- 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.
- Ship gains a `thrust` state and `thrustToward()` that commits to the heading toward the click point and holds full throttle past it, until a plain click or stop steers out.
- GameScene pointer handler branches on `pointer.event.shiftKey`: Shift+click locks the heading (raw aim), plain click still flies to the clamped stop point.
- Mining teardown no longer stomps the ship state when the player has already moved it into `thrust`/`normal`.
- Update hint text and add unit tests (tests 7–10) plus a live-scene smoke harness (`?thrusttest=1`) verifying past-click flight, steer-back arrival, stop braking, and mining-exit signaling.
- 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.
- Replace direct-click-to-jump with a shared comms panel variant that shows LINK ACTIVE/DORMANT status, REQUEST JUMP (disabled while dormant), and CANCEL
- Render gates from the new 256x256 spritesheet (frame 0 body, frame 1 active swirl) with procedural fallback when the texture is missing
- Active gate swirl spins clockwise and breathes alpha between configurable bounds; dormant gates keep the body at full alpha with the swirl hidden
- Wire CommsPanel to a dynamic primary-button action id so the same panel serves world and gate variants
- Add dev probe page (dev/gate-comms.html/.mjs) and update jumpgate/jump-travel tests for the new sprite path, fallback renderer, and comm-window flow
- Introduce Star entity (procedural texture per spectral class) drawn at the origin of every non-home system; only the starting system's central body is the home world
- Freeze `homeSystemId` at roster build so lazily generated content for newly arrived systems no longer misreads as home and deals a second home world
- Anchor tether-l1 builds on newly discovered worlds (effects.tether in data/builds.json) and re-materialize installed tethers after jump cuts / scene rebuilds
- Discovery now reports the central body in every system ("Home World" vs. spectral-class star label); stars are solid but not comms targets
- Add dev tools: nav-reach-probe (soft-lock analysis), star unit tests, tether-newworld browser test; fix landing video references and Phaser stubs
- Play a cover-scaled video between systems on jump, with an opaque backdrop so the source doesn't show through
- Double-click skips the remaining clip; single press is swallowed while it plays
- Fall back to the short jumpDelayMs cut when no video is configured or missing
- Guard against stalled/overlong playback with a grace and duration cap before restarting
- Add assets/videos/jump.mp4 and document the new behavior in gates.json and PROJECT_NOTES.md
- `_applyResearchEffects` now receives the node id explicitly instead of
reading `node.id`, which is undefined (the id is the key in the tree's
`nodes` map, not a field on the object) — this was silently skipping
`activateGates` so researched jumpgates stayed dark
- Add `systemIdOfGatesNode()` as the pure inverse of `systemNodeId()` for
the gates node, with round-trip tests
- Reconcile gate activation in `_onEnterSystem()`: if the gates tech is
already unlocked, re-run `_activateSystemJumpgates` (idempotent) so a
missed activation self-heals on the next entry/jump/reload
- Make `_activateSystemJumpgates` idempotent by tracking fresh keys and
early-returning when everything is already online
- Add `navPoints()` and `navChart()` to SystemCategory.js as pure,
testable cores for the jumpgate unlock condition (discovered/missing
split over all NAV points)
- Add `js/dev/NavDiag.js` with `orbitNav()` / `orbitNavBrief()` console
commands that print the live NAV chart and which objects are still
undiscovered, installed by `main.js` on every page load
- Update `data/landing.json` to reference the correct gasgiant surface/shop
videos for slot 03
- Add tests for `navPoints`, `navChart`, and `systemIdOfGatesNode`
- Document the activation wiring bug, the `orbitNav()` diagnostic, and the
new pure functions in PROJECT_NOTES.md
- Add JumpTravel.js with pure arrival geometry (return-gate lookup, spawn point past keepout) and wire it into GameScene.jumpThroughGate to re-stage the run via the save pipeline and scene restart
- Add gate hit-test (gateAt) so active gates trigger the jump on click while dormant ones show a console nudge and fall through to fly-here
- Add jump config block to gates.json (feature switch, arrival gap, delay, toast templates) and update landing.json gasgiant shop clips
- Add dev/jump-travel.test.mjs covering config, geometry, real-galaxy coverage, and determinism; refresh PROJECT_NOTES for the new mechanic
- Introduce a dynamic "system" research category built at runtime with two techs: `{System} Map` (granted on entry) and `Unlock {System} Jumpgates` (researchable once every NAV point is discovered).
- Wire gate activation through the research effects seam so completing the jumpgate tech activates the system's gates plus linked return gates, anchors level-1 tethers at each activated gate, and saves/restores via a new `activatedGates` set.
- Extend ResearchModel with optional tree hooks (`available`, `lockNote`) so dynamic categories can gate research on live world state without adding static requires.
- Add map and gate procedural icons, update tests for the new category contract and icon roster, and document the system category in project notes.
- 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
- Galaxy shrunk to 200 systems (data/galaxy.json) — always fully known,
generation ~15 ms; roster/content two-level design unchanged.
- Object composition replaces planetCount (data/systems.json → objectCount):
10% barren (jump-gate-only), else 2/3/4/5 objects (planets + free-space
stations) at 15/30/30/15. One unified roll (rollSystemComposition) shared
by the content generator and the frame pass.
- Barren systems: no planets, no stations, no asteroid clusters; their
single gate sits on the star→destination ray at barrenDistance (8192 px).
Strong connectivity keeps them reachable.
- Jump gates are DORMANT by default: every gate record carries
active:false, the entity renders dim with a still field. Activation is
the seam for the tether mechanic (an activated gate anchors a level-1
tether). data/gates.json gains barrenDistance.
- Frame diversity (js/galaxy/PlanetFrames.js): one galaxy-wide pass spreads
(class, frame) across the galaxy — fixed spatial order, least-used face
among already-assigned nearest stars, seeded tie-breaks. Stamps
planet.frame + content.homeFrame, read by GameScene.
- Tests: dev/frames.test.mjs added; jumps/galaxy/discovery/jumpgate/asteroids
suites updated to the new rules (composition buckets, barren gates,
active flags, frame determinism/spread, 5-object max, index clamps).
- Docs (README, PROJECT_NOTES) and stale 40k references updated.
- Introduce data/gates.json + js/galaxy/JumpNetwork.js: a strongly-connected, degree-limited spanning tree over the nearest-star graph (plus local shortcuts) so every system holds 1–3 gates, all jumps are local, and no system is closed or trapped
- Place each gate on the tether circle of an anchor (planet / space station / home world), facing its destination star; enforce radius band, clearance from anchors, and gap between gates in SystemGenerator.layoutGates
- Add the JumpGate entity (procedural twin-pylon portal) with the same solid contract as Planet/Station, discoverable in cyan, listed in the HUD dossier; wire into GameScene solids + discovery
- Guarantee every system holds at least one gate anchor (barren systems get a deep-space station); cap the home system at 3 objects so it fits the tighter band
- Rework solar-system layout to a full pairwise band [minSpacing, maxSpacing] with rotation tuned toward gate bearings; update tests and docs accordingly
- Center the ✕ close glyph and "IN PROGRESS" labels via setOrigin(0.5, …);
Phaser Text defaults to origin (0,0), so they were anchored top-left
and sat off-center on their plates
- Widen detail buttons from 152 to 190 px so the widest label
("IN PROGRESS 88%") no longer bleeds past the plate edges
- Treat 'closing' as open in isOpen so a close tap is consumed by the
window while it fades out, instead of leaking through as a world click
- Planet count is now a single global rule (20% barren, else 2–4 planets)
instead of per-type spreads; the starting system always holds a gas giant
plus a rocky world beside the home world.
- Every planet hosts one settlement by class (habitable rocky → colony, other
rocky/ice/lava → mining station, gas → cloud base); free-space stations and
beacons still roll per archetype with the core→rim gradient.
- Old probabilistic planet-settlement path kept behind allPlanetsSettled flag.
- Layout max drops to 6 objects (4 planets + 2 stations); the 11-object
two-orbit case remains as a defensive fallback.
- Update tests, docs, and add rocky-land video asset.
- Change radiusGrowth from 1.25 to 2.0 so level N doubles the previous
level (L2 = 10240, L3 = 20480, L4 = 40960 px)
- Update all data descriptions, docs, and test defaults to match
- Add refreshHudTetherLevel() in SurfaceScene so the HUD line re-decodes
when a tether build completes while on-surface
- Rename rocky-planet-02 asset (typo fix), add 03-a/03-b variants,
point rocky frames at indices 6–8 in planets.json
- Add dev/tether-flow harness to exercise the full L2 build flow end-to-end
- Introduce the BUILD deck slot on planet surfaces: full-screen BuildWindow
(looping feed video, category tabs, build list, dossier + cost + BUILD
button) backed by pure BuildModel/BuildState rules
- Move tether level 2 from a research effect to a one-off planet build
(200 minerals, 20 s, requires L1 tether on the world); home world starts
with tether-l1 pre-installed as a rule re-asserted after load
- Add `node dev/server.mjs` static server sending Cache-Control: no-store to
stop browsers heuristically caching ES modules (the "new data + old JS" bug)
- Fix world-name casing leak: CommsPanel keeps canonical spelling in the
landing payload; GameScene.startLanding normalizes via WorldNames.canonicalPlanetName
so name-keyed build/tether lookups match
- Add in-game diagnostics (orbitDiag/orbitDiagBrief), dev/build-check.html
self-check page, and Node tests for builds, world names, and save staging
- Persist builds (built records + in-flight remaining time) in the save bank;
tick on the game-loop clock so a build survives takeoff mid-build
- 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.
- Define the two-sided unlock contract: research nodes declare `unlocks.builds`/`unlocks.research`, builds declare `requires` as "category/node id" (authoritative gate); ResearchModel exposes `unlocksOf`, `buildDefs`, `unlockIssues`, `buildIssues`
- Add `tether-l2` build entry (planet/station targets, credits+minerals cost, level-2 tether effect) and link it from `exploration/tether_l2`
- Show an UNLOCKS line in the research dossier so the console surfaces what a tech opens
- Extend dev/research-builds.test.mjs to validate both sides of the gate and the new model helpers
- Update data/builds.json, research.json, exploration.json `_comment`s and PROJECT_NOTES to document the contract
- Full-screen RESEARCH window: looping archive feed, category tabs, branching
DAG tech tree (top-down layout), per-tech dossier + RESEARCH button, deck
progress bar
- Pure rules layer (ResearchModel / ResearchState) is Node-testable; the
window is a passive view and GameScene owns effects, toasts, and saves
- First category **Exploration** (Tether Level 1–4, Tether Anchoring, Signal
Amplification) lives in data/research/exploration.json; adding a category
= one JSON file + one registry line + one manifest line
- Effects seam: `tether.level` grows the home tether via TetherField.setLevel;
`capability` flags land on scene.researchCapabilities for future systems
- Save/restore round-trips an in-flight project (remainingMs captured at save,
startedAt rebuilt on load); old saves without research still load
- Dev tooling: dev/cdp-shot.mjs (CDP screenshot with readiness wait),
dev/research-shot.html/.mjs (boots the console + starts a run for a shot)
- Assets: gasgiant planet frame 03, takeoff/landing clips, research-computer
feed; planets.png/.psd updated
- SaveManager.latest() picks the filled slot with the newest savedAt
(unparseable timestamps count as oldest; ties break to the higher slot)
- MenuScene wires a Continue button above New Game, grayed out while the
bank is empty, that stages the restore via prepareLoad and cuts into
GameScene without a confirmation beat
- Shift menu layout down to make room and park the Reroll button fully
outside the seed field so its edge no longer bites the field
- Cover latest() behavior in dev/saves.test.mjs and update README and
PROJECT_NOTES to reflect the finished save/load feature
- Add MineralHud component (js/ui/MineralHud.js) showing "MINERALS n / N"
plus a fill bar in the upper-right corner, replacing the old tether
stack. One tween drives both the counting number and the bar so they
never drift; a cyan flash ripples on landings; amber at capacity.
- Wire Mining to emit an onOre(gained, hold) seam per extraction tick and
per fragment landing so the HUD fills live as the rock shrinks, not
only at the batch 'absorbed' event.
- Remove refreshTetherHud / fmtRange from GameScene; instantiate MineralHud
in create(), feed it via refreshMineralHud() from ore seams and mining
events, destroy on shutdown.
- Add data/mineralhud.json config (corner pad, bar geometry, count-up and
flash tuning) and register it in the manifest.
- Tests: new dev/mineral-hud.test.mjs covering layout, count-up/bar sync,
superseded-tween guard, capacity/clamping, teardown; extend
dev/mining.test.mjs to assert onOre ticks; drop tether-HUD checks from
dev/system-hud.test.mjs; add setOrigin/setScrollFactor no-ops to the
Phaser stub.
- Extract minerals from the latched asteroid at ratePerSec × miningSpeed; each mineral shrinks the rock by 1 px so the beam stays latched to its rim.
- Break rocks that lose ~1/3 of their original size: large ones halve in place (beam keeps mining one half), small ones shatter into pieces that fly home and load the hold.
- Add ship.minerals hold with addMinerals/setMinerals capped at stats.mineralStorage; a full hold ends the run instead of grinding the rock away.
- Persist the hold in save/restore (captureState writes ship.minerals, applyRestore restores it) and keep legacy saves working when the field is absent.
- Play new mining_split sfx on each break and surface split/absorbed/storageFull events as console toasts.
- Expose AsteroidCluster rock surgery (setSize/addRock/removeMember) for runtime splits, and add headless Phaser stub + loader plus a mining test suite covering extraction, halving, shattering, full-hold stop, and the hold API.
- 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.
- New js/ui/SignalCompass.js renders a faint ring around the ship with soft radio-signal markers at each undiscovered in-region object's bearing, with full→linear-fade envelope and per-id pulse phase
- Signals track live ship position each frame, drop on discovery, and re-emit on rescan; scene drives state, renderer is stateless
- data/signalCompass.json configures radius, lifetime (20s full + 5s fade), colors, signal/ripple/pulse/ring geometry with enabled gate
- dev/signal-compass.test.mjs unit-tests the pure signalAlpha envelope, bearingAngle math, and config sanity via Node
- dev/signal-compass-flow.{html,mjs} headless browser flow test boots real GameScene, presses SCAN, and verifies emission, fade, expiry, and discovery-drop behavior
- 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).
- GameScene now passes the world's type label and tether level into the SurfaceScene launch payload; new tetherLevelFor() resolves a world's anchored tether (by label or anchor position) for that line.
- SurfaceScene builds/decodes a two-line HUD (Ethnocentric name in the menu title shade with black stroke, Centauri line below) while the surface clip loops, driven by the shared scramble decode; it is torn down on take-off and shutdown.
- landing.json gains a hud config block for margins, fonts, spacing, strokes, and colors.
- Added dev-only harnesses (surface-hud.html/.mjs test page and surface-hud-shot.html/.mjs screenshot probe) to verify the HUD styling, decode settle, payload, and teardown in headless Firefox.
- Introduce a `takeoff` video entry in landing.json for each world; missing/
null entries leave the surface instantly (no regression)
- SurfaceScene.takeOff now plays the one-shot take-off clip full-screen,
hides the deck, and only then stops the scene and wakes GameScene
- Guard against a clip that never starts or runs past its duration so the
player is never stranded; finishTakeoff is idempotent
- Update surface-flow/surface-shot dev harnesses to assert and screenshot
the new take-off stage
- Re-map gas giant frames in planets.json from [0,1,2] to [3,4,5] to match
their sheet positions
- Introduce `attachClip` to set volume, cover-fit, and re-fit on the first presented frame (`created`) so clips no longer render ~3.4× zoomed in due to v4 placeholder sizes.
- Use `setScale` instead of `setDisplaySize` in `fitCover`, which is stable across frame swaps that preserve scale rather than size.
- Drop the blanket 8s safety valve that cut ~15s landing clips in half; replace with two targeted guards: a 5s stalled check (no playback progress) and a duration-based cap (duration + 5s margin).
- 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.
- 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
- Introduce Reputation module (js/reputation/Reputation.js) tracking player standing on planets and space stations on a −20…+20 scale, with the home world pinned at +20
- Add data/reputation.json config for scale bounds, neutral default, and home-world standing
- Assign stable seed-deterministic ids to planets (<systemId>-p<ordinal>) and settlements (<systemId>-s<n>) in SystemGenerator so saved standing lines up with regenerated galaxies
- Wire reputation into the save system (captureState/prepareLoad/resetRunState) with backward-compatible loading of pre-reputation saves as all-neutral
- Add faction-check placeholder: standingFor() resolves home → stored → owner/faction → neutral, with factionStanding() stubbed for the upcoming factions layer
- Register a single Reputation instance in GameScene via the shared registry (same pattern as Discovery)
- Add dev/reputation.test.mjs covering scale clamping, home pinning, serialization round-trips, legacy/corrupt record handling, save integration, and place-id stability
- Introduce `Ship.state` ('normal' | 'mining') with `setState()` and an
`onStateChange` callback so the scene can react to state exits.
- Any player-initiated movement (world click or compass autopilot) now
drops the ship back to 'normal', which ends the mining sequence via the
scene's handler; Mining.update() enforces the gate as a belt-and-braces.
- Rename `Mining.isLocked` to `isActive` and update GameScene click logic:
clicks no longer hold during extension — they move the ship and abort the
arm's reach.
- Tighten the popup-button swallow window from 300 ms to 20 ms and add a
`containsScreen()` hit-test so only the exact button press is consumed,
not subsequent deliberate clicks on the panel area.
- Expand the headless mining test to cover the new movement-abort contract:
world click mid-extension breaks the arm, autopilot retracts the beam,
and ship state transitions are asserted at every stage.
- Widen the data-driven base width and clamp the panel to at least the widest button plus padding, since MenuButton measures itself in the live web font and won't shrink below its label.
- Rewrite layout() with a top-edge-relative p() helper so the header/MINE/CANCEL order stays consistent whether the popup opens above or below the anchor.
- Add dev/popup-shot.html/.mjs to boot the game headless, await the typefaces (same contract as js/main.js), open the mining menu on a deterministic cluster, and report panel/button geometry plus fit booleans.
- Extend dev/wdshot.mjs with an optional settleMs argument so pages with top-level awaits (font loading) can finish their async boot before the setup script runs.
- Click a rock to open a world-anchored mining popup (Mine/Stop/Cancel)
- Mining state machine locks the ship during the ~1.5 s arm extension, then fires an animated beam with ore motes, shock rings, sparks, and periodic surges
- ESC breaks the beam or closes the menu; outside clicks dismiss without flying
- Generalize the top-center console toast so discovery, tether, and mining calls share one slot
- Add a "mining" SFX entry (system-scan.mp3) and update preload/test to cover all configured sounds
- Ship a headless browser test (dev/mining-test.*) that drives the full arm sequence through the real input pipeline
- Pin DOWNLOAD ALL button's right edge to the panel inner boundary using its actual rendered width instead of a fixed 210px assumption that let the label spill past the window
- Drive title/subtitle decode animations through both 'opening' and 'shown' states so the scramble completes rather than freezing mid-glyph when the crack-open settles
- Set `card.locked` (no underscore) to match what SlotCard.press() actually gates on, preventing stale `_locked` writes from leaving cards inert
- Add a real pointer-press helper in the dev test that maps canvas coords through the FIT-mode zoom and dispatches mouseover/down/up to exercise the full click pipeline end-to-end
- Replace the no-op `ignorePointer` idiom with a new `setInteractiveEnabled` helper that toggles Phaser v4's `input.enabled`, so hidden/inert UI elements (sub-bar buttons, save cards, scrims, confirm buttons) stop swallowing clicks
- Set explicit depths for the menu sub-bar (60) and save panel (70) so they paint above the command deck, HUD, and world objects as intended
- Add a headless-browser z-order + input-state probe (`dev/zorder-test.*`) that boots the real engine and asserts both paint order and hit-testing behavior across open/close transitions
- Add gas giant landing video asset
- Reposition the tether toast from top-center (y=26) to ~75 px above
screen center so it doesn't overlap the discovery toast.
- Update comments to reflect the new placement.
- GameScene now closes the menu sub-bar for any pointerdown outside it
instead of only swallowing clicks that land on the panel, so world, deck,
HUD, and compass taps all dismiss without triggering fly-here, dossier,
or navigation side effects.
- autopilotTo() bails while the bar is open or closing, preventing a
racing compass chip click from navigating after it just dismissed the bar.
- Add MenuSubBar.closing getter so callers can detect the close animation
state and treat the bar as input-dead during that window.
- Ship a headless CDP test (dev/clickout-test.html/.mjs) that drives the
real Phaser input pipeline to verify every dismiss path, button firing,
re-openability, and the autopilot guard.
- SaveManager: 10-slot localStorage bank (put/get/clear/list/export), corrupt-bank recovery, failed-write surfacing, bulk JSON export
- SaveData: captureState / prepareLoad / consumeRestore / resetRunState — seed + player state round-trip through a shared registry
- MenuSubBar: fold-up drawer off the deck's MENU button (Save Game / Load Game / Return to Main Menu) with animated open/close
- SavePanel: 10-slot pop-up in save or load mode; overwrite + load confirm dialogs; "download all" bulk export; toast feedback
- ConfirmOverlay: split-open confirm dialog for destructive actions
- SlotCard, Toast: per-slot cards and inline feedback strips
- MenuScene: Load Game button (grayed while bank is empty) opens the same panel in load mode
- GameScene: menu sub-bar + save panel wired into deck action, ESC handling, input blocking while modal, applyRestore on scene boot
- Tether HUD moved from above the MENU button to upper-right corner, stacking downward
- MenuButton: disabled (grayed) state and screenFixed option for scrolling-camera UI
- New SFX assets (ui-click, ui-hover) + updated existing FX; gasgiant planet image
- Dev tooling: cdp-firefox.mjs, wdshot.mjs (headless Firefox via geckodriver), saves-ui-test.html/.mjs (integration driver), saves.test.mjs (Node unit tests), system-hud test updates
- Add sound effects (construct, deconstruct, discovery) with config in data/sfx.json; play on dossier arrival/fold and new-object discovery; silently no-op when disabled or asset missing
- Rework the system dossier into a full lifecycle: open-by-default on arrival, one-shot auto-fold at 10 s, click-to-toggle (name + caret), reverse deconstruction order, state caret that swings with the open/closed state
- Add ScrambleDecode `reverse` mode so lines can deconstruct (value → static → '') for the fold animation
- Reposition the tether readout to bottom-right above the deck's MENU button, right-aligned and bottom-anchored; fall back to left column when the deck is disabled
- Expand decode and system-hud tests to cover reverse decode, the full dossier lifecycle (toggle, auto-fold cancellation, mid-animation guard), tether HUD layout, and SFX wiring
- New `js/utils/Decode.js` with a pure `ScrambleDecode` class plus
`DECODE_CHARS`, `DECODE_DURATION`, and a per-line `decodeDur()` helper,
so one effect serves both scenes.
- MenuScene now delegates its seed scramble to the shared utility instead
of inlining the reveal math and alphabet.
- GameScene's system dossier types itself in on arrival: each line starts
empty and decodes left-to-right, staggered top-to-bottom, with the
timeline anchored on the first update frame; state self-clears once all
lines settle so `update()` pays nothing afterward.
- Add Node dev tests for the shared effect contract (`dev/decode.test.mjs`)
and for the real GameScene dossier decode against actual galaxy/report
data with a stubbed scene (`dev/system-hud.test.mjs`).
- Document both new test commands in the README and update the planets
PSD asset.
- 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.
- 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
- Generate 4–8 rock groups per system with seeded placement, spacing, and slow tumble/drift motion driven by data/asteroids.json
- Add AsteroidCluster entity (Phaser container) with halo, dust motes, per-rock spins, and ship keep-out collision reusing Planet.resolve
- Integrate clusters into GameScene: load spritesheet, constrain ship post-physics, include in click-to-fly/autopilot/discovery/compass
- Synthesise unique cluster names via NameGenerator.asteroid (syllables + field suffix)
- Add dev test suite and ?seed= param for deterministic galaxy generation
- Replace the annular-band scatter (minOrbit/maxOrbit/minEdgeGap) with a ring-based placement: objects sit on one or two orbits around the home world, governed by center-to-center `minSpacing` and `maxNeighbor`
- Free-space stations (deep-space stations, waypoints) are now layout objects alongside planets; planet-bound settlements stay features of their planet
- Handle the N=11 case (9 planets + 2 stations) with an inner 3-ring + outer 8-ring; chain outward defensively for any larger N
- Update tests to verify the new spacing invariants, the two-orbit case, and determinism including station positions
- Refresh PROJECT_NOTES and the data-file comment to describe the orbit model
Two small naming/labeling fixes:
1. The home planet was always the generic "Terra". It now takes the first
name off the STARTING system's planet-name deck (SystemGenerator), so it
reads as a real place and can never clash with one of that system's
planets. Stored as content.homeName (only the starting system has one);
the old planets.homeName stays as a fallback. Used for the compass
home chip and the tether anchor label.
2. Confirmed/sharpened the compass name tag: each discovered off-screen
object's arrow chip already renders TYPE + NAME — now the home world
shows its bank name too (e.g. "HOME WORLD · ESHKAELURA").
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Planets and space stations were previously made by stitching a root word to
a kind noun ("Kest Skyspire", "New Natick IV"), which read like labels, not
names. They now draw from deep, hand-picked name BANKS in data/naming.json:
- banks.planet — colonial "New Denver"/"Port Tucson" worlds mixed with
alien "Klaxoria"/"Vexithunhal" worlds (269 names).
- banks.station — official designations ("Deep Space SC-145", "Nav Relay
V-77") mixed with smuggler hangouts ("Hell's Hideout",
"The Rusty Anchor") (165 names).
Assignment is a seeded shuffle of the whole bank (NameGenerator.planetDeck /
stationDeck), dealt out per-system in order, so a system never repeats a
name until the pool is exhausted (impossible at these sizes). The decks come
from dedicated Rng.derive(...) streams, keeping generation order-independent
(lazy === eager). Stars and the galaxy still synthesize from syllable pools
(unbounded), and the home world keeps its configured name.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The player starts with a level-1 tether anchored on the home world:
a circular zone 5120 px from the planet's center. The ship may fly
anywhere in the UNION of its tethers' zones — where zones overlap there
is no line and no wall — and the union's boundary is a hard barrier,
rendered as a thick cyberpunk glitch dotted line (marching dashes,
additive glow + RGB fringe, ambient glitch bursts with dash flicker,
radial displacement and data drops, contact shudder + camera kick +
throttled console toast where the ship bumps it).
- data/tether.json: level radii (5120 x 1.25^lv), the starting tether,
barrier line/look, glitch and contact tuning (manifest-registered)
- js/tether/Tether.js: pure range math (union membership, clamp to the
nearest union boundary point + normal, visibleArcs = each tether's
share of the union boundary) — Node-tested
- js/tether/TetherField.js: scene-facing field — add/remove/setLevel
seam for future builds/upgrades, per-frame ship constraint, and the
barrier renderer (on-screen dot culling only)
- js/scenes/GameScene.js: home tether at the system origin, HUD
readout (level / range / anchor per tether), click-to-fly and
autopilot targets clamped to the union boundary, contact feedback,
destruction on shutdown
- dev/tether.test.mjs: 29 checks incl. the two-direction boundary
property (no line in overlaps, no gaps in the line) and a numeric
nearest-boundary cross-check (worst 0.79 px)
- dev/smoke-game.mjs: ?tethers / ?homeLevel / ?report dev hooks for
manual and headless verification
- README + PROJECT_NOTES: the system, its rules and its layering
Verified in headless Chromium: clean boot (menu + game), barrier
rendering (calm and glitch-burst frames), union boundary with two
tethers (arcs meet at the rim crossings, lens is line-free), ship
clamped exactly onto the rim from outside, contact toast fired.
- 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