Commit Graph

11 Commits

Author SHA1 Message Date
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 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 02d689e1bb Add seed-deterministic planet frame pools
- Allow planet kinds to specify multiple sheet frames and pick one with a seed-derived Rng so the same galaxy always gets the same home world.
- Add Ethnocentric and Centauri font assets.
2026-09-03 15:10:24 -06:00
Brian Fertig e7b52cc33d Add the home planet: a solid world the ship can approach but not enter
Adds the player's home planet to the starting system, rendered from the new
planets.png spritesheet. The planet is a solid disc: the ship may come within
shipClearance of its rim but can never cross it, and clicks on the planet
clamp to the keep-out rim so the ship always has a reachable destination.

- js/entities/Planet.js: solid-disc entity with a circle keep-out constraint
  (constrainShip/resolve, pure and scene-free) plus edgePoint/aimPoint helpers
- data/planets.json (+ manifest entry): texture, frame size, scale, homePlanet,
  shipClearance, spawnDistanceFromEdge
- Ship.js: exposes a radius (half the hull width) for the keep-out math
- GameScene.js: loads the spritesheet, spawns the home world at the origin,
  starts the ship ~150 px off its rim in a seed-derived direction, and applies
  the constraint each frame after the ship moves
- dev/planet.test.mjs: Node tests of the constraint against real config;
  dev/test-game.html gains a <base href> so asset paths resolve from /dev
2026-09-03 14:44:01 -06:00
Brian Fertig 9d40103cce Add a lived-in layer: settlements in generated systems
The galaxy was settled long before the player arrives. Systems now
host colonies on habitable worlds, mining stations over resource
worlds, cloud bases riding gas giants, stations adrift in open
space, and beacons — or report "charted · unclaimed" when empty.

- data/settlements.json: the shared kind vocabulary (label, theme,
  population range, anchor type); add a kind = JSON + naming pool.
- Per-archetype rates in data/systems.json (chance + required
  planet class) and a core→rim density gradient in data/galaxy.json
  (falloff/floor), keyed off each record's new rNorm.
- Draws stay in a stable order on the system's own Rng stream, so
  lazy and eager generation still produce identical content.
- Every settlement keeps owner: null, a reserved seam for the
  factions/pirates that will claim them later.
- NameGenerator.station() names from anchor + kind ("Kest Skyspire").
- SystemReport.js is a pure, testable formatter (dossier lines,
  "charted · unclaimed" for empty); GameScene's HUD renders it and
  Node tests cover structure, mix, gradient, naming, lazy === eager.
2026-09-03 11:25:03 -06:00
Brian Fertig eafc3c4314 Add v0.2: seedable galaxy, system archetypes, and two-level procedural generation
- Main menu Galaxy Seed panel: displayed, editable, rerollable; the menu
  previews what the seed builds (galaxy name, scale, archetypes) before
  committing. Same seed always generates the same galaxy.
- js/galaxy/Galaxy.js: seeded roster of 40k systems (disk + core + spiral
  arms, type weights, radial bands) with spatial hash for neighbor queries;
  contents generated lazily on arrival — identical to eager generateAll()
  because each system draws from Rng.derive(seed, 'system', id).
- js/galaxy/SystemGenerator.js + data/systems.json: six themed archetypes
  whose attributes (star classes, planet count spread, class weights,
  moons, belts, habitability, hazard) steer content generation.
- data/galaxy.json layout/distribution knobs, incl. distribution.rules[]
  hook for future proximity/clustering rules; data/naming.json name pools.
- GameScene: current system name/identity HUD (lazy content generation
  on arrival); dev boot without a menu falls back to a dev galaxy.
- dev/galaxy.test.mjs: determinism, distribution, bands, lazy==eager,
  neighbor brute-force checks (40k roster in ~70ms).
- Docs: world model, determinism rules, roadmap update.
2026-09-03 10:49:22 -06:00
Brian Fertig 7cf96bb237 Ship Travel and Orientation Updates 2026-09-03 10:25:54 -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
Brian Fertig 572d64c349 Initial Commit 2026-09-02 22:01:46 -06:00