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@ninjaa/neon-rails

v0.1.0

Published

Neon Death Rally — a top-down SOMA racer rendered with 24-bit braille pixels in your terminal.

Readme

Neon Rails Terminal

A Node-only terminal racer that renders neon “braille pixels” with 24-bit ANSI color.
Current build: Neon Death Rally — a top-down SOMA night sprint with GPU pickups, rival cars, ram damage, and a HUD inspired by the classic Death Rally sidebar.

Quick start

# play the published build
npx @ninjaa/neon-rails

# or run from source
npx .

Controls:

  • ←/→ or A/D — steer
  • ↑/↓ or W/S — throttle up/down
  • P — pause/resume
  • R — restart race
  • ENTER / SPACE — start race (from splash)
  • Q — quit (also Ctrl+C)

Development workflow

  • We follow the ExecPlan/TDD guidance in AGENTS.md.
  • Active plans live under .agents/ and are numbered chronologically:
    • 001-runtime-harness: ✅ complete — modularized the CLI, added PTY harness + unit tests.
    • 002-death-rally-build: 🚧 executing — adds the neon Death Rally renderer, physics, combat, and UX polish.
  • Run tests / harness scripts via npm test or npm run smoke -- --macro lanes.

Testing & smoke harness

  • npm test runs the Node built-in node --test suites covering Braille canvas helpers, geometry projections, keyboard decoding, and state recycling.
  • npm run smoke -- --macro lanes --duration 5 --output tmp/smoke.txt
    • Spawns npx . inside a pseudo-terminal, feeds a scripted key macro, and writes the ANSI output to tmp/smoke.txt (create tmp/ beforehand).
    • Macros (lanes, pause) are defined in scripts/smoke-run.js; add more to reproduce bugs or demo flows.
  • Run the smoke command before publishing to ensure the CLI still enters/exits the alt-screen cleanly and responds to scripted input.

Status & next steps

  1. Plan 002 in progress: finish physics/combat polish (damage FX, boosts), add basic scoring persistence, and tighten AI.
  2. Capture gameplay GIF + README gallery for the new splash + race loop.
  3. Publish via npm publish --access public (package name @ninjaa/neon-rails).

Style references, palette ideas, and gameplay notes are welcome—drop them in future plan sections or issues.