feat(web): mascot physics juice (bounce, skid, spring squash, hop) + typewriter speech bubble
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**Status of this Model:** the subsystem it describes is **implemented**
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in `web/src/lib/mascot/` and `web/public/mascot/` (as of 2026-07-20).
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Views below are marked **Implemented** where the code matches; a small
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number of requirements (distinct adult art, reaction speech-bubble
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rendering, a squash frame on `land`) remain **Planned** as polish
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items. The corresponding implementation plan is
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[plans/2026-07-20-desktop-mascot.md](../../plans/2026-07-20-desktop-mascot.md),
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number of requirements (distinct adult art, a true round radial menu)
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remain **Planned** as polish items. The corresponding implementation plan
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is [plans/2026-07-20-desktop-mascot.md](../../plans/2026-07-20-desktop-mascot.md),
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which carries a deviation note at the top covering the changes made
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during implementation (hatch-on-naming, PNG-sheet art, button-column
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radial menu, 60fps loop).
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radial menu, 60fps loop), and the physics audit/follow-up is
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[plans/2026-07-20-mascot-physics-audit.md](../../plans/2026-07-20-mascot-physics-audit.md).
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## Views in this model
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@@ -94,7 +94,7 @@ Traced from the original feature request. Status reflects the
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| MASC-5 | The mascot SHALL have a tamagotchi lifecycle: egg → chick → adult, with a user-assignable name; the egg → chick transition fires on first naming, not on a timed incubation | User request | Implemented |
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| MASC-6 | The mascot's stage, name, and stats SHALL persist across reloads | User request (implied by "tamagotchi") | Implemented |
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| MASC-7 | The mascot SHALL have idle states (autonomous behavior when untouched) and interactive states (drag, click, menu) | User request | Implemented |
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| MASC-8 | The mascot SHALL react visibly to real application activity: chat streaming, knowledge-graph writes, critical signals | User request ("aware of its environment... feels alive and connected") | Implemented (bubble overlay rendering still Planned) |
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| MASC-8 | The mascot SHALL react visibly to real application activity: chat streaming, knowledge-graph writes, critical signals | User request ("aware of its environment... feels alive and connected") | Implemented |
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| MASC-9 | Animations, behaviors, menu actions, and reactions SHALL each be defined in a single data-driven registry, so a new one can be added without touching the engine code | User request ("easily expansible") | Implemented |
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| MASC-10 (NFR) | The mascot's game loop SHALL run via `setTimeout`, not `requestAnimationFrame`, matching the repo's existing [`GraphBackground.svelte`](../../web/src/lib/components/GraphBackground.svelte) convention (rAF suspends in some hidden-tab embeddings); runs at ~60fps (relaxed from 30fps for smoother drag/fall — see plan deviation note) | Codebase convention | Implemented |
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| MASC-11 (NFR) | The mascot SHALL never write to the API; all mutation is local (localStorage) | Design decision, this document §1 | Implemented |
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@@ -220,14 +220,17 @@ stateDiagram-v2
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wander --> idle
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idle --> peck : weighted random pick
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peck --> idle
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idle --> hop : weighted random pick
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hop --> idle : touchdown\n(off-edge mid-hop hands to falling)
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idle --> sleep : weighted random pick
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sleep --> idle
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wander --> falling : y below ground\n(off a dragged edge, etc.)
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idle --> dragged : pointerdown + move\npast 5px threshold
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wander --> dragged : pointerdown + move
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sleep --> dragged : pointerdown + move\n(interrupts sleep)
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dragged --> falling : pointerup, released mid-air
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falling --> land : y reaches ground
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dragged --> falling : pointerup, released mid-air\n(toss velocity from pointer history)
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falling --> falling : hard impact\n(one diminished bounce)
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falling --> land : y reaches ground\n(sideways momentum -> skid)
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land --> idle
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[*] --> react : stimulus dispatched\n(priority/cooldown gated)
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react --> idle : durationMs elapsed,\nreturns to prior-or-idle
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@@ -244,6 +247,19 @@ returns null past `behaviorUntil` — see
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[plans/2026-07-20-desktop-mascot.md](../../plans/2026-07-20-desktop-mascot.md)
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for the concrete weights.
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**Physics feel (implemented 2026-07-20, second pass):** the fall is a
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losing attempt at flight, not a drop — wing-beat impulses on a
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speed-scaled, jittered flap cycle (panic flapping) shave the descent;
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falls faster than terminal velocity (hard downward tosses) decay back
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under drag instead of clamping; hard impacts bounce once, squash via a
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damped-spring render layer scaled by impact speed, and poof a burst of
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feather pixels; sideways momentum becomes a friction skid on touchdown
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and ricochets off the surface's side bounds mid-fall; the sprite
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stretches along its motion in the air and tilts into horizontal velocity
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(fall, drag, and skid); walking bobs at step frequency. All of it is
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tuning in `behavior.ts` plus the pure render layer in `Mascot.svelte`'s
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`updateJuice()` — no new assets, no new states beyond `hop`.
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### 4.2 Tamagotchi lifecycle (long-lived state)
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```mermaid
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