- Introduce a dynamic "system" research category built at runtime with two techs: `{System} Map` (granted on entry) and `Unlock {System} Jumpgates` (researchable once every NAV point is discovered).
- Wire gate activation through the research effects seam so completing the jumpgate tech activates the system's gates plus linked return gates, anchors level-1 tethers at each activated gate, and saves/restores via a new `activatedGates` set.
- Extend ResearchModel with optional tree hooks (`available`, `lockNote`) so dynamic categories can gate research on live world state without adding static requires.
- Add map and gate procedural icons, update tests for the new category contract and icon roster, and document the system category in project notes.
- Center the ✕ close glyph and "IN PROGRESS" labels via setOrigin(0.5, …);
Phaser Text defaults to origin (0,0), so they were anchored top-left
and sat off-center on their plates
- Widen detail buttons from 152 to 190 px so the widest label
("IN PROGRESS 88%") no longer bleeds past the plate edges
- Treat 'closing' as open in isOpen so a close tap is consumed by the
window while it fades out, instead of leaking through as a world click
- Introduce the BUILD deck slot on planet surfaces: full-screen BuildWindow
(looping feed video, category tabs, build list, dossier + cost + BUILD
button) backed by pure BuildModel/BuildState rules
- Move tether level 2 from a research effect to a one-off planet build
(200 minerals, 20 s, requires L1 tether on the world); home world starts
with tether-l1 pre-installed as a rule re-asserted after load
- Add `node dev/server.mjs` static server sending Cache-Control: no-store to
stop browsers heuristically caching ES modules (the "new data + old JS" bug)
- Fix world-name casing leak: CommsPanel keeps canonical spelling in the
landing payload; GameScene.startLanding normalizes via WorldNames.canonicalPlanetName
so name-keyed build/tether lookups match
- Add in-game diagnostics (orbitDiag/orbitDiagBrief), dev/build-check.html
self-check page, and Node tests for builds, world names, and save staging
- Persist builds (built records + in-flight remaining time) in the save bank;
tick on the game-loop clock so a build survives takeoff mid-build
- SHOP button now swaps the looping surface clip for the world's `shop`
video (e.g. terran-shop-01.mp4); pressing again swaps back. The slot
relabels between "Shop" and "Leave Shop" via a new ActionBar.setLabel.
- data/landing.json gains a per-frame `shop` entry; worlds without one get
a console note instead of a clip.
- SurfaceScene: toggleShop/leaveShop manage the shop video (pause/resume,
visibility), error handling falls back to the surface loop, and cleanup
on takeoff/shutdown disposes the new video and note glyphs.
- ActionBar: slots store their base fontSize so setLabel can shrink-to-fit
long labels; paintSlot re-asserts hover state after relabeling.
- Define the two-sided unlock contract: research nodes declare `unlocks.builds`/`unlocks.research`, builds declare `requires` as "category/node id" (authoritative gate); ResearchModel exposes `unlocksOf`, `buildDefs`, `unlockIssues`, `buildIssues`
- Add `tether-l2` build entry (planet/station targets, credits+minerals cost, level-2 tether effect) and link it from `exploration/tether_l2`
- Show an UNLOCKS line in the research dossier so the console surfaces what a tech opens
- Extend dev/research-builds.test.mjs to validate both sides of the gate and the new model helpers
- Update data/builds.json, research.json, exploration.json `_comment`s and PROJECT_NOTES to document the contract
- Full-screen RESEARCH window: looping archive feed, category tabs, branching
DAG tech tree (top-down layout), per-tech dossier + RESEARCH button, deck
progress bar
- Pure rules layer (ResearchModel / ResearchState) is Node-testable; the
window is a passive view and GameScene owns effects, toasts, and saves
- First category **Exploration** (Tether Level 1–4, Tether Anchoring, Signal
Amplification) lives in data/research/exploration.json; adding a category
= one JSON file + one registry line + one manifest line
- Effects seam: `tether.level` grows the home tether via TetherField.setLevel;
`capability` flags land on scene.researchCapabilities for future systems
- Save/restore round-trips an in-flight project (remainingMs captured at save,
startedAt rebuilt on load); old saves without research still load
- Dev tooling: dev/cdp-shot.mjs (CDP screenshot with readiness wait),
dev/research-shot.html/.mjs (boots the console + starts a run for a shot)
- Assets: gasgiant planet frame 03, takeoff/landing clips, research-computer
feed; planets.png/.psd updated
- Add MineralHud component (js/ui/MineralHud.js) showing "MINERALS n / N"
plus a fill bar in the upper-right corner, replacing the old tether
stack. One tween drives both the counting number and the bar so they
never drift; a cyan flash ripples on landings; amber at capacity.
- Wire Mining to emit an onOre(gained, hold) seam per extraction tick and
per fragment landing so the HUD fills live as the rock shrinks, not
only at the batch 'absorbed' event.
- Remove refreshTetherHud / fmtRange from GameScene; instantiate MineralHud
in create(), feed it via refreshMineralHud() from ore seams and mining
events, destroy on shutdown.
- Add data/mineralhud.json config (corner pad, bar geometry, count-up and
flash tuning) and register it in the manifest.
- Tests: new dev/mineral-hud.test.mjs covering layout, count-up/bar sync,
superseded-tween guard, capacity/clamping, teardown; extend
dev/mining.test.mjs to assert onOre ticks; drop tether-HUD checks from
dev/system-hud.test.mjs; add setOrigin/setScrollFactor no-ops to the
Phaser stub.
- New shared audio voices: js/utils/Sfx.js (playSfxOn/stopSfxOn/sfxPlayingOn)
and js/utils/Music.js (loop voice + shuffle playlist), both with v4 guard
rails (cache.audio.has, stopByKey, isPlaying) so missing assets never throw.
- data/music.json: menu loop, shuffled deep-space soundtrack for GameScene,
and per-world surface loops keyed by planets.png frame; new mp3 assets in
assets/music/.
- data/sfx.json: add ui_hover/ui_click/ui_window/ui_close/mining_loop and a
dedicated scan track; wire UI components (buttons, panels, popups, save
vault) to the shared voice via scene.playSfx seam.
- GameScene: start/stop the shuffle on create/shutdown, stop both soundtrack
and mining hum on 'sleep' (landing launch+sleep) and resume on 'wake';
mining hum loops while beam is live and stops quietly on 'stopped'.
- SurfaceScene: preload and loop the world's track from landing through
takeoff; fix landing frame hand-off to pass sheetFrame instead of the
texture Frame object.
- MenuScene: preload SFX + menu music, start the menu hum in create, stop it
on the 'shutdown' event (v4 never calls shutdown() on transition).
- data/ship.json → stats: hullIntegrity/shields/cargoHold/mineralStorage,
exposed as ship.stats for future combat/trading/mining systems.
- Tests: dev/sfx.test.mjs and dev/music.test.mjs cover the shared voices,
guards, and data contracts; ship-behavior and system-hud tests extended
for base stats and the mining hum lifecycle.
- New js/ui/SignalCompass.js renders a faint ring around the ship with soft radio-signal markers at each undiscovered in-region object's bearing, with full→linear-fade envelope and per-id pulse phase
- Signals track live ship position each frame, drop on discovery, and re-emit on rescan; scene drives state, renderer is stateless
- data/signalCompass.json configures radius, lifetime (20s full + 5s fade), colors, signal/ripple/pulse/ring geometry with enabled gate
- dev/signal-compass.test.mjs unit-tests the pure signalAlpha envelope, bearingAngle math, and config sanity via Node
- dev/signal-compass-flow.{html,mjs} headless browser flow test boots real GameScene, presses SCAN, and verifies emission, fade, expiry, and discovery-drop behavior
- Swap the command deck's "Build" slot for a "Scan" slot that fires an
omnidirectional sonar pulse from the ship across the tether region.
- The wavefront is clipped to the union of tether circles: it is absorbed
at the rim (bright absorbing arc + TetherField.excite shiver) instead of
flying into empty space.
- Objects inside the region ring as the front crosses them (shock rings,
RGB ghost, scale pulse); the starfield ripples and the camera thumps /
rolls with the wave, then restores itself on completion or cancel.
- New modules: js/scan/ScanPulse.js (rendering + lifecycle),
js/scan/ScanGeometry.js (pure circle-circle window math).
- All tuning lives in data/scan.json; the one SFX is the new "scan" key
in data/sfx.json. Results are a seam for now — finishScan logs the
in-region objects and reports the count in the console slot.
- Tests: dev/scan.test.mjs (geometry unit tests) and
dev/scan-test.html/.mjs (headless flow test driving the real scene).
- Add Terran shop placeholder assets (two PNGs + one MP4).
- New SurfaceScene overlays GameScene when the player requests landing:
plays a one-shot landing clip, then a looping surface clip behind a
dedicated command deck (Shop/Build/Ship + Take Off + Menu).
- Wire comms panel "Request Landing" / "Land" buttons to launch the
surface; TAKE OFF stops SurfaceScene and wakes GameScene so the run
resumes exactly where it left off.
- ActionBar accepts an optional `buttons` override so scenes can supply a
different slot list while sharing layout/colors/animation.
- SavePanel gains a `stateScene` option so saves from the surface read
state from the paused GameScene underneath.
- Add data/landing.json (per-frame video map) and four placeholder
surface clips; CommsPanel now passes its full target payload through to
onAction so landing metadata survives the round-trip.
- Add dev harnesses: headless-Firefox screenshot helper, click-path test
for the real user flow, and a surface-flow assertion suite with parked
screenshot pages.
- New CommsPanel UI: world-anchored rusty-metal/green-phosphor console that opens on planet or station click, showing name decode, reputation bar (41 marks, -20 to +20), and REQUEST LANDING / LAND / CANCEL buttons
- New Station entity with procedural rendering (deep-space station ring + solar wings, or waypoint beacon), solid collision, and comms-target support
- data/stations.json configures station kinds, sizes, ship clearance; added to manifest
- GameScene wires click-to-fly + panel open together, handles button/outside/ESC close race, ESC priority, and commsAction seam for future landing logic
- Reputation.marksFor() computes lit-mark count for the gauge; covered by new unit tests in dev/reputation.test.mjs
- Dev tooling: comms-click (real-input interaction test), comms-shot (screenshot states), wdshot setup-step logging
- Introduce `Ship.state` ('normal' | 'mining') with `setState()` and an
`onStateChange` callback so the scene can react to state exits.
- Any player-initiated movement (world click or compass autopilot) now
drops the ship back to 'normal', which ends the mining sequence via the
scene's handler; Mining.update() enforces the gate as a belt-and-braces.
- Rename `Mining.isLocked` to `isActive` and update GameScene click logic:
clicks no longer hold during extension — they move the ship and abort the
arm's reach.
- Tighten the popup-button swallow window from 300 ms to 20 ms and add a
`containsScreen()` hit-test so only the exact button press is consumed,
not subsequent deliberate clicks on the panel area.
- Expand the headless mining test to cover the new movement-abort contract:
world click mid-extension breaks the arm, autopilot retracts the beam,
and ship state transitions are asserted at every stage.
- Widen the data-driven base width and clamp the panel to at least the widest button plus padding, since MenuButton measures itself in the live web font and won't shrink below its label.
- Rewrite layout() with a top-edge-relative p() helper so the header/MINE/CANCEL order stays consistent whether the popup opens above or below the anchor.
- Add dev/popup-shot.html/.mjs to boot the game headless, await the typefaces (same contract as js/main.js), open the mining menu on a deterministic cluster, and report panel/button geometry plus fit booleans.
- Extend dev/wdshot.mjs with an optional settleMs argument so pages with top-level awaits (font loading) can finish their async boot before the setup script runs.
- Click a rock to open a world-anchored mining popup (Mine/Stop/Cancel)
- Mining state machine locks the ship during the ~1.5 s arm extension, then fires an animated beam with ore motes, shock rings, sparks, and periodic surges
- ESC breaks the beam or closes the menu; outside clicks dismiss without flying
- Generalize the top-center console toast so discovery, tether, and mining calls share one slot
- Add a "mining" SFX entry (system-scan.mp3) and update preload/test to cover all configured sounds
- Ship a headless browser test (dev/mining-test.*) that drives the full arm sequence through the real input pipeline
- Pin DOWNLOAD ALL button's right edge to the panel inner boundary using its actual rendered width instead of a fixed 210px assumption that let the label spill past the window
- Drive title/subtitle decode animations through both 'opening' and 'shown' states so the scramble completes rather than freezing mid-glyph when the crack-open settles
- Set `card.locked` (no underscore) to match what SlotCard.press() actually gates on, preventing stale `_locked` writes from leaving cards inert
- Add a real pointer-press helper in the dev test that maps canvas coords through the FIT-mode zoom and dispatches mouseover/down/up to exercise the full click pipeline end-to-end
- Replace the no-op `ignorePointer` idiom with a new `setInteractiveEnabled` helper that toggles Phaser v4's `input.enabled`, so hidden/inert UI elements (sub-bar buttons, save cards, scrims, confirm buttons) stop swallowing clicks
- Set explicit depths for the menu sub-bar (60) and save panel (70) so they paint above the command deck, HUD, and world objects as intended
- Add a headless-browser z-order + input-state probe (`dev/zorder-test.*`) that boots the real engine and asserts both paint order and hit-testing behavior across open/close transitions
- Add gas giant landing video asset
- GameScene now closes the menu sub-bar for any pointerdown outside it
instead of only swallowing clicks that land on the panel, so world, deck,
HUD, and compass taps all dismiss without triggering fly-here, dossier,
or navigation side effects.
- autopilotTo() bails while the bar is open or closing, preventing a
racing compass chip click from navigating after it just dismissed the bar.
- Add MenuSubBar.closing getter so callers can detect the close animation
state and treat the bar as input-dead during that window.
- Ship a headless CDP test (dev/clickout-test.html/.mjs) that drives the
real Phaser input pipeline to verify every dismiss path, button firing,
re-openability, and the autopilot guard.
- SaveManager: 10-slot localStorage bank (put/get/clear/list/export), corrupt-bank recovery, failed-write surfacing, bulk JSON export
- SaveData: captureState / prepareLoad / consumeRestore / resetRunState — seed + player state round-trip through a shared registry
- MenuSubBar: fold-up drawer off the deck's MENU button (Save Game / Load Game / Return to Main Menu) with animated open/close
- SavePanel: 10-slot pop-up in save or load mode; overwrite + load confirm dialogs; "download all" bulk export; toast feedback
- ConfirmOverlay: split-open confirm dialog for destructive actions
- SlotCard, Toast: per-slot cards and inline feedback strips
- MenuScene: Load Game button (grayed while bank is empty) opens the same panel in load mode
- GameScene: menu sub-bar + save panel wired into deck action, ESC handling, input blocking while modal, applyRestore on scene boot
- Tether HUD moved from above the MENU button to upper-right corner, stacking downward
- MenuButton: disabled (grayed) state and screenFixed option for scrolling-camera UI
- New SFX assets (ui-click, ui-hover) + updated existing FX; gasgiant planet image
- Dev tooling: cdp-firefox.mjs, wdshot.mjs (headless Firefox via geckodriver), saves-ui-test.html/.mjs (integration driver), saves.test.mjs (Node unit tests), system-hud test updates
- Remove the drawn slot icons (research/build/ship/menu/reserved) and their RGB ghost copies; keep the GlitchText split on labels and panel outline only.
- Center button text vertically and shrink the bar height from 92 to 56 px now that there is no icon row.
- Drop iconSize/iconY config and the drawIcon helper, and update README/comments to match the label-only design.
- Replace the old per-rock placement retry loop with a deterministic pairwise relaxation pass (relaxRockGaps) that enforces a gapFactor x (r1+r2) separation between every pair, so rocks keep a subtle visible gap instead of interpenetrating
- Add cluster.gapFactor (default 1.12) and asteroids.compassColor (#c8d2e0) config keys, with updated comments in data/asteroids.json and SystemGenerator.js
- Tint the DiscoveryCompass arrow per target: bake the arrow texture white and tint it to the target's color (worlds keep theme neon cyan, clusters use their light gray)
- Extend dev/asteroids.test.mjs to assert every rock pair respects the gapFactor separation
- DiscoveryCompass name tags are now interactive buttons with hover/press feedback; firing onSelect hands the target id to the scene, which retargets the ship via GameScene.autopilotTo (aim at the keep-out rim on the approach side).
- Compass layout reserves the command-deck strip (reserveBottom) so chips/arrows are never buried under the deck.
- Click-to-fly now ignores clicks that land on a compass chip (DiscoveryCompass.contains), keeping autopilot and fly-here from colliding.
- Tests cover the chip hit test, onSelect seam, and reserveBottom clamping; docs updated to describe the new autopilot behavior.
- Port the menu's GlitchText chromatic fringe to ActionBar: additive
magenta/cyan icon ghosts, label ghosts with per-slot phase, and a panel
outline ghost that activates during glitch bursts.
- Add a tiled-scanline overlay (1 dark row per pitch) matching CyberOverlay,
configurable via actionbar.scanline with theme.overlay.scanline defaults.
- Replace idleGhost with animation.rgb (idleOffset/burstOffset/idleAlpha/
burstAlpha); level now decays ~90 ms after triggerBurst for the fast-snap
GlitchText feel while slice bars linger.
- Update README, PROJECT_NOTES, and research-builds tests to cover the new
scanline and rgb config keys.
- New ActionBar component (js/ui/ActionBar.js) renders a procedural cyberpunk
bottom bar with six slots (Research, Build, Ship, two reserved, Menu),
boot flicker, rail comet, glitch bursts, and RGB shimmer; fully driven by
data/actionbar.json
- Data contracts for the player's progression loop: research.json (time-based,
one project at a time, gates builds/research) and builds.json (credits +
minerals, ship/planet/station categories), both with _template docs and
empty maps; registered in manifest.json
- GameScene wires the deck in, routes clicks over it away from fly-to, pins
the hint above the bar, and drives per-frame update/shutdown
- New dev/research-builds.test.mjs pins the data contract (manifest entries,
rule knobs, template fields, six-slot order)
- cdpshot.mjs: cross-platform temp dir + --no-sandbox for container/CI
- README and PROJECT_NOTES updated with the new loop, deck docs, and a Phaser
v4 scrollFactor-on-screen-fixed-container quirk
- Discovery rule: ship within `discovery.distance` (540 px) of a world's edge discovers it once per system; state is pure, save-ready (`Discovery.toJSON/fromJSON`)
- Off-screen compass (`DiscoveryCompass`): themed screen-edge arrows with type/name chips point back at discovered worlds; geometry helpers (`edgeAnchor`, `circleInView`, `lerpAngle`) exported for Node tests
- Solar-system layout: `layoutSystemPlanets` places generated worlds in a deterministic annular band around the home world, enforcing edge-to-edge separation and per-class scale/tint from `data/planets.json`
- All system planets are solid to the ship (collision + click-clamp), not just home
- Rim ping + HUD toast on discovery (`celebrateDiscovery`)
- New planet class pools (rocky/gas/ice/lava) with frames, `classScale`, `classTint`, and `typeLabels`
- Smoke-game dev hooks: `?ship=x,y` and `?near=px` for screenshotting discovery/compass states
- Node test suite (`dev/discovery.test.mjs`) covering rule boundaries, per-system state, JSON round-trip, layout bounds/determinism, compass geometry, and class pools
- Boot the game from a static server with no build step (Phaser 4 vendored in lib/)
- Main menu (New Game button) and GameScene where clicking makes the ship fly there
- All tunables live in data/*.json (game/menu/ship), loaded via manifest + Config singleton
- Ship behavior driven by arcade physics (thrust, drag, maxSpeed, arrival) with a Node test harness (dev/ship-behavior.test.mjs) and a dev smoke page that boots straight into GameScene
- Project conventions documented in docs/PROJECT_NOTES.md; README rewritten to describe layout, run instructions, and dev tools