diff --git a/assets/images/planets.png b/assets/images/planets.png index f760ce9..1f820c9 100644 Binary files a/assets/images/planets.png and b/assets/images/planets.png differ diff --git a/assets/images/planets.psd b/assets/images/planets.psd index 98ce9ba..974c091 100644 Binary files a/assets/images/planets.psd and b/assets/images/planets.psd differ diff --git a/assets/videos/capital-land-neutral.mp4 b/assets/videos/capital-land-neutral.mp4 new file mode 100644 index 0000000..3233229 Binary files /dev/null and b/assets/videos/capital-land-neutral.mp4 differ diff --git a/dev/build-shot.html b/dev/build-shot.html new file mode 100644 index 0000000..f273cc6 --- /dev/null +++ b/dev/build-shot.html @@ -0,0 +1,17 @@ + + +
+ + the screenshot can
+// always read (headless canvases don't have to cooperate).
+const report = document.createElement('pre');
+report.id = 'report';
+report.style.cssText = 'position:fixed;left:10px;top:10px;z-index:9999;max-width:70%;margin:0;padding:8px 12px;font:13px/1.5 monospace;color:#eaf6ff;background:rgba(6,20,16,0.92);border:1px solid #1b3a5a;white-space:pre-wrap;';
+document.body.appendChild(report);
+const setReport = (lines) => { report.textContent = (Array.isArray(lines) ? lines : [lines]).join('\n'); };
+setReport('booting… (menu → new game → home world → build console)');
+
+const sleep = (ms) => new Promise((r) => setTimeout(r, ms));
+
+async function waitFor(fn, tries = 150, everyMs = 100) {
+ for (let i = 0; i < tries; i++) {
+ const v = fn();
+ if (v) return v;
+ await sleep(everyMs);
+ }
+ return null;
+}
+
+try {
+ // 1) The real menu flow: NEW GAME (fresh seed, registry reset).
+ const menu = await waitFor(() => { const m = game.scene.getScene('MenuScene'); return m?.newGameBtn ? m : null; });
+ if (!menu) throw new Error('menu never booted');
+ menu.startNewGame();
+ const gs = await waitFor(() => { const g = game.scene.getScene('GameScene'); return g?.ship && g?.buildState ? g : null; }, 200);
+ if (!gs) throw new Error('GameScene never booted');
+ await sleep(800);
+
+ // 2) Land on the home world the game's own way.
+ gs.startLanding(gs.commsTargetFor(gs.planet));
+ const ss = await waitFor(() => { const c = game.scene.getScene('SurfaceScene'); return c?.buildWindow ? c : null; });
+ if (!ss) throw new Error('surface never booted');
+ await sleep(700);
+ const win = ss.buildWindow;
+ const home = win.planetName;
+
+ // 3) Stage the state matrix (the scene's own seams — the same calls a
+ // player's run makes): blueprints researched, a ship upgrade
+ // installed on ANOTHER world, the level-2 tether build in flight.
+ gs.ship.setMinerals(1000);
+ gs.researchState.unlock('exploration', 'tether_l2');
+ gs.researchState.unlock('mining', 'improved_arm');
+ gs.researchState.unlock('mining', 'advanced_arm');
+ gs.buildState.markBuilt('Kepler-186f', 'mining-arm-improved'); // ship-wide, from elsewhere
+ const began = gs.beginBuild(home, 'tether-l2');
+ if (!began.ok) throw new Error(`beginBuild refused: ${began.reason}`);
+
+ // 4) Open the console and settle the boot reveal.
+ win.open();
+ await waitFor(() => win.openState === 'open' && !win.reveal.length, 60, 100);
+ await sleep(300);
+ win.refresh();
+ win.select('planet', 'tether-l1'); // the BUILT row's detail readout
+ await sleep(300);
+
+ // The report: row states, pip states, the installed lines, errors.
+ const { rowState } = await import('../js/build/BuildModel.js');
+ const planetList = win.lists.get('planet');
+ const miningList = win.lists.get('mining');
+ const st = (list, id) =>
+ `${id}=${rowState(list.entry.builds[id], win.ctxFor(id), win._activeOnPlanet(), id).toUpperCase()}`;
+ const pips = (tab) => tab.pips.map((p) => `${p.id.slice(0, 6)}:${p.state}`).join(' ');
+ const lines = [
+ errors.length === 0 ? 'SMOKE OK — no console errors' : `ERRORS:\n${errors.slice(0, 3).join('\n')}`,
+ `window: ${win.openState} · cat=${win.activeCat} · sel=${win.selected ? win.selected.category + '/' + win.selected.id : '—'}`,
+ `planet rows: ${planetList.entry.order.map((id) => st(planetList, id)).join(' ')}`,
+ `mining rows: ${miningList.entry.order.map((id) => st(miningList, id)).join(' ')}`,
+ `planet pips: ${pips(win.tabs.find((t) => t.id === 'planet'))}`,
+ `mining pips: ${pips(win.tabs.find((t) => t.id === 'mining'))}`,
+ `builtOn(mining-arm-improved): ${gs.buildState.builtOn('mining-arm-improved')}`,
+ `builtOn(tether-l1): ${gs.buildState.builtOn('tether-l1')}`,
+ `installed line (arm): ${win._installedLine('mining-arm-improved')}`,
+ `installed line (l1): ${win._installedLine('tether-l1')}`,
+ ];
+ setReport(lines);
+ window.__BUILD_SHOT = { ready: true, lines, errors };
+ // second shot: flip to the MINING tab with the ship-wide BUILT arm selected
+ window.__buildShotMining = () => {
+ win.switchCategory('mining');
+ win.select('mining', 'mining-arm-improved');
+ win.refresh();
+ };
+ console.info('build-shot: report painted');
+} catch (err) {
+ errors.push(`FATAL: ${err.message}`);
+ setReport(['FATAL: ' + err.message, ...errors.slice(0, 3)]);
+ window.__BUILD_SHOT = { ready: true, fatal: String(err.message), errors };
+ console.error('build-shot: fatal', err);
+}
diff --git a/dev/builds.test.mjs b/dev/builds.test.mjs
index bdeaccb..78c7df9 100644
--- a/dev/builds.test.mjs
+++ b/dev/builds.test.mjs
@@ -167,6 +167,13 @@ check('state: isBuiltAnywhere sees a ship-scoped build installed on ANY planet',
check('state: isBuiltAnywhere is false for an uninstalled build', shipS.isBuiltAnywhere('mining-arm-advanced') === false);
check('state: the per-planet isBuilt is unchanged (the record still keys the planet)', shipS.isBuilt('Kepler-186f', 'mining-arm-improved') === true && shipS.isBuilt('Home World', 'mining-arm-improved') === false);
+// builtOn — the world a build was installed on (the console's
+// "INSTALLED ON …" / "SHIP-WIDE · INSTALLED FROM …" lines name this
+// world, never the planet the console happens to sit on)
+check('state: builtOn names the world the build was installed on', shipS.builtOn('mining-arm-improved') === 'Kepler-186f');
+check('state: builtOn is null for an uninstalled build', shipS.builtOn('mining-arm-advanced') === null);
+check('state: builtOn is null for unknown ids', shipS.builtOn(null) === null);
+
check('model: rowState reads built for a mining build (ship-scoped ctx)', rowState(armImproved, ctx({ miningResearch: ['improved_arm'], isBuilt: () => true }), null, 'mining-arm-improved') === 'built');
check('model: rowState reads available for a researched mining build', rowState(armImproved, ctx({ miningResearch: ['improved_arm'] }), null, 'mining-arm-improved') === 'available');
check('model: rowState reads locked before the research', rowState(armImproved, ctx(), null, 'mining-arm-improved') === 'locked');
diff --git a/js/build/BuildState.js b/js/build/BuildState.js
index 73516f7..931cf58 100644
--- a/js/build/BuildState.js
+++ b/js/build/BuildState.js
@@ -62,6 +62,20 @@ export class BuildState {
return [...(this.built.get(planet) ?? [])];
}
+ /**
+ * The world a build was installed on (the record holding it; null when
+ * never built). One-off builds land on exactly one world, so the first
+ * hit is the record. The console's "INSTALLED ON …" / "INSTALLED FROM …"
+ * lines name THIS world (BuildWindow._installedLine) — a ship upgrade
+ * built on Kepler shows "FROM KEPLER" wherever the ship lands, not the
+ * planet the console happens to sit on.
+ */
+ builtOn(build) {
+ if (!build) return null;
+ for (const [planet, set] of this.built) if (set.has(build)) return planet;
+ return null;
+ }
+
// ── the single in-progress build ─────────────────────────────────────────
getActive() {
return this.active;
diff --git a/js/ui/BuildWindow.js b/js/ui/BuildWindow.js
index 472e4f3..0a663d3 100644
--- a/js/ui/BuildWindow.js
+++ b/js/ui/BuildWindow.js
@@ -77,7 +77,8 @@ const C = {
/**
* Draw a cut-corner plate with its top-left at (x, y) into an existing
* Graphics (CyberShape.points is centred on (0,0) — translate by the
- * plate centre). Mirrors ResearchWindow.panel().
+ * plate centre). Mirrors ResearchWindow.panel(), including the wide,
+ * low-alpha `glow` stroke pass (the "powered" ring under a lit plate).
*/
function panel(g, x, y, w, h, o = {}) {
const cx = x + w / 2;
@@ -93,6 +94,10 @@ function panel(g, x, y, w, h, o = {}) {
g.lineStyle(o.lineWidth ?? 1.5, o.stroke, o.strokeAlpha ?? 1);
g.strokePoints(pts, true);
}
+ if (o.glow !== undefined) {
+ g.lineStyle((o.lineWidth ?? 1.5) + 4, o.glow, o.glowAlpha ?? 0.22);
+ g.strokePoints(pts, true);
+ }
}
/** Corner brackets framing a rect (x, y = top-left). */
@@ -113,6 +118,29 @@ function brackets(g, x, y, w, h, o = {}) {
g.lineBetween(x2, y2, x2, y2 - len);
}
+/**
+ * Radial halo texture (white → tintable per row) — the "powered" glow
+ * behind a built row's icon. Mirrors ResearchWindow's halo (same radial
+ * recipe, own key — the texture registry is game-global, so both
+ * windows coexist). Built once per scene.
+ */
+function ensureHaloTexture(scene) {
+ const key = 'build_halo';
+ if (scene.textures?.exists(key)) return key;
+ const c = document.createElement('canvas');
+ c.width = 64;
+ c.height = 64;
+ const ctx = c.getContext('2d');
+ const grad = ctx.createRadialGradient(32, 32, 2, 32, 32, 32);
+ grad.addColorStop(0, 'rgba(255,255,255,0.9)');
+ grad.addColorStop(0.4, 'rgba(255,255,255,0.28)');
+ grad.addColorStop(1, 'rgba(255,255,255,0)');
+ ctx.fillStyle = grad;
+ ctx.fillRect(0, 0, 64, 64);
+ scene.textures.addCanvas(key, c);
+ return key;
+}
+
export class BuildWindow extends Phaser.GameObjects.Container {
static VIDEO_KEY = 'build_console';
@@ -209,6 +237,17 @@ export class BuildWindow extends Phaser.GameObjects.Container {
return a && a.planet === this.planetName ? a : null;
}
+ /** The "where is it" line for an installed build — scope-aware:
+ * planet-scoped → INSTALLED ON ; ship-scoped → SHIP-WIDE,
+ * named after the world it was installed FROM (BuildState.builtOn),
+ * never the planet the console happens to sit on (the old line said
+ * "INSTALLED ON " for a ship upgrade built on another world). */
+ _installedLine(id) {
+ const world = String(this.state?.builtOn(id) ?? this.planetName ?? '');
+ if (isShipScoped(defById(id))) return `SHIP-WIDE · INSTALLED FROM ${world.toUpperCase()}`;
+ return `INSTALLED ON ${world.toUpperCase()}`;
+ }
+
// ------------------------------------------------------------ geometry
_measure() {
const W = this.scene.scale.width;
@@ -544,10 +583,19 @@ export class BuildWindow extends Phaser.GameObjects.Container {
letterSpacing: 2,
})
.setScrollFactor(0);
- const w = txt.width + 44;
+ // progress pips — one per build in this category: filled = built,
+ // pulsing = in progress, hollow = not yet (the research tab idiom).
+ // loadBuilds mirrors what _buildLists paints, so the pip count
+ // tracks the row list even though the lists are built after the tabs.
+ const list = loadBuilds(cat.id);
+ const nPips = list.order.length;
+ const pipS = 5;
+ const pipGap = 4;
+ const pipSpan = nPips ? nPips * pipS + (nPips - 1) * pipGap : 0;
+ const w = txt.width + 44 + (pipSpan ? pipSpan + 14 : 0);
const y = bodyY + tabH / 2;
const g = this.scene.add.graphics().setScrollFactor(0);
- const tab = { id: cat.id, x, y, w, h: tabH, txt, g, accent, hover: false };
+ const tab = { id: cat.id, x, y, w, h: tabH, txt, g, accent, hover: false, pips: [] };
const tabRect = new Phaser.Geom.Rectangle(x, y - tabH / 2, w, tabH);
g.setInteractive({
useHandCursor: true,
@@ -568,6 +616,21 @@ export class BuildWindow extends Phaser.GameObjects.Container {
this.switchCategory(cat.id);
});
txt.setPosition(x + 26, y - 4);
+ const pipX0 = x + 26 + txt.width + 14;
+ const pipY = bodyY + tabH / 2 - 1;
+ for (let i = 0; i < nPips; i++) {
+ const pg = this.scene.add.graphics().setScrollFactor(0).setDepth(2);
+ this.add(pg);
+ tab.pips.push({
+ g: pg,
+ id: list.order[i],
+ def: list.builds[list.order[i]],
+ x: pipX0 + i * (pipS + pipGap),
+ y: pipY,
+ s: pipS,
+ state: 'todo',
+ });
+ }
g.setDepth(2);
txt.setDepth(3);
this.add(g);
@@ -606,6 +669,33 @@ export class BuildWindow extends Phaser.GameObjects.Container {
t.g.fillTriangle(dx, dy - 4.5, dx + 4.5, dy, dx, dy + 4.5, dx - 4.5, dy);
t.txt.setColor(active ? toCss(t.accent) : toCss(C.ink));
t.txt.setAlpha(active ? 1 : t.hover ? 0.9 : 0.62);
+
+ // progress pips — state from BuildState (a cheap repaint: a few
+ // 5 px squares each; update() only pulses the in-progress one)
+ const run = this._activeOnPlanet();
+ for (const p of t.pips) {
+ p.g.clear();
+ // ship-scoped builds count as built wherever the ship lands;
+ // planet-scoped ones only on this world (the row rule, mirrored)
+ const built = p.def && isShipScoped(p.def)
+ ? (this.state?.isBuiltAnywhere(p.id) ?? false)
+ : (this.state?.isBuilt(this.planetName, p.id) ?? false);
+ const st = built ? 'done' : run && run.build === p.id ? 'progress' : 'todo';
+ p.state = st;
+ if (st === 'done') {
+ p.g.fillStyle(t.accent, 1);
+ p.g.fillRect(p.x, p.y - p.s / 2, p.s, p.s);
+ p.g.setAlpha(active ? 1 : 0.8);
+ } else if (st === 'progress') {
+ p.g.fillStyle(t.accent, 1);
+ p.g.fillRect(p.x, p.y - p.s / 2, p.s, p.s);
+ p.g.setAlpha(0.35); // update() drives the pulse
+ } else {
+ p.g.lineStyle(1, active ? 0x6284b0 : 0x3d4c74, active ? 0.95 : 0.6);
+ p.g.strokeRect(p.x, p.y - p.s / 2, p.s, p.s);
+ p.g.setAlpha(active ? 1 : 0.65);
+ }
+ }
}
}
@@ -635,6 +725,14 @@ export class BuildWindow extends Phaser.GameObjects.Container {
const y = startY + i * (rowH + rowGap);
const w = rightW - 16;
const g = this.scene.add.graphics().setScrollFactor(0);
+ // the powered halo behind the icon — "built" rows drive its
+ // alpha in _paintRow (the research lit-node idiom)
+ const halo = this.scene.add
+ .image(x + 34, y + rowH / 2, ensureHaloTexture(this.scene))
+ .setDisplaySize(56, 56)
+ .setScrollFactor(0)
+ .setBlendMode(Phaser.BlendModes.ADD)
+ .setAlpha(0);
const icon = this.scene.add
.image(x + 34, y + rowH / 2, ensureIcon(this.scene, def.icon ?? 'diamond', accent))
.setDisplaySize(40, 40)
@@ -668,7 +766,7 @@ export class BuildWindow extends Phaser.GameObjects.Container {
.setScrollFactor(0);
tag.setOrigin(1, 0);
const bar = this.scene.add.graphics().setScrollFactor(0);
- const row = { id, def, x, y, w, h: rowH, g, icon, label, sub, tag, bar, hover: false, accent };
+ const row = { id, def, x, y, w, h: rowH, g, halo, icon, label, sub, tag, bar, hover: false, accent };
const hit = new Phaser.Geom.Rectangle(x, y, w, rowH);
g.setInteractive({
useHandCursor: true,
@@ -689,6 +787,7 @@ export class BuildWindow extends Phaser.GameObjects.Container {
this.select(cat.id, id);
});
g.setDepth(2);
+ halo.setDepth(2.5); // over the plate (2), under the icon (3)
icon.setDepth(3);
label.setDepth(3);
sub.setDepth(3);
@@ -696,7 +795,7 @@ export class BuildWindow extends Phaser.GameObjects.Container {
bar.setDepth(3);
// v4 Container.add(child, index) — multi-add is the ARRAY form
// (add(a, b, c) would silently drop every child after `a`).
- cont.add([g, icon, label, sub, tag, bar]);
+ cont.add([g, halo, icon, label, sub, tag, bar]);
rows.push(row);
}
@@ -736,9 +835,11 @@ export class BuildWindow extends Phaser.GameObjects.Container {
const w = row.w;
const h = row.h;
+ let fill = C.panel;
let fillA = 0.4;
let stroke = 0x22405f;
let strokeA = 0.55;
+ let glowA = 0;
let labelColor = toCss(C.faint);
let subColor = toCss(C.faint);
let tagColor = toCss(C.faint);
@@ -781,6 +882,7 @@ export class BuildWindow extends Phaser.GameObjects.Container {
fillA = 0.2;
stroke = row.accent;
strokeA = 1;
+ glowA = 0.25;
labelColor = toCss(0xffffff);
subColor = toCss(row.accent);
tagColor = toCss(row.accent);
@@ -791,16 +893,21 @@ export class BuildWindow extends Phaser.GameObjects.Container {
sub = `IN PROGRESS · ${pct}% · ${Math.ceil((p?.remainingMs ?? 0) / 1000)}S LEFT`;
tag = `${pct}%`;
} else if (st === 'built') {
- fillA = 0.18;
+ // LIT — the research "unlocked" idiom: a soft accent fill, a glow
+ // ring, the icon halo and the stamped seal. Reads "installed" at a
+ // glance; the sub line names the scope (planet vs ship-wide).
+ fill = row.accent;
+ fillA = 0.13;
stroke = row.accent;
- strokeA = 0.55;
+ strokeA = 0.95;
+ glowA = 0.3;
labelColor = toCss(C.ink);
subColor = toCss(C.faint);
- tagColor = toCss(C.dim);
- tag = 'BUILT ✓';
+ tagColor = toCss(row.accent);
+ tag = 'BUILT';
iconTint = 0xffffff;
- iconAlpha = 0.85;
- sub = `INSTALLED ON ${String(this.planetName ?? '').toUpperCase()}`;
+ iconAlpha = 1;
+ sub = this._installedLine(row.id);
} else {
// locked — grayed out, with the missing requirements
const missing = missingRequirements(row.def, this.ctxFor(row.id));
@@ -808,7 +915,19 @@ export class BuildWindow extends Phaser.GameObjects.Container {
}
if (row.hover) fillA = Math.min(0.9, fillA + 0.12);
- panel(g, row.x, row.y, w, h, { notch: 10, fill: C.panel, fillAlpha: fillA, stroke, strokeAlpha: strokeA });
+ panel(g, row.x, row.y, w, h, {
+ notch: 10,
+ fill,
+ fillAlpha: fillA,
+ stroke,
+ strokeAlpha: strokeA,
+ ...(glowA ? { glow: row.accent, glowAlpha: glowA } : {}),
+ });
+ // the powered halo behind the icon (research: 0.5 lit, 0.32 active)
+ if (row.halo) {
+ row.halo.setTint(row.accent);
+ row.halo.setAlpha(st === 'built' ? 0.5 : st === 'active' ? 0.32 : 0);
+ }
row.icon.setTint(iconTint);
row.icon.setAlpha(iconAlpha);
row.label.setColor(labelColor);
@@ -817,6 +936,19 @@ export class BuildWindow extends Phaser.GameObjects.Container {
row.tag.setText(tag);
row.tag.setColor(tagColor);
+ // the stamped seal (built rows) — the research "certified" glyph:
+ // an accent diamond with the check knocked out, left of the BUILT tag
+ if (st === 'built') {
+ const { rightX, rightW } = this.geo;
+ const gx = rightX + rightW - 26 - row.tag.width - 12;
+ const gy = row.y + h / 2;
+ g.fillStyle(row.accent, 1);
+ g.fillTriangle(gx, gy - 6, gx + 6, gy, gx, gy + 6, gx - 6, gy);
+ g.lineStyle(1.8, 0x050b14, 1);
+ g.lineBetween(gx - 3.2, gy + 0.8, gx - 0.9, gy + 3.2);
+ g.lineBetween(gx - 0.9, gy + 3.2, gx + 3.2, gy - 2.8);
+ }
+
// selection brackets
const sel = this.selected;
if (sel && sel.category === this.activeCat && sel.id === row.id) {
@@ -850,6 +982,7 @@ export class BuildWindow extends Phaser.GameObjects.Container {
_paintAll(catId) {
const list = this.lists.get(catId);
if (!list) return;
+ this._paintTabs(); // the tab pips track the same state (a build flipping to BUILT fills one)
for (const row of list.rows) this._paintRow(row);
}
@@ -1080,12 +1213,15 @@ export class BuildWindow extends Phaser.GameObjects.Container {
const state = this.state;
if (!sel || !state) return 'locked';
const active = state.getActive();
+ const def = this._selDef();
+ // BUILT outranks BUSY: an installed build isn't waiting on the
+ // console — it's done (the research console reads OWNED the same
+ // way, mid-project; the deck bar carries the in-flight status).
+ if (def && (isShipScoped(def) ? state.isBuiltAnywhere(sel.id) : state.isBuilt(this.planetName, sel.id))) return 'built';
if (active) {
if (active.planet === this.planetName && active.build === sel.id) return 'active';
return 'busy';
}
- const def = this._selDef();
- if (isShipScoped(def) ? state.isBuiltAnywhere(sel.id) : state.isBuilt(this.planetName, sel.id)) return 'built';
if (def && isAvailable(def, this.ctxFor(sel.id))) {
return canAfford(def, this.minerals()) ? 'build' : 'unaffordable';
}
@@ -1178,7 +1314,7 @@ export class BuildWindow extends Phaser.GameObjects.Container {
meta = `IN PROGRESS · ${Math.round((p?.fraction ?? 0) * 100)}% · ${Math.ceil((p?.remainingMs ?? 0) / 1000)}S LEFT · DURATION ${durStr}`;
metaColor = accent;
} else if (st === 'built') {
- meta = `INSTALLED ON ${String(this.planetName ?? '').toUpperCase()} · DURATION ${durStr}`;
+ meta = `${this._installedLine(sel.id)} · DURATION ${durStr}`;
metaColor = accent;
} else if (st === 'busy') {
meta = `BUILD CONSOLE BUSY — ONE BUILD AT A TIME · DURATION ${durStr}`;
@@ -1193,7 +1329,8 @@ export class BuildWindow extends Phaser.GameObjects.Container {
this.dMeta.setText(meta);
this.dMeta.setColor(toCss(metaColor));
- // cost line — the highlighted resource requirement (minerals)
+ // cost line — the highlighted resource requirement (minerals); a
+ // BUILT build shows it dimmed + PAID (the cost already landed)
const lines = costLines(def);
if (!lines.length) {
this.dCost.setText('COST — NO COST · STARTING EQUIPMENT');
@@ -1202,9 +1339,14 @@ export class BuildWindow extends Phaser.GameObjects.Container {
const costStr = lines
.map((l) => `${l.amount} ${String(config.get(`builds.resources.${l.res}.label`, l.res))}`)
.join(' + ');
- const afford = canAfford(def, this.minerals());
- this.dCost.setText(`COST ◆ ${costStr}${afford ? '' : ' · INSUFFICIENT MINERALS'}`);
- this.dCost.setColor(toCss(afford ? C.neon : C.amber));
+ if (st === 'built') {
+ this.dCost.setText(`COST ◆ ${costStr} · PAID`);
+ this.dCost.setColor(toCss(C.faint));
+ } else {
+ const afford = canAfford(def, this.minerals());
+ this.dCost.setText(`COST ◆ ${costStr}${afford ? '' : ' · INSUFFICIENT MINERALS'}`);
+ this.dCost.setColor(toCss(afford ? C.neon : C.amber));
+ }
}
this._paintDetailBtn();
@@ -1323,6 +1465,7 @@ export class BuildWindow extends Phaser.GameObjects.Container {
this.tabs.forEach((t, i) => {
push(t.g, 300 + i * 70, 240, 'fade');
push(t.txt, 300 + i * 70, 240, 'fade');
+ for (const p of t.pips) push(p.g, 300 + i * 70, 240, 'fade');
});
const entry = this.activeCat ? this.lists.get(this.activeCat) : null;
if (entry) {
@@ -1330,6 +1473,7 @@ export class BuildWindow extends Phaser.GameObjects.Container {
// baseY = o.y (0) — the panel shape is drawn at absolute coords,
// so the object itself must not be repositioned.
push(row.g, 380 + i * 90, 260, 'rise');
+ push(row.halo, 400 + i * 90, 240, 'fade');
push(row.icon, 400 + i * 90, 240, 'fade');
push(row.label, 400 + i * 90, 240, 'fade');
push(row.sub, 400 + i * 90, 240, 'fade');
@@ -1469,6 +1613,17 @@ export class BuildWindow extends Phaser.GameObjects.Container {
this._lastMinerals = m;
if (this.selected) this._paintDetail(false);
}
+
+ // tab pips: the in-progress one pulses (the rest are static — painted
+ // in _paintTabs on state flips). Last in update(): a _paintAll above
+ // may have just reset the pip's alpha, and the pulse must win the frame.
+ const run = this._activeOnPlanet();
+ if (run) {
+ for (const t of this.tabs) {
+ const pip = t.pips.find((p) => p.id === run.build && p.state === 'progress');
+ if (pip) pip.g.setAlpha(0.3 + 0.45 * Math.abs(Math.sin(time * 0.005)));
+ }
+ }
}
// ── teardown ───────────────────────────────────────────────────────────────