Commit Graph

3 Commits

Author SHA1 Message Date
Brian Fertig 2b37be7494 Fix asteroid rock overlap and add distinct compass color for clusters
- Replace the old per-rock placement retry loop with a deterministic pairwise relaxation pass (relaxRockGaps) that enforces a gapFactor x (r1+r2) separation between every pair, so rocks keep a subtle visible gap instead of interpenetrating
- Add cluster.gapFactor (default 1.12) and asteroids.compassColor (#c8d2e0) config keys, with updated comments in data/asteroids.json and SystemGenerator.js
- Tint the DiscoveryCompass arrow per target: bake the arrow texture white and tint it to the target's color (worlds keep theme neon cyan, clusters use their light gray)
- Extend dev/asteroids.test.mjs to assert every rock pair respects the gapFactor separation
2026-09-04 08:45:28 -06:00
Brian Fertig 2cbd8e8962 Add compass autopilot: clicking a name tag sends the ship to that world
- DiscoveryCompass name tags are now interactive buttons with hover/press feedback; firing onSelect hands the target id to the scene, which retargets the ship via GameScene.autopilotTo (aim at the keep-out rim on the approach side).
- Compass layout reserves the command-deck strip (reserveBottom) so chips/arrows are never buried under the deck.
- Click-to-fly now ignores clicks that land on a compass chip (DiscoveryCompass.contains), keeping autopilot and fly-here from colliding.
- Tests cover the chip hit test, onSelect seam, and reserveBottom clamping; docs updated to describe the new autopilot behavior.
2026-09-03 20:59:43 -06:00
Brian Fertig 8c52105412 Add discovery system with off-screen compass and in-world planet layout
- Discovery rule: ship within `discovery.distance` (540 px) of a world's edge discovers it once per system; state is pure, save-ready (`Discovery.toJSON/fromJSON`)
- Off-screen compass (`DiscoveryCompass`): themed screen-edge arrows with type/name chips point back at discovered worlds; geometry helpers (`edgeAnchor`, `circleInView`, `lerpAngle`) exported for Node tests
- Solar-system layout: `layoutSystemPlanets` places generated worlds in a deterministic annular band around the home world, enforcing edge-to-edge separation and per-class scale/tint from `data/planets.json`
- All system planets are solid to the ship (collision + click-clamp), not just home
- Rim ping + HUD toast on discovery (`celebrateDiscovery`)
- New planet class pools (rocky/gas/ice/lava) with frames, `classScale`, `classTint`, and `typeLabels`
- Smoke-game dev hooks: `?ship=x,y` and `?near=px` for screenshotting discovery/compass states
- Node test suite (`dev/discovery.test.mjs`) covering rule boundaries, per-system state, JSON round-trip, layout bounds/determinism, compass geometry, and class pools
2026-09-03 19:45:21 -06:00