- js/combat/CombatSfx.js (new): ONE event→voice map + playback path for
both contexts, using ONLY existing data/sfx.json files:
fire=scan · impact=ui_click · shield=solar_buzz · hull=mining_split
kill=thunder_01..04 (one at random) · down=deconstruct ·
respawn=discovery
plus combatSfxEnemyHit() (shield/hull decision in one place: a hit
that breaks through to the hull plays both — the shield-pop read),
loadCombatSfx() for the range's preload (the main game already loads
all of sfx.json), and a capped dev log on window.__COMBAT_SFX__ so
the wiring is verifiable headless (no audio manager) in both.
- js/combat/CombatScene.js: fire/enemy-fire/wall-clip/ram/lance/kill/
down/respawn sites call the shared path; the player-hit voices
(impact + shield/hull from applyDamage) funnel through damagePlayer.
- js/combat/CombatSystem.js: the same seven call sites, identical
wiring (no per-context copies).
- dev/combat.test.mjs: sfx block — seven events mapped, voices exist in
data/sfx.json, pairwise distinct, vol scaling, thunder pick, the
shield/hull decision, the dev log, the master switch (0 failures).
- dev/combat.sfxcheck.mjs (new): CDP check that drives real events in
/combat AND index.html?combat and asserts all seven events pass
through the shared path — PASS in both.
- js/combat/Combat.js: new pure handleFeel() step (smoothed turn
velocity, ramped/decaying throttle, instant brake) with EXACT
analytic integration of the eased turn — frame-rate independent by
construction (dev/combat.test.mjs: feel block, 0 failures).
- data/combat.json: combat.player tuning surface — thrust 2000, drag
1.8 (now actually overrides ship.drag in the range), rotSpeed 6.4,
rotApproach 20, thrustRamp 18, thrustDecay 30, brake 0.9.
- js/combat/CombatScene.js: updatePlayer runs the shared feel step.
ALSO FIXES WASD: this Phaser build's addKeys() object form only
resolves single KeyCodes names, so {up:'W,UP',...} put every name on
ONE shared Key with keyCode undefined and isDown polling could never
see a key-press (WASD was dead). Now keys drive off the working
keydown-/keyup- event API (the main game's pattern) with real Key
objects registered for capture; window-blur clears held keys.
- dev/combat-flycheck.mjs: CDP flight-feel check — thrust 60% in ~300
ms, 30° turn in ~150 ms, sustained spin ≥ rotSpeed, stop from full
in ~300 ms (headless ~24 fps budgets; PASS).
- Add CombatSystem: owns the hostile pack, tracers, player armor/energy,
auto-fire (nearest-in-range), swept-hit collisions, rams, respawn — all
driven by data/combat.json `game.*` / `energy` sections
- Add CombatBar (Diablo 4 style): vertical shields + hull gauges on the
left, energy gauge on the right, eight skill seats (keys 1–8) in the
middle; shown in place of the action deck while combat is live
- `?combat` now boots the normal game with the pack spawning when the
player starts (mouse steers, cannon auto-fires); the standalone WASD
range remains at `/combat` / `combat.html`
- GameScene wires the system into its update loop, solid constraints, and
click-through gate; exposes `window.__ORBIT_COMBAT__` for DevTools
- Extend combat tests to cover CombatSystem lifecycle (spawn, auto-fire,
hits, rams, armor, respawn, cast stub, destroy)
- New `combat.html` + `/combat` dev-server route + `index.html?combat`
boot a fixed arena where the player ship fights a pack of enemy craft;
all tuning lives in `data/combat.json` (thrust, hulls, shields, lance,
rams, respawns).
- Add `js/combat/` modules: CombatScene, EnemyShip (standoff-ring AI +
lance), Bullet, Fx, StarDrift, and pure rules in Combat.js (armor
damage, orbit step) exercised by the new `dev/combat.test.mjs`.
- Extract shared `awaitFonts` into `js/utils/Fonts.js` so both the game
and sandbox boots use one copy.
- Preload the enemy spritesheet in GameScene so the texture is ready when
combat ships in; add `ships-enemy.png` (+ `.psd`) art.
- Expose `window.__COMBAT__` (reset, spawnEnemy, player, kills) for
devtools tuning; R resets the range, P freezes it.