--- name: tinyworld-cctv-truman description: Use when changing the in-world CCTV / "Truman Show" surveillance cameras in Tiny World Builder — render-to-texture security feeds, the black-and-white CRT/VHS monitor shader, camera placement (lobby side-cams, pumpkincam, treecams), subject tracking, or the lobby screen cutting to live feeds. --- # Tiny World CCTV / Truman Cameras Low-res black-and-white security cameras that watch the lobby and feed both physical monitors and the big lobby presentation screen. They idle-sweep, then pan to look at whoever is MOVING nearby — like the hidden cameras in The Truman Show. Do not mount CCTV or the big screen in non-lobby worlds. ## Files - `engine/world/62-cctv-truman.js` — the core system. IIFE exposing `window.__tinyworldCCTV`. **4-space body indent on purpose** so the duplicate-declaration guard in `tools/check.js` (which only scans 2-space top-level decls) ignores its locals. - `engine/world/63-cctv-placement.js` — mounts cams + monitors on lobby room `enter`, tears down on non-lobby `enter` or `leave`. Exposes `window.__tinyworldCCTVPlacement`. Lobby detection is `window.__TW_LOBBY_WORLD_SLUG || 'tidewater-bay'`. - `engine/world/58-lobby-presentation.js` — the lobby-only big screen; its `tick()` cuts between slides and the hottest live feed. - `scripts/landing-feed.js` + `styles/landing.css` — the public landing-page live-worlds panel. World rows are buttons: click once to expand an island CCTV preview (2D canvas from `/api/worlds.preview.cells`), click again to collapse. This is a lightweight marketing/front-door CCTV treatment, not a Three.js render target. - Tick wiring: `engine/world/25-animation-loop-schema.js` calls `window.__tinyworldCCTV.tick(t,dt)` then `window.__tinyworldLobby.tick(t,dt)` **before** `renderScene()` so feeds captured this frame appear this frame. ## How it works - Each camera owns a `PerspectiveCamera` + a small `WebGLRenderTarget` (`FEED_W×FEED_H`, 4:3). `tick()` round-robins captures (`CAPTURES_PER_FRAME`, capped at `FEED_FPS`) using `renderer.setRenderTarget(rt); renderer.render(scene, cam)` — **always save/restore the previous render target** (`getRenderTarget()`), and bail if `renderer`/`scene` aren't ready. - The monitor material is a `ShaderMaterial` (CRT_FRAG): luminance B&W, scanlines, a rolling interference bar, hash static, vignette, and `uSignal` dropout that dissolves toward static. A second canvas texture (`tCaption`) bakes the camera name + live date/time + blinking REC and is composited in the shader. The material is tagged `userData.windowLightEffect = true` + `lightVisual = true` so `prepareFadeable()` does NOT swap it for a fade material (skill: tinyworld-render-performance). - Must end the fragment with `#include ` (r185 output color space), like every other ShaderMaterial here. - **Subjects**: `setSubjectsProvider(() => [{pos:Vector3, name}])`. The room feeds `WS.subjects()` (self + peer avatar sprite positions). Cameras + monitors live under `WS.avatarParent()` — the SAME local frame as the avatars and lobby screen — so subject positions need no conversion. - **Truman tracking**: `aim()` scores each in-range subject by `prox*0.6 + moved*1.0` (movement dominates) using per-feed last-position memory; it lerps `curLook` toward the winner (`TRACK_LERP`) or idle-sweeps (`IDLE_LERP`). A per-feed `activity` score spikes on motion and decays (`ACTIVITY_DECAY`). - **Hot feed**: `activeFeed(minActivity)` / `feedsByActivity()` let the lobby screen auto-cut to whichever camera has something happening. `glitch(id,amt)` drops `uSignal` briefly to sell a cut. ## Placement (63) On lobby `enter` only (after a 350ms delay so cells + lobby screen exist) it mounts: - `lobby-l` / `lobby-r` — flank both sides of the presentation screen, angled at the crowd (toward +z). - `pumpkincam` — over the biggest `kind:'pumpkin'` cell (scans `world[][]`, sorts by floors). - `treecam-1/2` — over the tallest `kind:'tree'` cells. Monitors stack up the sides of the lobby screen. `window.__tinyworldCCTVFeeds` lists mounted feed ids. On non-lobby `enter` or `leave`, clear feeds, disable capture, and remove monitors. ## Lobby cutting (58) `build()` stashes `screenMesh` + `slideMat`. The screen is shown only in the configured lobby world, not every island. The state machine auto-advances slides (`AUTO_ADVANCE`), then after `SLIDE_DWELL` swaps the screen material to a `monitorMaterialFor(hotFeed)` for `FEED_DWELL`, then back. Manual presenter `go()` and `hide()` snap back to slides. New API: `tick, setCycle, showSlides, showFeed, liveFeed`. ## QA - `?cctv=demo` (or `=1`) drops 4 monitors around origin watching a bobbing test subject and self-drives the tick — verifies the CRT look + tracking without a multiplayer room. - Landing page QA for `scripts/landing-feed.js`: if local `/api/worlds` is not available, mock `window.fetch('/api/worlds')`, append a fresh copy of the script, click `.hero-feed-link`, and assert `.hero-feed.is-expanded`, one `.hero-feed-cctv-canvas`, and the `.hero-feed-cctv-meta` status/link render. The panel should anchor below the nav (`.hero-feed.is-expanded`) and scroll internally instead of overflowing the hero. - Headless sanity: eval module 62 under a THREE stub, `addCamera` + `tick` a few frames with a moving subject, assert `activeFeed()` returns the feed and `activity > 0`. - `npm run check` (duplicate-decl + i18n), `npm run smoke`, `./publish.sh`. ## Pitfalls - Don't capture every feed every frame — round-robin, or the extra `renderer.render` passes tank FPS (the renderer contract is single-pass per feed; this is the only sanctioned extra-RT path here besides pixelation). - Don't forget to restore the render target after capturing, or the main scene renders into the last feed's RT (black screen). - Keep monitor materials off the fade pipeline via the `windowLightEffect` tag. - Cameras + monitors MUST be added under `avatarParent()`, not `scene`, or they won't inherit the tinyverse scale/offset and subject tracking will be wrong.