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Brian Fertig 09dfd00dd3 Make every planet settled and simplify system planet counts to a global
- Planet count is now a single global rule (20% barren, else 2–4 planets)
  instead of per-type spreads; the starting system always holds a gas giant
  plus a rocky world beside the home world.
- Every planet hosts one settlement by class (habitable rocky → colony, other
  rocky/ice/lava → mining station, gas → cloud base); free-space stations and
  beacons still roll per archetype with the core→rim gradient.
- Old probabilistic planet-settlement path kept behind allPlanetsSettled flag.
- Layout max drops to 6 objects (4 planets + 2 stations); the 11-object
  two-orbit case remains as a defensive fallback.
- Update tests, docs, and add rocky-land video asset.
2026-09-05 20:31:24 -06:00
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README.md Make every planet settled and simplify system planet counts to a global 2026-09-05 20:31:24 -06:00
index.html

README.md

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, …):

cd orbit
node dev/server.mjs 8080
# → http://localhost:8080

Why not python3 -m http.server? It sends Last-Modified with no Cache-Control, so browsers apply heuristic caching to the ES modules. While iterating, the browser then keeps running an old js/*.js module graph (e.g. a GameScene.js from before a feature landed) long after the files on disk changed — while the JSON data is fresh. That mix (new data + old JS) is the classic "it still behaves like the old version" bug, and clearing the JSON cache or hard-resetting the game does not fix it. The dev server above sends Cache-Control: no-store on every response, so a normal reload always runs what's on disk.

Must be served over http(s) — opening index.html via file:// won't work, because the game uses ES modules and fetches 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. Every planet is settled (for now): colonies on habitable worlds, mining stations over the rest, cloud bases riding gas giants — plus stations adrift in open space and beacons, whose odds are per-archetype (data/systems.json) and thin out from the settled core to the wilder rim (data/galaxy.json). Barren systems with nothing adrift report charted · unclaimed. Systems hold 24 planets, or none (~20% are barren); the starting system always holds the home world, a gas giant, and a rocky world. 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 02) 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 14, Tether Anchoring, Signal Amplification). Unlocks and in-progress work persist in the save bank — and resume correctly on load
  • The Build console — the BUILD deck button (on a planet surface, where the deck's SHOP/BUILD/TAKE OFF live) opens a full-screen window: the left pane loops the muted 2:3 assets/videos/build.mp4 build feed (scanlines, sweep band, REC pulse), the right pane holds the category tabs (Planet / Cargo, data/builds.json) and a list of the category's buildable items — not a tree: builds are one-off installs on the planet. Locked items are grayed out with their missing requirements (research, tether level); installed ones read BUILT ✓. Selecting a build shows its dossier (glyph + description) with the highlighted cost and a BUILD button that appears only when the build is available and affordable (one build at a time, maxConcurrent: 1). The home world starts with Tether Level 1 already installed; Tether Level 2 needs the level-2 tether research plus a world holding a level-1 tether, and installs in 20 s for 200 minerals — the planet's tether range then grows from 5120 to 10240 px (world state that outlives the surface stay). While a build runs the whole deck is locked (BUILD stays open to watch the progress); completion fires the build's effects and a toast. Build records + the in-progress build persist in the save bank — and resume with their remaining time 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: the build console's categories/resources + the buildable items
│   ├── 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
│   ├── build/              # BuildModel (pure build rules), BuildState (installed + in-progress records)
│   ├── ui/                 # MenuButton, GlitchText, CyberShape, ActionBar, DiscoveryCompass (reusable), ResearchWindow, BuildWindow
│   ├── 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.
  • 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/<category>.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 minerals (and credits, when they land; resources). A build is a one-off install on a planet (category: planet | cargo): it names its cost, its duration (seconds), the research that unlocks it (requires, mirroring the research tree's unlocks.builds), optional world-state gates (planetRequires, e.g. the tether level on that world), and its effects (e.g. tether: {level: 2} → the world's tether field strengthens). The BUILD deck button (on a planet surface) opens the console window (js/ui/BuildWindow.js): looping build feed, category tabs, the build LIST (locked items grayed with their missing gates), per-build dossier + highlighted cost + BUILD button. While a build runs the deck is locked (one at a time) and the state ticks on the game-loop clock — so a build started on the surface keeps running if the player takes off. The rules are pure (js/build/BuildModel.js, BuildState.js — Node-tested in dev/builds.test.mjs); the window is a passive view that asks GameScene.beginBuild() to run the gates, charge the cost, and start the clock, and the scene applies effects on completion.
  • 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 in space; on a planet surface the same bar re-deals itself — Shop, Build, Ship, ·, Take Off, Menu (surface.buttons). The slots fire onAction (GameScene / SurfaceScene own the behavior); 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

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/builds.test.mjs          # the build console's pure rules + state machine (Node)
node dev/world-names.test.mjs    # world-name casing: display casing must never leak into the data
node dev/saves.test.mjs           # the save bank + capture/restore hand-off (incl. builds)
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):

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

dev/build-check.html plays the real Build flow (menu → New Game → home world → build console) and prints a plain-text report of the L1/L2 row states. Every real page (index.html) also carries a read-only console diagnostic: opening the Build console logs a one-line [orbit-diag v…] summary (planet, home, built records, tether level, L1/L2 row states, stale-JS probe), and orbitDiag() in DevTools prints the full report (data contract, save bank, scene wiring, errors since boot). If orbitDiag is undefined, the browser served a cached older js/main.js — run the dev server above, or hard-reload with the cache disabled (DevTools → Network → Disable cache).

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.