Commit Graph

6 Commits

Author SHA1 Message Date
Brian Fertig 963b2b5bc2 Redesign galaxy as sparse 60-system spanning-tree maze without rendered
- Shrink the roster from 200 to 60 systems and drop spiral arms / core bulge for a uniform-in-area sparse disk (data/galaxy.json)
- Turn the jump network into a pure spanning tree (shortcuts off): exactly one route between any two systems, barren systems become single-gate dead-end leaves
- Remove the rendered Star entity; non-home system centers are now empty space with the star kept only as invisible dossier flavor
- Gate anchors restricted to planets (stations no longer anchor) and every non-barren system guaranteed ≥1 planet so a buildable world always exists
- Give barren dead ends 1–2 asteroid clusters drifting inside their gate's level-1 tether as the stop's only payload
- Bump save format to 2 and reject legacy format-1 saves with a clear toast message
- Update tests, docs, and README to reflect the maze layout, leaf dead ends, empty centers, and new barren cluster rules
2026-09-07 14:12:40 -06:00
Brian Fertig 520cba85f6 Add mining economy: rock shrink, split/shatter, and mineral hold
- 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.
2026-09-05 11:18:35 -06:00
Brian Fertig cff8fa335e Fix mining popup width and layout to fit real font metrics
- 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.
2026-09-04 17:16:56 -06:00
Brian Fertig b4b656f6e4 Add asteroid mining: energy arm, beam FX, and context menu
- 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
2026-09-04 17:09:16 -06:00
Brian Fertig 2b37be7494 Fix asteroid rock overlap and add distinct compass color for clusters
- 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
2026-09-04 08:45:28 -06:00
Brian Fertig ec7671d0cb Add asteroid clusters as discoverable, solid objects in each star system
- 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
2026-09-04 08:34:55 -06:00