# Orbit > A procedurally generated space RPG in the spirit of *Privateer*, in > top-down 2D. Built with **Phaser 4** as plain **ES6 modules** — no build > step, no package managers required to run. ## Run it Any static file server works (Python, Node, Caddy, nginx, …): ```sh cd orbit python3 -m http.server 8080 # → http://localhost:8080 ``` > Must be served over **http(s)** — opening `index.html` via `file://` won't > work, because the game uses ES modules and `fetch`es its JSON config. ## Current state — v0.2: a seedable galaxy - Main menu with **Continue** (resumes the newest save — grayed out while the save bank is empty), **New Game**, **Load Game** (the full slot bank), and a **Galaxy Seed** panel: the seed is displayed, editable (click it and type), and rerollable — and the menu shows what that seed builds (the galaxy's name, system count, archetype count) **before** you commit. Same seed ⇒ same galaxy. - **Procedural galaxy**: 40,000 star systems in a seeded disk + core + spiral arms (`data/galaxy.json`), typed into six themed archetypes (`data/systems.json`) with per-type distribution weights and radial bands — the first "how does the galaxy lay itself out" rules. - **Two-level generation**: the whole galaxy roster is generated at New Game (~70 ms); each system's planets/moons/belts/settlements are generated lazily on arrival, deterministically (seed + system id), so lazy and eager give identical results. - **A lived-in galaxy**: the galaxy was settled long before you arrive. Systems 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 nobody's there. Rates are per-archetype (`data/systems.json`) and thin out from the settled core to the wilder rim (`data/galaxy.json`). Each settlement has a name, population, and an `owner` seam reserved for the factions/pirates to come. The current system's dossier (name, identity, what's there) shows top-left in the game scene. - **Names with a point of view** (`data/naming.json`): planets draw from a deep curated bank — colonial "New Denver" worlds beside alien "Klaxoria" worlds — and stations from a bank of official designations ("Deep Space SC-145") and smuggler hangouts ("Hell's Hideout"). Names are dealt out randomly per system **without repeats until the bank is exhausted** (a seeded shuffle, so the first N draws are N distinct names). Stars and the galaxy itself are still synthesised from syllable pools, so you never run out of those. Within a system a planet never shares a name with another planet and a station never with another station. - Game screen with a top-down ship (real spritesheet art — frame 0 of `assets/images/ships-player.png`, see `data/ship.json`): **click anywhere to fly there** in the current system's open space (system boundaries/jumps come next). Discovered worlds get a screen-edge arrow + a name tag showing the world's **name** (e.g. `HOME WORLD · ESHKAELURA`); **clicking the name tag autopilots the ship there** (it arrives on the keep-out rim, facing the world) - **The home planet** — the player's world — in the system you start in: a 1024 px disc rendered 1:1 from the `assets/images/planets.png` spritesheet, with a **proper name drawn from the planet name bank** (the first name off the starting system's deck, so it never clashes with one of the other worlds). Which Terran face it shows (frames 0–2) is a seed-deterministic pick, so the same galaxy always yields the same home world. The ship spawns ~150 px (edge-to-edge) off its rim in a seed-derived direction, may fly in as close as 50 px from the rim, and can never cross it — a planet is solid (tuning in `data/planets.json`) - **The tether — your range.** You start with a level-1 tether anchored on the home world: a circular zone, **5120 px from the planet's center** (`data/tether.json`). The ship cannot leave it — anywhere in the union of its tethers' zones is open space (where zones overlap there is no line and no wall), and the rim is a hard barrier rendered as a thick, glitchy, marching dotted line (neon core + RGB fringe + ambient glitch bursts, contact shudder where the ship bumps it). Click-to-fly and autopilot targets are clamped to the union boundary, so a world outside your range is where the ship parks — on the line — until a tether grows. Upgrades and extra anchors (planets/stations) plug into `TetherField.add/setLevel` (tuning in `data/tether.json`) - **The Research console** — the **RESEARCH** deck button opens a full-screen window: the left pane loops the muted `assets/videos/research-computer.mp4` archive feed (scanlines, sweep band, REC pulse, glitch bursts), the right pane holds the category tabs and the **branching tech tree** for the selected category — it starts at the top and unlocks downward, one branch at a time. Selecting a tech shows its dossier (icon + description + duration) and a **RESEARCH** button, which appears only when the tech is researchable and nothing else is in progress (one project at a time, `maxConcurrent: 1`). A deck progress bar tracks the run; completion fires the tech's `effects` (e.g. `tether: {level: N}` grows the home tether's range) and a toast. Each category's tree is its own JSON file under `data/research/` (the first is **Exploration**: Tether Level 1–4, Tether Anchoring, Signal Amplification). Unlocks and in-progress work persist in the save bank — and resume correctly on load - Camera gently trails the ship; the **parallax starfield** streams past while it flies and the view slowly recenters (≈1.5 s) once the ship comes to rest - Config-driven setup: every tunable value lives in `data/*.json` ## Project layout ``` orbit/ ├── index.html # boots the game ├── data/ # ← ALL tunable config (edit these freely) │ ├── manifest.json # which config files exist │ ├── game.json # dimensions, colors, starfield, … │ ├── menu.json # menu text, colors, button layout, seed panel │ ├── theme.json # shared UI theme: fonts, palette, CRT/glitch tuning │ ├── ship.json # the ship: art, feel (thrust, drag, maxSpeed…), base stats (hull, shields, cargo, minerals) │ ├── planets.json # home world + system layout + solid-disc rules │ ├── tether.json # the tether (your range): level radii, barrier line, glitch, contact │ ├── galaxy.json # galaxy scale & shape (count, radius, spiral…) │ ├── systems.json # system archetypes: theme, attributes, distribution │ ├── settlements.json # the lived-in layer: settlement kinds & populations │ ├── research.json # RESEARCH: global rules (time unit, one at a time) + category registry │ │ # trees live one-per-file below (section name = file basename) │ ├── research/ │ │ └── exploration.json# the Exploration tree: tether levels, anchoring, signal amp │ ├── builds.json # BUILDING: credits + minerals, ship/planet/station upgrades │ ├── actionbar.json # the command deck: 6 slots (Research, Scan, Ship, ·, ·, Menu) │ └── naming.json # names: star/galaxy syllable pools + the curated PLANET & STATION name banks ├── assets/images/ # art: planets.png (1024×1024 frames), ships-player.png (256×256 frames) ├── assets/fonts/ # UI typefaces: Ethnocentric (headers), Centauri (body) ├── lib/ # vendored third-party libs (Phaser 4.2.1) ├── js/ │ ├── main.js # entry point: load config → boot Phaser │ ├── config/ # Config singleton, ConfigLoader, game config │ ├── scenes/ # MenuScene, GameScene (thin, orchestration) │ ├── entities/ # Ship (own behavior), Planet (home world, solid) │ ├── galaxy/ # Galaxy (seeded world model), SystemGenerator, SystemReport │ ├── tether/ # Tether (pure range math) + TetherField (constraint + barrier line) │ ├── research/ # ResearchModel (pure tree rules/layout), ResearchState (unlocks + active run), ResearchIcons │ ├── ui/ # MenuButton, GlitchText, CyberShape, ActionBar, DiscoveryCompass (reusable), ResearchWindow │ ├── visuals/ # Starfield, CyberOverlay (CRT/glitch, shared) │ ├── utils/ # small pure helpers (Color, Rng, NameGenerator) │ └── vendor/ # shim to the vendored Phaser └── docs/PROJECT_NOTES.md # ← project conventions: read this ``` ## Conventions (short version) - **Config in JSON.** If a value might change, it goes in `data/`, not code. Add a file = one line in `data/manifest.json`. - **One class per file**, ES modules, scenes stay thin, entities own their behavior. Details in [`docs/PROJECT_NOTES.md`](docs/PROJECT_NOTES.md). - Phaser is imported only via `js/vendor/phaser.js` (one-file version swap). ## The player's loop: research + building Beyond flying, Orbit is built around two progression verbs: - **Research** (`data/research.json` + `data/research/.json`) — *time-based*. A project takes a fixed `duration` (`timeUnit: seconds`); the player researches **one thing at a time** (`maxConcurrent: 1`). Research is the gate: it unlocks **builds** and **further research** (each category tree is a DAG — a node's `requires` must be unlocked first). The RESEARCH deck button opens the console window (`js/ui/ResearchWindow.js`): looping archive feed, category tabs, the branching tree, per-tech dossier + RESEARCH button, and a deck progress bar. The rules are pure (`js/research/ResearchModel.js`, `ResearchState.js` — Node-testable); the window is a passive view that asks `GameScene` to start a run. `effects` on a finished node carry the payload (e.g. `{ tether: { level: 2 } }` → `TetherField.setLevel`), so new effect kinds plug in without touching the tree data. - **Building** (`data/builds.json`) — *cost-based*, paid in **credits and minerals** (`resources`). A build improves the **ship**, a **planet**, or a **space station** (`category`). `builds` is an empty map; the `_template` entry documents the shape (including `repeatable`, for things like extra mining rigs). The build UI is next — the research side is live now. - **The command deck** (`data/actionbar.json`, rendered by `js/ui/ActionBar.js`) — the cyberpunk bar across the bottom of the screen. Six evenly spaced slots: **Research, Scan, Ship, ·, ·, Menu**. The slots fire `onAction` and are otherwise inert; two slots are reserved. Dressed with the menu's CRT language — scanlines over the strip and the GlitchText RGB pull-apart on labels and the panel outline during bursts. All layout, palette, and motion (boot flicker, rail comet, glitch bursts, RGB split, scanlines) live in the config. `_`-prefixed keys (`_comment`, `_template`, …) are documentation, not runtime data — loaders and tests ignore them. ## Dev tools ```sh node dev/ship-behavior.test.mjs # runs the real Ship.update() loop in Node node dev/starfield.test.mjs # runs the real Starfield.create() in Node node dev/galaxy.test.mjs # galaxy determinism, distribution, lazy vs eager node dev/discovery.test.mjs # discovery rules + compass geometry + chip hit test node dev/tether.test.mjs # tether range math: union, clamp, visible arcs (no line in overlaps) node dev/research-builds.test.mjs # data contract: research/builds/actionbar shapes + manifest node dev/decode.test.mjs # the shared decode scramble (menu seed + system dossier) node dev/system-hud.test.mjs # real GameScene dossier: layout + staggered decode to final report node dev/sfx.test.mjs # the shared SFX voice: guards + sfx.json keys/files node dev/music.test.mjs # the shared music voice: guards + music.json contract ``` `dev/test-game.html` boots straight into the GameScene (no menu click), handy for manual testing of the flight feel. `dev/research-shot.html` does the same but opens the Research console and starts a run, and `dev/cdp-shot.mjs` waits for a readiness expression before screenshotting through CDP (any Chromium-CDP browser on `127.0.0.1:9333`): ```sh node dev/cdp-shot.mjs "http://127.0.0.1:8081/dev/research-shot.html" shot.png \ "window.__RESEARCH_SHOT && window.__RESEARCH_SHOT.ready" 90000 ``` ## Phaser Phaser 4.2.1 is vendored at `lib/phaser.min.js` (UMD build, MIT license — see `lib/PHASER_LICENSE.md`). No internet or npm needed at runtime.