Commit Graph

4 Commits

Author SHA1 Message Date
Brian Fertig 9ca0fa55a8 Add music system, UI SFX, and ship base stats
- 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.
2026-09-05 10:10:18 -06:00
Brian Fertig 23fcbe7176 Replace procedural ship sprite with spritesheet art and facing offset
- Load `assets/images/ships-player.png` as a Phaser spritesheet via
  `data/ship.json` (`texture`, `frameWidth`, `frameHeight`, `frame`)
- Add `artFacing` config; Ship applies a constant `artOffset` so heading
  math is unchanged while the frame art (facing north) renders correctly
- Scale sprite as `(size * scale) / frameWidth` to preserve the 46 px world
  hull size and collision radius regardless of frame dimensions
- Fall back to the built-in procedural dart when the sheet is missing or
  fails to load, with a console warning in GameScene.create()
- Update ship-behavior tests to account for `artOffset` in heading checks
- Add source art (`ships-player.psd`, landed-ship reference) and a demo
  video; document the new pattern in README and PROJECT_NOTES
2026-09-03 21:40:33 -06:00
Brian Fertig 7cf96bb237 Ship Travel and Orientation Updates 2026-09-03 10:25:54 -06:00
Brian Fertig eddbedbf1c Add v0.1 foundation: menu, click-to-fly ship, and JSON config system
- Boot the game from a static server with no build step (Phaser 4 vendored in lib/)
- Main menu (New Game button) and GameScene where clicking makes the ship fly there
- All tunables live in data/*.json (game/menu/ship), loaded via manifest + Config singleton
- Ship behavior driven by arcade physics (thrust, drag, maxSpeed, arrival) with a Node test harness (dev/ship-behavior.test.mjs) and a dev smoke page that boots straight into GameScene
- Project conventions documented in docs/PROJECT_NOTES.md; README rewritten to describe layout, run instructions, and dev tools
2026-09-02 22:31:34 -06:00