- Port the menu's GlitchText chromatic fringe to ActionBar: additive
magenta/cyan icon ghosts, label ghosts with per-slot phase, and a panel
outline ghost that activates during glitch bursts.
- Add a tiled-scanline overlay (1 dark row per pitch) matching CyberOverlay,
configurable via actionbar.scanline with theme.overlay.scanline defaults.
- Replace idleGhost with animation.rgb (idleOffset/burstOffset/idleAlpha/
burstAlpha); level now decays ~90 ms after triggerBurst for the fast-snap
GlitchText feel while slice bars linger.
- Update README, PROJECT_NOTES, and research-builds tests to cover the new
scanline and rgb config keys.
- New ActionBar component (js/ui/ActionBar.js) renders a procedural cyberpunk
bottom bar with six slots (Research, Build, Ship, two reserved, Menu),
boot flicker, rail comet, glitch bursts, and RGB shimmer; fully driven by
data/actionbar.json
- Data contracts for the player's progression loop: research.json (time-based,
one project at a time, gates builds/research) and builds.json (credits +
minerals, ship/planet/station categories), both with _template docs and
empty maps; registered in manifest.json
- GameScene wires the deck in, routes clicks over it away from fly-to, pins
the hint above the bar, and drives per-frame update/shutdown
- New dev/research-builds.test.mjs pins the data contract (manifest entries,
rule knobs, template fields, six-slot order)
- cdpshot.mjs: cross-platform temp dir + --no-sandbox for container/CI
- README and PROJECT_NOTES updated with the new loop, deck docs, and a Phaser
v4 scrollFactor-on-screen-fixed-container quirk