Commit Graph

6 Commits

Author SHA1 Message Date
Brian Fertig 54d2886c91 Remove waypoint kind; allow up to two deep-space stations per system
- Waypoints were comms-only beacons with no landing or trade; a second
  deep-space station is a more useful destination in their place
- The old waypoint chance in systems.json becomes
  deepSpaceStation.second, so a system can roll 0–2 stations
- StationFrames now assigns a distinct sprite variant per station
  (Galaxy.stationFrames is id → [frame, …]) and a two-station system
  always wears two different variants
- Rename the route-gate pulse from "destination's waypoint" to
  "route's next stop" so the term no longer refers to a removed kind
2026-09-14 10:25:19 -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 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 ebd26ad7ba Stop thrusting ship dead when it hits an obstacle or the tether rim
- constrainShip on Planet, Star, Station, JumpGate, and AsteroidCluster now
  returns a contact boolean (true only when position/velocity/acceleration
  actually changed) so the scene can distinguish "touched" from "no-op".
- GameScene.onPostUpdate reads those flags and, if the ship is in its
  Shift+click thrust state, calls stop() + setState('normal', 'contact')
  the first frame any solid or the tether rim touches it — the hold ends
  and the ship rests on the rim instead of driving through.
- Non-thrust ships are left alone by the rule; their existing arrival/brake
  logic still owns their stop.
- dev/contact.test.mjs: headless tests covering no-contact outside the
  keep-out, contact + push-out + inward-motion strip on approach, no
  spurious contact while sliding off the rim, the full thrust-into-planet
  stop-dead-on-rim integration, and that the rule only fires in thrust.
- dev/smoke-game.mjs: add a third thrusttest check (c) verifying a
  Shift+click straight into the planet stops it dead on the rim.
2026-09-07 00:21:30 -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 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