Commit Graph

12 Commits

Author SHA1 Message Date
Brian Fertig 2bad1f1e84 Fix SavePanel button overflow, header decode freeze, and card lock state
- 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
2026-09-04 14:48:36 -06:00
Brian Fertig bf43e12a1c Fix menu sub-bar, save panel, and confirm dialog input and z-order bugs
- 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
2026-09-04 14:31:34 -06:00
Brian Fertig f45e3d1cfd Close sub-menu on click-outside and guard compass autopilot during dismi
- 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.
2026-09-04 13:26:45 -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
Brian Fertig adc0389c1e Simplify action bar slots to label-only buttons
- 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.
2026-09-04 09:12:03 -06:00
Brian Fertig 2b37be7494 Fix asteroid rock overlap and add distinct compass color for clusters
- 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
2026-09-04 08:45:28 -06:00
Brian Fertig 2cbd8e8962 Add compass autopilot: clicking a name tag sends the ship to that world
- 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.
2026-09-03 20:59:43 -06:00
Brian Fertig 9299859003 Add CRT scanlines and RGB pull-apart to the command deck
- 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.
2026-09-03 20:42:33 -06:00
Brian Fertig 2253251768 Add command deck UI and research/build data layer
- 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
2026-09-03 20:33:04 -06:00
Brian Fertig 8c52105412 Add discovery system with off-screen compass and in-world planet layout
- 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
2026-09-03 19:45:21 -06:00
Brian Fertig 6ba71620b4 Main menu: cyberpunk UI overhaul + shared theme layer
Shared visual language (data/theme.json): Ethnocentric headers,
   Centauri body, neon cyan/magenta, cut-corner panels, and a shared
   CRT/glitch overlay (scanlines, grid, vignette, scan sweep, RGB-split
   bursts) used by both scenes.

   - Menu: glitch title with RGB pull-apart, neon bloom, console frame +
     status chrome, staggered boot, seed decode scramble, reroll/New
     Game glitch feedback
   - GameScene: theme fonts, fainter overlay, arrival burst
   - Color.toCss() for canvas text (v4 writes fillStyle raw)

   Phaser v4 (Giedi) fixes: manual TimeClock/TweenManager stepping in
   scene update(); scene.add.existing() for constructed GameObjects;
   input.hitTestPointer() instead of Pointer.over(). Documented in
   PROJECT_NOTES.

   Dev: cdpshot/cdp-eval CDP drivers (headless virtual-time kills rAF).

   Verified: menu→game transition, click-to-fly, seed flows, all
   dev/*.test.mjs suites, no console errors.
2026-09-03 16:27:25 -06:00
Brian Fertig eddbedbf1c Add v0.1 foundation: menu, click-to-fly ship, and JSON config system
- 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
2026-09-02 22:31:34 -06:00