The Shop button on the deck is now always live — the shop sub-bar opens on every world. The "Special Delivery" capital-landing witness now gates only the shop's Buy/Sell tab (ShopView reads GameScene.isTradeUnlocked, which replaces isShopUnlocked), so trading stays dark until the player lands on the neutral capital while the rest of the shop UI is reachable everywhere.
- Rename GameScene.isShopUnlocked → isTradeUnlocked and update all references (SaveData, SurfaceScene, quests.json comments)
- Remove the deck-slot enable guard in SurfaceScene.toggleShop / setBarLocked; the slot now re-arms with the rest of the deck
- Add ShopView.isTradeUnlocked + gate checks in setTab / _onTabTap; gray the Buy/Sell tab via _refreshTabs until the gate lifts
- Update dev probes (scout-*, shop-*) to lift gs.story.capitalLanded so the trade panel is reachable
- Extend shop-ui.test.mjs with a TRADE GATE case covering closed/lifted states
- Pressing the open tab now closes the panel (back to entry state) instead of
rebuilding it; pressing again re-opens with the selection restored, so hiding
the panel no longer loses the player's pending trade.
- Save the SELL/BUY maps onto ShopView (_pendingSell/_pendingBuy) on toggle-close
and tab switch; _restorePendingSelection() re-applies them when the panel is
rebuilt. The sub-bar stays live while closed: NET shows the delta, Clear
cancels the saved trade, Confirm executes it.
- preview()/clear()/_afterTrade()/_hasAnySelection() now treat a null tab with a
pending selection as an active trade, so the buyback path is no longer shadowed.
- Rename ScoutPanel.data to report: Phaser's GameObject reserves .data (its Data
manager), and a plain object there crashed GameObject.destroy(). Update all
callers in ShopView, tests, and dev/shop-shot.mjs.
- Simplify the scout price line to credits only ("9 CR") and drop the now-unused
priceSell style from shopui.json; update goods.png/psd.
- Add setSellMap()/setBuyMap() to TradeGrid/BuyList to restore a saved selection
onto freshly rebuilt panels, and cover the toggle flow in shop-ui.test.mjs plus
a toggle probe in dev/shop-shot.mjs.
- Tap a BUY-list row's box (outside the stepper) to swap the cargo grid for a strategy report showing the good's identity, producer/demand classes, and top-N charted exits ranked by sell price with per-unit profit.
- New pure TradeScout module computes the report from galaxy data and visited systems; new ScoutPanel renders it over the SELL grid area.
- BuyList gains tap detection (distinguishing taps from drags), a focus glow on the scouted row, and an onRowTap hook.
- ShopView wires open/close/swap semantics: same box toggles off, different box swaps report, dead-space or panel tap closes and restores cargo grid; sell-grid input is disabled while scout is shown.
- Add Trestle character art, Carol Q2 speech lines, shopui.json scout config section, and tests for both the pure logic and UI integration.
- Widen the tab sub-bar from a button-width pill to the full deck span (left/right edges of the main action bar), centering it on that span.
- Pack tabs at the left edge and Clear/Confirm + NET readout at the right edge, compressing gaps rather than button widths when the deck is narrow.
- Right-anchor the NET value (origin 1,0.5) and reserve its widest slot so growing totals never shift the label or overflow the bar.
- Extend SurfaceScene.shopAnchor to expose left/right edges for the sub-bar layout.
- Add sub-bar probe assertions in dev/shop-shot.mjs and unit tests in dev/shop-ui.test.mjs covering span, alignment, non-overlap, and NET math.
- Add carol character image and lava-land video assets.
- Rows that spill past the viewport edge used to render whole, ghosting over
the BUY title or onto the Confirm bar; now only elements fully inside the
window render (this Phaser build can't crop glyphs), and row plates draw
just their in-window slice for a clean cut.
- Clipped-out steppers are no longer tappable: hit-testing gates on element
containment, not just row visibility.
- Add a right-edge scrollbar (track + drag/jump thumb) that tracks scroll
position and hides when content fits the viewport.
- Extend shop-shot/dev tests to verify the clip invariant, dead-click
behavior, and scrollbar geometry; add a geckodriver screenshot helper.
- Center the row background plate on its own local origin so it no longer double-offsets with the object's world position, eliminating the right/down drift and stretched spacing.
- Switch stepper glyphs to a centered (0.5, 0.5) origin and recompute the tap area live inside hitAreaCallback against the current glyph size, so the box stays centered on the visible button even as qty text re-measures.
- Add dev/shop-shot probes that assert bar fillRect coords and verify plus/minus clicks register on the glyph while a point in the old mis-anchored gap does not.
- Extend landing.json with additional land/surface/takeoff/shop video entries.
description + price + stepper) instead of the 4×4 icon grid
Each stock good is now ONE WIDE ROW — the good's icon, its name + a
one-line description (the good's flavor), and the price + a −/qty/+
stepper on the right — the way the user wanted the shop list to read.
The stock (12–16 goods) outgrows the panel, so the list SCROLLS:
drag on the row area or the mouse wheel; rows outside the window are
clipped (row-based alpha clipping — this Phaser build has no
ScrollContainer/camera clip), and hidden rows' steppers are
non-interactive. The selection is data (goodId→qty), so stepping a
good works whether its row is on screen or not.
js/ui/shop/BuyList.js new — the scrollable BUY list (rows, drag +
wheel scroll, per-row steppers, flavor text)
js/ui/shop/TradeGrid.js SELL-only now — the BUY mode (steppers, stock
rendering, buy-selection data) is stripped;
one grid, one purpose
js/ui/shop/ShopView.js composes TradeGrid (SELL) + BuyList (BUY);
the BUY panel sizes itself to the SELL grid's
height (top- AND bottom-aligned)
data/shopui.json buyList row/typography knobs (name, desc,
price, row bg/border, selection accent)
dev/shop-ui.test.mjs BUY assertions rewritten for the list + a new
SCROLL section (scroll clamps, row clipping,
stepping off-screen rows)
dev/shop-shot.mjs BUY probe → the row's inline text (no tooltip)
docs/ECONOMY.md §12 the BUY bullet + mockup now describe the list
The BUY side's name + price used to live in a hover tooltip because a
grid cell is too small for text; a wide row carries them inline, so the
tooltip stays on the SELL side only. All headless suites green
(shop-ui, economy, cargo, builds, ship-behavior).
- TradeGrid cells now render only the good's icon; hovering a usable cell reveals a shared per-grid tooltip with the name and "sell/buy for N cr" price line, anchored above (or below on the top row) and clamped to the panel.
- Per-cell name/price text objects are removed; a single `label` remains only for locked/empty state ("locked", "—").
- data/shopui.json: add `tooltip` section (bg, border, pad, gap, font sizes) and bump `iconScale` to 0.62 so icons fill the now-cleaner cell.
- Apply theme fonts throughout the shop UI — Ethnocentric for section titles, Centauri for body text, tooltip, stepper, and buttons via `fontStack()`.
- dev/shop-shot.mjs: replace old layout probe with a hover-tooltip probe (structure check, programmatic + real mousemove hovers on sell/buy cells, pointerout hide) and await web fonts before boot so screenshots use the real typefaces.
- dev/shop-ui.test.mjs: new HOVER TOOLTIP suite asserting tooltip visibility, text content, locked/empty suppression, unhover, buy-side pricing, and theme font application.
- Shop now opens on the tab sub-bar only (shop video plays); clicking Buy/Sell reveals the trade panel — showcases the clip before the UI takes over.
- Tab bar and Confirm/Clear are now MenuButtons in a console-blue sub-bar that rests above the command deck, anchored to the deck's Shop button (MenuSubBar recipe), replacing the old top-of-screen custom buttons.
- Fix trade panel vertical placement: a Container's (x,y) is a pure translation of local space (verified via dev/cbox-test.html), so the grid position IS the panel top-left; setting it to topY + h/2 treated it as a centered origin and clipped bottom rows. Panel now anchors just under the HUD planet text via SurfaceScene.shopTopY().
- Parent TradeGrid plate/title to the grid container so they render above the shop video (scene-level depth-0 objects drew behind it in this build).
- Add dev probes (dev/cbox-test.html, dev/shop-shot.{html,mjs}) and update phaser-stub/test stubs for setSize/setBlendMode/rectangle; document entry state + sub-bar in docs/ECONOMY.md.