Commit Graph

7 Commits

Author SHA1 Message Date
Brian Fertig fbd0e56f1f Extract shared decode scramble and apply it to the system dossier HUD
- 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.
2026-09-04 09:52:05 -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
Brian Fertig d355fd50e4 Name worlds & stations from curated banks (colonial/alien, official/smuggler)
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>
2026-09-03 22:29:31 -06:00
Brian Fertig 6ba71620b4 Main menu: cyberpunk UI overhaul + shared theme layer
Shared visual language (data/theme.json): Ethnocentric headers,
   Centauri body, neon cyan/magenta, cut-corner panels, and a shared
   CRT/glitch overlay (scanlines, grid, vignette, scan sweep, RGB-split
   bursts) used by both scenes.

   - Menu: glitch title with RGB pull-apart, neon bloom, console frame +
     status chrome, staggered boot, seed decode scramble, reroll/New
     Game glitch feedback
   - GameScene: theme fonts, fainter overlay, arrival burst
   - Color.toCss() for canvas text (v4 writes fillStyle raw)

   Phaser v4 (Giedi) fixes: manual TimeClock/TweenManager stepping in
   scene update(); scene.add.existing() for constructed GameObjects;
   input.hitTestPointer() instead of Pointer.over(). Documented in
   PROJECT_NOTES.

   Dev: cdpshot/cdp-eval CDP drivers (headless virtual-time kills rAF).

   Verified: menu→game transition, click-to-fly, seed flows, all
   dev/*.test.mjs suites, no console errors.
2026-09-03 16:27:25 -06:00
Brian Fertig 9d40103cce Add a lived-in layer: settlements in generated systems
The galaxy was settled long before the player arrives. Systems now
host colonies on habitable worlds, mining stations over resource
worlds, cloud bases riding gas giants, stations adrift in open
space, and beacons — or report "charted · unclaimed" when empty.

- data/settlements.json: the shared kind vocabulary (label, theme,
  population range, anchor type); add a kind = JSON + naming pool.
- Per-archetype rates in data/systems.json (chance + required
  planet class) and a core→rim density gradient in data/galaxy.json
  (falloff/floor), keyed off each record's new rNorm.
- Draws stay in a stable order on the system's own Rng stream, so
  lazy and eager generation still produce identical content.
- Every settlement keeps owner: null, a reserved seam for the
  factions/pirates that will claim them later.
- NameGenerator.station() names from anchor + kind ("Kest Skyspire").
- SystemReport.js is a pure, testable formatter (dossier lines,
  "charted · unclaimed" for empty); GameScene's HUD renders it and
  Node tests cover structure, mix, gradient, naming, lazy === eager.
2026-09-03 11:25:03 -06:00
Brian Fertig eafc3c4314 Add v0.2: seedable galaxy, system archetypes, and two-level procedural generation
- Main menu Galaxy Seed panel: displayed, editable, rerollable; the menu
  previews what the seed builds (galaxy name, scale, archetypes) before
  committing. Same seed always generates the same galaxy.
- js/galaxy/Galaxy.js: seeded roster of 40k systems (disk + core + spiral
  arms, type weights, radial bands) with spatial hash for neighbor queries;
  contents generated lazily on arrival — identical to eager generateAll()
  because each system draws from Rng.derive(seed, 'system', id).
- js/galaxy/SystemGenerator.js + data/systems.json: six themed archetypes
  whose attributes (star classes, planet count spread, class weights,
  moons, belts, habitability, hazard) steer content generation.
- data/galaxy.json layout/distribution knobs, incl. distribution.rules[]
  hook for future proximity/clustering rules; data/naming.json name pools.
- GameScene: current system name/identity HUD (lazy content generation
  on arrival); dev boot without a menu falls back to a dev galaxy.
- dev/galaxy.test.mjs: determinism, distribution, bands, lazy==eager,
  neighbor brute-force checks (40k roster in ~70ms).
- Docs: world model, determinism rules, roadmap update.
2026-09-03 10:49:22 -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