- Real-world mode opens the phone's rear camera as the game background;
the 3D camera stands at the GPS position and follows the phone's
orientation, so machines, beacons, range circles, the route and the
robot appear in their real direction. City, traffic and family are
hidden in this view; a toggle switches back to the 3D map, and drag
turns the view where there is no orientation sensor
- Stable mode (default on): drops GPS jumps impossible on foot, holds the
position until it drifts past half the GPS error, calms the compass
- Arrival range is 2.5x the GPS error (20–50 m), shown as a ground circle
- Tests for the stabilizer, AR orientation and field of view
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- The factory company is now "شرکت روبات مارکت" on signs, dialogue,
briefing, map label, manifest and README
- Real-world mode no longer shows "location not found" for every
problem: it takes a quick coarse Wi-Fi/network fix first, keeps
searching after a GPS timeout, and reports permission denied (1),
location off (2), still searching (3) or a non-HTTPS page separately
- Three GPS test machines at real coordinates beside the factory, only
present in real-world mode; the closest machine within reach is used
and the arrival radius is twice the GPS error (12–40 m)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Traffic cars picked a random direction even on one-way carriageways,
so some drove head-on in the player's lane and stopped dead in front of
them; every bump also threw the player's car backwards while the
traffic car stayed put, so the player could not get past.
- Map data records one-way roads (oneway tags, motorways, roundabouts)
- Traffic drives with the flow in one of two lanes on one-way roads and
on the right-hand half of two-way roads, spawning only from nearby roads
- Bumps slow the player down instead of reversing them; a traffic car
pressed against for more than 0.8 s pulls away out of sight
- Regression test for traffic direction and lanes; ?debug collision log
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The game now begins inside the Negin Sazan Pishgam Radmehr Atousa
vending-machine factory on the Mashhad–Chenaran road, and the world
extends ~20 km along the real driving route to Park Mellat and
Ferdowsi University.
- Factory compound: production hall with assembly line, office, yard,
gate and company signs; first mission at its half-price demo machine
- Map data merged from four OSM extracts (factory zone, route corridor,
region main roads, city zone), clipped to a 15 x 18 km region
- City meshes chunked and culled by distance; traffic recycled around
the player; minimap and city map drawn from cached tiles + overview
- The Robot Market robot no longer walks with the family: it comes out
of a machine when they arrive, greets them with expression portraits
and goes back inside when they leave
- PWA: manifest, icons from the robot avatar, offline service worker
generated at build time, install button / iOS steps, update prompt;
Vazirmatn font bundled instead of Google Fonts
- Real-world mode: safety notice, GPS + compass tracking with accuracy
smoothing, 20-40 m arrival radius, speed lock and in-person bonus
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Replace the linear forest walk with an open area of real western Mashhad
built from OpenStreetMap data, starting at Park Mellat. A father and child,
guided by the Robot Market robot, find vending machines at a park, school,
universities, a metro station and a mall, on foot or by car.
- Iran province briefing map; only Mashhad is unlocked
- Third-person camera, building collision, arcade car and ambient traffic
- Minimap and full city map with addresses, opening hours and A* routing
- Purchase scoring, missions with cash rewards, ranks and an end screen
- Map data build script (OSM + Natural Earth) and new logic tests
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>