Commit Graph

167 Commits

Author SHA1 Message Date
Brian Fertig efaa559efa Rework "Leaving the Nest" arrival to the capital world with voice
- Split trestle-arrive into an arrive-1/2 ack pair, both voiced (new q2-04/q2-05 clips)
- Quest now completes on reaching the neutral capital planet instead of entering the neighboring system; add _atCapitalWorld proximity check and arm arrival in _checkDestinationReached
- Gate capital-world landing until the quest reward is claimed, with a new capitalDenyToast denial
- Update tests, save-data comments, and fix lava-shop-02 asset reference
2026-09-12 23:16:49 -06:00
Brian Fertig 109ec62b12 Add lava surface and takeoff assets for scene 03
- Add lava-surface-03.png, lava-surface-03.mp4, and lava-takeoff-03.mp4
- Point landing.json entry 03 at the new lava videos instead of ice
2026-09-12 22:17:05 -06:00
Brian Fertig b6523808fa Name scout exits by their world, not just the system
- TradeScout now resolves each exit's specific object (planet of that class, deep-space station, or home world) and exposes objectId/objectName so the destination points at the route's final stop rather than a bare system.
- SurfaceScene dialog and toast show "WORLD · SYSTEM" and pass the object id to GameScene.setDestination; null falls back to system level.
- ScoutPanel exit rows display the world name + hops instead of the class label, drop the per-section tap hint and footer (they collided with the last row in a short panel), and rename "SIGHT ON" to "SOUGHT ON".
- Save/restore now carries ship.credits and ship.cargo across jumps; GameScene restores both and refreshes the credits HUD. Saves tests cover capture, prepare, and legacy records without these fields.
- trade-scout tests assert every exit has objectId/objectName and that resolved ids are real objects of the exit class; scout-dest test verifies the confirmed destination names a real world.
- Add dev/scout-overlap probe (html + mjs) to screenshot the scout panel and numerically report any overlapping text boxes.
- Ship lava-planet-03 art and lava-land-03 video assets.
2026-09-12 20:53:16 -06:00
Brian Fertig 7549c91df1 Add set-destination from trade scout, shop HUD, and green sell selection
- Trade scout best-exit rows now open a "SET DESTINATION" confirm dialog
  (SurfaceScene.askSetDestination + ConfirmOverlay), confirming sets the
  GameScene destination; local-system exits are rejected with a note.
- Surface scene builds a corner credits/minerals readout over the shop clip,
  refreshed after trades and torn down on leave.
- Sell-bay selection restyled: green stroke + tinted fill + upper-left
  checkmark badge (data/shopui.json slot config), replacing the cyan ring.
- Add lava/capital-neutral music, videos, and landing data entries; remove
  tresle.png in favor of capital-neutral-surface.png.
- New dev probes: scout-dest, shop-hud, shop-select-shot, map-dest-shot,
  cdp-cast; extend shop-ui.test.mjs for selection visuals and exit taps.
2026-09-12 19:12:16 -06:00
Brian Fertig 141cbdb156 Add route-target pulse halo to gates, planets, and stations
- New shared RoutePulse entity draws a steady ring + two radar ripples
  scaled to the host's keepout radius, with configurable alpha/period
- JumpGate wears the full pulse (route.pulse) when it is the route's next
  stop; Planet and Station wear the subdued variant (route.objectPulse)
  when they are the destination object in the destination system
- GameScene marks exactly one entity per frame via setRouteTarget() and
  drives its update loop; all others are cleared
- Add data/gates.json sections for pulse and objectPulse geometry/alpha
- Rename laval-surface-02.png to lava-surface-02.png and add the
  corresponding video asset
- Extend jumpgate, planet, and station test stubs with Phaser Display.Color
  and recording graphics; add dev/route-pulse.test.mjs unit tests and
  dev/route-pulse-live.{html,mjs} browser integration checks
2026-09-12 16:35:05 -06:00
Brian Fertig fa9aa86ad1 Change quest reward from minerals to credits
- Replace the 250 mineral reward with a flat 200 credit payout
- Update the accompanying comment to reflect the new reward type and value
2026-09-12 15:58:10 -06:00
Brian Fertig 338a45e782 Add dual-shimmer rim to READY quest rows in the tracker HUD
- New js/ui/PerimeterShimmer.js: constant amber base rim + glow, and two comets in counter-streams (amber CW, neon cyan CCW) tracing the cut-corner plate perimeter; pure arc math (perimeterPath / arcPoint / arcPolyline) exported for bare-Node tests
- QuestTrackerHud promotes READY rows to the console's cut-corner plate (CyberShape.rectPoints), drives PerimeterShimmer per-frame on the absolute clock so repaints never reset comet phase, and fires a one-shot rim flash when a row is claimed; shimmers are torn down with each paint
- data/quests.json gains tracker.shimmer config (enabled, notch, periodMs, dashFrac, phaseOffsetPerRow, claimFlashMs, base, comets)
- CyberShape.rectPoints added for absolute-coord cut-corner polygons
- New dev/perimeter-shimmer.test.mjs covering arc math, counter-streams, absolute-phase invariance, degenerate configs; quest-tracker tests extended for shimmer lifecycle and claim flash
2026-09-12 11:42:56 -06:00
Brian Fertig 54989d3a3a Make BUY/SELL a toggle and save pending trade across panel close
- 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.
2026-09-12 11:19:39 -06:00
Brian Fertig 564b086c6a Add trade scout panel to inspect goods and charted exits in shop
- 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.
2026-09-12 10:28:13 -06:00
Brian Fertig 71f8bf6fe4 Fix shop buy-row bar position and stepper hitbox anchoring
- 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.
2026-09-12 08:54:50 -06:00
Brian Fertig c3d5e7fe74 Span the trade panel to the screen edges: SELL flush with the planet text, BUY out to the same right padding
The panel was centered as a group; now the SELL grid's left edge sits at
the surface HUD's planet-text left edge (landing.hud.marginX, 24px —
same key the HUD name/line use) so the cargo grid lines up vertically
with the planet name above it, and the BUY list stretches from just
past the grid all the way to the right edge minus that same padding
(1280px window: BUY list 560 -> 770px wide; the 440px floor stays as
the narrow-window fallback). The 16px gap between the panels is
unchanged, and the sub-bar still anchors to the deck's Shop button.
shopui.json's buyList.w is now only the headless fallback width.
2026-09-12 00:06:17 -06:00
Brian Fertig cc4a15cafd Widen the BUY list right up against the SELL grid; the row description drops to 11px and wraps to two lines without touching the price/stepper
The center column is gone: Confirm + Clear move onto the tab sub-bar
([tabs] | [Clear][Confirm] | NET value), serving both the trade and
buyback tabs, so the two panels sit side by side with just a bit of
padding between (grid.centerW 208 -> 16). The row description keeps the
smaller font, word-wraps inside the text column (wrap width stops
before the price), and the char-count budget now spans two lines so the
headless path stays bounded; rowH grows 64 -> 72 to fit both lines.
The buttons persist across tab switches (they were content before and
died with it), Confirm stays grayed while the trade is invalid, and the
stub gains setX/setY so the bar layout is testable.
2026-09-11 23:47:43 -06:00
Brian Fertig a2d211a981 Rework the BUY side: a scrollable list of wide rows (icon + name +
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).
2026-09-11 23:23:15 -06:00
Brian Fertig 2b860cc899 Move the live NET readout from the panel center onto the tab sub-bar
The pending trade's credit delta now sits at the right end of the
Buy/Sell + Buyback sub-bar, past a hairline divider — tabs AND the
credit math on one console, one glance apart (entry state dims it to
0 cr). The center column keeps Confirm/Clear (re-centered); the
buyback panel's Confirm moves up to sit just below its rows.

Knobs: data/shopui.json → preview (bar sizing, zeroColor, divider).
Docs: docs/ECONOMY.md §12 mockups + bullets follow the new layout.
Tests: dev/shop-ui.test.mjs asserts the bar's NET readout mirrors the
pending trade (+N cr while picking, 0 cr after Confirm).
2026-09-11 22:09:49 -06:00
Brian Fertig 36ef43119d Show shop cell name + price in a hover tooltip instead of over the icon
- 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.
2026-09-11 21:39:51 -06:00
Brian Fertig 77d649276c Rework shop UI to cyberpunk sub-bar + entry state, fix panel geometry
- 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.
2026-09-11 21:19:32 -06:00
Brian Fertig 1b4cba9f4f Add shop buy/sell UI, cargo hold, and cargo bay upgrades
- Introduce CargoHold (pure class) as the ship's trade-goods carrier: fixed bays, one good each, capacity = unlocked bays, save/restore round-trip. Ship.cargo + setCargoHold/cargoRoom wired into stats.
- Add three credit-costed cargo builds (cargo-bay-8/12/16) that expand the hold 4→8→12→16 (MAX wins). BuildWindow affordability now covers both minerals and credits; GameScene.beginBuild debits credit lines and _applyCargoUpgrade expands the hold on completion.
- Add tradePreview/resultingCargo to Economy.js as the shop's pure calculator: sell/buy pricing, net credits, the two caps (can't go negative, end hold fits capacity), and atomic sell-to-free-room-for-buy.
- New ShopView + TradeGrid compose the buy/sell screen over the shop clip: SELL grid of cargo bays (tap to check), BUY grid with quantity steppers, live NET preview, Confirm/Clear, and a session-local Buyback tab (neutral undo at the sale price, locked until a sale). Wired into SurfaceScene's SHOP button.
- data/shopui.json drives the shop layout/animation knobs; economy.json gains cargo.maxSlots (16-slot grid); ship.json base cargoHold drops to 4 unlocked bays.
- Headless tests: dev/cargo.test.mjs (hold rules + trade preview caps), dev/shop-ui.test.mjs (construct, sell, buy, caps, buyback, clear), plus updated builds/ship-behavior suites; phaser-stub gains Geom.Rectangle for the hitArea path.
2026-09-11 20:11:34 -06:00
Brian Fertig 5f54cc327e Add trade economy engine, credits currency, and goods catalog
- New Economy.js price/stock engine: deterministic buy/sell prices based on
  producer/demand classes and hop distance (regional availability model)
- Goods catalog (114 goods, 9 categories) with spritesheet mapping and
  per-class producer/demand roles
- Credits state on Ship (add/spend/set/canAfford), save/restore support,
  and upper-right HUD stacked above the minerals readout
- Quest reward payout now supports credits alongside minerals
- cargoHold reduced to 4 units for initial play balance
- Economy generation pass in Galaxy.js computes classBySystem and
  producerHops via multi-source BFS over the jump network
- dev/economy.test.mjs validates determinism, fixed prices, trade loop
  profitability, distance scaling, shop floor composition, and icon mapping
- docs/ECONOMY.md: full design doc covering pricing model, gemstone system,
  and locked decisions
2026-09-11 18:36:30 -06:00
Brian Fertig 831670c8ca Add faction territory floor and ring all stars by ownership
Branch sizes are inherently skewed; previously only the cap (median quota)
applied, so a small faction could start with a one-system sliver.

- FLOOR (balance.minTerritory, data/factions.json): a faction below the
  floor absorbs the nearest unowned eligible overflow first, then the
  richest faction's least-core systems — territory stays contiguous; a
  tiny galaxy with too few eligible systems is best-effort.
- Territory is now tracked per faction: g.factions.factionTerritories is
  the truth, the branch view is derived; capitals are placed inside the
  faction's post-floor territory, so a faction built entirely from
  borrowed space still gets its seat in its own territory.
- The galaxy plate rings EVERY star: faction color for territory, neutral
  silver for wild space (home included) — the ring color is the
  ownership read at a glance.
- dev/factions.test.mjs now checks the floor, cap, disjointness, and
  branch-view invariants; new throwaway diagnostics
  dev/faction-balance.diag.mjs / dev/faction-sweep.diag.mjs sweep seeds
  for the invariants + determinism.
2026-09-11 13:34:35 -06:00
Brian Fertig 608ffb7077 Add Galaxy tab legend key and faction tooltips
- Key the lane/region colors and draw the faction rings/capital
  seat in the GALAXY legend, live from factions.json
- Name a hovered star's standing in the tooltip: territory,
  capital, or wild space
- Add a dev screenshot harness to smoke-test the legend and
  tooltip
2026-09-11 10:10:04 -06:00
Brian Fertig 8e035d0891 Add far-sky lightning bolts to nebula systems
- New NebulaLightning visual: jagged edge-to-edge bolt with branches,
  strobed in the gas base/accent colors, plus a soft distant thunder clap
- Pure seeded math (boltStrobe, strikeCycle, boltShape) in SystemEffectsMath,
  Node-tested for determinism and shape correctness
- Wired into GameScene create/update/destroy lifecycle
- Config block in data/systems.json types.nebula.effect.lightning; docs
  updated with tuning notes and smoke-game probe (?lightning=1&forceStrike=1)
2026-09-10 23:11:21 -06:00
Brian Fertig 84909d6f80 Add front nebula layer with derived accent tint for two-tone gas
- Add `front` block to game.json: depth-11 clouds above the ship (parallax > 1) that drift past the player, creating a "flying through" feel vs. the back layer at depth 3
- Implement `shiftHue` in Color.js to derive the front accent from the system's base atmosphere color (hue rotation + lightness lift), making every nebula a stable two-tone gas
- Refactor NebulaAtmosphere into a data-driven layer array with per-layer depth/tint/parallax/drift; extract `spawnCloud` helper; scale swirl speed by configurable drift
- Add 21 new test checks covering accent math (hue delta, identity, white/black preservation, all 8 palette shades) and two-layer structure (depths, tints, parallax ranges, wrapping, destroy, revert path)
- Stub `Phaser.Math.Between`/`FloatBetween` in phaser-stub for Node tests
- Update PROJECT_NOTES.md to document the two-layer model, accent derivation, and new tuning knobs
2026-09-10 22:48:40 -06:00
Brian Fertig 42bf6c17e0 Add balance quota to cap faction territory sizes
- Branch sizes are inherently skewed and a branch IS its faction's
  territory, so without a cap one faction would dominate the start.
- Each branch now keeps only min(eligible, quota) of its eligible
  middle systems, closest to the middle band (|d−0.5|, index tiebreak);
  quota = the median of the three branches' eligible sizes. The big
  branch's overflow stays neutral wild space; a small branch keeps all.
- Expose g.factions.quota and g.factions.territories for the map's
  territory-region fill.
- Add tests verifying the quota, kept-set membership, near-equal
  faction sizes, and no-faction-outruns-typical-branch invariants.
- Fix landing.json: entry 4 now references ice assets (was mislabeled
  lava land with ice clips); entry 5 uses lava-land-02 + lava surface/
  takeoff clips.
- Add original art asset lava-shop-02.png and update docs to describe
  the balance rule.
2026-09-10 22:18:07 -06:00
Brian Fertig e2878da59c Add faction worldgen layer: territories, capitals, bridges, and arid pla
- Assign each jump-tree branch a faction (apex/mindweave/zenith) with seeded
  shuffle; territory = depth 2..maxDepth-1 per branch, ring + tips stay neutral
- Designate four capital worlds (neutral + one per faction) as the outermost
  planet of their system, with fixed frames 18-21 and faction-owned settlements
- Add cross-branch bridge gates in the middle belt so factions can reach each
  other without routing through the trunk; Dijkstra picks the shorter route
- Introduce arid planet class (always habitable, settles as colony) across all
  system types with rebalanced class weights
- Wire Trestle's last brief to auto-set destination to the neutral capital on
  acknowledgment (CommsHub onEnd → GameScene._commEnded)
- Render faction ring layer + capital seat marks on the galaxy plate; style
  bridge lanes distinctly from trunk edges
- Populate settlement owner from system faction (reputation seam now live);
  SystemReport reads faction label/color
- Add dev/factions.test.mjs covering config, branches, capitals, territory,
  arid, bridges, determinism; update existing tests for new invariants
2026-09-10 21:45:33 -06:00
Brian Fertig 3137a800bf Add "Leaving the Nest" quest chain and READY tracker state
- New second main quest "Leaving the Nest" (data/quests.json) that unlocks when the starter quest's reward is claimed, with four checks: system charted, gates activated, Trestle talked, Trestle met
- Quest unlock chain in QuestState (isUnlockMet / grantUnlocked) and GameScene._grantUnlockedQuests — grants on claim + scene create for loaded saves, announces via SFX, OAC quest-grant voice (new oac-quest-new comm), and NEW QUEST toast
- Trestle story beats: three-brief ACK sequence (trestle-brief-1/2/3, trigger trestleBrief) armed when home jumpgates go online, and arrival beat (trestle-arrive, trigger trestleArrival) on landing in a neighbor system; CommsHub gains onStart hook so the played-ledger marks feed quest checks live
- Quest check types: systemCharted, gatesActivated, trestleTalked, trestleMet — evaluated in GameScene._questCheckEval / _trestleCheck against the comms played-ledger (survives reloads; mid-sequence quit re-arms only unplayed beats)
- System-complete milestone moved from research completion to the chart-completing discovery (celebrateDiscovery), one fire per system via _systemCompleteSeen set
- QuestTrackerHud READY state: completed-unclaimed rows turn amber with breathing tint, percent reads "READY" (bold), one-shot flash + diamond burst on flip, CLAIM REWARD button in row popup claims in place; silent when tracker is slid off (toast + chime carry it)
- New speech clips (trestle q2-01/02/03), lava-takeoff video, updated lava-land video, renamed lava-planet image, new laval-surface image
- Dev: quest-ready.html/mjs capture harness for the READY state shot; tests updated across comms, quests, quest-tracker, and system-hud suites
2026-09-10 20:29:47 -06:00
Brian Fertig 54fbf4091c Rebuild in-system layout around tether discovery + the edge margin
- data/tether.json: new edgeMargin (512 px) — a no-man's-land band around
  every tether rim where NO object sits: discoverable objects are clearly
  inside a tether region (d ≤ radius − edgeMargin) or clearly outside
  (d ≥ radius + edgeMargin), never at the edge (the 'scan doesn't find it
  at the boundary' case)
- SystemGenerator.layoutSystem: the regular N-gon ring (chords put 2- and
  3-object systems past level 2, spread 4-/5-object systems too thin) is
  replaced by a compact ARC at one orbital radius — consecutive objects a
  level-1 tether apart (≤ L1 − edgeMargin — a level-1 chain walks the
  whole system), every other pair off both tether rims (the level-2
  graph is connected — level 2 DEFINITELY discovers; level 3 never
  required); minSpacing now bounds star/home-world→object only,
  neighborMin (2048) is the planet↔planet floor; the step angle is a
  deterministic scan (safe-α) landing the gap near a seeded target
- home world IS a tether anchor: its orbital radius caps at
  L2 − edgeMargin (9728 px); its objects sit 6400–9728 (level-2 zone by
  design — the bootstrap tether), chained to each other at level 1
- gates: anchorMaxDistance 4990 → 4608 (= L1 − edgeMargin) so no gate
  sits at the level-1 rim either (still < 5000, Rule 1); candidate
  ordering is now side > rim-bands > facing tier > order
- Tether.contains: 1 px rim tolerance (a center exactly on the boundary
  counts as inside — float safety on top of the layout margin)
- asteroid placement tetherMargin 96 → 512 (aligned with edgeMargin)
- dev/system-layout.test.mjs (new): level-1 chain, level-2 connectivity,
  edge margin, orbital band, same-seed determinism — 90-system galaxies,
  all green; discovery/jumps/audit tests + PROJECT_NOTES follow the rules
2026-09-10 18:53:30 -06:00
Brian Fertig a8246bb594 Place anchored jump gates on a 3500–4990 px band around their anchor
- Replace the fixed level-1 tether radius (5120 px) with a configurable
  `anchorMinDistance`/`anchorMaxDistance` band (default 3500–4990), capped by
  the tether range, so gate distance from its planet varies per gate while
  staying strictly < 5000 px.
- Generate candidate positions on 8 discrete radius steps spanning the band;
  a seeded preferred step orders them and clearance/gap pressure only pushes
  the gate outward from its preference.
- Update the tether check in `dev/jumps.test.mjs` to assert the gate sits
  within the anchor band rather than merely under the tether radius, and use
  the band max for facing-side calculations.
- Update `dev/tether-rules.audit.mjs` Rule 1 to verify < 5000 px and report
  the distribution of gate→anchor distances across the band.
- Refresh comments in `data/gates.json`, `docs/PROJECT_NOTES.md`, and
  `SystemGenerator.js` to describe the new band-based placement.
2026-09-10 18:37:22 -06:00
Brian Fertig b1b6c18fee Update landing video for lava 1 2026-09-09 22:20:53 -06:00
Brian Fertig 6dcc340a3b Add system-complete comm and audioPool random clip support
- Introduce the oac-system-complete visual comm that fires on the
  'systemComplete' trigger when a system's jumpgate research unlocks,
  arming before the generic researchComplete sign-off so the FIFO plays
  specific -> generic.
- Support an optional audioPool list of speech clips in CommsModel; the
  hub picks one at random per arm so only the chosen clip is fetched and
  cached, with validation that audio comms need a clip or pool.
- Wire GameScene to trigger systemComplete on activateGates when the
  system nav chart is complete.
- Update comms tests for the new comm, pool normalization/asset rolling,
  roster counts, and add a tether-rules audit script plus station shop
  video references and lava assets.
2026-09-09 22:20:30 -06:00
Brian Fertig 3b0c150971 Add system effect SFX, per-context music volumes, and storm teardown
- Play thunder claps on habitable storm strikes, solar-flare SFX on red
  dwarf flare onset, and solar-buzz on binary light-trade midpoint
  crossings, all via the shared Sfx voice (new playSfxOneOfOn helper)
- Add per-context music volume overrides (music.volumes) so each context
  can deviate from the global mix; menu ships at full volume
- Expand surface music frames to cover rocky and ice worlds (frames 6-11)
- Teardown per-system effect layers on scene restart (jump) so a previous
  system's storm doesn't keep striking and playing thunder in the new one
- Update planets.png sheet, add gasgiant-03/rocky-01/rocky-02 tracks, and
  register the new SFX assets in GameScene preload
2026-09-09 15:40:26 -06:00
Brian Fertig a4fa37ca46 Auto-install level-1 tether on first landing of any world
- ensureLandingTether runs before SurfaceScene launch so the surface HUD
  already reads Tether Level 1; free + instant, no console step
- Extend tether lookups (_applyBuildEffects, tetherLevelFor,
  _rematerializeBuiltTethers, applyRestore) to include systemStations so
  station tethers anchor, level up, and re-anchor like planets'
- Idempotent: home seed, existing build record, or an already-hosted
  tether all short-circuit; adopt rather than double-anchor
- tether-l1 targets now ["planet", "station"]; update descriptions in
  builds.json, README, PROJECT_NOTES
- Reorder MapWindow tabs to CURRENT SYSTEM / GALAXY / SYSTEM (galaxy is
  the live middle tab) and keep SYSTEM as the armed standby target
2026-09-09 13:11:38 -06:00
Brian Fertig 0e83021542 Updated ice world videos 2026-09-09 13:00:36 -06:00
Brian Fertig b33aecade2 Rename firstForeignPlanet trigger to firstWorld and make busy() type-awa
- The Trestle intro comm now fires on the first discovered world (the
  starter quest's own witness, `discoveredWorldCount`) instead of the
  first planet in a foreign system, so the comm and the quest can never
  drift; delayMs drops to 0 so it lands at the moment of discovery.
- The scene's `busy()` contract is now comm-type-aware: audio-only comms
  (voice, no box, no pause) ride over in-progress actions like mining or
  a scan sweep, while ack/visual comms still wait; modal windows and a
  jump in flight block every type.
- Add the `comms-mine` dev harness that walks the type-aware busy
  contract (free scene → real mining → audio comm mid-mining → jump) and
  update the trestle dev scripts/tests to the new trigger and witness.
- Arm the pair on scene-create for loaded saves that already hold
  discovered worlds, and widen the cdp-shot ready dump.
- Add ice-shop art/video assets.
2026-09-09 13:00:25 -06:00
Brian Fertig 8afe4c78c6 Add Trestle's first-foreign-planet intro comm pair and ACK pulse cue
- Introduce the `firstForeignPlanet` trigger: when the player discovers a planet in a non-home system, Trestle (new out-of-system mentor character) delivers a two-part ack comm pair (meetup + quest claim), with dedicated video and speech assets.
- Make audio cache keys folder-scoped so characters with identically-named clips (e.g. both having `intro-01.mp3`) don't collide in the loader.
- Add an amber pulsing attention cue (halo + staggered sonar rings) on the ACKNOWLEDGE button for ack comms, driven per-frame from CommsBox.update().
- Put the ActionBar deck into a standby state while an ack comm holds: slots go inert (no hover/press), dimmed visually; re-arms when the comm ends. GameScene wires this via `actionBar.setEnabled()` each frame based on `comms.paused`.
- Extend MenuButton to accept a custom border color so the ACK button can wear the box's amber against the cyan UI.
- Add dev self-check harnesses (`comms-trestle.mjs`, `comms-trestle-hold.mjs`) and update existing tests to cover the new pair, folder-scoped keys, deck standby behavior, and pulse animation.
- Disable browser module caching in CDP probe/shot scripts to avoid stale ES modules shadowing on-disk changes during dev testing.
2026-09-09 12:12:34 -06:00
Brian Fertig 881a94a1b6 Add full OAC tutorial comms chain and ice-surface video assets
- Wire 10 new comm beats (oac-tether, oac-scan, oac-upgrade, oac-minerals,
  oac-fly-mine, oac-first-cluster, oac-research-complete, oac-tether2,
  oac-relaunch, oac-explore) into data/comms.json with their triggers,
  speech clips, and FIFO ordering
- Add trigger arming in GameScene (firstScan, tetherResearch, firstCluster,
  minerals200, researchComplete) and SurfaceScene (tetherL2Launch)
- Make CommsHub.trigger idempotent so a double-click can't queue the same
  comm twice
- Fix landing.json to use ice-surface-02/03.mp4 instead of rocky variants;
  add the two new ice-surface videos and an ice-shop image
- Add speech clips intro-05 through intro-10 and research-complete
- Expand dev/comms-intro.mjs into a full 10-step walkthrough self-check,
  add dev/comms-upgrade-hold page for screenshotting the longest comm, and
  update dev/comms.test.mjs to cover the new roster
2026-09-09 11:28:22 -06:00
Brian Fertig aaa953d654 Added Comms Feature 2026-09-09 10:10:38 -06:00
Brian Fertig 71cbea2fab Shorten research labels and fix console layout clipping
- Use fixed short button copy for the gates tech ("Unlock Jumpgates") and mining nodes (drop "Mining" prefix) since the tree node has no room for system names or category words
- Raise detail panel height and widen node/button plates so long descriptions and status labels stop bleeding past plate edges
- Add word-wrap to the unlocks line and trim redundant status prefixes ("RESEARCH CONSOLE STANDBY", "PROJECT COMPLETE")
- Fix ice-surface-01 video reference in landing.json (was pointing at rocky-surface)
- Add OAC speech clips and ice surface video asset; update planets.psd
- Tighten tether research descriptions to match the new short-copy style
2026-09-09 08:28:32 -06:00
Brian Fertig f470250721 Force starting system to be a Main Sequence star
- Add `startingSystem.type` config (default "main") that overrides the zone-mixed roll at roster build in Galaxy.js
- Update SystemGenerator doc comment to note the home star class now rolls from the main-sequence table (G/K/M)
- Add tests asserting the starting system is always type "main" across all policies
- Update data/galaxy.json comment and PROJECT_NOTES.md to document the new rule
2026-09-08 21:58:34 -06:00
Brian Fertig 6dc0e99dee Add habitable storm visual effect and ice landing videos
- New StormLayer renders purple cloud clusters with a seeded charge → strike → afterglow envelope in the upper sky, using sprite compositing (back/flash/front trios) rather than shaders
- Add `stormEnvelope` + `sstep01` to SystemEffectsMath.js; refactor NebulaAtmosphere's cloud shape into a shared `cloudAlpha` used by both `drawCloud` and the storm's flash texture
- Extend EmberField with optional per-spark twinkle (rate/depth) so habitable fireflies pulse while redDwarf embers stay steady
- Wire StormLayer create/update/destroy into GameScene alongside the other content effects
- Populate `types.habitable.effect` in systems.json with grade, void, particles, and storm blocks; update landing.json to use ice land/takeoff videos for slots 02 and 03
- Add 7 new test checks covering the storm envelope math, habitable data contract, bundle sanity, and facade apply(); bump live types from three to four
2026-09-08 21:46:15 -06:00
Brian Fertig 729ab09d3e Enhance binary system visuals with two-light void lift, breath, and came
- Add VoidBase content layer (neutral dark+grit surface at depth -1) so the
  grade shader's two-light shadow lift can paint amber/azure onto the void
  (the clear color bypasses filters)
- Extend grade shader with uLift2* and uBreath uniforms: side A glows color 1,
  side B glows color 2 across the seeded axis, with a slow sinusoidal trade
- Wire breath period/depth from config into per-frame update()
- Rework WandererStar to anchor to the camera view each frame (wrap-in +
  parallax trail) so it stays visible in the sky regardless of ship travel;
  increase default core/halo sizes for a more present companion star
- Update systems.json binary effect with lift, breath, void config and larger
  wanderer sizes
- Add test coverage for the new two-light lift, breath animation, and shader
  uniform declarations (59 checks total)
2026-09-08 20:56:14 -06:00
Brian Fertig 627c7fd255 Expand system effects to a composable bundle of sub-effects
- Replace the single `kind: ripple|none` effect with optional per-type blocks (ripple, grade, flare, haze, particles, wanderer) so each archetype wears exactly what it lists
- Add redDwarf visual identity: super-subtle star-anchored ripple that surges on a seeded flare, warm color grade with shadow lift + grain, a gritty red haze behind the stars, and drifting ember dust
- Add binary visual identity: two-color directional split grade plus a wandering companion star (no ripple)
- Generalize the ripple shader/filter to up to two orbiting centers and drive both the ripple amplitude and the grade flash from one shared flare signal
- Stamp per-system fx variation (phase/angle/drift) in SystemGenerator so each system's flare rhythm, split axis, and wanderer path are stable but distinct
- Add EmberField, RedHaze, WandererStar content layers wired into GameScene create/update/shutdown
- Update the data contract, 57-check test suite, project notes, and landing/systems JSON; add ice landing/takeoff video assets
2026-09-08 20:03:41 -06:00
Brian Fertig 125b1657ed Add nebula atmosphere and per-system visual effects
- Nebula gas layer: soft coloured cloud sprites at depth 3, tinted with a
  per-system palette color assigned deterministically at galaxy generation
  (SystemGenerator stamps content.atmosphere.color). Only nebula-type
  systems render it; all other types are untouched.
- Ripple effect: a full-screen WebGL composite on the world camera that
  displaces the starfield and world objects while the HUD stays crisp via
  a new UI/world camera split (UiCameras.js). Data-driven per archetype in
  data/systems.json (nebula = ripple, all others = none). Canvas fallback
  degrades to no effect.
- Demo mode: ?fx=<type> URL param retargets the run to the richest system
  of that archetype, fully charted with all gates active, for judging the
  effect in isolation.
- New ice and lava planet art (slots 9–14 in planets.png) replacing the
  placeholder terran/rocky/gas reuse.
- Node test suites for the nebula palette/determinism/cloud texture and
  the ripple math/data contract/shader/facade (50+ checks, bare Node).
2026-09-08 17:41:35 -06:00
Brian Fertig 856508ff01 Change galaxy layout to a 2:1 field and harden jump-network construction
- Replace the square star field with a wide (width × height) field whose
  aspect matches the map plate, so the fully-zoomed-out galaxy fills the
  plate instead of letterboxing; recompute zone edges for equal-area thirds
  under the new diagonal CDF.
- Add fitPadded() in SystemChart.js and use it in GalaxyView.js to frame
  the galaxy as a true rectangle fit with a plate-pixel margin, replacing
  the old world-unit padding that left stars on the plate edge.
- Rework the JumpNetwork spanning-tree heuristic to "save the stranded
  first" (attach the candidate with the fewest unvisited non-barren
  neighbors) and strengthen the repair pass: never attach to barren nodes,
  guard swaps against cycles via inSubtree(), and add a last-resort
  fallback that preserves strong connectivity.
- Update tests (galaxy.test.mjs, system-chart.test.mjs) for the field
  bounds and the new fitPadded behavior; refresh README, PROJECT_NOTES,
  and data comments to document the 2:1 field and platePadding knob.
2026-09-08 14:51:19 -06:00
Brian Fertig 5e4f94f385 Rework galaxy layout into square Poisson-disk field with zone-based type
- Replace the sparse disk (radius, flatten, spiral arms, per-type radiusBand)
  with a seeded square domain placed by Bridson Poisson-disk sampling for
  even, organic star spacing (no clumps/voids).
- Add a home→far difficulty axis: each record now carries `d` (0 at the home
  corner, 1 at the opposite corner) and a named zone; type distribution is
  mixed per zone via `distribution.zoneMix` instead of radial bands.
- Move the starting system to the star nearest the configured corner
  (`startingSystem.policy: "corner"`, default SE / lower right), with
  `center` and `random` policies still supported.
- Increase default system count from 60 to 90 and retune settlement density
  gradient, landing video slots, and test expectations to the new layout.
2026-09-08 14:28:24 -06:00
Brian Fertig 8bf9b2e3e6 Update to surface videos 2026-09-08 14:09:24 -06:00
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 9e7d7c1257 Add quest tracker HUD with priority system and live checklist
- New QuestTrackerHud component slides in below the system dossier once it folds, showing active quests (main story first) with a live progress checklist under the priority quest
- Priority quest: player can set/clear via row popup or console; auto-assigns to first active story quest; cleared state sticks until a grant or claim re-arms it
- QuestWindow gains SET PRIORITY / CLEAR PRIORITY controls and openAt() to land on a specific quest (used by SHOW MORE / VIEW QUEST)
- GameScene wires the tracker into the dossier lifecycle: hidden while expanded, slides out before expand, slides in on collapse; pointerdown contract prevents world clicks from leaking through rows and popups
- SurfaceScene delegates priority changes to the sleeping GameScene's ledger
- QuestState serializes/deserializes priority + cleared flag for save round-trips
- quests.json gains a tracker section (title, maxVisible, slideMs, toast configs)
- New dev/quest-tracker.test.mjs pins the full contract; dev/quests.test.mjs extended with priority and tracker-knob checks; system-hud test updated for the extra tracker elements
2026-09-08 12:55:10 -06:00
Brian Fertig f8d62dfe09 Compact the system dossier to identity + faction status
- SystemReport now returns a tight {title, subtitle, faction, population, status} shape instead of per-settlement/gate line lists; the HUD shows only the name, "<Type> system · star <class>", and "Faction: Neutral · Pop ~X" (or "Unclaimed").
- Drop the settlements/gates/summary/seed lines from the GameScene HUD render and update the decode/collapse docs to the new two-line layout.
- Fix planet kindLabel lookup to key on rec.class instead of rec.name so the comms/surface panels don't repeat the proper name.
- Update asteroid, galaxy, and system-hud tests plus PROJECT_NOTES to match the compact report shape.
2026-09-08 12:07:18 -06:00
Brian Fertig 9b7bf334e4 Remove reserved action bar slots; all six now carry actions
- Drop the empty "reserved" slot from both the flight and surface decks so every slot is a live button
- Update GameScene docstring to list the actual six slots (Research, Scan, Ship, Quests, Map, Menu)
- Add original screenshot assets for scene 01 interiors
2026-09-08 09:58:32 -06:00
Brian Fertig ce26b38df9 Add quests console with live progress tracking and claimable rewards
- Introduce QuestState ledger (granted/claimed ids) persisted via SaveData, with safe fromJSON validation that drops unknown ids and enforces claimed ⊆ granted
- Define the starter quest "Start Your Journey" in data/quests.json with four live checks: research node, lifetime asteroid mining, home tether level, and discovered world count
- Add totalMined counter tracked on each ore event to support the mining requirement independently of cargo hold
- Build QuestWindow (full-screen console at depth 80) with video feed, category tabs (Main Story live, Side Quests standby), quest list, detail plate with checklist and CLAIM REWARD action
- Wire QUESTS slot into both flight and surface command decks right of SHIP; SurfaceScene delegates snapshot/claim to the sleeping GameScene while rendering its own console notes
- Grant starter quest on first boot with delayed toast; announce "QUEST READY" once per quest when all checks complete
- Update research-builds tests for seven-slot deck layout; add dev/quests.test.mjs covering data contract, ledger behavior, save round-trip, and deck slot placement
2026-09-08 09:32:12 -06:00
Brian Fertig b1ae21e95e Changes to Research Areas 2026-09-07 23:10:47 -06:00
Brian Fertig 1c5767b095 Add deep-space station variants with spritesheet art and landing support
- Introduce StationFrames.js galaxy-wide pass that spreads spacestations.png
  variant frames across the galaxy, avoiding collisions among neighbor stars
- Stamp settlement.stationFrame in SystemGenerator so content carries the
  assigned variant (lazy === eager)
- Render deep-space stations from the spritesheet when available; keep
  procedural fallback for waypoints and missing textures
- Extend comms target with isStation/frame and allow REQUEST LANDING on
  deep-space stations, passing station flag into SurfaceScene
- Add landing.stationVideos entries and music.stationFrames slots keyed by
  variant frame; surface/shop clips degrade gracefully until authored
- Add dev tooling: station-shot page/runner for world/panel/land/deck states
  and a Node test asserting variant spread beats naive random assignment
2026-09-07 22:23:12 -06:00
Brian Fertig 568b1feaf2 Add route/destination visualization to map console
- Draw the active SET DESTINATION path in orange on galaxy lanes and circle the destination star with a breathing ring
- On the current-system chart, circle the destination object when it is in this system, or show the route exit gate plus a dashed ship-to-gate line when the destination is elsewhere
- Carry `route` edge keys and `destinationId` through `buildGalaxySnapshot`, `mapChartSnapshot`, and `systemChartSnapshotFor` so views can render the course
- Add dev screenshot harnesses (route-shot, exit-gate-shot) and extend galaxy-map tests to cover route/destination flags
- Document the new visualization in PROJECT_NOTES.md and add a takeoff video asset
2026-09-07 21:48:50 -06:00
Brian Fertig bfd85c8e1f Extend route compass to mark the destination object as final stop
- In the destination system, the orange compass arrow now points at the
  destination OBJECT (not just the next gate), so the "where to fly next"
  marker persists across the last hop into the system.
- Add `_checkDestinationReached` per-frame check: clears the destination and
  fires REACHED only when the ship is within the object's keep-out rim,
  replacing the old jump-time clear for destinations with a specific object.
- Route compass entries (`route:`/`dest:` ids) are now resolvable by
  `autopilotTo`, fixing the ship aiming at the star instead of the gate.
- New `alwaysFull` flag on compass targets keeps route waypoints at full
  readout (arrow + type + name) regardless of distance; add tests.
- Add `route.destTypeLabel` config key and update docs/PROJECT_NOTES.md.
2026-09-07 20:36:11 -06:00
Brian Fertig a5152590db Add SET DESTINATION route plotting with compass guidance
- New `js/galaxy/Route.js` derives the unique path between systems over the spanning-tree jump network (Dijkstra), exposing `planRoute` / `nextSystem`; pure and Node-tested in `dev/route.test.mjs`.
- Persist only the destination (`systemId`, `objectId`) in save data; the route itself is recomputed from the current system, so following it shortens automatically and a detour re-plots.
- Compass marks the route's next gate in orange (shown even while undiscovered) and suppresses that gate's ordinary cyan entry.
- On jump, resolve arrival / on-course / detour before `captureState` and queue REACHED / RE-PLOTTED notices to surface after the destination scene spawns.
- Map console SYSTEM tab now charts a charted star's system; confirming an object sets the destination and closes the map.
- Fix galaxy stars bleeding through the system chart: plate culling respects overall visibility, fog skips when no tethers anchor it, and the boot reveal finalizes to full alpha on tab switch.
- Add `assets/videos/ss-land-03.mp4` and document the route feature in PROJECT_NOTES.
2026-09-07 20:10:15 -06:00
Brian Fertig 6609df2736 Fix SET DESTINATION button overflow in shared ConfirmOverlay
- Add per-show width/height overrides so the SYSTEM tab's longer
  "SET DESTINATION" label gets a wider dialog than AUTOPILOT's ENGAGE
- Grow each button panel to fit its label (_fitBtn) and re-flow title,
  body and buttons into the bottom band (_layout) instead of using fixed
  positions that let long text run past the panel edge
- Record baseWidth so a grown button never stays wide for the next dialog
- Wire map.json systemConfirm/confirm size config through MapWindow
- Add ss-takeoff-02.mp4 asset
2026-09-07 19:23:18 -06:00
Brian Fertig efe17f3d2e Add SYSTEM tab and zoom-bloom star art to the map console
- New "System" socket in MapWindow: a charted star's chart drawn by the
  same painter as Current System (no ship/tethers), armed until the player
  picks that star on the Galaxy tab, then wakes with its map.
- Galaxy tab click flow changes: a visited star opens its chart in the
  System tab (onStarOpen) instead of confirming a jump; uncharted stars
  are readouts only and a lit lane to an uncharted star pops nothing.
- Zoom-bloom star art (GalaxyChart.starArtSpec + GalaxyView blit):
  diffraction spikes, per-type crowns (granulation, prominences, binary
  companion, habitable rings, nebula disc, void horizon) and a surface
  wobble fade in as you zoom; all angles/phases seeded per system.
- Star hit-testing now scales with the dot size and includes a crowded
  cluster dead band so lanes/empty space between stars no longer trigger
  hover.
- New systemChartSnapshot() in SystemChart.js plus tests covering shape,
  coverage, discovery flags, stats and determinism.
- Set Destination dialog (System tab) acknowledges the pick via
  onSetDestination; destination model is still being defined.
- Added spacestation image/video assets for future use.
2026-09-07 18:56:48 -06:00
Brian Fertig 22c2ccfcd2 Add GALAXY tab to the MAP console with whole-galaxy chart, jump lanes, a
- New `GalaxyView` renders glowing stars per archetype (pulsing heartbeat),
  the jump-lane web (traveled/frontier/unexplored), the charted region's
  convex hull, HOME/SHIP markers, hover readouts, and CONFIRM JUMP on a
  live lane (reuses the existing gate transport).
- `GalaxyChart.js` provides the pure model + geometry: edgeKey, snapshot
  builder, convex hull / padded polygon, star pulse/color, and plate
  clipping (Liang-Barsky + Sutherland-Hodgman) — all Node-testable.
- Run's footprint (`visitedSystems`, `usedGates`) is captured/restored/
  reset in SaveData; legacy saves default to "current system charted,
  nothing traveled".
- MapWindow gains tab switching between the system chart and the galaxy
  view, with shared stats/legend/status chrome per mode.
- Two dev tests cover the galaxy model, save round-trip, hull geometry,
  plate clipping, and a regression for the star-label blink bug.
2026-09-07 15:59:47 -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 59ef952d5d Fix rocky land-01 shop video to use rocky-shop instead of terran-shop 2026-09-07 13:07:32 -06:00
Brian Fertig 8f6e7bf539 Fix menu sub-bar anchor to rest on deck top edge, not button
- The sub-bar was anchored to the MENU button's center + half-height, which
  made it spill over the command deck's top rail (buttons are inset below
  the bar's top edge). Anchor y is now the deck's top edge so the bar's
  bottom edge sits on the deck.
- Update landing.json rocky land-02/03 entries to reference their own
  rocky surface/takeoff/shop videos instead of reusing gasgiant/terran
  assets, and add the new rocky-shop-03.mp4 video.
- Temporarily disable per-class planet tints in GameScene (option still
  accepted by Planet for when we re-enable it).
2026-09-07 12:23:50 -06:00
Brian Fertig 546e5c9bf3 Add Mining research category and ship-scoped build upgrades
- New `data/research/mining.json` tree (Improved/Advanced Mining Arm, Improved Storage) as blueprints that unlock matching builds
- Three new ship-scoped builds in the console's Mining tab: mining arm rate 1.5/2.0 minerals/s and hold cap 350; MAX-guarded effects applied to `ship.stats`
- Tether Level 3 promoted from research-direct effect to a build (tether-l3) gated on L2 tether, consistent with L2 blueprint pattern
- `BuildState.isBuiltAnywhere` + `isShipScoped` so ship upgrades count as built wherever the ship lands (no re-buy), records still key the planet
- `GameScene._restoreMiningUpgrades` re-derives ship mining stats from build records on load; `_applyMiningUpgrade` handles rate/capacity with toasts and HUD refresh
- New procedural icons: tether3, mining, mining2, storage
- Updated tests (builds, research-builds), diagnostics (BuildDiag v4), docs, README, manifest
2026-09-07 11:50:36 -06:00
Brian Fertig 146dc207df Add compact far-display mode to the discovery compass
- Targets beyond `farDistance` from the ship fold to a small text-less chip with a shrunken arrow, reducing visual clutter for distant objects
- Hovering a far chip expands it to the full readout after an intent delay; hovering off folds it back only after a grace period, so quick flicks don't pop or yank it
- Assign per-type compass accent colors: green for planets (data/planets.json), red for stations (data/stations.json), gray for asteroid clusters (already present)
- Export `isFarTarget` and `syncEntryMode` as pure helpers for Node testing; add far-display coverage to dev/discovery.test.mjs
- Add a headless integration driver (dev/compass-far.html + .mjs) that boots GameScene, parks the ship between near and far targets, and exercises the hover-intent lifecycle end-to-end
- Pass the ship position into `compass.refresh()` from GameScene so the compass can compute per-target far/near state each frame
2026-09-07 11:07:20 -06:00
Brian Fertig aa8cf8e091 Add autopilot confirm dialog and wheel zoom / drag pan to the map consol
- Clicking a charted object now opens an ENGAGE AUTOPILOT confirm before
  committing: CONFIRM plots the course and closes the console; CANCEL,
  scrim click, or ESC leave the map untouched (ESC is routed to the dialog
  first in GameScene).
- Wheel zoom (1x-8x) re-renders the chart crisp about the cursor, drag pans
  the zoomed view with frame-edge clamping, and double-tap on empty plate
  resets to 1x; each system remembers its last view.
- Fix ConfirmOverlay steady-state so it holds open values instead of
  collapsing to a 2px line once the open animation lands.
- Fix Phaser v4 hit-area space (unscaled frame coords) and hover/course-line
  destination offset by the plate origin so the full plate is clickable and
  decor draws at the correct world position.
- Add dev/map-click.mjs coverage for dialog, zoom, pan, and real-input paths;
  add rocky takeoff/landing video assets.
2026-09-07 10:27:29 -06:00
Brian Fertig 75c9f99ecb Add Shift+click throttle lock for committed-heading flight
- Ship gains a `thrust` state and `thrustToward()` that commits to the heading toward the click point and holds full throttle past it, until a plain click or stop steers out.
- GameScene pointer handler branches on `pointer.event.shiftKey`: Shift+click locks the heading (raw aim), plain click still flies to the clamped stop point.
- Mining teardown no longer stomps the ship state when the player has already moved it into `thrust`/`normal`.
- Update hint text and add unit tests (tests 7–10) plus a live-scene smoke harness (`?thrusttest=1`) verifying past-click flight, steer-back arrival, stop braking, and mining-exit signaling.
2026-09-07 00:06:57 -06:00
Brian Fertig be6e9fc558 Add MAP console with system chart and fog-of-war
- Introduce MapWindow (js/ui/MapWindow.js): full-screen cartography overlay
  with a left video feed, CURRENT SYSTEM / GALAXY(standby) tabs, a canvas
  system chart (discovered planets/stations/gates/rock fields, tether union
  boundary, fog-of-war dim outside the tether), and a discovery/resources
  readout with segmented bars + legend. Clicking a discovered object plots
  the course via autopilot.
- Add SystemChart.js (js/galaxy/SystemChart.js) with pure geometry/stats:
  chartBounds, fitToRect, navDiscoveryStats, resourceStats — Node-testable
  in dev/system-chart.test.mjs.
- Wire MAP into the deck (ActionBar + GameScene): new 'map' slot right of
  SHIP, full-screen open/close contract, ESC handling, snapshot polling,
  and video preload for assets/videos/map.mp4.
- Add data/map.json (manifest entry) driving all map colors, tabs, stats,
  legend, sweep, glitch, hover, and click copy.
- Two-beat menu intro synced to the mainmenu track crescendo: beat 1 shows
  console chrome + subtitle; beat 2 (revealDelay, default 3200 ms) reveals
  title, bloom, buttons, seed decode, and a signature glitch.
- Fix rocky landing surface/takeoff assets in data/landing.json to point at
  the new rocky-surface-01.mp4 / rocky-takeoff-01.mp4 clips.
- Dev tooling: dev/map-shot.{html,mjs} (headless screenshot driver),
  dev/menu-intro-test.{html,mjs} (intro verification), and updated
  research-builds.test.mjs for the new MAP slot ordering.
2026-09-06 23:43:35 -06:00
Brian Fertig d78b7ad505 Add gate comm window and sprite-based jump gate rendering
- Replace direct-click-to-jump with a shared comms panel variant that shows LINK ACTIVE/DORMANT status, REQUEST JUMP (disabled while dormant), and CANCEL
- Render gates from the new 256x256 spritesheet (frame 0 body, frame 1 active swirl) with procedural fallback when the texture is missing
- Active gate swirl spins clockwise and breathes alpha between configurable bounds; dormant gates keep the body at full alpha with the swirl hidden
- Wire CommsPanel to a dynamic primary-button action id so the same panel serves world and gate variants
- Add dev probe page (dev/gate-comms.html/.mjs) and update jumpgate/jump-travel tests for the new sprite path, fallback renderer, and comm-window flow
2026-09-06 20:26:06 -06:00
Brian Fertig 0950b143f5 Add stars as central bodies of non-home systems and fix home-system iden
- Introduce Star entity (procedural texture per spectral class) drawn at the origin of every non-home system; only the starting system's central body is the home world
- Freeze `homeSystemId` at roster build so lazily generated content for newly arrived systems no longer misreads as home and deals a second home world
- Anchor tether-l1 builds on newly discovered worlds (effects.tether in data/builds.json) and re-materialize installed tethers after jump cuts / scene rebuilds
- Discovery now reports the central body in every system ("Home World" vs. spectral-class star label); stars are solid but not comms targets
- Add dev tools: nav-reach-probe (soft-lock analysis), star unit tests, tether-newworld browser test; fix landing video references and Phaser stubs
2026-09-06 19:34:49 -06:00
Brian Fertig 507d00f818 Add full-screen warp clip to gate jumps
- Play a cover-scaled video between systems on jump, with an opaque backdrop so the source doesn't show through
- Double-click skips the remaining clip; single press is swallowed while it plays
- Fall back to the short jumpDelayMs cut when no video is configured or missing
- Guard against stalled/overlong playback with a grace and duration cap before restarting
- Add assets/videos/jump.mp4 and document the new behavior in gates.json and PROJECT_NOTES.md
2026-09-06 18:08:29 -06:00
Brian Fertig ff557f87ba Fix jumpgate activation bug and add NAV chart diagnostics
- `_applyResearchEffects` now receives the node id explicitly instead of
  reading `node.id`, which is undefined (the id is the key in the tree's
  `nodes` map, not a field on the object) — this was silently skipping
  `activateGates` so researched jumpgates stayed dark
- Add `systemIdOfGatesNode()` as the pure inverse of `systemNodeId()` for
  the gates node, with round-trip tests
- Reconcile gate activation in `_onEnterSystem()`: if the gates tech is
  already unlocked, re-run `_activateSystemJumpgates` (idempotent) so a
  missed activation self-heals on the next entry/jump/reload
- Make `_activateSystemJumpgates` idempotent by tracking fresh keys and
  early-returning when everything is already online
- Add `navPoints()` and `navChart()` to SystemCategory.js as pure,
  testable cores for the jumpgate unlock condition (discovered/missing
  split over all NAV points)
- Add `js/dev/NavDiag.js` with `orbitNav()` / `orbitNavBrief()` console
  commands that print the live NAV chart and which objects are still
  undiscovered, installed by `main.js` on every page load
- Update `data/landing.json` to reference the correct gasgiant surface/shop
  videos for slot 03
- Add tests for `navPoints`, `navChart`, and `systemIdOfGatesNode`
- Document the activation wiring bug, the `orbitNav()` diagnostic, and the
  new pure functions in PROJECT_NOTES.md
2026-09-06 17:41:29 -06:00
Brian Fertig 5a67dbb206 Implement gate jump travel between systems
- Add JumpTravel.js with pure arrival geometry (return-gate lookup, spawn point past keepout) and wire it into GameScene.jumpThroughGate to re-stage the run via the save pipeline and scene restart
- Add gate hit-test (gateAt) so active gates trigger the jump on click while dormant ones show a console nudge and fall through to fly-here
- Add jump config block to gates.json (feature switch, arrival gap, delay, toast templates) and update landing.json gasgiant shop clips
- Add dev/jump-travel.test.mjs covering config, geometry, real-galaxy coverage, and determinism; refresh PROJECT_NOTES for the new mechanic
2026-09-06 16:37:48 -06:00
Brian Fertig a3a229a72d Add per-system research category that unlocks jump gates
- Introduce a dynamic "system" research category built at runtime with two techs: `{System} Map` (granted on entry) and `Unlock {System} Jumpgates` (researchable once every NAV point is discovered).
- Wire gate activation through the research effects seam so completing the jumpgate tech activates the system's gates plus linked return gates, anchors level-1 tethers at each activated gate, and saves/restores via a new `activatedGates` set.
- Extend ResearchModel with optional tree hooks (`available`, `lockNote`) so dynamic categories can gate research on live world state without adding static requires.
- Add map and gate procedural icons, update tests for the new category contract and icon roster, and document the system category in project notes.
2026-09-06 15:56:38 -06:00
Brian Fertig d9fc9df829 Cap tether progression at level 3 and remove tether_l4 research node
- Reduce maxLevel from 12 to 3 in data/tether.json
- Remove the tether_l4 entry from exploration.json; tether_l3 now has empty unlocks
- Update research-builds and tether tests to reflect the shorter chain (3 layout rows, level checks for 1–3 only)
- Revise PROJECT_NOTES.md to describe the 3-level progression
2026-09-06 15:20:31 -06:00
Brian Fertig cb82da4935 Decouple comms panel from fly-to and add double-click clip skip
- Clicking a planet or station now opens the comms panel without moving the ship; world clicks are no longer fly-here targets, keeping mining beams live during panel interaction
- Add double-click (350 ms) skip for landing and takeoff clips in SurfaceScene so players can cut to the deck or flight world immediately
- Push restored mineral hold through the upper-right HUD on load so the readout matches the saved value instead of staying at zero
- Replace removed Phaser v4 Container.removeChildren() with removeAll(true) in JumpGate and Station destroy paths
- Update landing.json shop entries for terran frames 2–3 and document the new skip behavior
- Add dev harnesses for surface-skip, hold-restore, scene-restart, container-probe, and import probes; extend comms-click and saves-ui tests to cover the new interactions
2026-09-06 15:08:32 -06:00
Brian Fertig 35a20416d1 Add terran surface and takeoff 03 videos to landing data
- Add new video assets `terran-surface-03.mp4` and `terran-takeoff-03.mp4`
- Fix the third terran entry in `landing.json`, which was incorrectly
  duplicating the first entry, so it now references the new 03 videos
2026-09-06 13:22:51 -06:00
Brian Fertig 0b92cb7b98 Galaxy refactor: 200 systems, object-composition, dormant gates, frame diversity
- Galaxy shrunk to 200 systems (data/galaxy.json) — always fully known,
  generation ~15 ms; roster/content two-level design unchanged.
- Object composition replaces planetCount (data/systems.json → objectCount):
  10% barren (jump-gate-only), else 2/3/4/5 objects (planets + free-space
  stations) at 15/30/30/15. One unified roll (rollSystemComposition) shared
  by the content generator and the frame pass.
- Barren systems: no planets, no stations, no asteroid clusters; their
  single gate sits on the star→destination ray at barrenDistance (8192 px).
  Strong connectivity keeps them reachable.
- Jump gates are DORMANT by default: every gate record carries
  active:false, the entity renders dim with a still field. Activation is
  the seam for the tether mechanic (an activated gate anchors a level-1
  tether). data/gates.json gains barrenDistance.
- Frame diversity (js/galaxy/PlanetFrames.js): one galaxy-wide pass spreads
  (class, frame) across the galaxy — fixed spatial order, least-used face
  among already-assigned nearest stars, seeded tie-breaks. Stamps
  planet.frame + content.homeFrame, read by GameScene.
- Tests: dev/frames.test.mjs added; jumps/galaxy/discovery/jumpgate/asteroids
  suites updated to the new rules (composition buckets, barren gates,
  active flags, frame determinism/spread, 5-object max, index clamps).
- Docs (README, PROJECT_NOTES) and stale 40k references updated.
2026-09-06 13:06:29 -06:00
Brian Fertig a1aa25b5ba Add jump gate network and in-system gate placement
- Introduce data/gates.json + js/galaxy/JumpNetwork.js: a strongly-connected, degree-limited spanning tree over the nearest-star graph (plus local shortcuts) so every system holds 1–3 gates, all jumps are local, and no system is closed or trapped
- Place each gate on the tether circle of an anchor (planet / space station / home world), facing its destination star; enforce radius band, clearance from anchors, and gap between gates in SystemGenerator.layoutGates
- Add the JumpGate entity (procedural twin-pylon portal) with the same solid contract as Planet/Station, discoverable in cyan, listed in the HUD dossier; wire into GameScene solids + discovery
- Guarantee every system holds at least one gate anchor (barren systems get a deep-space station); cap the home system at 3 objects so it fits the tighter band
- Rework solar-system layout to a full pairwise band [minSpacing, maxSpacing] with rotation tuned toward gate bearings; update tests and docs accordingly
2026-09-06 11:56:26 -06:00
Brian Fertig 09dfd00dd3 Make every planet settled and simplify system planet counts to a global
- Planet count is now a single global rule (20% barren, else 2–4 planets)
  instead of per-type spreads; the starting system always holds a gas giant
  plus a rocky world beside the home world.
- Every planet hosts one settlement by class (habitable rocky → colony, other
  rocky/ice/lava → mining station, gas → cloud base); free-space stations and
  beacons still roll per archetype with the core→rim gradient.
- Old probabilistic planet-settlement path kept behind allPlanetsSettled flag.
- Layout max drops to 6 objects (4 planets + 2 stations); the 11-object
  two-orbit case remains as a defensive fallback.
- Update tests, docs, and add rocky-land video asset.
2026-09-05 20:31:24 -06:00
Brian Fertig 4fd1f05359 Bump tether radius growth to 2× and refresh HUD on build completion
- Change radiusGrowth from 1.25 to 2.0 so level N doubles the previous
  level (L2 = 10240, L3 = 20480, L4 = 40960 px)
- Update all data descriptions, docs, and test defaults to match
- Add refreshHudTetherLevel() in SurfaceScene so the HUD line re-decodes
  when a tether build completes while on-surface
- Rename rocky-planet-02 asset (typo fix), add 03-a/03-b variants,
  point rocky frames at indices 6–8 in planets.json
- Add dev/tether-flow harness to exercise the full L2 build flow end-to-end
2026-09-05 19:52:54 -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 d7f8e2101f Add shop clip toggle to surface deck
- SHOP button now swaps the looping surface clip for the world's `shop`
  video (e.g. terran-shop-01.mp4); pressing again swaps back. The slot
  relabels between "Shop" and "Leave Shop" via a new ActionBar.setLabel.
- data/landing.json gains a per-frame `shop` entry; worlds without one get
  a console note instead of a clip.
- SurfaceScene: toggleShop/leaveShop manage the shop video (pause/resume,
  visibility), error handling falls back to the surface loop, and cleanup
  on takeoff/shutdown disposes the new video and note glyphs.
- ActionBar: slots store their base fontSize so setLabel can shrink-to-fit
  long labels; paintSlot re-asserts hover state after relabeling.
2026-09-05 15:50:09 -06:00
Brian Fertig 70f4954c69 Wire research→build unlocks and add first tether-l2 build entry
- Define the two-sided unlock contract: research nodes declare `unlocks.builds`/`unlocks.research`, builds declare `requires` as "category/node id" (authoritative gate); ResearchModel exposes `unlocksOf`, `buildDefs`, `unlockIssues`, `buildIssues`
- Add `tether-l2` build entry (planet/station targets, credits+minerals cost, level-2 tether effect) and link it from `exploration/tether_l2`
- Show an UNLOCKS line in the research dossier so the console surfaces what a tech opens
- Extend dev/research-builds.test.mjs to validate both sides of the gate and the new model helpers
- Update data/builds.json, research.json, exploration.json `_comment`s and PROJECT_NOTES to document the contract
2026-09-05 15:15:08 -06:00
Brian Fertig 7138d153fa Add research console with Exploration tech tree and save persistence
- Full-screen RESEARCH window: looping archive feed, category tabs, branching
  DAG tech tree (top-down layout), per-tech dossier + RESEARCH button, deck
  progress bar
- Pure rules layer (ResearchModel / ResearchState) is Node-testable; the
  window is a passive view and GameScene owns effects, toasts, and saves
- First category **Exploration** (Tether Level 1–4, Tether Anchoring, Signal
  Amplification) lives in data/research/exploration.json; adding a category
  = one JSON file + one registry line + one manifest line
- Effects seam: `tether.level` grows the home tether via TetherField.setLevel;
  `capability` flags land on scene.researchCapabilities for future systems
- Save/restore round-trips an in-flight project (remainingMs captured at save,
  startedAt rebuilt on load); old saves without research still load
- Dev tooling: dev/cdp-shot.mjs (CDP screenshot with readiness wait),
  dev/research-shot.html/.mjs (boots the console + starts a run for a shot)
- Assets: gasgiant planet frame 03, takeoff/landing clips, research-computer
  feed; planets.png/.psd updated
2026-09-05 14:59:27 -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 ee2e874f41 Replace tether HUD with live mineral hold readout bar
- Add MineralHud component (js/ui/MineralHud.js) showing "MINERALS n / N"
  plus a fill bar in the upper-right corner, replacing the old tether
  stack. One tween drives both the counting number and the bar so they
  never drift; a cyan flash ripples on landings; amber at capacity.
- Wire Mining to emit an onOre(gained, hold) seam per extraction tick and
  per fragment landing so the HUD fills live as the rock shrinks, not
  only at the batch 'absorbed' event.
- Remove refreshTetherHud / fmtRange from GameScene; instantiate MineralHud
  in create(), feed it via refreshMineralHud() from ore seams and mining
  events, destroy on shutdown.
- Add data/mineralhud.json config (corner pad, bar geometry, count-up and
  flash tuning) and register it in the manifest.
- Tests: new dev/mineral-hud.test.mjs covering layout, count-up/bar sync,
  superseded-tween guard, capacity/clamping, teardown; extend
  dev/mining.test.mjs to assert onOre ticks; drop tether-HUD checks from
  dev/system-hud.test.mjs; add setOrigin/setScrollFactor no-ops to the
  Phaser stub.
2026-09-05 12:12:18 -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 fdd5f8a506 Small adjustments to prepare for mining. 2026-09-05 10:29:02 -06:00
Brian Fertig 9ca0fa55a8 Add music system, UI SFX, and ship base stats
- New shared audio voices: js/utils/Sfx.js (playSfxOn/stopSfxOn/sfxPlayingOn)
  and js/utils/Music.js (loop voice + shuffle playlist), both with v4 guard
  rails (cache.audio.has, stopByKey, isPlaying) so missing assets never throw.
- data/music.json: menu loop, shuffled deep-space soundtrack for GameScene,
  and per-world surface loops keyed by planets.png frame; new mp3 assets in
  assets/music/.
- data/sfx.json: add ui_hover/ui_click/ui_window/ui_close/mining_loop and a
  dedicated scan track; wire UI components (buttons, panels, popups, save
  vault) to the shared voice via scene.playSfx seam.
- GameScene: start/stop the shuffle on create/shutdown, stop both soundtrack
  and mining hum on 'sleep' (landing launch+sleep) and resume on 'wake';
  mining hum loops while beam is live and stops quietly on 'stopped'.
- SurfaceScene: preload and loop the world's track from landing through
  takeoff; fix landing frame hand-off to pass sheetFrame instead of the
  texture Frame object.
- MenuScene: preload SFX + menu music, start the menu hum in create, stop it
  on the 'shutdown' event (v4 never calls shutdown() on transition).
- data/ship.json → stats: hullIntegrity/shields/cargoHold/mineralStorage,
  exposed as ship.stats for future combat/trading/mining systems.
- Tests: dev/sfx.test.mjs and dev/music.test.mjs cover the shared voices,
  guards, and data contracts; ship-behavior and system-hud tests extended
  for base stats and the mining hum lifecycle.
2026-09-05 10:10:18 -06:00
Brian Fertig cf999a14fa Add signal compass UI for scan-revealed undiscovered objects
- New js/ui/SignalCompass.js renders a faint ring around the ship with soft radio-signal markers at each undiscovered in-region object's bearing, with full→linear-fade envelope and per-id pulse phase
- Signals track live ship position each frame, drop on discovery, and re-emit on rescan; scene drives state, renderer is stateless
- data/signalCompass.json configures radius, lifetime (20s full + 5s fade), colors, signal/ripple/pulse/ring geometry with enabled gate
- dev/signal-compass.test.mjs unit-tests the pure signalAlpha envelope, bearingAngle math, and config sanity via Node
- dev/signal-compass-flow.{html,mjs} headless browser flow test boots real GameScene, presses SCAN, and verifies emission, fade, expiry, and discovery-drop behavior
2026-09-05 00:29:49 -06:00
Brian Fertig d0bd840dbc Add deep-scan sonar pulse replacing the Build action button
- Swap the command deck's "Build" slot for a "Scan" slot that fires an
  omnidirectional sonar pulse from the ship across the tether region.
- The wavefront is clipped to the union of tether circles: it is absorbed
  at the rim (bright absorbing arc + TetherField.excite shiver) instead of
  flying into empty space.
- Objects inside the region ring as the front crosses them (shock rings,
  RGB ghost, scale pulse); the starfield ripples and the camera thumps /
  rolls with the wave, then restores itself on completion or cancel.
- New modules: js/scan/ScanPulse.js (rendering + lifecycle),
  js/scan/ScanGeometry.js (pure circle-circle window math).
- All tuning lives in data/scan.json; the one SFX is the new "scan" key
  in data/sfx.json. Results are a seam for now — finishScan logs the
  in-region objects and reports the count in the console slot.
- Tests: dev/scan.test.mjs (geometry unit tests) and
  dev/scan-test.html/.mjs (headless flow test driving the real scene).
- Add Terran shop placeholder assets (two PNGs + one MP4).
2026-09-05 00:29:17 -06:00
Brian Fertig cd4d751edd Add upper-left surface HUD showing planet name, type, and tether level
- GameScene now passes the world's type label and tether level into the SurfaceScene launch payload; new tetherLevelFor() resolves a world's anchored tether (by label or anchor position) for that line.
- SurfaceScene builds/decodes a two-line HUD (Ethnocentric name in the menu title shade with black stroke, Centauri line below) while the surface clip loops, driven by the shared scramble decode; it is torn down on take-off and shutdown.
- landing.json gains a hud config block for margins, fonts, spacing, strokes, and colors.
- Added dev-only harnesses (surface-hud.html/.mjs test page and surface-hud-shot.html/.mjs screenshot probe) to verify the HUD styling, decode settle, payload, and teardown in headless Firefox.
2026-09-04 23:23:41 -06:00
Brian Fertig 1cbbf502df Add take-off clip to surface scene before resuming flight
- Introduce a `takeoff` video entry in landing.json for each world; missing/
  null entries leave the surface instantly (no regression)
- SurfaceScene.takeOff now plays the one-shot take-off clip full-screen,
  hides the deck, and only then stops the scene and wakes GameScene
- Guard against a clip that never starts or runs past its duration so the
  player is never stranded; finishTakeoff is idempotent
- Update surface-flow/surface-shot dev harnesses to assert and screenshot
  the new take-off stage
- Re-map gas giant frames in planets.json from [0,1,2] to [3,4,5] to match
  their sheet positions
2026-09-04 22:44:51 -06:00
Brian Fertig dd7000638a Add SurfaceScene with landing video and surface deck
- New SurfaceScene overlays GameScene when the player requests landing:
  plays a one-shot landing clip, then a looping surface clip behind a
  dedicated command deck (Shop/Build/Ship + Take Off + Menu).
- Wire comms panel "Request Landing" / "Land" buttons to launch the
  surface; TAKE OFF stops SurfaceScene and wakes GameScene so the run
  resumes exactly where it left off.
- ActionBar accepts an optional `buttons` override so scenes can supply a
  different slot list while sharing layout/colors/animation.
- SavePanel gains a `stateScene` option so saves from the surface read
  state from the paused GameScene underneath.
- Add data/landing.json (per-frame video map) and four placeholder
  surface clips; CommsPanel now passes its full target payload through to
  onAction so landing metadata survives the round-trip.
- Add dev harnesses: headless-Firefox screenshot helper, click-path test
  for the real user flow, and a surface-flow assertion suite with parked
  screenshot pages.
2026-09-04 21:25:44 -06:00
Brian Fertig d933914ac3 Add comms panel and free-space station entities
- New CommsPanel UI: world-anchored rusty-metal/green-phosphor console that opens on planet or station click, showing name decode, reputation bar (41 marks, -20 to +20), and REQUEST LANDING / LAND / CANCEL buttons
- New Station entity with procedural rendering (deep-space station ring + solar wings, or waypoint beacon), solid collision, and comms-target support
- data/stations.json configures station kinds, sizes, ship clearance; added to manifest
- GameScene wires click-to-fly + panel open together, handles button/outside/ESC close race, ESC priority, and commsAction seam for future landing logic
- Reputation.marksFor() computes lit-mark count for the gauge; covered by new unit tests in dev/reputation.test.mjs
- Dev tooling: comms-click (real-input interaction test), comms-shot (screenshot states), wdshot setup-step logging
2026-09-04 19:45:12 -06:00
Brian Fertig 0c30985588 Add reputation data layer with stable place identity
- Introduce Reputation module (js/reputation/Reputation.js) tracking player standing on planets and space stations on a −20…+20 scale, with the home world pinned at +20
- Add data/reputation.json config for scale bounds, neutral default, and home-world standing
- Assign stable seed-deterministic ids to planets (<systemId>-p<ordinal>) and settlements (<systemId>-s<n>) in SystemGenerator so saved standing lines up with regenerated galaxies
- Wire reputation into the save system (captureState/prepareLoad/resetRunState) with backward-compatible loading of pre-reputation saves as all-neutral
- Add faction-check placeholder: standingFor() resolves home → stored → owner/faction → neutral, with factionStanding() stubbed for the upcoming factions layer
- Register a single Reputation instance in GameScene via the shared registry (same pattern as Discovery)
- Add dev/reputation.test.mjs covering scale clamping, home pinning, serialization round-trips, legacy/corrupt record handling, save integration, and place-id stability
2026-09-04 18:37:44 -06:00
Brian Fertig cff8fa335e Fix mining popup width and layout to fit real font metrics
- Widen the data-driven base width and clamp the panel to at least the widest button plus padding, since MenuButton measures itself in the live web font and won't shrink below its label.
- Rewrite layout() with a top-edge-relative p() helper so the header/MINE/CANCEL order stays consistent whether the popup opens above or below the anchor.
- Add dev/popup-shot.html/.mjs to boot the game headless, await the typefaces (same contract as js/main.js), open the mining menu on a deterministic cluster, and report panel/button geometry plus fit booleans.
- Extend dev/wdshot.mjs with an optional settleMs argument so pages with top-level awaits (font loading) can finish their async boot before the setup script runs.
2026-09-04 17:16:56 -06:00
Brian Fertig b4b656f6e4 Add asteroid mining: energy arm, beam FX, and context menu
- Click a rock to open a world-anchored mining popup (Mine/Stop/Cancel)
- Mining state machine locks the ship during the ~1.5 s arm extension, then fires an animated beam with ore motes, shock rings, sparks, and periodic surges
- ESC breaks the beam or closes the menu; outside clicks dismiss without flying
- Generalize the top-center console toast so discovery, tether, and mining calls share one slot
- Add a "mining" SFX entry (system-scan.mp3) and update preload/test to cover all configured sounds
- Ship a headless browser test (dev/mining-test.*) that drives the full arm sequence through the real input pipeline
2026-09-04 17:09:16 -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 2d1265d592 Add SFX, dossier toggle/auto-fold, and tether HUD repositioning
- Add sound effects (construct, deconstruct, discovery) with config in data/sfx.json; play on dossier arrival/fold and new-object discovery; silently no-op when disabled or asset missing
- Rework the system dossier into a full lifecycle: open-by-default on arrival, one-shot auto-fold at 10 s, click-to-toggle (name + caret), reverse deconstruction order, state caret that swings with the open/closed state
- Add ScrambleDecode `reverse` mode so lines can deconstruct (value → static → '') for the fold animation
- Reposition the tether readout to bottom-right above the deck's MENU button, right-aligned and bottom-anchored; fall back to left column when the deck is disabled
- Expand decode and system-hud tests to cover reverse decode, the full dossier lifecycle (toggle, auto-fold cancellation, mid-animation guard), tether HUD layout, and SFX wiring
2026-09-04 10:25:37 -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