Commit Graph

3 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 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