Archive completed combat-feedback goal and update enemy ship sprites

- Record the approved combat feedback goal (VFX/SFX/readability layer + ship handling) in .pi/goals: archived goal record, baseline audit doc, event log, pool snapshot, and ledger checkpoint.
- Refresh assets/images/ships-enemy.png/.psd with updated enemy ship art.
This commit is contained in:
Brian Fertig 2026-09-16 08:04:50 -06:00
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commit b2cd5a2701
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{"version":1,"dirMtimeMs":1789549446576.3806,"goals":[]}

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"id": "mu3lln4y-51f5mi",
"objective": "=== Goal ===\nObjective: Make Orbit's combat both feel and read — sharper ship handling plus clear hit/kill/death feedback (VFX + SFX) and a readability layer (target indicator, damage numbers, kill feed, bar hit-flash), kept in sync across the training range (/combat) and the main-game combat (index.html?combat).\n\nSuccess criteria (observable):\n- In BOTH contexts, each of: firing, bullet impact, shield hit, hull hit, enemy kill, player-down, and player-respawn produces a distinct VFX and a distinct SFX.\n- Readability layer is live in both contexts: damage numbers on every hit (enemy and player), a target/lock indicator on the current target, threat cues for hostiles, a kill feed, and a visible hit-flash on the combat bar's shields/hull gauges.\n- Ship handling feels noticeably better in the range (WASD) — responsive thrust/rotation/brake, all values living in data/combat.json and shared with the main game.\n- node dev/combat.test.mjs passes with 0 failures; CDP screenshots (dev/cdp-shot.mjs pattern) show the new feedback in both /combat and index.html?combat; the README combat section documents the new feedback set and dev hooks.\n\nBoundaries:\n- IN SCOPE: js/combat/* (Combat.js, CombatSystem.js, CombatScene.js, Fx.js, EnemyShip.js, Bullet.js), js/ui/CombatBar.js, data/combat.json, SFX wiring, both combat contexts.\n- OUT OF SCOPE: real skill implementations (the 1–8 seats stay as stubs on the system's cast() stub), new enemy types/AI/behavior variety, waves/difficulty/escalation, permanent death or economy flows, non-combat game systems (map, jump gates, economy), new sprite art.\n\nConstraints:\n- Phaser 4 UMD + plain ES6 modules, no build step; hand-rolled circle collision checks only (no arcade colliders), per the existing combat architecture.\n- No new binary assets: VFX must be procedural (canvas dot textures / additive glows, Fx.js style); SFX must go through the existing data/sfx.json + playSfx() infrastructure using existing sound files only.\n- Pure rules stay in js/combat/Combat.js (pure, unit-tested); ALL tuning numbers live in data/combat.json; the range and the main game must share the same rules and numbers (no divergent copies).\n- Skill seats 1–8, the energy gauge, and the auto-fire model are left as-is (stub/placeholder behavior unchanged).\n\nVerification contract:\n1) node dev/combat.test.mjs → 0 failures. 2) CDP-driven visual checks of BOTH /combat and index.html?combat (dev/cdp-shot.mjs pattern) capturing: damage numbers, target indicator, kill feed, bar hit-flash, kill burst, player-down/respawn cues. 3) Manual flow checklist passed in both contexts: fire → muzzle flash + shot SFX; enemy hit → impact flash + damage number; shield/hull hit → bar flash + appropriate SFX; enemy kill → burst + kill-feed entry + explosion SFX; player down → down cue + respawn cue. 4) Re-read this goal's success criteria and confirm each is addressed before marking complete.\n\nIf blocked: stop and ask the user (default blocker rule).",
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{
"id": "task-1",
"title": "Baseline audit: inventory current feedback + bar state in both contexts",
"status": "complete",
"verificationContract": "A gap list (in goal notes / a short doc) mapping each success-criterion feedback type to what exists today in range vs main game vs CombatBar; no code changes.",
"completedAt": "2026-09-16T04:33:51.611Z",
"evidence": "Audit doc at .pi/goals/combat-feedback-audit.md; baseline node dev/combat.test.mjs passes (all checks green)"
},
{
"id": "task-2",
"title": "Ship handling feel pass (player.* in data/combat.json, both contexts)",
"status": "complete",
"verificationContract": "Tuned thrust/rotSpeed/drag/brake (+ micro-feel tweaks in Combat.js rules if needed); range fly-check feels responsive; pure rules still covered by dev/combat.test.mjs (0 failures).",
"completedAt": "2026-09-16T06:19:40.252Z",
"evidence": "Committed 5949bac: pure handleFeel (exact integration) + combat.player tuning (thrust 2000/drag 1.8/rot 6.4/brake 0.9); WASD fixed (addKeys comma-list bug → event API); dev/combat.test.mjs 0 failures;"
},
{
"id": "task-3",
"title": "Combat SFX layer: fire/impact/shield/hull/kill/down/respawn via sfx.json + playSfx",
"status": "complete",
"verificationContract": "Each listed event fires its SFX in BOTH /combat and index.html?combat; wiring is shared (no per-context copies); no new sound files.",
"completedAt": "2026-09-16T06:48:29.382Z",
"evidence": "Committed: shared js/combat/CombatSfx.js (7 distinct voices from existing sfx.json: fire=scan, impact=ui_click, shield=solar_buzz, hull=mining_split, kill=thunder×4 random, down=deconstruct, respawn=d"
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"id": "task-4",
"title": "Feedback VFX pass: damage numbers, impact flash tuning, kill burst, player down/respawn cues (shared Fx layer)",
"status": "complete",
"verificationContract": "Every listed cue renders in both contexts from one shared Fx path; CDP screenshots show damage numbers, kill burst, and down/respawn cues.",
"completedAt": "2026-09-16T07:07:02.596Z",
"evidence": "Committed ecff203: Fx.js gains damage() (cyan=shield/orange=hull numbers), color-coded hit flashes, enhanced kill burst (delayed 2nd shockwave), down() + respawn() cues, shared FX_COLORS. Both context"
},
{
"id": "task-5",
"title": "Readability layer: target indicator, threat cues, kill feed, CombatBar hit-flash on shields/hull",
"status": "complete",
"verificationContract": "Target/lock indicator tracks the current target; off-screen/threat cues appear; kill feed lists kills; bar gauges flash on player hits — verified via CDP screenshots in both contexts.",
"completedAt": "2026-09-16T08:03:23.497Z",
"evidence": "Commit 0d51184: CombatHud shared (lock reticle, threat cues, off-screen arrows, kill feed, gauge flash); pickTarget/feedPush/offscreenArrow in Combat.js; resyncAroundShip fixes main-game pack placemen"
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{
"id": "task-6",
"title": "Parity + verification: range/main-game sync, tests, README combat section update",
"status": "complete",
"verificationContract": "node dev/combat.test.mjs 0 failures; CDP screenshot set for both contexts committed as evidence; README combat section documents the new feedback, SFX, and dev hooks; success-criteria checklist re-read and all items confirmed.",
"completedAt": "2026-09-16T08:59:41.074Z",
"evidence": "combat.test.mjs 96 checks + sfx.test.mjs 21 checks = 0 failures; sfxcheck PASS both contexts (7 events); gauge-flash/lock/threat/feed verified in both; combat-shot.mjs → dev/shots/combat-range.png + c"
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# Goal Prompt
=== Goal ===
Objective: Make Orbit's combat both feel and read — sharper ship handling plus clear hit/kill/death feedback (VFX + SFX) and a readability layer (target indicator, damage numbers, kill feed, bar hit-flash), kept in sync across the training range (/combat) and the main-game combat (index.html?combat).
Success criteria (observable):
- In BOTH contexts, each of: firing, bullet impact, shield hit, hull hit, enemy kill, player-down, and player-respawn produces a distinct VFX and a distinct SFX.
- Readability layer is live in both contexts: damage numbers on every hit (enemy and player), a target/lock indicator on the current target, threat cues for hostiles, a kill feed, and a visible hit-flash on the combat bar's shields/hull gauges.
- Ship handling feels noticeably better in the range (WASD) — responsive thrust/rotation/brake, all values living in data/combat.json and shared with the main game.
- node dev/combat.test.mjs passes with 0 failures; CDP screenshots (dev/cdp-shot.mjs pattern) show the new feedback in both /combat and index.html?combat; the README combat section documents the new feedback set and dev hooks.
Boundaries:
- IN SCOPE: js/combat/* (Combat.js, CombatSystem.js, CombatScene.js, Fx.js, EnemyShip.js, Bullet.js), js/ui/CombatBar.js, data/combat.json, SFX wiring, both combat contexts.
- OUT OF SCOPE: real skill implementations (the 1–8 seats stay as stubs on the system's cast() stub), new enemy types/AI/behavior variety, waves/difficulty/escalation, permanent death or economy flows, non-combat game systems (map, jump gates, economy), new sprite art.
Constraints:
- Phaser 4 UMD + plain ES6 modules, no build step; hand-rolled circle collision checks only (no arcade colliders), per the existing combat architecture.
- No new binary assets: VFX must be procedural (canvas dot textures / additive glows, Fx.js style); SFX must go through the existing data/sfx.json + playSfx() infrastructure using existing sound files only.
- Pure rules stay in js/combat/Combat.js (pure, unit-tested); ALL tuning numbers live in data/combat.json; the range and the main game must share the same rules and numbers (no divergent copies).
- Skill seats 1–8, the energy gauge, and the auto-fire model are left as-is (stub/placeholder behavior unchanged).
Verification contract:
1) node dev/combat.test.mjs → 0 failures. 2) CDP-driven visual checks of BOTH /combat and index.html?combat (dev/cdp-shot.mjs pattern) capturing: damage numbers, target indicator, kill feed, bar hit-flash, kill burst, player-down/respawn cues. 3) Manual flow checklist passed in both contexts: fire → muzzle flash + shot SFX; enemy hit → impact flash + damage number; shield/hull hit → bar flash + appropriate SFX; enemy kill → burst + kill-feed entry + explosion SFX; player down → down cue + respawn cue. 4) Re-read this goal's success criteria and confirm each is addressed before marking complete.
If blocked: stop and ask the user (default blocker rule).
## Progress
- Status: complete
- Auto-continue: on
- Sisyphus mode: no
- Time spent: 4h25m15s
- Tokens used: 27M (26,772,762) tokens
## Tasks
<!-- blockCompletion: true -->
- [x] task-1: Baseline audit: inventory current feedback + bar state in both contexts — evidence: Audit doc at .pi/goals/combat-feedback-audit.md; baseline node dev/combat.test.mjs passes (all checks green)
- [x] task-2: Ship handling feel pass (player.* in data/combat.json, both contexts) — evidence: Committed 5949bac: pure handleFeel (exact integration) + combat.player tuning (thrust 2000/drag 1.8/rot 6.4/brake 0.9); WASD fixed (addKeys comma-list bug → event API); dev/combat.test.mjs 0 failures;
- [x] task-3: Combat SFX layer: fire/impact/shield/hull/kill/down/respawn via sfx.json + playSfx — evidence: Committed: shared js/combat/CombatSfx.js (7 distinct voices from existing sfx.json: fire=scan, impact=ui_click, shield=solar_buzz, hull=mining_split, kill=thunder×4 random, down=deconstruct, respawn=d
- [x] task-4: Feedback VFX pass: damage numbers, impact flash tuning, kill burst, player down/respawn cues (shared Fx layer) — evidence: Committed ecff203: Fx.js gains damage() (cyan=shield/orange=hull numbers), color-coded hit flashes, enhanced kill burst (delayed 2nd shockwave), down() + respawn() cues, shared FX_COLORS. Both context
- [x] task-5: Readability layer: target indicator, threat cues, kill feed, CombatBar hit-flash on shields/hull — evidence: Commit 0d51184: CombatHud shared (lock reticle, threat cues, off-screen arrows, kill feed, gauge flash); pickTarget/feedPush/offscreenArrow in Combat.js; resyncAroundShip fixes main-game pack placemen
- [x] task-6: Parity + verification: range/main-game sync, tests, README combat section update — evidence: combat.test.mjs 96 checks + sfx.test.mjs 21 checks = 0 failures; sfxcheck PASS both contexts (7 events); gauge-flash/lock/threat/feed verified in both; combat-shot.mjs → dev/shots/combat-range.png + c

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# Combat feedback — baseline audit (goal: make combat feel and read)
Scope: range = `combat.html` / `/combat` (js/combat/CombatScene.js), main game = `index.html?combat`
(js/scenes/GameScene.js + js/combat/CombatSystem.js + js/ui/CombatBar.js). Shared: js/combat/{Combat,
EnemyShip,Bullet,Fx}.js, data/combat.json.
## What EXISTS today
### VFX (both contexts, shared Fx.js: additive soft-dot flashes/rings/sparks, world-space, stepped in update)
- Player shot: muzzle flash (range 30 px / main 26 px, 110 ms)
- Enemy shot: muzzle flash (28 px, 100 ms)
- Bullet impact: pink flash on enemy hits, blue on player hits (130 ms)
- Player hit: generic white flash on the ship (60 px, 140 ms) — NOT distinct shield vs hull
- Enemy kill: `Fx.explode` (white core + color bloom + ring + 22 sparks)
- Player down: `Fx.explode` + range-only "SIGNAL LOST" center message (main game: no message)
- Player respawn: cyan flash
- Ram: white flash at contact midpoint
- Thrust glow dot (range only)
### SFX
- **Zero combat SFX in both contexts.**
- Range loads NO audio at all (CombatScene.preload = textures only) → range SFX needs a load step.
- Main game loads all 17 files from data/sfx.json in GameScene.preload.
- Shared voice exists: `playSfxOn(scene, name)` / `playSfxOneOfOn` (js/utils/Sfx.js) with guards
(sfx.enabled, sound manager, audio-cache check). No combat keys in data/sfx.json yet.
- Repurposable existing files (no new binaries): scan-01 (ping), ui_click/ui_hover (ticks),
ui_window (whoosh), mining-02 (crack), thunder-01..04 (boom set), type-construct (build-up),
type-deconstruct (collapse).
### Readability / UI
- Range HUD: top-left armor panel (HULL/SHD bars + numbers), top-right KILLS counter, center
message. **No damage numbers, no kill feed, no target indicator, no bar hit-flash, no threat cues.**
- CombatBar (main game): vertical SHD/HUL gauges (fill = level, updated each frame via setStats),
8 empty skill seats (cast() stub), ENR gauge (static full). **No hit-flash, no numeric readout,
no feed, no target read.**
- CombatSystem hooks: onPlayerDamage / onPlayerDown / onPlayerUp / onKill / onActiveChange —
GameScene wires ONLY onActiveChange (bar swap). The other four are available seams (currently null).
- Range has NO hooks at all — its damage/kill/down paths live inline in CombatScene.
### Ship handling
- Range (WASD): CombatScene.updatePlayer applies combat.player rotSpeed 4.8 rad/s (instant rate cap),
thrust 1500 px/s², brake 0.6×thrust (S/Down), maxSpeed 560 cap. **Drag: combat.player.drag 1.6 is
DEAD CONFIG — not read anywhere; effective drag is ship.drag 2.4 from data/ship.json via Ship.update.**
- Main game: click-to-fly (Ship.js: ship.json thrust 900, maxSpeed 480, drag 2.4, rotSpeed 10) —
mouse steers, combat adds auto-fire only. WASD not used there.
- No throttle ramp, no rotation smoothing — both feel instant/steppy (candidate micro-feel gaps).
### Duplication (parity risk)
- fire/kill/respawn/damagePlayer logic is COPIED between CombatScene and CombatSystem (each has its
own fx.flash calls, its own armor bookkeeping, its own respawn timers). Fx.js itself is shared.
- SFX wiring must go into BOTH copy sites (or a shared helper) to stay in sync.
## Gaps vs success criteria (per feedback type)
| Event | Range VFX | Main VFX | SFX (both) | Notes |
|---|---|---|---|---|
| Firing (player) | muzzle flash | muzzle flash | none | distinct sound needed |
| Firing (enemy) | muzzle flash | muzzle flash | none | (nice-to-have, distinct + quieter) |
| Bullet impact (enemy hit) | flash | flash | none | no damage number |
| Shield hit (player) | generic flash | generic flash | none | not distinct from hull hit |
| Hull hit (player) | generic flash | generic flash | none | not distinct; bar doesn't flash |
| Enemy kill | explode | explode | none | no kill feed |
| Player down | explode + msg | explode only | none | main game gives no down cue |
| Player respawn | flash | flash | none | none distinct |
| Readability item | Range | Main |
|---|---|---|
| Damage numbers (both sides) | missing | missing |
| Target/lock indicator | missing | missing (auto-fire target invisible) |
| Threat cues (hostile state) | missing | missing |
| Kill feed | KILLS counter only | missing |
| Bar hit-flash (SHD/HUL) | N/A (own HUD panel) | missing |
## Ground rules found in code (must keep)
- Pure rules in js/combat/Combat.js, tested by dev/combat.test.mjs (344 lines; stubs Phaser;
covers applyDamage/headingOf/orbitStep/EnemyShip/Bullet/CombatSystem incl. auto-fire, swept hits,
rams, respawn, cast-stub). New pure feel rules belong there + tested.
- Fx items are world-space additive dots; combat scene steps fx.update(delta) in its loop.
- No arcade colliders; swept circle checks (hitsSwept) in both contexts.
- All numbers in data/combat.json; CombatBar built like ActionBar (scene.add.* + container parenting).
- data/sfx.json key = play name, asset queued `sfx_<key>`; sfx.enabled master switch.
- Theme palette: neon #00e5ff, neon2 #ff2d6f, amber #ffc94d, ink #eaf6ff, dim #7d92c4, faint #3d4c74.

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{"type":"completion_requested","goalId":"mu3lln4y-51f5mi","at":"2026-09-16T09:00:25.729Z"}
{"type":"audit_started","goalId":"mu3lln4y-51f5mi","at":"2026-09-16T09:00:25.730Z"}
{"type":"audit_result","goalId":"mu3lln4y-51f5mi","verdict":"approved","report":"The dev server (8080) and a CDP browser (9333) are live, so I can verify directly. First, let me look at the committed screenshot evidence and the README combat section.\n\nI've confirmed the screenshots show the combat HUD, reticles, and kill feed elements. Now I'll run the live CDP checks to verify SFX wiring and flight feel in the running dev environment.\n\nAll verification paths are now confirmed. Let me do a final constraint sweep before deciding.\n\n## Audit summary\n\nI verified the executor's claims against the actual repository and ran the live verification contract myself (dev server + CDP browser were available):\n\n**1. Distinct VFX + SFX per event, both contexts**\n- Code: `CombatScene.js` (range) and `CombatSystem.js` (main) both funnel every event through the shared `combatSfx`/`combatSfxEnemyHit` (7 distinct voices — scan/ui_click/solar_buzz/mining_split/thunder×4/deconstruct/discovery, all existing `data/sfx.json` files, all confirmed on disk) and the shared procedural `Fx` (muzzle flash, color-coded shield-cyan/hull-orange hit flash + damage number, kill burst with double ring, DOWN burst, REFORMED bloom — all canvas dots/additive).\n- Live: `node dev/combat.sfxcheck.mjs` → **PASS** in both `/combat` and `index.html?combat`, all seven events through the shared path (I ran it, exit 0).\n\n**2. Readability layer live in both contexts** (my own CDP probes)\n- Range: `lastFlash={kind:shield}`, kill feed entry landed, lock target acquired; gauge-flash overlay live (peak alpha 0.72, decaying).\n- Main: same, with the flash positioned exactly on the `CombatBar.gaugeRect('shield')` track (peak alpha 1.0), bar visible, feed entry, target true.\n- Committed screenshots `dev/shots/combat-range.png` / `combat-main.png` visually show: lock reticle, threat dots, kill feed \"HOSTILE DESTROYED\", damage numbers (\"10\"), kill burst, tracer, combat bar gauges.\n\n**3. Ship handling (range WASD)**\n- `node dev/combat-flycheck.mjs` → **PASS**: 337 ms to 60% maxSpeed, 133 ms to 30° turn, 7.45 rad/s sustained spin, 308 ms stop from 560 px/s.\n- Real keyboard check: actual 'W' keydown accelerated the ship 0→526 px/s; keyup released it.\n- Values live in `data/combat.json` → `combat.player`; pure `handleFeel` in `js/combat/Combat.js`; both contexts read the same file (weapon, armor, readability, bar).\n\n**4. Tests & docs**\n- `node dev/combat.test.mjs` → 96 checks, **0 failures** (exit 0); `sfx.test.mjs` 21/21.\n- `dev/combat-shot.mjs` follows the `dev/cdp-shot.mjs` CDP pattern; README combat section fully documents feel, the VFX set, the SFX map, the readability layer, and all three dev checkers + hooks.\n\n**Constraints honored**: pure rules in `Combat.js` (unit-tested), single tuning surface `data/combat.json`, shared modules across both contexts (no divergent copies), no new binary game assets (only the two evidence screenshots in the diff), hand-rolled circle collision only, skill stubs (`cast()` no-op), energy gauge (regen 0, full), and auto-fire left as-is, Phaser 4 UMD + plain ES6.\n\nEvery explicit success criterion and the verification contract are genuinely satisfied; the executor's claims match the evidence I independently reproduced.\n\n<approved/>","at":"2026-09-16T09:04:06.559Z"}
{"type":"goal_completed","goalId":"mu3lln4y-51f5mi","archivePath":".pi/goals/archived/goal_2026091603040656_mu3lln4y-51f5mi.md","at":"2026-09-16T09:04:06.577Z"}
{"type":"goal_archived","goalId":"mu3lln4y-51f5mi","archivePath":".pi/goals/archived/goal_2026091603040656_mu3lln4y-51f5mi.md","at":"2026-09-16T09:04:06.578Z"}

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