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Documentation Index

Fetch the complete documentation index at: https://mintlify.com/mbeckham4-hub/Rudi-Foodi/llms.txt

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Rudi Foodi’s 20 worlds range from cozy interiors to alien voids, each built from the 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 single levelTheme object in the levelThemes array. The fields that drive the Three.js scene setup are:
FieldTypeDescription
namestringDisplay name shown on the level title card
floorhexColor of the ground / floor plane
wallhexColor of primary wall and structure geometry
skyhexBackground sky / fog color
woodhexAccent color for secondary structural elements (furniture, beams…)
darkhexShadow / deep accent color
mapstringLayout generator identifier (see Map Types below)
sunbooleanWhen 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

Each map string routes to a dedicated geometry generator that populates the Three.js scene with obstacles, platforms, and decorations unique to that world.
Map valueDescription
houseBedroom/interior walls with furniture and household props
mazeCorridors of wall segments and accent-colored beams
islandsFloating cylindrical platforms over a void or lava backdrop
cityRandom-height building pillars in a neon city grid
hillsRolling terrain with slopes and elevation changes
fortEnclosed snow fort geometry with icy battlements
templeTemple columns, archways, and tiered stone platforms
platformsSparse floating void platforms with no ground beneath
candyCandy forest with pastel-colored tree shapes
factoryIndustrial geometry: grates, ducts, and metal walkways
cratersMoon surface craters and low grey rubble
shipPirate ship deck with railings and mast obstacles
crystalCrystal cave formations jutting from floors and ceilings
kitchenKitchen obstacles — counters, chairs, and appliance silhouettes
arcadeNeon arcade grid with glowing block obstacles
jungleDense jungle block geometry with layered foliage shapes
desertDesert dunes with bone and rock scatter
cloudsFloating cloud steps ascending through a bright sky
pipesBasement pipe maze with narrow passages
parkOpen 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 a musicThemes object containing:
  • chords — a 4-entry array of [bass, pad1, pad2] frequency triplets that cycle on a timed interval
  • melody — an 8-note frequency array played by a square-wave oscillator
  • speed — the millisecond interval between melody steps (lower = faster)
Level 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.

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