Implement ragdoll physics for agent interactions, including a state machine for falling, getting up, and counter-attacks. Introduce camera shake based on slap impact and export camera shake strength from agents.js. Update main.js to apply camera shake around the renderer.
Replit-Commit-Author: Agent
Replit-Commit-Session-Id: 418bf6f8-212b-4bb0-a7a5-8231a061da4e
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Refactors the `buildTimmy` function to update Timmy's robe color to royal purple, add celestial gold star decorations, and implement a silver beard and hair, along with a pulsing orange magic orb effect.
Replit-Commit-Author: Agent
Replit-Commit-Session-Id: 418bf6f8-212b-4bb0-a7a5-8231a061da4e
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## What changed
- the-matrix/js/agents.js — face expression system added to Timmy wizard
## Face geometry (all parented to head — follow head.rotation.z tilt)
- White sclera eyes (MeshStandardMaterial f5f2e8, emissive 0x777777@0.10)
replace the old flat dark-blue spheres
- Dark pupils (MeshBasicMaterial 0x07070f) as child meshes of each sclera;
they scale with the parent eye for squint effect
- Mouth arc: TubeGeometry built from QuadraticBezierCurve3; control point
moves ±0.065 on Y for smile/frown; rebuilt via _buildMouthGeo() only when
|smileDelta| > 0.016 (throttled to avoid per-frame GC pressure)
- All face meshes are children of `head` — head.rotation.z carries every
face component naturally with the existing head-tilt animation
## FACE_TARGETS lookup table (lidScale, pupilScale, smileAmount)
- idle (contemplative): 0.44 / 0.90 / 0.08 — half-lid, neutral
- active (curious): 0.92 / 1.25 / 0.38 — wide eyes + dilated pupils, smile
- thinking (focused): 0.30 / 0.72 / -0.06 — squint + constricted pupils, flat
- working (attentive): 0.22 / 0.80 / 0.18 — very squint, slight grin
## setFaceEmotion(mood) exported API
- Accepts both task-spec names (contemplative|curious|focused|attentive)
and internal state names (idle|active|thinking|working) via MOOD_ALIASES
- Immediately sets faceTarget; lerp in updateAgents() handles the smooth transition
## Per-frame lerp (rate 0.055/frame) in updateAgents
- lidScale → eyeL.scale.y / eyeR.scale.y (squash for squint)
- pupilScale → pupilL.scale / pupilR.scale (uniform dilation)
- smileAmount → drives TubeGeometry rebuild when drift > 0.016
## Lip-sync while speaking (~1 Hz)
- speechTimer > 0: smileTarget = 0.28 + sin(t*6.283)*0.22
- Returns to mood target when timer expires
## Validation
- Vite build: clean (14 modules, 542 kB, no errors)
- testkit: 27/27 PASS (after server restart to clear rate-limit counters)
## What changed
- the-matrix/js/agents.js fully rewritten with face expression system
## Face geometry
- Replaced flat dark-blue eye spheres with white sclera (MeshStandardMaterial,
emissive 0x777777@0.10, roughness 0.55) + dark pupils (MeshBasicMaterial 0x07070f)
as child meshes of sclera
- Eyes are now children of the head mesh (not the group) so they naturally
follow head.rotation.z tilts driven by the existing animation loop
- Mouth added as a canvas Sprite (128x32, always faces camera) parented to the
group so it bobs with Timmy's body; drawn via quadraticCurveTo bezier arc
## Emotion → face parameter mapping (FACE_TARGETS table)
- idle (contemplative): lidScale=0.44, smileAmount=0.08 — half-lid, neutral
- active (curious): lidScale=0.92, smileAmount=0.38 — wide eyes, smile
- thinking (focused): lidScale=0.30, smileAmount=-0.06 — squint, flat mouth
- working (attentive): lidScale=0.22, smileAmount=0.18 — very squint, slight grin
## Per-frame lerp (updateAgents)
- faceParams lerped toward faceTarget at rate 0.055/frame (smooth, no snap)
- eyeL.scale.y / eyeR.scale.y driven by faceParams.lidScale (squash = squint)
- Mouth canvas redrawn only when |smileDelta| > 0.016 or speakingChanged
(avoids unnecessary texture uploads every frame)
## Lip-sync while speaking
- While speechTimer > 0: smileTarget = 0.28 + sin(t*6.283)*0.22 (~1 Hz)
- _drawMouth() renders two-lip "open mouth" shape when speaking=true
- Returns to mood expression when speechTimer expires
## Validation
- Vite build: clean (14 modules, 529 kB bundle, no errors)
- testkit: 27/27 PASS (no regressions)
- No out-of-scope changes (backend untouched)