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Add a glowing orb power meter to the Workshop scene that reflects the session balance in real time. - power-meter.js: new Three.js module — transparent outer shell, inner orb that scales 0→1 with fill fraction, lightning bolt overlay, point light and equator ring accent; DOM text label projected above the orb shows current sats. Color interpolates red→yellow→cyan. Pulses bright on 'fill' event, quick flicker on 'drain'. - session.js: imports meter helpers; tracks _sessionMax (initial deposit); calls setMeterVisible/setMeterBalance in _applySessionUI; triggers fill/drain pulses on payment and job deduction; exports openSessionPanel() for click-to-open wiring; clears meter on _clearSession. - websocket.js: handles session_balance_update WS event — updates fill level and fires pulse. - interaction.js: adds registerClickTarget(group, callback) — wired for both FPS pointer-lock and non-lock modes and short taps. - main.js: wires initPowerMeter/updatePowerMeter/disposePowerMeter into the build/animate/teardown cycle; registers meter as click target that opens the session panel. Fixes #17 Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Timmy Tower World
A Three.js 3D visualization of the Timmy agent network. Agents appear as glowing icosahedra connected by lines, pulsing as they process jobs. A matrix-rain particle effect fills the background.
Quick start
npm install
npm run dev # Vite dev server with hot reload → http://localhost:5173
npm run build # Production bundle → dist/
npm run preview # Serve dist/ locally
Configuration
Set these in a .env.local file (not committed):
VITE_WS_URL=ws://localhost:8080/ws/agents
Leave VITE_WS_URL unset to run in offline/demo mode (agents animate but
receive no live updates).
Adding custom agents
Edit one file only: js/agent-defs.js
export const AGENT_DEFS = [
// existing agents …
{
id: 'zeta', // unique string — matches WebSocket message agentId
label: 'ZETA', // displayed in the 3D HUD
color: 0xff00aa, // hex integer (0xRRGGBB)
role: 'observer', // shown under the label sprite
direction: 'east', // cardinal facing direction (north/east/south/west)
x: 12, // world-space position (horizontal)
z: 0, // world-space position (depth)
},
];
Nothing else needs to change. agents.js reads positions from x/z,
and websocket.js reads colors and labels — both derive everything from
AGENT_DEFS.
Architecture
js/
├── agent-defs.js ← single source of truth: id, label, color, role, position
├── agents.js ← Three.js scene objects, animation loop
├── effects.js ← matrix rain particles, starfield
├── interaction.js ← OrbitControls (pan, zoom, rotate)
├── main.js ← entry point, rAF loop
├── ui.js ← DOM HUD overlay (FPS, agent states, chat)
└── websocket.js ← WebSocket reconnect, message dispatch
WebSocket protocol
The backend sends JSON messages on the agents channel:
type |
Fields | Effect |
|---|---|---|
agent_state |
agentId, state |
Update agent visual state |
job_started |
agentId, jobId |
Increment job counter, pulse |
job_completed |
agentId, jobId |
Decrement job counter |
chat |
agentId, text |
Append to chat panel |
Agent states: idle (dim pulse) · active (bright pulse + fast ring spin)