- New ShimmerCue module: pure shimmerPhase/drawShimmer cycle (yellow band sweeps face, comet runs cut-corner edge), shared by both surfaces
- ActionBar gains setShimmer + a dedicated additive layer; the RESEARCH slot wears the full face+edge recipe while a tech can start and the console is closed
- ResearchWindow._paintCues paints the edge-only shimmer on every category tab whose tree still holds an available tech, plus the ACK pulse on the "Unlock Jumpgates" plate (or SYSTEM tab when off-screen)
- GameScene._applyResearchCue switches one cue at a time: deck slot when console closed, console cues when open; rests while a project runs (maxConcurrent 1), under standby, or under the tutorial finger
- ResearchModel.hasAvailable and SystemCategory.gatesReady/gatesNodeId encode the ready rules
- data: actionbar.json animation.shimmer, research.json fx.tabShimmer (#ffd84d, comm-pulse yellow family)
- dev: Node test (research-cue.test.mjs) pinning the pure cycle model + slot/tab behavior; browser verify page (research-cue-shot.html/.mjs) with CDP capture poses
- assets: arid-surface-03 / arid-takeoff-03 videos
- New TutorialGuide.js beat table picks which control to pulse based on live comms/research records, so a loaded run resumes the same beat
- ActionBar and ResearchWindow gain setHighlight() with pulsing rims (ACKNOWLEDGE-style sonar rings in the console) that hide under deck standby/locked slots/closed window
- GameScene applies the highlight per frame before surfaces draw, tracks scanPressed one-shot, and reads targets from data/quests.json → tutorial
- Add tutorial section to quests.json plus tests for beat table, ActionBar rim gating, and data consistency (slot ids, console node matches starter research check)
While the shop clip is on screen (the SHOP slot reads LEAVE SHOP), the
command deck's other slots — Build, Ship, Quests, Take Off, Menu — go
standby: dim, no hover, no press, clicks swallowed — the same inert
language as the 'ack' comm's deck hold. The press that opened the shop
is the only way out; the slots re-arm on LEAVE SHOP (and if the shop
clip fails to load).
js/ui/ActionBar.js setSlotEnabled(id, on) — per-slot lock: arms/
disarms one slot (input off, standby paint);
setEnabled (deck-wide standby) keeps each slot's
flag in sync and still owns input over a
per-slot unlock; setHover/press guard on it;
setLabel no longer repaints a locked slot live
js/scenes/SurfaceScene setDeckLocked(locked) — lock everything but
SHOP on enter (toggleShop), release on leave
(leaveShop) + the broken-clip fallback
dev/actionbar.test.mjs new — slot lock / deck lock / standby-priority /
label-kept-locked, headless
docs/ECONOMY.md §12 the deck-lock bullet
All headless suites that passed before still pass (the five pre-existing
failures — music/quest-tracker/system-hud/galaxy-labels/jumpgate —
import SurfaceScene, which extends Phaser.Scene that the headless stub
doesn't provide; they fail identically without this change).
- 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.
- 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.
- 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.
- 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.
- 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).
- 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.
- 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.
- 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