- 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.
- 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).
- 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
- 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