Commit Graph

3 Commits

Author SHA1 Message Date
Brian Fertig 6ba71620b4 Main menu: cyberpunk UI overhaul + shared theme layer
Shared visual language (data/theme.json): Ethnocentric headers,
   Centauri body, neon cyan/magenta, cut-corner panels, and a shared
   CRT/glitch overlay (scanlines, grid, vignette, scan sweep, RGB-split
   bursts) used by both scenes.

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

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

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

   Verified: menu→game transition, click-to-fly, seed flows, all
   dev/*.test.mjs suites, no console errors.
2026-09-03 16:27:25 -06:00
Brian Fertig 02d689e1bb Add seed-deterministic planet frame pools
- Allow planet kinds to specify multiple sheet frames and pick one with a seed-derived Rng so the same galaxy always gets the same home world.
- Add Ethnocentric and Centauri font assets.
2026-09-03 15:10:24 -06:00
Brian Fertig e7b52cc33d Add the home planet: a solid world the ship can approach but not enter
Adds the player's home planet to the starting system, rendered from the new
planets.png spritesheet. The planet is a solid disc: the ship may come within
shipClearance of its rim but can never cross it, and clicks on the planet
clamp to the keep-out rim so the ship always has a reachable destination.

- js/entities/Planet.js: solid-disc entity with a circle keep-out constraint
  (constrainShip/resolve, pure and scene-free) plus edgePoint/aimPoint helpers
- data/planets.json (+ manifest entry): texture, frame size, scale, homePlanet,
  shipClearance, spawnDistanceFromEdge
- Ship.js: exposes a radius (half the hull width) for the keep-out math
- GameScene.js: loads the spritesheet, spawns the home world at the origin,
  starts the ship ~150 px off its rim in a seed-derived direction, and applies
  the constraint each frame after the ship moves
- dev/planet.test.mjs: Node tests of the constraint against real config;
  dev/test-game.html gains a <base href> so asset paths resolve from /dev
2026-09-03 14:44:01 -06:00