Commit Graph

6 Commits

Author SHA1 Message Date
Brian Fertig bc8d5359c7 Add asteroid field depletion and restyle station compass + research edge
- Mining now fires `onDepleted` when a cluster's last rock is consumed; GameScene splices the depleted cluster out of world entities, solids, content record, and map chart, then records its id for persistence
- SaveData captures/restores `depletedClusters` so mined-out fields stay gone across save/load (legacy saves default to empty set)
- Change station compass color from red (#ff4d5e) to bright purple (#c84dff) in data and all UI references
- ResearchWindow: thicken tech-tree edges to 3px core + wide glow, add crawling dash animation on unpowered links, endpoint socket dots, and a comet-trail pulse on powered edges
2026-09-08 13:18:48 -06:00
Brian Fertig 963b2b5bc2 Redesign galaxy as sparse 60-system spanning-tree maze without rendered
- Shrink the roster from 200 to 60 systems and drop spiral arms / core bulge for a uniform-in-area sparse disk (data/galaxy.json)
- Turn the jump network into a pure spanning tree (shortcuts off): exactly one route between any two systems, barren systems become single-gate dead-end leaves
- Remove the rendered Star entity; non-home system centers are now empty space with the star kept only as invisible dossier flavor
- Gate anchors restricted to planets (stations no longer anchor) and every non-barren system guaranteed ≥1 planet so a buildable world always exists
- Give barren dead ends 1–2 asteroid clusters drifting inside their gate's level-1 tether as the stop's only payload
- Bump save format to 2 and reject legacy format-1 saves with a clear toast message
- Update tests, docs, and README to reflect the maze layout, leaf dead ends, empty centers, and new barren cluster rules
2026-09-07 14:12:40 -06:00
Brian Fertig 1d1cb2c150 Add build console with tether-l2 install, dev server, and diagnostics
- 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
2026-09-05 18:55:29 -06:00
Brian Fertig 407f6d6175 Add Continue button to main menu for resuming newest save
- SaveManager.latest() picks the filled slot with the newest savedAt
  (unparseable timestamps count as oldest; ties break to the higher slot)
- MenuScene wires a Continue button above New Game, grayed out while the
  bank is empty, that stages the restore via prepareLoad and cuts into
  GameScene without a confirmation beat
- Shift menu layout down to make room and park the Reroll button fully
  outside the seed field so its edge no longer bites the field
- Cover latest() behavior in dev/saves.test.mjs and update README and
  PROJECT_NOTES to reflect the finished save/load feature
2026-09-05 12:30:16 -06:00
Brian Fertig 520cba85f6 Add mining economy: rock shrink, split/shatter, and mineral hold
- Extract minerals from the latched asteroid at ratePerSec × miningSpeed; each mineral shrinks the rock by 1 px so the beam stays latched to its rim.
- Break rocks that lose ~1/3 of their original size: large ones halve in place (beam keeps mining one half), small ones shatter into pieces that fly home and load the hold.
- Add ship.minerals hold with addMinerals/setMinerals capped at stats.mineralStorage; a full hold ends the run instead of grinding the rock away.
- Persist the hold in save/restore (captureState writes ship.minerals, applyRestore restores it) and keep legacy saves working when the field is absent.
- Play new mining_split sfx on each break and surface split/absorbed/storageFull events as console toasts.
- Expose AsteroidCluster rock surgery (setSize/addRock/removeMember) for runtime splits, and add headless Phaser stub + loader plus a mining test suite covering extraction, halving, shattering, full-hold stop, and the hold API.
2026-09-05 11:18:35 -06:00
Brian Fertig 217ba6bedb Add save/load system with 10-slot localStorage bank and UI
- 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
2026-09-04 13:09:08 -06:00