBasicMaterial({
color: color,
transparent: true,
opacity: 0.6,
side: THREE.DoubleSide,
depthWrite: false,
});
const ring = new THREE.Mesh(ringGeo, ringMat);
ring.position.y = 0.03;
group.add(ring);
// Fill circle
const fillMat = new THREE.MeshBasicMaterial({
color: color,
transparent: true,
opacity: 0,
side: THREE.DoubleSide,
depthWrite: false,
});
const fill = new THREE.Mesh(fillGeo, fillMat);
fill.position.y = 0.02;
group.add(fill);
// Type indicator — floating shape
const typeGeo = typeGeos[typeName] || typeGeos.goblin;
const typeMat = new THREE.MeshStandardMaterial({
color: color,
emissive: color,
emissiveIntensity: 0.6,
transparent: true,
opacity: 0.8,
updateTelegraph function · javascript · L102-L129 (28 LOC)engine/telegraph.js
export function updateTelegraph(telegraph, progress, dt) {
telegraph.time += dt;
// Fill circle: opacity ramps up with progress
telegraph.fillMat.opacity = progress * 0.4;
// Ring: pulse frequency increases with progress (2Hz → 10Hz)
const freq = 2 + progress * 8;
const pulse = 0.5 + 0.5 * Math.sin(telegraph.time * freq * Math.PI * 2);
// Ring opacity: base 0.3 + pulse
telegraph.ringMat.opacity = 0.3 + pulse * 0.5;
// Ring scale: gentle breathing
const scale = 1.0 + 0.1 * Math.sin(telegraph.time * freq * Math.PI * 2);
telegraph.ring.scale.set(scale, 1, scale);
// Flash white when close to spawning (>80%)
if (progress > 0.8) {
const flash = Math.sin(telegraph.time * 20) > 0.5;
telegraph.ringMat.color.setHex(flash ? 0xffffff : telegraph.baseColor);
telegraph.fillMat.color.setHex(flash ? 0xffffff : telegraph.baseColor);
}
// Type indicator: gentle bob
telegraph.typeIndicator.position.y = 1.2 + 0.15 * Math.sin(telegraph.time * 2);
telegraremoveTelegraph function · javascript · L131-L139 (9 LOC)engine/telegraph.js
export function removeTelegraph(telegraph) {
if (telegraph.group.parent) {
sceneRef.remove(telegraph.group);
}
// Dispose cloned materials
telegraph.ringMat.dispose();
telegraph.fillMat.dispose();
telegraph.typeMat.dispose();
}getNestedValue function · javascript · L24-L32 (9 LOC)engine/urlParams.js
function getNestedValue(obj, path) {
const parts = path.split('.');
let cur = obj;
for (const p of parts) {
if (cur == null) return undefined;
cur = cur[p];
}
return cur;
}setNestedValue function · javascript · L34-L42 (9 LOC)engine/urlParams.js
function setNestedValue(obj, path, value) {
const parts = path.split('.');
let cur = obj;
for (let i = 0; i < parts.length - 1; i++) {
if (cur[parts[i]] == null) cur[parts[i]] = {};
cur = cur[parts[i]];
}
cur[parts[parts.length - 1]] = value;
}parseValue function · javascript · L44-L53 (10 LOC)engine/urlParams.js
function parseValue(raw) {
if (raw === 'true') return true;
if (raw === 'false') return false;
if (raw.startsWith('0x') || raw.startsWith('0X')) {
const hex = parseInt(raw, 16);
if (!isNaN(hex)) return hex;
}
const num = Number(raw);
return isNaN(num) ? raw : num;
}applyUrlParams function · javascript · L59-L94 (36 LOC)engine/urlParams.js
export function applyUrlParams() {
const params = new URLSearchParams(window.location.search);
let applied = 0;
for (const [key, rawValue] of params) {
const dotIdx = key.indexOf('.');
if (dotIdx === -1) continue; // no prefix, skip
const prefix = key.slice(0, dotIdx);
const path = key.slice(dotIdx + 1);
if (!path) continue;
const root = CONFIG_ROOTS[prefix];
if (!root) {
console.warn(`[urlParams] Unknown prefix: "${prefix}" (from "${key}")`);
continue;
}
// Validate property exists (prevent typos from creating junk keys)
const existing = getNestedValue(root, path);
if (existing === undefined) {
console.warn(`[urlParams] Unknown path: "${key}" — no such property`);
continue;
}
const value = parseValue(rawValue);
setNestedValue(root, path, value);
applied++;
console.log(`[urlParams] ${key} = ${value}`);
}
if (applied > 0) {
console.log(`[urlParams] Applied ${applied} override(s) fMethodology: Repobility · https://repobility.com/research/state-of-ai-code-2026/
snapshotDefaults function · javascript · L99-L105 (7 LOC)engine/urlParams.js
export function snapshotDefaults() {
const snap = {};
for (const [prefix, root] of Object.entries(CONFIG_ROOTS)) {
snap[prefix] = JSON.parse(JSON.stringify(root));
}
return snap;
}buildShareUrl function · javascript · L110-L122 (13 LOC)engine/urlParams.js
export function buildShareUrl(defaults) {
const params = new URLSearchParams();
for (const [prefix, root] of Object.entries(CONFIG_ROOTS)) {
const defRoot = defaults[prefix];
if (!defRoot) continue;
collectDiffs(params, prefix, defRoot, root, '');
}
const base = window.location.origin + window.location.pathname;
const qs = params.toString();
return qs ? base + '?' + qs : base;
}collectDiffs function · javascript · L124-L136 (13 LOC)engine/urlParams.js
function collectDiffs(params, prefix, defObj, curObj, pathPrefix) {
for (const key of Object.keys(curObj)) {
const fullPath = pathPrefix ? pathPrefix + '.' + key : key;
const curVal = curObj[key];
const defVal = getNestedValue(defObj, fullPath);
if (curVal != null && typeof curVal === 'object' && !Array.isArray(curVal)) {
collectDiffs(params, prefix, defObj, curVal, fullPath);
} else if (curVal !== defVal) {
params.set(prefix + '.' + fullPath, String(curVal));
}
}
}initWaveRunner function · javascript · L24-L30 (7 LOC)engine/waveRunner.js
export function initWaveRunner(scene) {
sceneRef = scene;
initTelegraph(scene);
// Get or create announce element
announceEl = document.getElementById('wave-announce');
}startWave function · javascript · L32-L49 (18 LOC)engine/waveRunner.js
export function startWave(index, gameState) {
if (index >= WAVES.length) {
waveState.status = 'victory';
showAnnounce('VICTORY');
return;
}
waveState.waveIndex = index;
waveState.status = 'announce';
waveState.announceTimer = 2000;
waveState.elapsedMs = 0;
waveState.groups = [];
gameState.currentWave = WAVES[index].wave;
// Show wave announcement
showAnnounce(WAVES[index].message);
}updateWaveRunner function · javascript · L51-L93 (43 LOC)engine/waveRunner.js
export function updateWaveRunner(dt, gameState) {
const dtMs = dt * 1000;
switch (waveState.status) {
case 'idle':
case 'victory':
return;
case 'announce':
waveState.announceTimer -= dtMs;
if (waveState.announceTimer <= 0) {
hideAnnounce();
waveState.status = 'running';
initGroupRuntimes();
}
break;
case 'running':
waveState.elapsedMs += dtMs;
let allGroupsDone = true;
for (const g of waveState.groups) {
updateGroup(g, dt, dtMs, gameState);
if (g.phase !== 'done') allGroupsDone = false;
}
// Wave cleared: all groups spawned AND no enemies alive
if (allGroupsDone && gameState.enemies.length === 0) {
waveState.status = 'cleared';
waveState.clearPauseTimer = 2000;
showAnnounce('Wave cleared!');
}
break;
case 'cleared':
waveState.clearPauseTimer -= dtMs;
if (waveState.clearPauseTimer <= 0) {
hideAnnouinitGroupRuntimes function · javascript · L95-L105 (11 LOC)engine/waveRunner.js
function initGroupRuntimes() {
const waveCfg = WAVES[waveState.waveIndex];
waveState.groups = waveCfg.groups.map(groupCfg => ({
config: groupCfg,
phase: 'waiting', // 'waiting' | 'telegraphing' | 'spawning' | 'done'
timer: 0,
spawnIndex: 0,
staggerTimer: 0,
telegraphs: [],
}));
}updateGroup function · javascript · L107-L160 (54 LOC)engine/waveRunner.js
function updateGroup(g, dt, dtMs, gameState) {
switch (g.phase) {
case 'waiting':
if (waveState.elapsedMs >= g.config.triggerDelay) {
g.phase = 'telegraphing';
g.timer = g.config.telegraphDuration;
// Create telegraph markers for each spawn in this group
for (const s of g.config.spawns) {
const t = createTelegraph(s.x, s.z, s.type);
g.telegraphs.push(t);
}
}
break;
case 'telegraphing':
g.timer -= dtMs;
const progress = 1.0 - Math.max(0, g.timer / g.config.telegraphDuration);
// Update all telegraph animations
for (const t of g.telegraphs) {
updateTelegraph(t, progress, dt);
}
if (g.timer <= 0) {
// Remove telegraphs
for (const t of g.telegraphs) {
removeTelegraph(t);
}
g.telegraphs = [];
// Transition to spawning
g.phase = 'spawning';
g.spawnIndex = 0;
g.staggerTimer = 0;
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resetWaveRunner function · javascript · L162-L174 (13 LOC)engine/waveRunner.js
export function resetWaveRunner() {
// Clean up any active telegraphs
for (const g of waveState.groups) {
for (const t of g.telegraphs) {
removeTelegraph(t);
}
}
waveState.status = 'idle';
waveState.waveIndex = 0;
waveState.elapsedMs = 0;
waveState.groups = [];
hideAnnounce();
}createShieldMesh function · javascript · L30-L46 (17 LOC)entities/enemy.js
function createShieldMesh(cfg) {
const shieldCfg = cfg.shield;
const radius = cfg.size.radius * 1.8;
if (!shieldGeo) shieldGeo = new THREE.SphereGeometry(1, 16, 12); // unit sphere, scaled per enemy
const mat = new THREE.MeshStandardMaterial({
color: shieldCfg.color || 0x88eeff,
emissive: shieldCfg.emissive || 0x44ccff,
emissiveIntensity: 0.4,
transparent: true,
opacity: shieldCfg.opacity || 0.35,
side: THREE.DoubleSide,
depthWrite: false,
});
const mesh = new THREE.Mesh(shieldGeo, mat);
mesh.scale.set(radius, radius, radius);
return mesh;
}spawnEnemy function · javascript · L48-L149 (102 LOC)entities/enemy.js
export function spawnEnemy(typeName, position, gameState) {
const cfg = ENEMY_TYPES[typeName];
if (!cfg) return null;
const group = new THREE.Group();
// Body (shared geometry per type)
if (!_bodyGeoCache[typeName]) {
_bodyGeoCache[typeName] = new THREE.CylinderGeometry(cfg.size.radius, cfg.size.radius, cfg.size.height * 0.6, 6);
}
const bodyMesh = new THREE.Mesh(
_bodyGeoCache[typeName],
new THREE.MeshStandardMaterial({
color: cfg.color,
emissive: cfg.emissive,
emissiveIntensity: 0.5
})
);
bodyMesh.position.y = cfg.size.height * 0.3;
group.add(bodyMesh);
// Head (shared geometry per type)
if (!_headGeoCache[typeName]) {
_headGeoCache[typeName] = new THREE.SphereGeometry(cfg.size.radius * 0.7, 6, 4);
}
const headMesh = new THREE.Mesh(
_headGeoCache[typeName],
new THREE.MeshStandardMaterial({
color: cfg.color,
emissive: cfg.emissive,
emissiveIntensity: 0.6
})
);
headMesh.position.y = cspawnTestGroup function · javascript · L151-L186 (36 LOC)entities/enemy.js
export function spawnTestGroup(gameState) {
// Larger group for longer sessions
const spawns = [
// Goblins — scattered around arena
{ type: 'goblin', x: 10, z: 5 },
{ type: 'goblin', x: -8, z: 7 },
{ type: 'goblin', x: 5, z: -10 },
{ type: 'goblin', x: -12, z: -3 },
{ type: 'goblin', x: 15, z: 0 },
{ type: 'goblin', x: -5, z: 12 },
{ type: 'goblin', x: -15, z: 8 },
{ type: 'goblin', x: 8, z: -15 },
{ type: 'goblin', x: -3, z: -14 },
{ type: 'goblin', x: 14, z: 10 },
{ type: 'goblin', x: -10, z: -10 },
{ type: 'goblin', x: 16, z: -8 },
// Archers — positioned at range
{ type: 'skeletonArcher', x: 12, z: 12 },
{ type: 'skeletonArcher', x: -12, z: -12 },
{ type: 'skeletonArcher', x: -14, z: 10 },
{ type: 'skeletonArcher', x: 14, z: -10 },
{ type: 'skeletonArcher', x: 0, z: -16 },
// Mortar Imps — lobbed AoE
{ type: 'mortarImp', x: 10, z: -14 },
{ type: 'mortarImp', x: -10, z: 14 },
{ type: 'mopitAt function · javascript · L199-L208 (10 LOC)entities/enemy.js
function pitAt(x, z, margin) {
if (!_pitBoundsCache) _pitBoundsCache = getPitBounds();
for (const pit of _pitBoundsCache) {
if (x > pit.minX - margin && x < pit.maxX + margin &&
z > pit.minZ - margin && z < pit.maxZ + margin) {
return pit;
}
}
return null;
}pitAwareDir function · javascript · L216-L243 (28 LOC)entities/enemy.js
function pitAwareDir(x, z, dx, dz, lookahead) {
const ahead = pitAt(x + dx * lookahead, z + dz * lookahead, 0.5);
if (!ahead) return { dx, dz }; // no pit ahead — go straight
// Pit center
const pcx = (ahead.minX + ahead.maxX) / 2;
const pcz = (ahead.minZ + ahead.maxZ) / 2;
// Two perpendicular options: rotate ±90°
// Option A: (dz, -dx) Option B: (-dz, dx)
// Pick the one whose lookahead is further from pit center
const ax = x + dz * lookahead, az = z + (-dx) * lookahead;
const bx = x + (-dz) * lookahead, bz = z + dx * lookahead;
const distA = (ax - pcx) * (ax - pcx) + (az - pcz) * (az - pcz);
const distB = (bx - pcx) * (bx - pcx) + (bz - pcz) * (bz - pcz);
// Also verify the chosen strafe doesn't land in another pit
if (distA >= distB) {
if (!pitAt(ax, az, 0.5)) return { dx: dz, dz: -dx };
if (!pitAt(bx, bz, 0.5)) return { dx: -dz, dz: dx };
} else {
if (!pitAt(bx, bz, 0.5)) return { dx: -dz, dz: dx };
if (!pitAt(ax, az, 0.5)) returnraycastTerrainDist function · javascript · L250-L294 (45 LOC)entities/enemy.js
function raycastTerrainDist(ox, oz, dx, dz, maxDist) {
if (!_collisionBounds) _collisionBounds = getCollisionBounds();
let closest = maxDist;
for (const box of _collisionBounds) {
// Slab method on X axis
let tmin, tmax;
if (Math.abs(dx) < 1e-8) {
// Ray parallel to X — check if origin is within X slab
if (ox < box.minX || ox > box.maxX) continue;
tmin = -Infinity;
tmax = Infinity;
} else {
const invDx = 1 / dx;
let t1 = (box.minX - ox) * invDx;
let t2 = (box.maxX - ox) * invDx;
if (t1 > t2) { const tmp = t1; t1 = t2; t2 = tmp; }
tmin = t1;
tmax = t2;
}
// Slab method on Z axis
if (Math.abs(dz) < 1e-8) {
if (oz < box.minZ || oz > box.maxZ) continue;
// tmin/tmax unchanged
} else {
const invDz = 1 / dz;
let t1 = (box.minZ - oz) * invDz;
let t2 = (box.maxZ - oz) * invDz;
if (t1 > t2) { const tmp = t1; t1 = t2; t2 = tmp; }
tmin = Math.max(tmin, t1)updateEnemies function · javascript · L296-L457 (162 LOC)entities/enemy.js
export function updateEnemies(dt, playerPos, gameState) {
for (let i = gameState.enemies.length - 1; i >= 0; i--) {
const enemy = gameState.enemies[i];
// Pit leap update — runs independently of stun (can't stun mid-air)
if (enemy.isLeaping) {
updateLeap(enemy, dt);
// Skip normal behavior/movement but still check death below
} else if (enemy.stunTimer > 0) {
// Stun check — stunned enemies cannot move or attack
enemy.stunTimer -= dt * 1000;
} else {
// Behavior dispatch (only when not stunned)
switch (enemy.behavior) {
case 'rush': behaviorRush(enemy, playerPos, dt); break;
case 'kite': behaviorKite(enemy, playerPos, dt, gameState); break;
case 'tank': behaviorTank(enemy, playerPos, dt); break;
case 'mortar': behaviorMortar(enemy, playerPos, dt, gameState); break;
}
}
// Arena clamp
enemy.pos.x = Math.max(-19, Math.min(19, enemy.pos.x));
enemy.pos.z = Math.max(-19, Math.miRepobility · MCP-ready · https://repobility.com
behaviorRush function · javascript · L459-L504 (46 LOC)entities/enemy.js
function behaviorRush(enemy, playerPos, dt) {
// Skip normal movement during leap (handled by updateLeap)
if (enemy.isLeaping) return;
_toPlayer.subVectors(playerPos, enemy.pos);
_toPlayer.y = 0;
const dist = _toPlayer.length();
const stopDist = (enemy.config.rush && enemy.config.rush.stopDistance) || 0.5;
if (dist > stopDist) {
_toPlayer.normalize();
const slideBoost = enemy.wasDeflected ? 1.175 : 1.0;
const iceEffects = getIceEffects(enemy.pos.x, enemy.pos.z, false);
const speed = enemy.config.speed * (enemy.slowTimer > 0 ? enemy.slowMult : 1) * slideBoost * iceEffects.speedMult;
enemy.pos.x += _toPlayer.x * speed * dt;
enemy.pos.z += _toPlayer.z * speed * dt;
}
// Face player
if (dist > 0.1) {
enemy.mesh.rotation.y = Math.atan2(-_toPlayer.x, -_toPlayer.z);
}
// --- Pit leap detection ---
const leapCfg = enemy.config.pitLeap;
if (!leapCfg) return;
// Tick cooldown
if (enemy.leapCooldown > 0) {
enemy.leapCooldown -= startPitLeap function · javascript · L508-L547 (40 LOC)entities/enemy.js
function startPitLeap(enemy, playerPos, leapCfg) {
// Direction toward player
const dx = playerPos.x - enemy.pos.x;
const dz = playerPos.z - enemy.pos.z;
const dist = Math.sqrt(dx * dx + dz * dz);
if (dist < 0.1) return; // too close, skip
const dirX = dx / dist;
const dirZ = dz / dist;
// Find how far we need to leap to clear the pit ahead
// Scan forward in small steps to find where the pit ends
let leapDist = 3; // minimum leap distance
for (let probe = 1; probe <= 15; probe += 0.5) {
const px = enemy.pos.x + dirX * probe;
const pz = enemy.pos.z + dirZ * probe;
if (!pitAt(px, pz, 0.3)) {
leapDist = probe + 1; // overshoot by 1 unit to land clear
break;
}
leapDist = probe + 1;
}
// Cap the leap distance
leapDist = Math.min(leapDist, 12);
enemy.isLeaping = true;
enemy.leapStartX = enemy.pos.x;
enemy.leapStartZ = enemy.pos.z;
enemy.leapTargetX = enemy.pos.x + dirX * leapDist;
enemy.leapTargetZ = enemy.pos.z + dirupdateLeap function · javascript · L549-L575 (27 LOC)entities/enemy.js
function updateLeap(enemy, dt) {
enemy.leapElapsed += dt;
const t = Math.min(enemy.leapElapsed / enemy.leapDuration, 1);
// Interpolate XZ position linearly
enemy.pos.x = enemy.leapStartX + (enemy.leapTargetX - enemy.leapStartX) * t;
enemy.pos.z = enemy.leapStartZ + (enemy.leapTargetZ - enemy.leapStartZ) * t;
// Parabolic arc for Y (visual only)
const arcY = 4 * enemy.leapArcHeight * t * (1 - t);
enemy.mesh.position.set(enemy.pos.x, arcY, enemy.pos.z);
// Face direction of travel
const dx = enemy.leapTargetX - enemy.leapStartX;
const dz = enemy.leapTargetZ - enemy.leapStartZ;
if (dx * dx + dz * dz > 0.01) {
enemy.mesh.rotation.y = Math.atan2(-dx, -dz);
}
// Landing
if (t >= 1) {
enemy.isLeaping = false;
enemy.leapCooldown = (enemy.config.pitLeap && enemy.config.pitLeap.cooldown) || 4000;
// Snap mesh back to ground
enemy.mesh.position.set(enemy.pos.x, 0, enemy.pos.z);
}
}