Add asteroid clusters as discoverable, solid objects in each star system

- Generate 4–8 rock groups per system with seeded placement, spacing, and slow tumble/drift motion driven by data/asteroids.json
- Add AsteroidCluster entity (Phaser container) with halo, dust motes, per-rock spins, and ship keep-out collision reusing Planet.resolve
- Integrate clusters into GameScene: load spritesheet, constrain ship post-physics, include in click-to-fly/autopilot/discovery/compass
- Synthesise unique cluster names via NameGenerator.asteroid (syllables + field suffix)
- Add dev test suite and ?seed= param for deterministic galaxy generation
This commit is contained in:
Brian Fertig 2026-09-04 08:34:55 -06:00
parent 48dfc7cd8f
commit ec7671d0cb
13 changed files with 988 additions and 27 deletions

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{
"_comment": "ASTEROID CLUSTERS — loose groups of slowly tumbling rocks drifting in the system's void. texture = spritesheet of frameWidth×frameHeight asteroid frames (frameCount frames). cluster = how a group looks & moves: groupSize = rocks per cluster (minFullSize guarantees at least one full-size rock), sizes = per-rock diameter px, spread = how far a rock may sit from the cluster center, spin = each rock's OWN very slow tumble (deg/s, direction per-rock random), groupSpin = the whole loose group drifts around its center (deg/s), tint = subtle warm/cool starlight per cluster (anchors blended toward white by strength), halo = soft glow behind the group, debris = a halo of fine dust motes orbiting just outside the rocks. distribution = how many clusters a system gets: targetObjects planetCount, ±jitter, clamped to [minClusters, maxClusters] (more planets ⇒ fewer clusters); the starting system always gets at least startingSystemMinClusters, and those first ones are placed INSIDE the player's initial tether so they're reachable from the spawn. placement = where clusters may sit: minObjectSpacing = no cluster may be closer (center-to-center) than this to ANY other object (home world, planets, free-space stations, other clusters); minRadius/maxRadius = the annulus around the origin random clusters live in; tetherMargin = how far inside the tether rim a starting-system cluster must sit (whole group stays reachable). shipClearance = how close (edge-to-edge) the ship may get to a rock — clusters are solid, like worlds.",
"enabled": true,
"texture": "assets/images/asteroids.png",
"frameWidth": 128,
"frameHeight": 128,
"frameCount": 10,
"typeLabel": "Asteroid Cluster",
"shipClearance": 50,
"cluster": {
"groupSize": { "min": 4, "max": 8 },
"sizes": { "min": 64, "max": 128 },
"minFullSize": 1,
"spread": 140,
"spin": { "minDegPerSec": 0.3, "maxDegPerSec": 1.6 },
"groupSpin": { "minDegPerSec": 0.12, "maxDegPerSec": 0.4 },
"tint": {
"enabled": true,
"anchors": ["#dfe9ff", "#ffe9d6", "#e8e4f8"],
"strength": 0.5
},
"halo": {
"enabled": true,
"scale": 2.8,
"alpha": 0.26,
"color": "#7fa8d8"
},
"debris": {
"enabled": true,
"count": [18, 36],
"inner": 0.9,
"outer": 2.4,
"size": [2.5, 6],
"alpha": [0.4, 0.85]
}
},
"distribution": {
"targetObjects": 9,
"jitter": 1,
"minClusters": 1,
"maxClusters": 6,
"startingSystemMinClusters": 2
},
"placement": {
"minObjectSpacing": 1024,
"minRadius": 2048,
"maxRadius": 18432,
"tetherMargin": 96,
"maxPlacementAttempts": 400
}
}

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@ -5,6 +5,7 @@
"menu.json", "menu.json",
"ship.json", "ship.json",
"planets.json", "planets.json",
"asteroids.json",
"tether.json", "tether.json",
"galaxy.json", "galaxy.json",
"systems.json", "systems.json",

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@ -10,6 +10,13 @@
"minParts": 3, "minParts": 3,
"maxParts": 5 "maxParts": 5
}, },
"asteroid": {
"_comment": "Asteroid cluster names: a synthesised syllable name + a field-like suffix (\"Kaveru Field\", \"Nixdor Drift\"). Unbounded, like stars. Drawn per-system (dedicated stream), never repeating another name in the same system.",
"syllables": ["ka", "ver", "dor", "thra", "nix", "oru", "mal", "cra", "zeth", "ba", "lu", "tan", "gra", "vel", "kor", "ash", "pyr", "dra", "sol", "rin", "eth", "qua"],
"minParts": 2,
"maxParts": 3,
"suffixes": ["Field", "Drift", "Patch", "Reef", "Shoals", "Belt", "Reach", "Wash"]
},
"banks": { "banks": {
"_comment": "planet.colonial = familiar, Earth-flavored names (colonial 'New <city>' + American place-names). planet.alien = unfamiliar, exotic names. station.procedural = official designations. station.smuggler = underworld hangouts. A system's worlds/stations are drawn from the COMBINED pool for each category (colonial+alien, procedural+smuggler) without replacement.", "_comment": "planet.colonial = familiar, Earth-flavored names (colonial 'New <city>' + American place-names). planet.alien = unfamiliar, exotic names. station.procedural = official designations. station.smuggler = underworld hangouts. A system's worlds/stations are drawn from the COMBINED pool for each category (colonial+alien, procedural+smuggler) without replacement.",
"planet": { "planet": {

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/**
* Asteroid cluster test (dev tool, run with Node no browser needed):
*
* node dev/asteroids.test.mjs
*
* Asserts the whole data/asteroids.json contract, generated by the real
* SystemGenerator across a large seeded sample of the galaxy:
* - COUNT vs PLANETS: clusterCount targetObjects planetCount (±
* jitter, clamped to [minClusters, maxClusters]) so systems with
* more planets get fewer clusters and vice versa (also checked as an
* aggregate correlation across the sample);
* - the STARTING system always gets startingSystemMinClusters, and
* those first ones sit INSIDE the initial tether (whole cluster,
* minus placement.tetherMargin);
* - GROUP SHAPE: 48 rocks, sizes in [64, 128], at least one full-size
* rock, frames in [0, frameCount) with NO frame twice in a cluster,
* bound = max(offset + size/2);
* - SPACING: no cluster within 1024 px (center-to-center) of ANY other
* object home world (origin), planets, free-space stations, other
* clusters and every cluster sits in the [minRadius, maxRadius]
* annulus around the origin;
* - MOTION: each rock's spin and the group drift are within the
* configured slow-spin ranges;
* - NAMES: synthesised, and never repeating a name in the same system;
* - DETERMINISM: same seed identical clusters (deep equal), different
* seed different, and lazy (on-arrival) === eager (fresh galaxy).
*/
process.env.NODE_ENV = 'dev';
import { pathToFileURL } from 'node:url';
import { fileURLToPath } from 'node:url';
import { dirname, join } from 'node:path';
const __dirname = dirname(fileURLToPath(import.meta.url));
// --- Load the real config (data/*.json) into the config singleton --------
const { config } = await import(pathToFileURL(join(__dirname, '../js/config/Config.js')).href);
const fs = await import('node:fs');
const dataDir = join(__dirname, '../data');
const configData = {};
for (const f of fs.readdirSync(dataDir)) {
if (!f.endsWith('.json') || f === 'manifest.json') continue;
configData[f.replace(/\.json$/i, '')] = JSON.parse(fs.readFileSync(join(dataDir, f), 'utf8'));
}
config.init(configData);
const { Rng } = await import(pathToFileURL(join(__dirname, '../js/utils/Rng.js')).href);
const { NameGenerator } = await import(pathToFileURL(join(__dirname, '../js/utils/NameGenerator.js')).href);
const { Galaxy } = await import(pathToFileURL(join(__dirname, '../js/galaxy/Galaxy.js')).href);
const { formatSystemReport } = await import(pathToFileURL(join(__dirname, '../js/galaxy/SystemReport.js')).href);
let pass = 0;
let failures = 0;
function check(name, cond, detail = '') {
if (!cond) {
failures++;
console.error(`${name}${detail ? `${detail}` : ''}`);
} else {
pass++;
console.log(`${name}`);
}
}
function deepEq(a, b) {
return JSON.stringify(a) === JSON.stringify(b);
}
// --- Config sanity ---------------------------------------------------------
const A = config.section('asteroids', {});
check('asteroids.json is listed & loaded (enabled)', A.enabled !== false && typeof A.texture === 'string');
check('frame count configured', Number.isInteger(A.frameCount) && A.frameCount >= 8);
const CL = A.cluster ?? {};
check('group size 48', (CL.groupSize?.min ?? 4) >= 4 && (CL.groupSize?.max ?? 8) <= 8 && CL.groupSize.min <= CL.groupSize.max);
check('sizes 64128 with a full-size minimum', (CL.sizes?.min ?? 64) === 64 && (CL.sizes?.max ?? 128) === 128 && (CL.minFullSize ?? 1) >= 1);
const D = A.distribution ?? {};
check('distribution has target/min/max/jitter', Number.isFinite(D.targetObjects) && D.minClusters >= 1 && D.maxClusters >= D.minClusters && Number.isFinite(D.jitter));
check('starting system minimum ≥ 2', (D.startingSystemMinClusters ?? 2) >= 2);
const P = A.placement ?? {};
check('placement rules present', P.minObjectSpacing === 1024 && P.minRadius > 0 && P.maxRadius >= P.minRadius);
const TETHER = config.get('tether.level1Radius', 5120) * Math.pow(config.get('tether.radiusGrowth', 1.25), Math.max(1, Math.floor(config.get('tether.homeLevel', 1))) - 1);
// --- Name synthesis ---------------------------------------------------------
{
const n1 = NameGenerator.asteroid(Rng.derive('x', 'names', 'S1', 'asteroids'));
const n2 = NameGenerator.asteroid(Rng.derive('x', 'names', 'S1', 'asteroids'));
check('asteroid names are "Name Suffix" strings', /^\S+ \S+$/.test(n1) && n1 === n2);
}
// --- The big sample ---------------------------------------------------------
const SEED = 'asteroid-test-galaxy';
const g = Galaxy.create(SEED);
const homeId = g.currentSystemId;
const homeRec = g.records.find((r) => r.id === homeId);
// The starting system MUST be in the sample (it carries the special rules).
const sample = [homeRec, ...g.records.slice(0, 5000).filter((r) => r.id !== homeId)];
let shapeOk = true, shapeWhy = '';
let spacingOk = true, spacingWhy = '';
let annulusOk = true, annulusWhy = '';
let spinOk = true, spinWhy = '';
let namesOk = true, namesWhy = '';
let countOk = true, countWhy = '';
let homeOk = true, homeWhy = '';
const spinMin = (CL.spin?.minDegPerSec ?? 0.3) * (Math.PI / 180);
const spinMax = (CL.spin?.maxDegPerSec ?? 1.6) * (Math.PI / 180);
const gspinMin = (CL.groupSpin?.minDegPerSec ?? 0.12) * (Math.PI / 180);
const gspinMax = (CL.groupSpin?.maxDegPerSec ?? 0.4) * (Math.PI / 180);
for (const rec of sample) {
const c = g.ensureContent(rec.id);
const clusters = c.asteroids;
const isHome = rec.id === homeId;
if (!Array.isArray(clusters)) {
countOk = false; countWhy = `${rec.id}: asteroids is not an array`; break;
}
// COUNT vs PLANETS (the inverse rule): count is the clamped, jittered
// target — targetObjects planetCount, ±jitter, clamped into [min, max]
// (and [startingMin, max] for the home system). When the ideal band
// clamps to empty, the clamped range itself is the contract.
const want = D.targetObjects - c.planets.length;
let loW = Math.max(D.minClusters, isHome ? D.startingSystemMinClusters : -Infinity, Math.round(want - D.jitter));
let hiW = Math.min(D.maxClusters, Math.round(want + D.jitter));
if (loW > hiW) { loW = D.minClusters; hiW = D.maxClusters; }
if (clusters.length < loW || clusters.length > hiW) {
countOk = false; countWhy = `${rec.id}: ${c.planets.length} planets → ${clusters.length} clusters (want ${loW}${hiW})`; break;
}
// Names already used in this system (planets + stations + clusters).
const used = new Set();
for (const p of c.planets) used.add(p.name);
for (const s of c.settlements ?? []) if (s.name) used.add(s.name);
// Spacing obstacles.
const objects = [{ x: 0, y: 0 }];
for (const p of c.planets) if (typeof p.x === 'number') objects.push({ x: p.x, y: p.y });
for (const s of c.settlements ?? []) if (s.anchor?.type === 'space' && typeof s.x === 'number') objects.push({ x: s.x, y: s.y });
for (let i = 0; i < clusters.length; i++) {
const cl = clusters[i];
// --- Group shape -----------------------------------------------------
const rocks = cl.asteroids ?? [];
if (rocks.length < CL.groupSize.min || rocks.length > CL.groupSize.max) {
shapeOk = false; shapeWhy = `${rec.id}#${i}: ${rocks.length} rocks (want ${CL.groupSize.min}${CL.groupSize.max})`; break;
}
if (!rocks.every((r) => r.size >= CL.sizes.min && r.size <= CL.sizes.max)) {
shapeOk = false; shapeWhy = `${rec.id}#${i}: rock size out of [${CL.sizes.min}, ${CL.sizes.max}]`; break;
}
if (!rocks.some((r) => r.size === CL.sizes.max)) {
shapeOk = false; shapeWhy = `${rec.id}#${i}: no full-size rock`; break;
}
const frames = rocks.map((r) => r.frame);
if (!frames.every((f) => Number.isInteger(f) && f >= 0 && f < A.frameCount)) {
shapeOk = false; shapeWhy = `${rec.id}#${i}: frame out of sheet [0, ${A.frameCount})`; break;
}
if (new Set(frames).size !== frames.length) {
shapeOk = false; shapeWhy = `${rec.id}#${i}: a frame is used twice in one cluster`; break;
}
const bound = Math.max(...rocks.map((r) => Math.hypot(r.x, r.y) + r.size / 2));
if (Math.abs(bound - cl.bound) > 1e-9) {
shapeOk = false; shapeWhy = `${rec.id}#${i}: bound ${cl.bound} ≠ max(offset + size/2) ${bound}`; break;
}
// --- Motion ----------------------------------------------------------
if (!rocks.every((r) => Math.abs(r.spin) >= spinMin - 1e-12 && Math.abs(r.spin) <= spinMax + 1e-12)) {
spinOk = false; spinWhy = `${rec.id}#${i}: rock spin out of range`; break;
}
if (Math.abs(cl.groupSpin) < gspinMin - 1e-12 || Math.abs(cl.groupSpin) > gspinMax + 1e-12) {
spinOk = false; spinWhy = `${rec.id}#${i}: group spin out of range`; break;
}
const dspinMin = 0.2 * (Math.PI / 180);
const dspinMax = 0.5 * (Math.PI / 180);
if (typeof cl.debrisSpin !== 'number' || Math.abs(cl.debrisSpin) < dspinMin - 1e-12 || Math.abs(cl.debrisSpin) > dspinMax + 1e-12) {
spinOk = false; spinWhy = `${rec.id}#${i}: debris spin out of range (${cl.debrisSpin})`; break;
}
// --- Names -----------------------------------------------------------
if (typeof cl.name !== 'string' || cl.name.length < 3) {
namesOk = false; namesWhy = `${rec.id}#${i}: bad name "${cl.name}"`; break;
}
if (used.has(cl.name)) {
namesOk = false; namesWhy = `${rec.id}#${i}: name "${cl.name}" repeats a name in the system`; break;
}
used.add(cl.name);
// --- Spacing: ≥ 1024 px from EVERY other object ----------------------
for (const o of objects) {
const d = Math.hypot(cl.x - o.x, cl.y - o.y);
if (d < P.minObjectSpacing - 1e-6) {
spacingOk = false; spacingWhy = `${rec.id}#${i}: ${Math.round(d)} px from an object (< ${P.minObjectSpacing})`; break;
}
}
if (!spacingOk) break;
// --- Scatter annulus ---------------------------------------------------
const dist0 = Math.hypot(cl.x, cl.y);
if (dist0 < P.minRadius - 1e-6 || dist0 > P.maxRadius + 1e-6) {
annulusOk = false; annulusWhy = `${rec.id}#${i}: ${Math.round(dist0)} px from origin (want ${P.minRadius}${P.maxRadius})`; break;
}
// --- Starting-system tether guarantee ---------------------------------
if (isHome && i < D.startingSystemMinClusters) {
if (dist0 + cl.bound + (P.tetherMargin ?? 96) > TETHER + 1e-6) {
homeOk = false; homeWhy = `${rec.id}#${i}: whole cluster not inside the initial tether (${Math.round(dist0 + cl.bound)} + margin > ${TETHER})`; break;
}
}
}
if (!shapeOk || !spacingOk || !annulusOk || !spinOk || !namesOk || !homeOk) break;
}
check(`count: ${sample.length} systems obey targetObjectsplanets (±jitter), clamped ${D.minClusters}${D.maxClusters}${countOk ? '' : ' — ' + countWhy}`, countOk);
check(`shape: groups of ${CL.groupSize.min}${CL.groupSize.max}, sizes ${CL.sizes.min}${CL.sizes.max}, ≥1 full-size, frames unique per cluster, bound correct${shapeOk ? '' : ' — ' + shapeWhy}`, shapeOk);
check(`spacing: no cluster within ${P.minObjectSpacing} px (center-to-center) of ANY object (home, planets, stations, clusters)${spacingOk ? '' : ' — ' + spacingWhy}`, spacingOk);
check(`scatter: every cluster inside the ${P.minRadius}${P.maxRadius} annulus around the origin${annulusOk ? '' : ' — ' + annulusWhy}`, annulusOk);
check(`motion: per-rock spins & group drifts within the slow-spin ranges${spinOk ? '' : ' — ' + spinWhy}`, spinOk);
check('names: synthesised, never repeating a name in the same system', namesOk);
const homeClusters = g.ensureContent(homeId).asteroids;
check(
`starting system: ≥ ${D.startingSystemMinClusters} clusters inside the initial tether (radius ${TETHER} px) — got ${homeClusters.length} clusters, first ${D.startingSystemMinClusters} inside`,
homeClusters.length >= D.startingSystemMinClusters && homeOk,
);
// The inverse rule, in aggregate: rockier systems (few planets) get more
// clusters than planet-rich ones.
{
const rows = sample.map((r) => {
const c = g.ensureContent(r.id);
return { planets: c.planets.length, clusters: c.asteroids.length };
});
const avg = (xs) => xs.reduce((s, x) => s + x, 0) / xs.length;
const rich = rows.filter((r) => r.planets >= 6);
const poor = rows.filter((r) => r.planets <= 2);
check(
`inverse rule (aggregate): avg clusters — ≤2 planets: ${avg(poor.map((r) => r.clusters)).toFixed(2)} > ≥6 planets: ${avg(rich.map((r) => r.clusters)).toFixed(2)}`,
rich.length > 0 && poor.length > 0 && avg(poor.map((r) => r.clusters)) > avg(rich.map((r) => r.clusters)),
);
}
// Clusters actually appear with variety (frame, size, spin direction mix).
{
const c = g.ensureContent(homeId);
const all = c.asteroids.flatMap((cl) => cl.asteroids);
check('home system clusters use multiple frames', new Set(all.map((r) => r.frame)).size >= 3);
check('home system clusters mix spin directions', all.some((r) => r.spin > 0) && all.some((r) => r.spin < 0));
const report = formatSystemReport(c);
check(`report subtitle names the clusters (${c.asteroids.length})`, report.subtitle.includes(`${c.asteroids.length} asteroid cluster`));
}
// --- Determinism -------------------------------------------------------------
{
const a = Galaxy.create(SEED).ensureContent(g.records[42].id);
const b = Galaxy.create(SEED).ensureContent(g.records[42].id);
check('same seed ⇒ identical clusters (deep equal)', deepEq(a.asteroids, b.asteroids));
const c = Galaxy.create('totally-different-seed').ensureContent(g.records[42].id);
check('different seed ⇒ different clusters', !deepEq(a.asteroids, c.asteroids));
// Lazy === eager: a FRESH galaxy's on-arrival content matches the cached
// one, including every cluster's position, rocks, spins and debris.
const fresh = Galaxy.create(SEED);
const ids = [homeId, g.records[999].id, g.records[g.records.length - 1].id];
const lazyEager = ids.every((id) => {
const f = fresh.ensureContent(id);
const cached = g.ensureContent(id);
return deepEq(f.asteroids, cached.asteroids) && deepEq(f, cached);
});
check('lazy (on-arrival) content === cached content (clusters included)', lazyEager);
// And the starting-system tether guarantee holds on the fresh galaxy too.
const fHome = fresh.ensureContent(homeId).asteroids;
const inside = fHome.slice(0, D.startingSystemMinClusters).every(
(cl) => Math.hypot(cl.x, cl.y) + cl.bound + (P.tetherMargin ?? 96) <= TETHER + 1e-6,
);
check('fresh galaxy: starting-system tether clusters still inside', inside);
}
console.log(failures === 0 ? `\n${pass} asteroid cluster checks passed ✔` : `\n${failures} check(s) FAILED ✘ (${pass} passed)`);
process.exit(failures === 0 ? 0 : 1);

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@ -16,6 +16,8 @@
* (rim ping + toast) with the world in view. * (rim ping + toast) with the world in view.
* ?tethers=x,y,level;x,y,level add dev tethers (union-boundary tests) * ?tethers=x,y,level;x,y,level add dev tethers (union-boundary tests)
* ?homeLevel=<n> set the home tether's level (bigger/smaller range) * ?homeLevel=<n> set the home tether's level (bigger/smaller range)
* ?seed=<seed> use a DETERMINISTIC dev galaxy (same seed same
* system, planets, asteroid clusters) reproducible shots
* ?report=1 paint console errors (or "SMOKE OK") on the canvas * ?report=1 paint console errors (or "SMOKE OK") on the canvas
*/ */
import Phaser from '../js/vendor/phaser.js'; import Phaser from '../js/vendor/phaser.js';
@ -32,6 +34,11 @@ const shipParam = params ? params.get('ship') : null;
const nearParam = params ? params.get('near') : null; const nearParam = params ? params.get('near') : null;
const tethersParam = params ? params.get('tethers') : null; const tethersParam = params ? params.get('tethers') : null;
const homeLevelParam = params ? params.get('homeLevel') : null; const homeLevelParam = params ? params.get('homeLevel') : null;
const seedParam = params ? params.get('seed') : null;
// Deterministic dev galaxy for reproducible screenshots (GameScene.
// ensureGalaxy reads this when the registry is empty).
if (seedParam && typeof globalThis !== 'undefined') globalThis.__ORBIT_DEV_SEED = seedParam;
// Dev: capture console errors + uncaught exceptions for ?report=1. // Dev: capture console errors + uncaught exceptions for ?report=1.
const __errors = []; const __errors = [];

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@ -0,0 +1,264 @@
import Phaser from '../vendor/phaser.js';
import { config } from '../config/Config.js';
import { toColor } from '../utils/Color.js';
import { Planet } from './Planet.js';
const HALO_KEY = '__asteroid_halo';
const MOTE_KEY = '__asteroid_mote';
/**
* An asteroid cluster: a loose group of 48 slowly tumbling rocks drifting
* in the void (record from SystemGenerator.generateAsteroidClusters).
*
* The render is pure presentation of the generated record every rock's
* frame, size, offset, spin, the group's drift, the dust halo, the tint.
* The motion (the "key part" of the game's feel):
* - each rock tumbles on its OWN slow spin its own speed and direction
* (record.asteroids[].spin / .phase);
* - the whole group is LOOSE: it drifts very slowly around its center
* (record.groupSpin / .groupPhase) a random patch of rocks, not a
* rigid rock;
* - a fine halo of dust motes orbits the rocks just outside them,
* counter-drifting a little (record.debris);
* - a soft starlight halo sits behind the group, and each cluster carries
* a subtle warm/cool tint (record.tint) so no two fields read alike.
*
* A cluster is SOLID, like a world: the ship may close in to
* `asteroids.shipClearance` px (edge-to-edge) of any rock, but can never
* fly through one (constrainShip the same circle rule as Planet, applied
* to each rock; planets never overlap, and cluster rocks only slightly, so
* a couple of projection passes are stable).
*
* update(time) is driven by the scene (GameScene.update) it advances the
* spins and CACHES each rock's current world position (m.wx/m.wy), which
* the ship constraint (GameScene.onPostUpdate, after the physics step)
* reads, so collision tracks the drifting rocks.
*/
export class AsteroidCluster extends Phaser.GameObjects.Container {
static TEXTURE_KEY = 'asteroids';
/**
* @param {Phaser.Scene} scene
* @param {object} record the generated cluster (SystemGenerator)
* @param {object} [o={}]
* @param {number} [o.depth=5] render depth (planets sit at 5)
*/
constructor(scene, record, o = {}) {
super(scene, record.x, record.y);
scene.add.existing(this); // v4 quirk: new'd objects are not on the display list
this.record = record;
this.discoveryId = record.id; // discovery + compass identity
this.discoveryName = record.name;
this.bound = record.bound ?? 200; // max extent from center (discovery radius)
this.clearance = config.get('asteroids.shipClearance', 50);
this.setDepth(o.depth ?? 5);
// Rocks: local (un-rotated) data + render image. World positions are
// cached in wx/wy every update() — collision reads those.
this.members = (record.asteroids ?? []).map((a) => ({
frame: a.frame,
lx: a.x,
ly: a.y,
radius: a.size / 2,
spin: a.spin,
phase: a.phase,
img: null,
wx: this.x,
wy: this.y,
}));
this.groupPhase = record.groupPhase ?? 0;
this.groupSpin = record.groupSpin ?? 0; // rad/s, signed
this.debrisPhase = record.debrisPhase ?? 0;
this.debrisSpin = record.debrisSpin ?? -this.groupSpin * 0.5; // rad/s, signed
// --- Starlight halo (soft, behind the group) -------------------------
const haloCfg = config.get('asteroids.cluster.halo', {});
if (haloCfg.enabled !== false) {
ensureHaloTexture(scene);
const halo = scene.add.image(0, 0, HALO_KEY);
halo.setScale((this.bound * (haloCfg.scale ?? 2.4)) / 32);
halo.setAlpha(haloCfg.alpha ?? 0.14);
halo.setTint(toColor(haloCfg.color, '#7fa8d8'));
this.add(halo);
}
// --- The loose group: a container that drifts, holding each rock ----
const frameSize = Math.max(1, config.get('asteroids.frameWidth', 128));
const tint = record.tint;
this.groupBody = new Phaser.GameObjects.Container(scene, 0, 0);
for (const m of this.members) {
const img = scene.add.image(m.lx, m.ly, AsteroidCluster.TEXTURE_KEY, m.frame);
img.setScale((m.radius * 2) / frameSize); // 128 px rock at 1.0, 64 px at 0.5
if (tint) img.setTint(tint);
m.img = img;
this.groupBody.add(img);
}
this.add(this.groupBody);
// --- Dust: fine motes orbiting just outside the rocks ----------------
if (Array.isArray(record.debris) && record.debris.length > 0) {
ensureMoteTexture(scene);
this.debrisBody = new Phaser.GameObjects.Container(scene, 0, 0);
for (const d of record.debris) {
const dot = scene.add.image(d.x, d.y, MOTE_KEY);
dot.setScale(Math.max(0.6, d.size) / 6);
dot.setAlpha(d.alpha);
this.debrisBody.add(dot);
}
this.add(this.debrisBody);
}
}
/**
* Advance the motion (driven by GameScene.update BEFORE ship constraint,
* so the rocks the ship is held back by are exactly where they render).
* @param {number} time scene time, ms
*/
update(time) {
const t = time / 1000;
const rot = this.groupPhase + this.groupSpin * t;
this.groupBody.rotation = rot;
const cos = Math.cos(rot);
const sin = Math.sin(rot);
for (const m of this.members) {
if (m.img) m.img.rotation = m.phase + m.spin * t;
// World position of this rock (group drift applied):
m.wx = this.x + m.lx * cos - m.ly * sin;
m.wy = this.y + m.lx * sin + m.ly * cos;
}
if (this.debrisBody) {
// The dust glides on its own slow orbit — loose, not locked to the
// rocks (record.debrisSpin; legacy records fall back to a gentle
// counter-drift).
this.debrisBody.rotation = this.debrisPhase + this.debrisSpin * t;
}
}
/**
* Keep a ship out of every rock: the same keep-out circle rule as a
* planet (ship may reach `clearance` edge-to-edge, never closer),
* projected per rock. Cluster rocks may slightly overlap, so the
* projection is iterated a few passes until stable cheap ( 8 circles).
*/
constrainShip(ship, shipRadius = 0) {
const body = ship.body;
let x = ship.x;
let y = ship.y;
let vx = body.velocity.x;
let vy = body.velocity.y;
let ax = body.acceleration ? body.acceleration.x : 0;
let ay = body.acceleration ? body.acceleration.y : 0;
for (let pass = 0; pass < 4; pass++) {
let moved = false;
for (const m of this.members) {
const r = Planet.resolve(
m.wx, m.wy, m.radius + this.clearance + shipRadius,
x, y, vx, vy, ax, ay,
);
if (r.x !== x || r.y !== y || r.vx !== vx || r.vy !== vy) moved = true;
x = r.x;
y = r.y;
vx = r.vx;
vy = r.vy;
ax = r.ax;
ay = r.ay;
}
if (!moved) break;
}
ship.x = x;
ship.y = y;
body.velocity.x = vx;
body.velocity.y = vy;
if (body.acceleration) {
body.acceleration.x = ax;
body.acceleration.y = ay;
}
}
/**
* A world point the ship may be sent to (click-to-fly / autopilot): a
* point inside the cluster's keep-out is pushed out along the ray from
* the cluster center, then out of every rock's keep-out circle.
*/
aimPoint(wx, wy, shipRadius = 0) {
let x = wx;
let y = wy;
const dx = x - this.x;
const dy = y - this.y;
const d = Math.hypot(dx, dy);
const boundMin = this.bound + this.clearance + shipRadius;
if (d < boundMin) {
if (d > 0) {
x = this.x + (dx / d) * boundMin;
y = this.y + (dy / d) * boundMin;
} else {
x = this.x + boundMin; // dead center: +x
y = this.y;
}
}
return this._pushOutOfRocks(x, y, shipRadius);
}
/**
* An approach point on the cluster's rim at `angle` (rad), `gap` px
* (edge-to-edge) off the nearest rock the side the ship is coming from.
*/
edgePoint(angle, gap, shipRadius = 0) {
const x = this.x + Math.cos(angle) * (this.bound + gap + shipRadius);
const y = this.y + Math.sin(angle) * (this.bound + gap + shipRadius);
return this._pushOutOfRocks(x, y, shipRadius);
}
/** Push a point outside every rock's keep-out circle (a few passes). */
_pushOutOfRocks(x, y, shipRadius = 0) {
for (let pass = 0; pass < 4; pass++) {
let moved = false;
for (const m of this.members) {
const r = Planet.resolve(
m.wx, m.wy, m.radius + this.clearance + shipRadius,
x, y, 0, 0,
);
if (r.x !== x || r.y !== y) moved = true;
x = r.x;
y = r.y;
}
if (!moved) break;
}
return { x, y };
}
}
// ----------------------------------------------------------------------
/**
* The starlight halo: a soft radial falloff, generated once (white the
* per-cluster color/alpha come from data/asteroids.json cluster.halo at
* use time). Same pattern as Ship.ensureTexture / the compass arrow.
*/
function ensureHaloTexture(scene) {
if (scene.textures.exists(HALO_KEY)) return;
const S = 64;
const C = S / 2;
const g = scene.make.graphics({ add: false });
const steps = 18;
for (let i = steps; i >= 1; i--) {
const t = i / steps;
g.fillStyle(0xffffff, Math.pow(1 - t, 1.7) * 0.5);
g.fillCircle(C, C, C * t);
}
g.generateTexture(HALO_KEY, S, S);
g.destroy();
}
/** A single dust mote: a soft 8 px dot (white-blue). */
function ensureMoteTexture(scene) {
if (scene.textures.exists(MOTE_KEY)) return;
const g = scene.make.graphics({ add: false });
g.fillStyle(0xdfe8ff, 0.35);
g.fillCircle(4, 4, 4);
g.fillStyle(0xffffff, 0.8);
g.fillCircle(4, 4, 2);
g.generateTexture(MOTE_KEY, 8, 8);
g.destroy();
}

View File

@ -3,6 +3,8 @@ import { Rng } from '../utils/Rng.js';
import { NameGenerator } from '../utils/NameGenerator.js'; import { NameGenerator } from '../utils/NameGenerator.js';
const clamp = (v, lo, hi) => Math.min(hi, Math.max(lo, v)); const clamp = (v, lo, hi) => Math.min(hi, Math.max(lo, v));
const TAU = Math.PI * 2;
const DEG = Math.PI / 180;
/** /**
* Turns a lightweight galaxy record (id, name, type, x, y, rNorm) into a * Turns a lightweight galaxy record (id, name, type, x, y, rNorm) into a
@ -108,6 +110,14 @@ export function generateSystemContent(galaxy, record, typeDefs = null) {
const freeSpace = settlements.filter((s) => s.anchor?.type === 'space'); const freeSpace = settlements.filter((s) => s.anchor?.type === 'space');
layoutSystem(galaxy.seed, record.id, planets, freeSpace); layoutSystem(galaxy.seed, record.id, planets, freeSpace);
// --- Asteroid clusters ------------------------------------------------
// Loose groups of slowly tumbling rocks scattered through the void.
// Generated AFTER the layout (so every placed object is a spacing
// obstacle) from the dedicated stream (seed, 'system', id, 'asteroids')
// — independent of the star/planet/settlement/layout draws above, so
// lazy (on-arrival) === eager (generateAll) is preserved.
const asteroids = generateAsteroidClusters(galaxy, record, planets, freeSpace);
// --- Debris belt & system-level hazard -------------------------------- // --- Debris belt & system-level hazard --------------------------------
const belt = { const belt = {
present: rng.chance(attr.beltChance ?? 0.35), present: rng.chance(attr.beltChance ?? 0.35),
@ -121,6 +131,7 @@ export function generateSystemContent(galaxy, record, typeDefs = null) {
star, star,
planets, planets,
settlements, settlements,
asteroids,
belt, belt,
hazard, hazard,
}; };
@ -264,6 +275,264 @@ function layoutSystem(seed, systemId, planets, freeSpace) {
} }
} }
/**
* Asteroid clusters the system's loose rock fields (data/asteroids.json).
*
* A cluster is a GROUP of 48 rocks (data cluster.groupSize), each 64128
* px (cluster.sizes) with at least one full-size rock, sitting within
* `cluster.spread` of the cluster center. Every rock tumbles on its own
* slow spin (its own speed and direction cluster.spin), and the whole
* group drifts slowly around its center (cluster.groupSpin) the render
* (js/entities/AsteroidCluster.js) reads these straight off the record.
*
* The rules (all from data/asteroids.json):
* - COUNT vs PLANETS clusterCount targetObjects planetCount (±
* jitter, clamped to [minClusters, maxClusters]): the more planets a
* system has, the fewer asteroid clusters, and vice versa. The
* STARTING system always gets at least startingSystemMinClusters, and
* those first ones are placed inside the player's initial tether
* (tether.level1Radius × radiusGrowth^(homeLevel1), whole cluster,
* minus placement.tetherMargin) so the player can reach them.
* - SPACING no cluster center may sit closer than
* placement.minObjectSpacing (1024 px, center-to-center) to ANY other
* object: the home world (origin), every planet, every free-space
* station, and every other cluster.
* - SCATTER other clusters land anywhere in the annulus
* [placement.minRadius, placement.maxRadius] around the origin, picked
* by seeded rejection sampling (uniform in area) sprinkled through
* the void, inside and outside the planet orbits.
* - FRAMES each rock is a random sheet frame, with NO frame repeated
* twice in the same cluster (a seeded shuffle of the frame pool).
* - NAMES synthesised (NameGenerator.asteroid) and never repeating a
* name already used in the system (planets, stations, other clusters).
*
* Determinism: every draw comes from the dedicated forks
* Rng.derive(seed, 'system', id, 'asteroids') members, spins, placement
* Rng.derive(seed, 'system', id, 'names', 'asteroids') names
* so clusters are seed-deterministic, independent of the other streams,
* and lazy === eager (see generateSystemContent).
*
* Record shape (one per cluster):
* {
* id, name, x, y, // cluster center + identity
* bound, // max extent from center = discovery radius
* tint, // per-cluster starlight tint (int, or null)
* groupSpin, groupPhase, // the loose group's slow drift (rad/s, rad)
* debrisPhase, debris: [], // dust motes (local px, size, alpha)
* asteroids: [{ frame, x, y, size, spin, phase }] // rocks, local px
* }
*/
function generateAsteroidClusters(galaxy, record, planets, freeSpace) {
const cfg = config.section('asteroids', {});
if (cfg.enabled === false) return [];
// Without the solar-system layout there are no placed objects to space
// against — no clusters either (the scene renders nothing else anyway).
if (config.get('planets.solarSystem.enabled', true) === false) return [];
const clusterCfg = cfg.cluster ?? {};
const dist = cfg.distribution ?? {};
const placement = cfg.placement ?? {};
const isHome = record.id === galaxy?.currentSystemId;
// --- How many clusters: the inverse of the planet count ---------------
const target = dist.targetObjects ?? 9;
const jitter = dist.jitter ?? 1;
const minC = Math.max(1, Math.floor(dist.minClusters ?? 1));
const maxC = Math.max(minC, Math.floor(dist.maxClusters ?? 6));
const homeMin = isHome ? Math.max(minC, Math.floor(dist.startingSystemMinClusters ?? 2)) : minC;
const rng = Rng.derive(galaxy.seed, 'system', record.id, 'asteroids');
const count = clamp(
Math.round(target - planets.length + rng.range(-jitter, jitter)),
homeMin, maxC,
);
if (count === 0) return [];
// --- Parameter plumbing (every value steerable from data/asteroids.json)
const frameCount = Math.max(1, Math.floor(cfg.frameCount ?? 10));
const sizeMin = Math.floor(clusterCfg.sizes?.min ?? 64);
const sizeMax = Math.max(sizeMin, Math.floor(clusterCfg.sizes?.max ?? 128));
const groupMin = Math.max(1, Math.floor(clusterCfg.groupSize?.min ?? 4));
const groupMax = Math.max(groupMin, Math.floor(clusterCfg.groupSize?.max ?? 8));
const spread = clusterCfg.spread ?? 140;
const spinMin = Math.max(0, clusterCfg.spin?.minDegPerSec ?? 0.3) * DEG;
const spinMax = Math.max(spinMin, clusterCfg.spin?.maxDegPerSec ?? 1.6) * DEG;
const gspinMin = Math.max(0, clusterCfg.groupSpin?.minDegPerSec ?? 0.12) * DEG;
const gspinMax = Math.max(gspinMin, clusterCfg.groupSpin?.maxDegPerSec ?? 0.4) * DEG;
const tintAnchors =
clusterCfg.tint?.enabled === false ? [] : (clusterCfg.tint?.anchors ?? ['#dfe9ff', '#ffe9d6', '#e8e4f8']);
const tintStrength = clamp(clusterCfg.tint?.strength ?? 0.5, 0, 1);
const debrisCfg = clusterCfg.debris ?? {};
// --- Placement rules ---------------------------------------------------
const rMin = placement.minRadius ?? 2048;
const rMax = Math.max(rMin, placement.maxRadius ?? 18432);
const minSep = placement.minObjectSpacing ?? 1024;
const maxAttempts = Math.max(1, Math.floor(placement.maxPlacementAttempts ?? 400));
const tetherMargin = placement.tetherMargin ?? 96;
const tetherRadius = homeTetherRadius();
const homeSlots = isHome ? Math.min(count, homeMin) : 0;
// Names already taken in this system (planets + stations).
const nameRng = Rng.derive(galaxy.seed, 'system', record.id, 'names', 'asteroids');
const usedNames = new Set();
for (const p of planets) if (p.name) usedNames.add(p.name);
for (const s of freeSpace) if (s.name) usedNames.add(s.name);
// Spacing obstacles: the home world (origin) + every placed object.
const placed = [{ x: 0, y: 0 }];
for (const p of planets) if (typeof p.x === 'number' && typeof p.y === 'number') placed.push({ x: p.x, y: p.y });
for (const s of freeSpace) if (typeof s.x === 'number' && typeof s.y === 'number') placed.push({ x: s.x, y: s.y });
const clusters = [];
for (let i = 0; i < count; i++) {
// --- The group's rocks ---------------------------------------------
const memberCount = rng.int(groupMin, groupMax);
// Frames: a random subset of the sheet — NO frame twice in this cluster.
const frames = rng.shuffle(Array.from({ length: frameCount }, (_, k) => k)).slice(0, memberCount);
// Sizes: random in [sizeMin, sizeMax]; at least minFullSize full-size.
const sizes = Array.from({ length: memberCount }, () => rng.int(sizeMin, sizeMax));
const fullRocks = Math.min(Math.max(0, Math.floor(clusterCfg.minFullSize ?? 1)), memberCount);
for (let k = 0; k < fullRocks; k++) sizes[rng.int(0, memberCount - 1)] = sizeMax;
// Offsets: a dense random blob around the center (slight overlap is
// allowed — collision clusters look organic; solids never fully
// interpenetrate, see the 0.75 factor).
const members = [];
for (let k = 0; k < memberCount; k++) {
let ox = 0;
let oy = 0;
for (let attempt = 0; attempt < 24; attempt++) {
const a = rng.range(0, TAU);
const r = spread * Math.sqrt(rng.next()); // uniform in area
ox = Math.cos(a) * r;
oy = Math.sin(a) * r;
if (members.every((m) => Math.hypot(ox - m.x, oy - m.y) >= 0.75 * (sizes[k] / 2 + m.size / 2))) break;
}
members.push({ x: ox, y: oy, size: sizes[k] });
}
const bound = Math.max(...members.map((m) => Math.hypot(m.x, m.y) + m.size / 2));
// Spins: each rock tumbles on its own — its own slow speed, its own
// direction, its own starting phase.
const spins = members.map(() => (rng.chance(0.5) ? 1 : -1) * rng.range(spinMin, spinMax));
const phases = members.map(() => rng.range(0, TAU));
// Dust: a fine halo of motes orbiting just outside the rocks.
const debris = [];
if (debrisCfg.enabled !== false) {
const n = rng.int(debrisCfg.count?.[0] ?? 14, debrisCfg.count?.[1] ?? 30);
const rIn = bound * (debrisCfg.inner ?? 1.0);
const rOut = Math.max(rIn, bound * (debrisCfg.outer ?? 2.1));
for (let k = 0; k < n; k++) {
const a = rng.range(0, TAU);
const r = Math.sqrt(rng.range(rIn * rIn, rOut * rOut));
debris.push({
x: Math.cos(a) * r,
y: Math.sin(a) * r,
size: rng.range(debrisCfg.size?.[0] ?? 0.8, debrisCfg.size?.[1] ?? 2.4),
alpha: rng.range(debrisCfg.alpha?.[0] ?? 0.12, debrisCfg.alpha?.[1] ?? 0.4),
});
}
}
// Starlight: a subtle warm/cool shift, per cluster.
const tint = tintAnchors.length
? mixTint(tintAnchors[rng.int(0, tintAnchors.length - 1)] ?? tintAnchors[0], tintStrength)
: null;
// Name: synthesised, unique within the system.
let name = NameGenerator.asteroid(nameRng);
for (let tries = 0; tries < 10 && usedNames.has(name); tries++) name = NameGenerator.asteroid(nameRng);
usedNames.add(name);
// --- Where: sprinkle it in the void --------------------------------
// The starting system's first clusters live INSIDE the initial tether
// (whole group: center + bound + margin ≤ tether radius); the rest —
// and every cluster elsewhere — go anywhere in the scatter annulus.
const zoneMax =
i < homeSlots ? Math.max(rMin, Math.min(rMax, tetherRadius - bound - tetherMargin)) : rMax;
const pos = placeInAnnulus(rng, rMin, zoneMax, placed, minSep, maxAttempts);
placed.push(pos);
clusters.push({
id: `asteroid-${i + 1}`,
name,
x: pos.x,
y: pos.y,
bound,
tint,
groupSpin: (rng.chance(0.5) ? 1 : -1) * rng.range(gspinMin, gspinMax),
groupPhase: rng.range(0, TAU),
debrisPhase: rng.range(0, TAU),
// The dust glides on its OWN slow orbit (0.20.5 deg/s, random way)
// — fine particles drifting around the rocks, not locked to them.
debrisSpin: (rng.next() < 0.5 ? 1 : -1) * rng.range(0.2, 0.5) * DEG,
debris,
asteroids: members.map((m, k) => ({
frame: frames[k],
x: m.x,
y: m.y,
size: m.size,
spin: spins[k],
phase: phases[k],
})),
});
}
return clusters;
}
/**
* A random point in the annulus [rMin, rMax] around the origin (uniform in
* AREA) that is minSep from every placed object seeded rejection
* sampling. If the annulus is hopelessly crowded (it isn't, at these
* numbers) it returns the best candidate rather than failing.
*/
function placeInAnnulus(rng, rMin, rMax, placed, minSep, maxAttempts) {
let best = null;
for (let attempt = 0; attempt < maxAttempts; attempt++) {
const a = rng.range(0, TAU);
const r = Math.sqrt(rng.range(rMin * rMin, rMax * rMax));
const x = Math.cos(a) * r;
const y = Math.sin(a) * r;
let ok = true;
let worst = Infinity;
for (const p of placed) {
const d = Math.hypot(x - p.x, y - p.y);
if (d < minSep) {
ok = false;
if (d < worst) worst = d;
}
}
if (ok) return { x, y };
if (best === null || worst > best.worst) best = { x, y, worst }; // best = furthest from the closest object
}
return { x: best.x, y: best.y };
}
/** The starting system's initial tether radius (home world's level). */
function homeTetherRadius() {
const level = Math.max(1, Math.floor(config.get('tether.homeLevel', 1)));
const base = config.get('tether.level1Radius', 5120);
const growth = config.get('tether.radiusGrowth', 1.25);
return base * Math.pow(growth, level - 1);
}
/**
* Blend a hex tint anchor toward white by `strength` (0 = white, 1 = the
* anchor) a 24-bit canvas tint. Pure (no Phaser this runs in Node).
*/
function mixTint(hex, strength) {
let h = String(hex ?? '').trim().replace(/^#/, '');
if (h.length === 3) h = h.split('').map((c) => c + c).join('');
const n = parseInt(h, 16);
if (!Number.isFinite(n)) return null;
const mix = (c) => Math.round(255 + (c - 255) * strength);
return (mix((n >> 16) & 255) << 16) | (mix((n >> 8) & 255) << 8) | mix(n & 255);
}
/** /**
* Corerim density: the settled heart of the galaxy has more activity per * Corerim density: the settled heart of the galaxy has more activity per
* system; the rim is thinner, lonelier. `factor` scales every settlement * system; the rim is thinner, lonelier. `factor` scales every settlement

View File

@ -42,9 +42,12 @@ export function formatSystemReport(content, typeDefs = null, kindDefs = null) {
: `${n} settlement${n === 1 ? '' : 's'} · pop ~${formatPop(population)}`; : `${n} settlement${n === 1 ? '' : 's'} · pop ~${formatPop(population)}`;
const planetN = content.planets.length; const planetN = content.planets.length;
const asteroidN = Array.isArray(content.asteroids) ? content.asteroids.length : 0;
return { return {
title: content.name, title: content.name,
subtitle: `${typeDef.label ?? content.type} system · star ${content.star.class} · ${planetN} planet${planetN === 1 ? '' : 's'}`, subtitle:
`${typeDef.label ?? content.type} system · star ${content.star.class} · ${planetN} planet${planetN === 1 ? '' : 's'}` +
(asteroidN ? ` · ${asteroidN} asteroid cluster${asteroidN === 1 ? '' : 's'}` : ''),
settlements, settlements,
summary, summary,
population, population,

View File

@ -8,6 +8,7 @@ import { formatSystemReport } from '../galaxy/SystemReport.js';
import { Discovery } from '../galaxy/Discovery.js'; import { Discovery } from '../galaxy/Discovery.js';
import { Ship } from '../entities/Ship.js'; import { Ship } from '../entities/Ship.js';
import { Planet } from '../entities/Planet.js'; import { Planet } from '../entities/Planet.js';
import { AsteroidCluster } from '../entities/AsteroidCluster.js';
import { Starfield } from '../visuals/Starfield.js'; import { Starfield } from '../visuals/Starfield.js';
import { DiscoveryCompass, circleInView } from '../ui/DiscoveryCompass.js'; import { DiscoveryCompass, circleInView } from '../ui/DiscoveryCompass.js';
import { ActionBar } from '../ui/ActionBar.js'; import { ActionBar } from '../ui/ActionBar.js';
@ -69,6 +70,20 @@ export class GameScene extends Phaser.Scene {
}, },
); );
} }
// The asteroid spritesheet (data/asteroids.json → texture): 128×128
// rock frames, one per cluster member (the generator picks frames).
const asteroidTexture = config.get('asteroids.texture', '');
if (asteroidTexture && config.get('asteroids.enabled', true) !== false) {
this.load.spritesheet(
AsteroidCluster.TEXTURE_KEY,
asteroidTexture,
{
frameWidth: config.get('asteroids.frameWidth', 128),
frameHeight: config.get('asteroids.frameHeight', 128),
},
);
}
} }
create() { create() {
@ -119,7 +134,25 @@ export class GameScene extends Phaser.Scene {
this.systemPlanets.push(p); this.systemPlanets.push(p);
} }
} }
this.solidPlanets = [this.planet, ...this.systemPlanets];
// Asteroid clusters — loose groups of slowly tumbling rocks scattered
// through the system's void (data/asteroids.json). Every cluster is a
// DISCOVERABLE object (the compass knows it once found) and a SOLID one
// (the ship can park at a rock's rim, never fly through it) — the same
// contract as the worlds, at rock scale. Mining them comes later.
this.asteroidClusters = [];
if (config.get('asteroids.enabled', true) !== false) {
for (const rec of this.systemContent.asteroids ?? []) {
this.asteroidClusters.push(new AsteroidCluster(this, rec, { depth: 5 }));
}
}
// Every solid in the system — worlds first (their keep-out circles are
// disjoint), then the clusters. Ship constraint, click-to-fly clamping
// and autopilot all run against this list.
this.solids = [this.planet, ...this.systemPlanets, ...this.asteroidClusters];
this.planet.discoveryId = 'home';
this.planet.discoveryName = this.homeWorldName;
// The ship — a short hop (~150 px, edge-to-edge) from the home world's // The ship — a short hop (~150 px, edge-to-edge) from the home world's
// rim, in a seed-derived direction: same galaxy ⇒ same start. // rim, in a seed-derived direction: same galaxy ⇒ same start.
@ -231,29 +264,53 @@ export class GameScene extends Phaser.Scene {
if (this.actionBar && this.actionBar.contains(pointer.x, pointer.y)) return; if (this.actionBar && this.actionBar.contains(pointer.x, pointer.y)) return;
if (this.compass.contains(pointer.x, pointer.y)) return; if (this.compass.contains(pointer.x, pointer.y)) return;
let aim = { x: pointer.worldX, y: pointer.worldY }; let aim = { x: pointer.worldX, y: pointer.worldY };
for (const p of this.solidPlanets) { for (const s of this.solids) {
aim = p.aimPoint(aim.x, aim.y, this.ship.radius); aim = s.aimPoint(aim.x, aim.y, this.ship.radius);
} }
aim = this.tetherField.clampPoint(aim.x, aim.y); aim = this.tetherField.clampPoint(aim.x, aim.y);
this.showTargetMarker(aim.x, aim.y); this.showTargetMarker(aim.x, aim.y);
this.ship.setTarget(aim.x, aim.y); this.ship.setTarget(aim.x, aim.y);
this.hideHint(); this.hideHint();
}); });
// The solid keep-outs run AFTER the arcade world has integrated the
// ship's motion (the scene's 'postupdate' fires after the physics step
// has moved the sprite). Constrained in update() instead, the body
// re-applies this frame's inward velocity right after the push-out —
// the ship would dip a frame-deep into every rim it meets at speed.
this.events.on('postupdate', this.onPostUpdate, this);
}
/**
* Post-physics constraints: every solid in the system (worlds AND
* asteroid clusters) holds the ship back at its clearance fly close,
* never through and the tether holds the player's range (clamped to
* the union boundary, the line shudders where it was hit).
*/
onPostUpdate(_time, delta) {
for (const s of this.solids) {
s.constrainShip(this.ship, this.ship.radius);
}
const contact = this.tetherField.constrainShip(this.ship);
if (contact) this.onTetherContact(contact);
} }
/** /**
* The galaxy comes from the shared registry (built by the menu from the * The galaxy comes from the shared registry (built by the menu from the
* chosen seed). Dev boots that skip the menu (dev/test-game.html) get a * chosen seed). Dev boots that skip the menu (dev/test-game.html) get a
* fresh dev galaxy so the scene always works standalone. * fresh dev galaxy so the scene always works standalone with a
* deterministic seed when one is injected (`globalThis.__ORBIT_DEV_SEED`,
* set by dev/smoke-game.mjs from ?seed=).
*/ */
ensureGalaxy() { ensureGalaxy() {
this.galaxy = this.registry.get('galaxy') ?? null; this.galaxy = this.registry.get('galaxy') ?? null;
if (!this.galaxy) { if (!this.galaxy) {
const seed = Rng.randomSeedString(8); const devSeed = typeof globalThis !== 'undefined' ? globalThis.__ORBIT_DEV_SEED : null;
const seed = devSeed && String(devSeed).length > 0 ? String(devSeed) : Rng.randomSeedString(8);
this.galaxy = Galaxy.create(seed); this.galaxy = Galaxy.create(seed);
this.registry.set('galaxy', this.galaxy); this.registry.set('galaxy', this.galaxy);
this.registry.set('seed', seed); this.registry.set('seed', seed);
console.warn(`[orbit] no galaxy in the registry — generated a dev galaxy (seed "${seed}")`); if (!devSeed) console.warn(`[orbit] no galaxy in the registry — generated a dev galaxy (seed "${seed}")`);
} }
} }
@ -338,17 +395,10 @@ export class GameScene extends Phaser.Scene {
this.time.update(_time, delta); this.time.update(_time, delta);
this.tweens.update(); this.tweens.update();
this.ship.update(_time, delta); this.ship.update(_time, delta);
// Every world in the system is solid: the ship may come within the // The clusters are ALIVE: each rock tumbles, the loose group drifts,
// clearance in data/planets.json of a rim, but never closer (or // the dust orbits. (The keep-out constraint runs in onPostUpdate,
// through it). // after the physics step has moved the ship.)
for (const p of this.solidPlanets) { for (const c of this.asteroidClusters) c.update(_time);
p.constrainShip(this.ship, this.ship.radius);
}
// The tether is the player's range: anywhere in the union of its
// tethers' zones is space; outside it, the ship is clamped to the
// boundary and the line shudders where it was hit.
const contact = this.tetherField.constrainShip(this.ship);
if (contact) this.onTetherContact(contact);
this.updateCamera(delta); this.updateCamera(delta);
this.starfield.update(); // after the camera, so it sees this frame's motion this.starfield.update(); // after the camera, so it sees this frame's motion
this.tetherField.tick(_time, delta); // glitch/pulse lifecycle this.tetherField.tick(_time, delta); // glitch/pulse lifecycle
@ -485,6 +535,18 @@ export class GameScene extends Phaser.Scene {
name: p.discoveryName, name: p.discoveryName,
}); });
} }
// Asteroid clusters count as objects too: discoverable, compass arrows,
// autopilot — at the scale of their extent (bound).
for (const c of this.asteroidClusters) {
out.push({
id: c.discoveryId,
x: c.x,
y: c.y,
radius: c.bound,
typeLabel: config.get('asteroids.typeLabel', 'Asteroid Cluster'),
name: c.discoveryName,
});
}
return out; return out;
} }
@ -493,25 +555,25 @@ export class GameScene extends Phaser.Scene {
* to this): send the ship to a discovered object. It flies to the * to this): send the ship to a discovered object. It flies to the
* keep-out rim the clearance point on the side the ship is coming * keep-out rim the clearance point on the side the ship is coming
* from and arrives to a stop, exactly like a click-to-fly onto the * from and arrives to a stop, exactly like a click-to-fly onto the
* rim. Clicking elsewhere retargets the same way (last click wins). * rim. Works for worlds AND asteroid clusters (the solid behind the
* discovery entry). Clicking elsewhere retargets the same way (last
* click wins).
*/ */
autopilotTo(id) { autopilotTo(id) {
const o = this.discoverableObjects().find((v) => v.id === id); const o = this.discoverableObjects().find((v) => v.id === id);
if (!o) return; if (!o) return;
// The solid planet behind this discovery entry. // The solid body behind this discovery entry (a world or a cluster).
const planet = const solid = this.solids.find((s) => s.discoveryId === id) ?? this.planet;
id === 'home' ? this.planet : (this.systemPlanets.find((p) => p.discoveryId === id) ?? this.planet);
// Approach point: on the rim (clearance + hull), on the side the ship // Approach point: on the rim (clearance + hull), on the side the ship
// is approaching from (center → ship direction) — it ends up facing // is approaching from (center → ship direction) — it ends up facing
// the world. If the world is outside the player's tether range, the // the object. If the object is outside the player's tether range, the
// aim clamps to the union boundary — the ship flies as far as its // aim clamps to the union boundary — the ship flies as far as its
// tether lets it (and rests on the line) until the tether grows. // tether lets it (and rests on the line) until the tether grows.
const dx = this.ship.x - o.x; const dx = this.ship.x - o.x;
const dy = this.ship.y - o.y; const dy = this.ship.y - o.y;
const d = Math.hypot(dx, dy) || 1; let aim = solid.edgePoint(Math.atan2(dy, dx), solid.clearance, this.ship.radius);
let aim = planet.edgePoint(Math.atan2(dy, dx), planet.clearance, this.ship.radius); // Belt and braces: no other solid may own this point either.
// Belt and braces: no other world may own this point either. for (const s of this.solids) aim = s.aimPoint(aim.x, aim.y, this.ship.radius);
for (const p of this.solidPlanets) aim = p.aimPoint(aim.x, aim.y, this.ship.radius);
aim = this.tetherField.clampPoint(aim.x, aim.y); aim = this.tetherField.clampPoint(aim.x, aim.y);
this.showTargetMarker(aim.x, aim.y); this.showTargetMarker(aim.x, aim.y);
this.ship.setTarget(aim.x, aim.y); this.ship.setTarget(aim.x, aim.y);

View File

@ -39,6 +39,12 @@ const FALLBACK = {
minParts: 3, minParts: 3,
maxParts: 5, maxParts: 5,
}, },
asteroid: {
syllables: ['ka', 'ver', 'dor', 'thra', 'nix', 'oru', 'mal', 'cra', 'zeth', 'vel', 'kor'],
minParts: 2,
maxParts: 3,
suffixes: ['Field', 'Drift', 'Patch', 'Reef', 'Shoals', 'Belt'],
},
// Tiny built-in pools so the game still names things if data/naming.json // Tiny built-in pools so the game still names things if data/naming.json
// is missing. The real banks live in data/naming.json → banks. // is missing. The real banks live in data/naming.json → banks.
planet: ['New Denver', 'Klaxoria', 'New Austin', 'Zyneatha', 'New Phoenix', 'Vexithunhal', 'New Dallas', 'Kordrasul'], planet: ['New Denver', 'Klaxoria', 'New Austin', 'Zyneatha', 'New Phoenix', 'Vexithunhal', 'New Dallas', 'Kordrasul'],
@ -103,6 +109,17 @@ export const NameGenerator = {
return joinSyllables(rng, syllables, g.minParts ?? 3, g.maxParts ?? 5); return joinSyllables(rng, syllables, g.minParts ?? 3, g.maxParts ?? 5);
}, },
/**
* An asteroid cluster name: "Kaveru Field" synthesised syllables plus a
* field-like suffix (unbounded, like stars; data/naming.json asteroid).
*/
asteroid(rng) {
const s = section('asteroid', FALLBACK.asteroid);
const syllables = Array.isArray(s.syllables) && s.syllables.length ? s.syllables : FALLBACK.asteroid.syllables;
const suffixes = Array.isArray(s.suffixes) && s.suffixes.length ? s.suffixes : FALLBACK.asteroid.suffixes;
return `${joinSyllables(rng, syllables, s.minParts ?? 2, s.maxParts ?? 3)} ${rng.pick(suffixes) ?? 'Field'}`;
},
/** /**
* A shuffled deck of PLANET names for one system. The first N draws are N * A shuffled deck of PLANET names for one system. The first N draws are N
* distinct names (until the bank is exhausted). Pure function of (rng) * distinct names (until the bank is exhausted). Pure function of (rng)