diff --git a/assets/images/originals/ice-surface-01.png b/assets/images/originals/ice-surface-01.png new file mode 100644 index 0000000..dade87c Binary files /dev/null and b/assets/images/originals/ice-surface-01.png differ diff --git a/dev/queue-celebrate.html b/dev/queue-celebrate.html new file mode 100644 index 0000000..f3b66d3 --- /dev/null +++ b/dev/queue-celebrate.html @@ -0,0 +1,16 @@ + + + + + + Orbit — queued celebration check (dev) + + + + +
+ + + diff --git a/dev/queue-celebrate.mjs b/dev/queue-celebrate.mjs new file mode 100644 index 0000000..c31621f --- /dev/null +++ b/dev/queue-celebrate.mjs @@ -0,0 +1,81 @@ +/** + * Dev check — the QUEUED celebration path: research completes while the + * console is closed, and the ignition still plays when the player reopens + * the console within the fresh window (a stale one is dropped, not played). + * Drives itself and exposes `window.__QUEUE_CHECK__`: + * + * node dev/server.mjs 8090 + * node dev/cdp-shot.mjs "http://127.0.0.1:8090/dev/queue-celebrate.html" \ + * /tmp/q.png "window.__QUEUE_CHECK__" + * # then read the report via CDP eval: window.__QUEUE_CHECK__.lines + */ +import Phaser from '../js/vendor/phaser.js'; +import { config } from '../js/config/Config.js'; +import { ConfigLoader } from '../js/config/ConfigLoader.js'; +import { createGameConfig } from '../js/config/GameConfig.js'; +import { GameScene } from '../js/scenes/GameScene.js'; + +const data = await ConfigLoader.load(); +config.init(data); +const errors = []; +const origErr = console.error.bind(console); +console.error = (...a) => { errors.push(a.map(String).join(' ')); origErr(...a); }; +window.addEventListener('error', (e) => errors.push(String(e.message))); +window.addEventListener('unhandledrejection', (e) => errors.push(`rejection: ${e.reason}`)); + +const gameConfig = createGameConfig(); +gameConfig.scene = [GameScene]; +const game = new Phaser.Game(gameConfig); +window.game = game; + +const sleep = (ms) => new Promise((r) => setTimeout(r, ms)); + +async function waitScene() { + for (let i = 0; i < 100; i++) { + const s = game.scene.getScene('GameScene'); + if (s && s.ship && s.researchWindow) return s; + await sleep(100); + } + throw new Error('GameScene never booted'); +} + +const lines = []; +try { + const s = await waitScene(); + await sleep(800); + const win = s.researchWindow; + + // 1 — open, start a short project, CLOSE the console while in flight + s.deckAction('research'); + await sleep(900); // boot reveal + s.researchState.start('exploration', 'tether_l2', 400, s.time.now); + await sleep(150); + s.deckAction('research'); // toggle → close (fade ~150 ms) + await sleep(700); // completion happens HERE, console closed → QUEUED + + const q1 = win.celebration; + lines.push(`queued at close: ${q1 ? `cat=${q1.catId} played=${q1.played}` : 'NONE'}`); + if (!q1 || q1.played) errors.push('CELEBRATE not queued while console closed'); + + // 2 — reopen within the fresh window → the ignition must play + s.deckAction('research'); + await sleep(200); + lines.push(`after reopen: played=${win.celebration?.played} bursts=${win.bursts.length} open=${win.openState}`); + if (!win.celebration?.played) errors.push('CELEBRATE did not play after reopen'); + if (win.bursts.length === 0) errors.push('no bursts alive after reopen'); + + // 3 — stale-drop: a completion older than the fresh window is dropped, + // not played (simulate by backdating `at`). Let step 2's bursts expire + // first so the count below is meaningful. + await sleep(1400); + win.celebration = { catId: 'exploration', id: 'tether_l3', at: s.time.now - 60000, played: false }; + win._maybeCelebrate(); + lines.push(`stale drop: played=${win.celebration.played} bursts=${win.bursts.length}`); + if (!win.celebration.played) errors.push('stale celebration was not dropped'); + if (win.bursts.length !== 0) errors.push('stale celebration still pushed bursts'); +} catch (err) { + errors.push(`FATAL: ${err.message}`); +} +lines.unshift(errors.length === 0 ? 'QUEUE CHECK OK — no console errors' : 'FAILURES:'); +window.__QUEUE_CHECK__ = { ok: errors.length === 0, lines, errors }; +console.info('queue-celebrate: done', errors.length === 0); diff --git a/dev/research-complete-shot.html b/dev/research-complete-shot.html new file mode 100644 index 0000000..37ad7e2 --- /dev/null +++ b/dev/research-complete-shot.html @@ -0,0 +1,17 @@ + + + + + + Orbit — Research completion (dev shot) + + + + +
+ + + diff --git a/dev/research-complete-shot.mjs b/dev/research-complete-shot.mjs new file mode 100644 index 0000000..9b181c3 --- /dev/null +++ b/dev/research-complete-shot.mjs @@ -0,0 +1,105 @@ +/** + * Dev-only: boot GameScene, open the RESEARCH console, start a SHORT project + * and let it COMPLETE LIVE — capturing the completion treatment: the lit + * node (accent fill + glow ring + icon halo + stamped seal), the tab + * progress pips (filled = researched / hollow = not yet), and the one-shot + * ignition mid-flight (ring shells, the fast pulse down the newly-powered + * edge, the child flare) with the status strip's PROJECT COMPLETE decode. + * + * node dev/server.mjs 8090 + * node dev/cdp-shot.mjs http://127.0.0.1:8090/dev/research-complete-shot.html \ + * /tmp/research-complete.png "window.__RESEARCH_SHOT && window.__RESEARCH_SHOT.ready" \ + * 90000 "document.getElementById('report') && (document.getElementById('report').style.display='none')" + * + * The page sets window.__RESEARCH_SHOT (report + errors) when ready. + */ +import Phaser from '../js/vendor/phaser.js'; +import { config } from '../js/config/Config.js'; +import { ConfigLoader } from '../js/config/ConfigLoader.js'; +import { createGameConfig } from '../js/config/GameConfig.js'; +import { GameScene } from '../js/scenes/GameScene.js'; + +const data = await ConfigLoader.load(); +config.init(data); + +// Capture console errors + uncaught exceptions for the report. +const errors = []; +const origErr = console.error.bind(console); +console.error = (...a) => { errors.push(a.map(String).join(' ')); origErr(...a); }; +window.addEventListener('error', (e) => errors.push(String(e.message))); +window.addEventListener('unhandledrejection', (e) => errors.push(`rejection: ${e.reason}`)); + +const gameConfig = createGameConfig(); +gameConfig.scene = [GameScene]; +const game = new Phaser.Game(gameConfig); +window.game = game; + +// The report lives OUTSIDE the canvas — a DOM
 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…');
+
+const sleep = (ms) => new Promise((r) => setTimeout(r, ms));
+
+async function waitScene() {
+  for (let i = 0; i < 100; i++) {
+    const s = game.scene.getScene('GameScene');
+    if (s && s.ship && s.researchWindow) return s;
+    await sleep(100);
+  }
+  throw new Error('GameScene never booted');
+}
+
+try {
+  const s = await waitScene();
+  await sleep(800); // let the boot settle (dossier decode, deck flicker)
+
+  // Open the console (the deck RESEARCH button does exactly this).
+  s.deckAction('research');
+  await sleep(900); // the boot reveal finishes
+
+  // Start a project with a SHORT duration and let it complete live — the
+  // completion tick fires _completeResearchFx → the console's ignition.
+  s.researchState.start('exploration', 'tether_l2', 500, s.time.now);
+  for (let i = 0; i < 100; i++) {
+    if (!s.researchState.getActive() && s.researchState.isUnlocked('exploration', 'tether_l2')) break;
+    await sleep(50);
+  }
+  const win = s.researchWindow;
+  // The natural ignition already played (and will be over by the time the
+  // capture harness lands ~0.5 s after ready). Re-fire it right before the
+  // handoff so the capture lands MID-FLIGHT: the soft white ring expanding,
+  // the ignition head riding down the edge, the child flare in bloom.
+  win.celebrate('exploration', 'tether_l2');
+  const burstsLive = win.bursts.length;
+  if (burstsLive === 0) errors.push('CELEBRATE MISS — no bursts queued by win.celebrate()');
+
+  const st = s.researchState;
+  const entry = win.trees.get('exploration');
+  const nodeStates = entry
+    ? entry.tree.order.map((id) => `${id}=${win._nodeState(id)}`).join(' ')
+    : 'NO TREE';
+  const pips = win.tabs
+    .map((t) => `${t.id}:${t.pips.map((p) => p.state[0]).join('')}`)
+    .join(' ');
+  const lines = [
+    errors.length === 0 ? 'SMOKE OK — no console errors' : `ERRORS:\n${errors.slice(0, 3).join('\n')}`,
+    `window: ${win.openState} · cat=${win.activeCat} · sel=${win.selected ? win.selected.category + '/' + win.selected.id : '—'}`,
+    `state: ${st.unlocked.size} unlocked · active=${st.getActive() ? st.getActive().category + '/' + st.getActive().id : '—'}`,
+    `nodes: ${nodeStates}`,
+    `pips: ${pips}`,
+    `bursts: ${win.bursts.length} live (handoff) · ${burstsLive} at celebrate · celebration=${win.celebration ? (win.celebration.played ? 'played' : 'queued') : 'none'}`,
+  ];
+  setReport(lines);
+  window.__RESEARCH_SHOT = { ready: true, lines, errors };
+  console.info('research-complete-shot: report painted');
+} catch (err) {
+  errors.push(`FATAL: ${err.message}`);
+  setReport(['FATAL: ' + err.message, ...errors.slice(0, 3)]);
+  window.__RESEARCH_SHOT = { ready: true, fatal: String(err.message), errors };
+  console.error('research-complete-shot: fatal', err);
+}
diff --git a/js/scenes/GameScene.js b/js/scenes/GameScene.js
index e93eedd..ec75523 100644
--- a/js/scenes/GameScene.js
+++ b/js/scenes/GameScene.js
@@ -3659,6 +3659,7 @@ export class GameScene extends Phaser.Scene {
       glyph: '✓',
       glyphColor: toCss(themeColor('neon', 0x00e5ff)),
     });
+    this.researchWindow?.celebrate(catId, id); // the console's ignition (ring / pulse / flare) — queues if it's closed
     this.researchWindow?.refresh();
     this._questRefresh(); // a 'Research …' requirement may have just landed
   }
diff --git a/js/ui/ResearchWindow.js b/js/ui/ResearchWindow.js
index 0a9e603..04b2125 100644
--- a/js/ui/ResearchWindow.js
+++ b/js/ui/ResearchWindow.js
@@ -79,6 +79,27 @@ const mixWhite = (color, amt) => {
   return (ch(16) << 16) | (ch(8) << 8) | ch(0);
 };
 
+/**
+ * Radial halo texture (white → tintable per node) — the "powered" glow
+ * behind a lit node's icon. Built once per scene (the scanline/sweep idiom).
+ */
+function ensureHaloTexture(scene) {
+  const key = 'research_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;
+}
+
 /**
  * Tech-tree edge styling — thick enough to read at a glance: a 3 px core
  * over a wide, low-alpha accent glow (the panel-glow idiom). Powered edges
@@ -169,6 +190,9 @@ export class ResearchWindow extends Phaser.GameObjects.Container {
     this.glitch = { until: 0, next: 0, level: 0.8 };
     this.sweep = { t0: 0, next: 0 };
     this._lastPct = undefined;
+    this.bursts = []; // one-shot completion ignitions ({ kind, t0, dur, … })
+    this.celebration = null; // { catId, id, at, played } — pending ignition
+    this._burstLive = false;
 
     this._build();
     this.setVisible(true);
@@ -331,6 +355,15 @@ export class ResearchWindow extends Phaser.GameObjects.Container {
     });
     this._paintClose();
 
+    // one-shot ignition layer — completion rings / edge pulses / child
+    // flares (additive; above tree + detail, under the glitch dressing)
+    this.burstG = s
+      .graphics()
+      .setScrollFactor(0)
+      .setDepth(9)
+      .setBlendMode(Phaser.BlendModes.ADD);
+    this.add(this.burstG);
+
     // glitch layers (top of the window)
     this.glitchG = G(10);
     this.titleGhostA = this._ghost();
@@ -550,10 +583,19 @@ export class ResearchWindow extends Phaser.GameObjects.Container {
           letterSpacing: 2,
         })
         .setScrollFactor(0);
-      const w = txt.width + 44;
+      // progress pips — one per tech in this category: the console's
+      // at-a-glance "done vs available" summary (filled = researched,
+      // pulsing = in progress, hollow = not yet). _paintTabs repaints
+      // them on state flips; update() only pulses the in-progress one.
+      const tree = this._treeFor(cat.id);
+      const nPips = tree ? tree.order.length : 0;
+      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,
@@ -574,6 +616,20 @@ export class ResearchWindow 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,
+          node: tree.order[i],
+          x: pipX0 + i * (pipS + pipGap),
+          y: pipY,
+          s: pipS,
+          state: 'todo',
+        });
+      }
       g.setDepth(2);
       txt.setDepth(3);
       this.add(g);
@@ -612,6 +668,32 @@ export class ResearchWindow 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 ResearchState (a cheap repaint: a few
+      // 5 px squares each; update() only pulses the in-progress one)
+      const run = this.state?.getActive();
+      for (const p of t.pips) {
+        p.g.clear();
+        const st = this.state?.isUnlocked(t.id, p.node)
+          ? 'done'
+          : run && run.category === t.id && run.id === p.node
+            ? '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);
+        }
+      }
     }
   }
 
@@ -704,6 +786,14 @@ export class ResearchWindow extends Phaser.GameObjects.Container {
     const s = this.scene.add;
     const cont = new Phaser.GameObjects.Container(this.scene, px, py);
     const g = s.graphics().setScrollFactor(0);
+    // the lit glow behind the icon — "powered" states (unlocked/active)
+    // drive its alpha in _paintNode / update(); locked nodes keep it at 0
+    const halo = s
+      .image(-w / 2 + 22, 0, ensureHaloTexture(this.scene))
+      .setDisplaySize(48, 48)
+      .setScrollFactor(0)
+      .setBlendMode(Phaser.BlendModes.ADD)
+      .setAlpha(0);
     const img = s.image(-w / 2 + 22, 0, ensureIcon(this.scene, icon, accent)).setDisplaySize(24, 24).setScrollFactor(0);
     const txt = s
       .text(-w / 2 + 40, 0, label, {
@@ -716,10 +806,11 @@ export class ResearchWindow extends Phaser.GameObjects.Container {
       .setOrigin(0, 0.5)
       .setScrollFactor(0);
     cont.add(g);
+    cont.add(halo);
     cont.add(img);
     cont.add(txt);
 
-    const node = { id, w, h, cont, g, img, txt, hover: false };
+    const node = { id, w, h, cont, g, halo, img, txt, hover: false };
     const nodeRect = new Phaser.Geom.Rectangle(-w / 2, -h / 2, w, h);
     g.setInteractive({
       useHandCursor: true,
@@ -1002,6 +1093,7 @@ export class ResearchWindow extends Phaser.GameObjects.Container {
     let fillA = 0.5;
     let stroke = 0x22405f;
     let strokeA = 0.55;
+    let glowA = 0;
     let labelColor = toCss(C.faint);
     let iconTint = 0x445566;
     let glyph = 'x';
@@ -1016,21 +1108,37 @@ export class ResearchWindow extends Phaser.GameObjects.Container {
       fillA = 0.2;
       stroke = accent;
       strokeA = 1;
+      glowA = 0.25;
       labelColor = toCss(0xffffff);
       iconTint = 0xffffff;
       glyph = 'bar';
     } else if (st === 'unlocked') {
-      fillA = 0.18;
+      // LIT — the plate holds a soft accent fill + a glow ring ("powered",
+      // the node-side of the edge idiom) and the icon sits in a halo.
+      // The stamped seal below replaces the bare check: it reads as
+      // "acquired" at a glance, distinct from the ◆ available marker.
+      fill = accent;
+      fillA = 0.13;
       stroke = accent;
       strokeA = 0.95;
+      glowA = 0.38;
       labelColor = toCss(C.ink);
       iconTint = 0xffffff;
-      glyph = 'check';
+      glyph = 'seal';
     }
     if (node.hover) fillA = Math.min(0.9, fillA + 0.12);
 
-    panel(g, -w / 2, -h / 2, w, h, { notch: 9, fill, fillAlpha: fillA, stroke, strokeAlpha: strokeA });
+    panel(g, -w / 2, -h / 2, w, h, {
+      notch: 9,
+      fill,
+      fillAlpha: fillA,
+      stroke,
+      strokeAlpha: strokeA,
+      ...(glowA ? { glow: accent, glowAlpha: glowA } : {}),
+    });
 
+    node.halo.setTint(accent);
+    node.halo.setAlpha(st === 'unlocked' ? 0.5 : st === 'active' ? 0.32 : 0);
     node.img.setTint(iconTint);
     node.img.setAlpha(st === 'locked' ? 0.55 : 1);
     node.txt.setColor(labelColor);
@@ -1045,10 +1153,14 @@ export class ResearchWindow extends Phaser.GameObjects.Container {
     } else if (glyph === 'diamond') {
       g.fillStyle(glyphColor, 1);
       g.fillTriangle(gx, -5.5, gx + 5.5, 0, gx, 5.5, gx - 5.5, 0);
-    } else if (glyph === 'check') {
-      g.lineStyle(2, glyphColor, 1);
-      g.lineBetween(gx - 5, 0, gx - 1, 4);
-      g.lineBetween(gx - 1, 4, gx + 5, -4);
+    } else if (glyph === 'seal') {
+      // the stamp: an accent diamond with the check knocked out in the
+      // plate — "certified", not just a tick
+      g.fillStyle(glyphColor, 1);
+      g.fillTriangle(gx, -6, gx + 6, 0, gx, 6, gx - 6, 0);
+      g.lineStyle(1.8, 0x050b14, 1);
+      g.lineBetween(gx - 3.2, 0.8, gx - 0.9, 3.2);
+      g.lineBetween(gx - 0.9, 3.2, gx + 3.2, -2.8);
     } else if (glyph === 'bar') {
       g.fillStyle(0x0a1424, 0.9);
       g.fillRect(gx - 8, -2, 16, 4);
@@ -1110,6 +1222,7 @@ export class ResearchWindow extends Phaser.GameObjects.Container {
   _paintAll(catId) {
     const entry = this.trees.get(catId);
     if (!entry) return;
+    this._paintTabs(); // the tab pips track the same state (a run started here flips them)
     for (const node of entry.nodes.values()) this._paintNode(node);
     this._paintEdges(entry);
     this._paintDetailBtn();
@@ -1194,6 +1307,7 @@ export class ResearchWindow extends Phaser.GameObjects.Container {
     this._paintAll(category);
     this._paintDetail(true);
     this._lastSelSt = this._nodeState(id);
+    this._maybeCelebrate();
   }
 
   switchCategory(catId) {
@@ -1213,6 +1327,7 @@ export class ResearchWindow extends Phaser.GameObjects.Container {
       this._paintDetail(false);
       this._lastSelSt = null;
     }
+    this._maybeCelebrate();
   }
 
   _defaultSelection(catId) {
@@ -1325,6 +1440,7 @@ export class ResearchWindow extends Phaser.GameObjects.Container {
     if (id && this.selected?.id !== id) this.select(cat, id);
     this._paintAll(this.activeCat);
     this._paintStatusStrip();
+    this._maybeCelebrate();
 
     // resume() not play(): v4's play() is a no-op after pause() (its
     // _playCalled flag stays true, so the native play() is never
@@ -1340,6 +1456,8 @@ export class ResearchWindow extends Phaser.GameObjects.Container {
     if (this.openState === 'closed' || this.openState === 'closing') return;
     this.openState = 'closing';
     this.video?.pause?.();
+    this.bursts.length = 0; // no ignitions over a closing window
+    this.burstG?.clear();
     this.sfx('ui_close');
     this.scene.tweens.add({
       targets: this,
@@ -1373,6 +1491,113 @@ export class ResearchWindow extends Phaser.GameObjects.Container {
     this._paintStatusStrip();
   }
 
+  /**
+   * One-shot ignition for a completed project (GameScene's
+   * _completeResearchFx calls it): a light ring on the node, a fast pulse
+   * down each newly-powered edge, a flare on each newly-woken child, and
+   * the status strip decoding the completion line. If the console is
+   * closed or on another category the event is QUEUED — it plays if the
+   * player returns to the category while it is still fresh (the toast
+   * already carried the news, so a stale event is just dropped).
+   */
+  celebrate(catId, id) {
+    this.celebration = { catId, id, at: this.scene.time.now, played: false };
+    this._maybeCelebrate();
+  }
+
+  _maybeCelebrate() {
+    const c = this.celebration;
+    if (!c || c.played) return;
+    if (this.scene.time.now - c.at > 15000) {
+      c.played = true; // stale — the toast already told the story
+      return;
+    }
+    // 'open' only — NOT isOpen: the close-fade counts as open there, and a
+    // burst into a fading window is lost to the player (queue it instead).
+    // Also wait out the boot reveal — the ring shouldn't race the pop-in —
+    // and the tab must be the one the research finished on (switching tabs
+    // re-checks, and the 15 s fresh window covers the trip).
+    if (this.openState !== 'open' || this.reveal.length || this.activeCat !== c.catId) return;
+    const entry = this.trees.get(c.catId);
+    if (!entry || !entry.nodes.has(c.id)) {
+      c.played = true;
+      return;
+    }
+    c.played = true;
+    const node = entry.nodes.get(c.id);
+    const accent = entry.accent;
+    const t0 = this.scene.time.now;
+    // the ring — two expanding shells (the accent one + a soft white)
+    this.bursts.push({ kind: 'ring', x: node.cont.x, y: node.cont.y, t0, dur: 620, color: accent, r0: 14, r1: 62 });
+    this.bursts.push({ kind: 'ring', x: node.cont.x, y: node.cont.y, t0: t0 + 130, dur: 720, color: 0xffffff, r0: 8, r1: 92, soft: true });
+    // the ignition pulse down each newly-powered edge, then the child
+    // flares as the pulse lands
+    for (const e of entry.edges) {
+      if (e.parent.id !== c.id) continue;
+      this.bursts.push({ kind: 'edge', e, t0: t0 + 60, dur: 540 });
+      this.bursts.push({ kind: 'flash', node: e.child, t0: t0 + 400, dur: 420, color: accent });
+    }
+    // the status strip decodes the completion
+    const label = String(entry.tree.nodes[c.id]?.label ?? c.id).toUpperCase();
+    this.statusTxt.setColor(toCss(accent));
+    this.decodeTo(this.statusTxt, `PROJECT COMPLETE — ${label}`, t0, 560);
+  }
+
+  /** Advance + draw the one-shot completion bursts (additive layer). */
+  _paintBursts(time) {
+    const bg = this.burstG;
+    if (!bg) return;
+    if (!this.bursts.length) {
+      if (this._burstLive) {
+        bg.clear();
+        this._burstLive = false;
+      }
+      return;
+    }
+    bg.clear();
+    this._burstLive = true;
+    for (let i = this.bursts.length - 1; i >= 0; i--) {
+      const b = this.bursts[i];
+      const u = (time - b.t0) / b.dur;
+      if (u < 0) continue; // scheduled for a later frame
+      if (u >= 1) {
+        this.bursts.splice(i, 1);
+        continue;
+      }
+      const a = 1 - u;
+      if (b.kind === 'ring') {
+        const r = b.r0 + (b.r1 - b.r0) * easeIO(u);
+        bg.lineStyle(2.5, b.color, (b.soft ? 0.55 : 0.9) * a);
+        bg.strokeCircle(b.x, b.y, r);
+        bg.fillStyle(b.color, 0.1 * a);
+        bg.fillCircle(b.x, b.y, r);
+      } else if (b.kind === 'edge') {
+        // the fast bright ride parent → child (a one-shot of the ambient
+        // comet — quicker, whiter head, fuller trail)
+        const head = this._pointAt(b.e, u);
+        for (let k = 3; k >= 1; k--) {
+          const uu = u - k * 0.055;
+          if (uu < 0) continue;
+          const p = this._pointAt(b.e, uu);
+          bg.fillStyle(b.e.accent, 0.5 * (1 - k / 4));
+          bg.fillCircle(p.x, p.y, 5 - k * 0.7);
+        }
+        bg.fillStyle(b.e.accent, 0.55);
+        bg.fillCircle(head.x, head.y, 10);
+        bg.fillStyle(0xffffff, 1);
+        bg.fillCircle(head.x, head.y, 3.8);
+      } else if (b.kind === 'flash') {
+        // the newly-woken child plate flares as the pulse lands
+        const nw = b.node.w;
+        const nh = b.node.h;
+        bg.fillStyle(0xffffff, 0.2 * a);
+        bg.fillRect(b.node.cont.x - nw / 2, b.node.cont.y - nh / 2, nw, nh);
+        bg.lineStyle(2, b.color, 0.7 * a);
+        bg.strokeCircle(b.node.cont.x, b.node.cont.y, 8 + 26 * easeIO(u));
+      }
+    }
+  }
+
   /** Tier lines for one category tree (re-issuable). */
   _paintRows(entry) {
     const { rightX, rightW, treeTop, treeH } = this.geo;
@@ -1427,6 +1652,7 @@ export class ResearchWindow 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.trees.get(this.activeCat) : null;
       if (entry) {
@@ -1460,6 +1686,10 @@ export class ResearchWindow extends Phaser.GameObjects.Container {
   update(time) {
     if (!this.isOpen) return;
 
+    // completion ignition — a project finished and the console is on its
+    // category (or the player just came back to it): fire the one-shot
+    this._maybeCelebrate();
+
     // reveal timeline
     if (this.reveal.length) {
       let done = true;
@@ -1483,6 +1713,7 @@ export class ResearchWindow extends Phaser.GameObjects.Container {
           if (r.mode === 'pop') r.o.setScale(1);
         }
         this.reveal = [];
+        this._paintTabs(); // the reveal forced alphas to 1 — restore the pip states
         this._paintStatusStrip();
       }
     }
@@ -1555,6 +1786,18 @@ export class ResearchWindow extends Phaser.GameObjects.Container {
     // REC dot pulse
     this.recDot.setFillStyle(C.amber, 0.45 + 0.4 * Math.sin(time * 0.006));
 
+    // one-shot completion ignitions (rings / edge pulses / child flares)
+    this._paintBursts(time);
+
+    // tab pips: the in-progress one pulses (the rest are static — painted
+    // in _paintTabs on state flips)
+    const run = this.state?.getActive();
+    if (run) {
+      const tab = this.tabs.find((t) => t.id === run.category);
+      const pip = tab?.pips.find((p) => p.node === run.id && p.state === 'progress');
+      if (pip) pip.g.setAlpha(0.3 + 0.45 * Math.abs(Math.sin(time * 0.005)));
+    }
+
     // tree life (only while fully revealed — the reveal owns alpha then)
     const entry = this.activeCat ? this.trees.get(this.activeCat) : null;
     if (entry && !this.reveal.length) {
@@ -1566,6 +1809,17 @@ export class ResearchWindow extends Phaser.GameObjects.Container {
         } else {
           node.cont.setAlpha(1);
         }
+        // lit nodes keep breathing (the available plate already breathes
+        // above; locked stays dead)
+        if (node.halo) {
+          node.halo.setAlpha(
+            st === 'unlocked'
+              ? 0.4 + 0.16 * Math.sin(time * 0.002 + node.cont.x * 0.01)
+              : st === 'active'
+                ? 0.26 + 0.16 * Math.sin(time * 0.0045)
+                : 0
+          );
+        }
       }
       // …and the detail readout follows the selected node's flips (its
       // button turns LOCKED → RESEARCH as the system's chart completes).