Rudi Foodi’s 20 worlds range from cozy interiors to alien voids, each built from theDocumentation Index
Fetch the complete documentation index at: https://mintlify.com/mbeckham4-hub/Rudi-Foodi/llms.txt
Use this file to discover all available pages before exploring further.
levelThemes array and rendered with Three.js geometry. Every world carries its own color palette, procedural map layout, and musical theme — so no two levels feel the same whether Rudi is chasing treats across a candy forest or dodging lava on floating islands.
World Structure
Each level is described by a singlelevelTheme object in the levelThemes array. The fields that drive the Three.js scene setup are:
| Field | Type | Description |
|---|---|---|
name | string | Display name shown on the level title card |
floor | hex | Color of the ground / floor plane |
wall | hex | Color of primary wall and structure geometry |
sky | hex | Background sky / fog color |
wood | hex | Accent color for secondary structural elements (furniture, beams…) |
dark | hex | Shadow / deep accent color |
map | string | Layout generator identifier (see Map Types below) |
sun | boolean | When true, a THREE.DirectionalLight casts shadows in the scene |
When
sun is false the scene relies on hemisphere light only, producing the moody, low-contrast atmosphere of worlds like Void Platforms, Crystal Cave, and the Arcade Grid.Map Types
Eachmap string routes to a dedicated geometry generator that populates the Three.js scene with obstacles, platforms, and decorations unique to that world.
| Map value | Description |
|---|---|
house | Bedroom/interior walls with furniture and household props |
maze | Corridors of wall segments and accent-colored beams |
islands | Floating cylindrical platforms over a void or lava backdrop |
city | Random-height building pillars in a neon city grid |
hills | Rolling terrain with slopes and elevation changes |
fort | Enclosed snow fort geometry with icy battlements |
temple | Temple columns, archways, and tiered stone platforms |
platforms | Sparse floating void platforms with no ground beneath |
candy | Candy forest with pastel-colored tree shapes |
factory | Industrial geometry: grates, ducts, and metal walkways |
craters | Moon surface craters and low grey rubble |
ship | Pirate ship deck with railings and mast obstacles |
crystal | Crystal cave formations jutting from floors and ceilings |
kitchen | Kitchen obstacles — counters, chairs, and appliance silhouettes |
arcade | Neon arcade grid with glowing block obstacles |
jungle | Dense jungle block geometry with layered foliage shapes |
desert | Desert dunes with bone and rock scatter |
clouds | Floating cloud steps ascending through a bright sky |
pipes | Basement pipe maze with narrow passages |
park | Open dog park — the grand finale arena |
Music
The game uses 10 music themes that cycle across all 20 levels via Web Audio API oscillators. Each theme is amusicThemes object containing:
chords— a 4-entry array of[bass, pad1, pad2]frequency triplets that cycle on a timed intervalmelody— an 8-note frequency array played by a square-wave oscillatorspeed— the millisecond interval between melody steps (lower = faster)
N uses music theme index (N - 1) % 10, so Level 1 and Level 11 share the same theme, Level 2 and Level 12 share one, and so on. This means every pair of worlds a decade apart is sonically linked even though they look completely different.
Standout Worlds
🌋 Lava Islands
Level 3. Floating cylindrical platforms hover over a smouldering lava void. Deep crimson geometry (
floor: #3b0909) and a burnt-orange sky (sky: #ff7a2f) combine for the game’s most dramatic atmosphere. Sun is off — the glow comes from the lava itself.🌆 Neon City
Level 4. Random-height building pillars fill a purple-black grid. Deep indigo tones (
sky: #5533aa, floor: #222244) and no directional sun create that quintessential neon-noir mood. The fastest music theme (250 ms/step) keeps the energy high.💎 Crystal Cave
Level 13. Jagged crystal formations erupt from the floor and ceiling of a pitch-dark cave (
sky: #160a2e). Vivid violet walls (wall: #7a5cff) make every formation sparkle. No sun — hemisphere light only — so crystals catch just the right amount of ambient glow.🐕 Final Dog Park
Level 20. The grand finale. An open park with bright green turf (
floor: #60a840) and a clear sky (sky: #66ccff) — the biggest, most open map in the game. Full directional sunlight bathes the arena for Rudi’s ultimate treat-collecting showdown.