# Pot Patrol — Plan A single-screen, sprite-based, widescreen browser game built with **Kaplay** (the JS/TS game library, successor to Kaboom.js). Link (AI) rampages across a procedurally generated scene smashing pots; you (the player) chase him and sweep up the shards before he leaves the screen. --- ## 1. Concept & core loop - **Actors:** `Link` (computer-controlled) and `Player` (you). - **Link's behavior:** wander toward the nearest pot, pick it up, and throw it in a random direction. The pot flies 2–3 tiles, shatters, and scatters 1–3 shards onto nearby tiles. Along the way Link gets **distracted**: - **Grass** — he detours to cut it. - **Chickens** — he hits one once, then it chases him, so he **flees briefly** before resuming. - **Player's job:** follow Link and clean up shards by touching them. - **Win:** zero shards remain at the moment Link leaves the screen (or after his last pot, once the board is clear). - **Lose:** Link leaves the screen with shards still on the ground. - **Balance:** Link is slightly faster than the player, but loses time to distractions — that lost time is the player's window to catch up. --- ## 2. Tech: Kaplay Kaplay gives us the game loop, rendering, sprites, input, collision, scenes, timers, tweens, vectors, and seeded RNG out of the box — so most of the old "engine" work disappears and we focus on game logic. - **Load:** ES-module import from a CDN, keeping a no-build setup: ```html ``` Serve over HTTP for module loading: `python3 -m http.server` → `http://localhost:8000`. *(Alternative, better DX: `npm create kaplay@latest` scaffolds a Vite project. We can switch to that if we want bundling/TS; the plan below is engine-API identical either way.)* - **Init:** `kaplay({ width: 960, height: 560, background: [...], letterbox: true, global: false })`. `letterbox` keeps the widescreen aspect ratio and scales to the window. - **Seeded RNG:** `randSeed(seed)` + `rand()`, `randi()`, `choose()` — reproducible scenes for debugging and "retry same level" (no custom PRNG needed). - **Delta time:** `dt()` for frame-independent movement. - **Depth:** set `obj.z = obj.pos.y` each frame for top-down y-sorting. Kaplay features we lean on hardest: - **`state()` component** — a built-in finite state machine, ideal for Link's AI (`onStateEnter/Update/End`). - **`addLevel()`** — turns an ASCII tile map into game objects, matching our procedural grid. - **`area()` + `onCollide` / `body({ isStatic })`** — collision & obstacle blocking (top-down, gravity 0). - **`scene()` / `go()`** — game / win / lose screens. - **`tween()`** — pot throw arc, sweep juice. --- ## 3. Coordinate system - Tile-based grid, continuous pixel positions (Kaplay `vec2`). - Config constants (tunable in `config.js`): - `TILE = 40` px - `COLS = 24`, `ROWS = 14` → `960 × 560` canvas (≈16:9 widescreen). - AI reasoning in tile coordinates; movement continuous. `addLevel` uses `tileWidth/tileHeight = TILE`. --- ## 4. File structure ``` index.html # imports src/main.js as a module styles.css # page bg, canvas centering src/ config.js # tunable constants (sizes, speeds, counts, radii) main.js # kaplay() init, load assets, register scenes, go("game") gen.js # seeded procedural tile map + entity placement sprites.js # loadSprite / placeholder object factories scenes/ game.js # main scene: build level, spawn actors, wire collisions end.js # win & lose scenes (result + retry / new-seed) actors/ player.js # player object + input-driven movement link.js # link object + state() FSM (the AI) chicken.js # chicken idle + chase behavior pots.js # pickup, throw arc, shatter, shard spawning hud.js # shard counter, pots-remaining, dev state readout ``` Kaplay's built-in RNG/loop/render/input mean no `rng.js`, `render.js`, or `input.js` — that logic is inline via Kaplay APIs. --- ## 5. Procedural scene generation (`gen.js`) Seeded via `randSeed(seed)`. Produce a level the game scene consumes: 1. **Grid & ground:** fill a `COLS × ROWS` map with floor tiles (optionally 2 variants for noise). 2. **Obstacles:** scatter impassable decor (rocks/trees), light count (6–12), keeping the interior open. Border walkable except one **exit gap** (§9). 3. **Pots:** place `POT_COUNT` (5–8) on random passable, unoccupied tiles. 4. **Grass:** place `GRASS_COUNT` (8–15). 5. **Chickens:** place `CHICKEN_COUNT` (2–4). 6. **Spawns:** Link at one edge; player opposite/center. Keep spawn tiles + their neighbors clear. 7. **Validation:** flood-fill from Link's spawn; reroll any unreachable pot (or regenerate) so the level is always solvable. Two build options (either works — leaning toward **B** for dynamic control): - **A.** Emit an ASCII map and hand it to `addLevel()` with a `tiles` map of component factories per symbol. - **B.** Emit a data structure (tile types + entity list) and `add()` each object directly — more flexible for entities that move, spawn, and despawn at runtime. --- ## 6. Entity model — Kaplay components Every actor is a Kaplay game object: `add([...components, "tag"])`. - **Player:** `[sprite/placeholder, pos, area(), body(), anchor("center"), "player"]`, moved from input; `PLAYER_SPEED`. - **Link:** `[..., area(), body(), state("seek", [...]), "link"]`; `LINK_SPEED` (≈1.15× player). AI in the `state()` FSM (§8). - **Pot:** `[..., area(), "pot"]`; static until targeted, then handled by `pots.js`. - **Shard:** `[..., area(), "shard"]`; removed on player overlap. - **Grass:** `[..., area(), "grass"]`; destroyed/stubbed when cut. - **Chicken:** `[..., area(), body(), state("idle",[...]), "chicken"]` (§chickens). - **Obstacles:** `[..., area(), body({ isStatic: true }), "obstacle"]` — block movers. Movement helper: `obj.move(dir.scale(speed))` toward a target `vec2`; `body` resolves collisions against static obstacles. Update `z = pos.y` for depth. --- ## 7. Pots, throwing & shards (`pots.js`) - **Target:** Link's FSM picks the nearest `"pot"` still on the board (`get("pot")` + min distance). - **Pickup:** within `INTERACT_DIST`, pot attaches to Link (brief wind-up). - **Throw:** pick a random 8-way direction and **2–3 tiles** distance. Animate with `tween()`: linear travel along the path **plus** a parabolic height offset (tween a `z-height` up then down, drawn as vertical sprite offset + a shadow) so it visibly arcs. - **Shatter on land:** spawn **1–3 shards** on the landing tile + random adjacent passable tiles (dedupe to one per tile). `addKaboom()` / small particle pop + `shake()` for juice. - If the target tile is impassable, land on the nearest passable tile. --- ## 8. Link AI (`link.js`) — `state()` FSM States, checked by priority each `onStateUpdate`: 1. **`flee`** — active for `FLEE_TIME` after hitting a chicken; run away from the nearest chasing chicken, then return to `seek`. 2. **`distracted`** — if grass/chicken within `DISTRACT_RADIUS`, with per-tick probability divert: - grass → move adjacent → **cut** (destroy grass), brief pause → `seek`. - chicken → move adjacent → **hit** once → triggers chicken chase + Link `flee`. 3. **`seek`** — move to nearest pot → transition to `throw`. 4. **`throw`** — run the throw sequence (§7) → back to `seek`. 5. **`leave`** — no pots remain (or a max-time fuse fires): walk to the exit gap and off-screen → end the round (§9). Detected with `offscreen()`. "More distractions" = generous `DISTRACT_RADIUS` + divert probability + flee detours, so Link squanders his speed edge. `enterState()` transitions log to console in dev; HUD shows current state. --- ## 9. Win / lose (`scenes/`) - `game` scene tracks `shardCount` (count of `"shard"` objects) live in the HUD. - **Link leaves:** his `leave` state + `offscreen()` ends the round; evaluate: - `shardCount === 0` → `go("win")`. - `shardCount > 0` → `go("lose", { left: shardCount })`. - **Early win:** last pot thrown **and** `shardCount` hits 0 before he exits → win immediately. - End scenes show result + **Retry (same seed)** and **New scene (new seed)** (`go("game", { seed })`), driven by key press. --- ## 10. Player input & shard cleanup - Kaplay input: `onKeyDown("left"/"a"/…)` or `isKeyDown()` to build a direction `vec2`; normalize so diagonals aren't faster; `player.move(dir.scale(PLAYER_SPEED))`. - Cleanup: `player.onCollide("shard", (s) => { destroy(s); shardCount--; })`, with an optional sweep tween. - Obstacle blocking handled by `body()` vs static obstacle bodies. --- ## 11. Rendering & HUD Kaplay renders automatically; we control **order via `z`** (set each frame to `pos.y` for actors/chickens; fixed low `z` for ground/decor, high `z` for the flying pot + HUD). Sprites via `loadSprite`; **placeholders** first so it's playable immediately: - Placeholder glyphs with `text()` — Link 🧝, player 🧹, pot 🏺, shard 🔶, grass 🌿, chicken 🐔, rock 🪨 — or colored `rect()`/`circle()` components. - HUD (`hud.js`): shard counter, pots remaining, Link state (dev), win/lose banner — `add([text(), fixed(), z(top)])`. - `image-rendering: pixelated` on the canvas for crisp sprites. --- ## 12. Milestones (build order) 1. **Skeleton:** `index.html` + `main.js` with `kaplay()` init, empty `game` scene, letterboxed canvas. Runs via local server. 2. **Procgen:** `gen.js` builds a seeded level; `game` scene renders ground, obstacles, pots, grass, chickens, spawns; reachability validated. 3. **Player:** input-driven movement + obstacle collision via `body()`. 4. **Link seek+move:** `state()` FSM with `seek` targeting nearest pot (no throw). 5. **Throw + shards:** pickup → `tween` arc → shatter → 1–3 shards. 6. **Cleanup + HUD:** `onCollide` shard pickup; live counter. 7. **Distractions:** grass cut; chicken hit → chase → Link `flee`. 8. **End states:** `leave` + `offscreen` → win/lose scenes + retry/new-seed. 9. **Polish:** real sprite atlas, `addKaboom`/particles, sfx (`loadSound`/`play`), `shake()`, tuning pass on speeds / radii / counts. Each milestone is independently runnable for playtesting. --- ## 13. Tunable constants (initial guesses, `config.js`) | Constant | Value | Meaning | |--------------------|--------------|-------------------------------------------| | `TILE` | 40 px | tile size | | `COLS × ROWS` | 24 × 14 | grid → 960×560 canvas | | `PLAYER_SPEED` | 130 px/s | player movement | | `LINK_SPEED` | ~150 px/s | ≈1.15× player | | `POT_COUNT` | 5–8 | pots per scene | | `GRASS_COUNT` | 8–15 | grass tufts | | `CHICKEN_COUNT` | 2–4 | chickens | | `THROW_TILES` | 2–3 | pot flight distance | | `SHARDS_PER_POT` | 1–3 | shards on shatter | | `DISTRACT_RADIUS` | ~4 tiles | how far grass/chickens tempt Link | | `FLEE_TIME` | ~1.5 s | how long Link flees after hitting chicken | First-pass numbers; §12 step 9 tunes them against playtests. --- ## 14. Assumptions & open questions - **"Your PC"** = the player-controlled character (Link is the AI). Assumed. - **Kaplay delivery:** CDN ES-module import for a no-build start; can switch to `npm create kaplay` + Vite for bundling/TypeScript if we want it. - **Sprites:** no Zelda art bundled; starting with emoji/`text()` and shape placeholders, swappable for a real atlas via `loadSprite` later. - **Link leaves when** out of pots (max-time fuse as backstop); a fixed round timer is a one-line alternative in `config.js`. - **Chicken chase:** only the hit chicken chases (simplest); could expand later. - Audio is polish (step 9), not core.