orbit/docs/PROJECT_NOTES.md

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# Orbit — Project Notes
Working agreements and conventions for building this game. Read this before
adding new systems — these are the rules that keep the project scalable.
## Commits (important)
- **Brian makes the commits, manually.** After finishing a change, leave the
work staged/unstaged in the working tree with a suggested commit message
(in the chat reply, or a note here), and do NOT run `git commit` yourself.
This gives Brian the chance to review the code before it enters history.
- Amends/reverts are fine if asked explicitly.
## What we're building
A procedurally generated space RPG in the spirit of **Privateer**, but in
**top-down 2D**: stars/sectors you can jump between, ships to fly, crew,
trading/economy, stations, quests — to be scoped as we go.
**Hard technical constraints:**
- Plain **ES6 modules**, no transpilation, no build step.
- **No package managers required to run** — the game must work from any
static HTTP server (the browser fetches everything).
- Third-party libraries are **vendored** into `lib/` (right now:
`lib/phaser.min.js`, Phaser 4.2.1 UMD build, see `lib/PHASER_LICENSE.md`).
- Must be served over http(s), not `file://` (ES modules + `fetch` of JSON).
## Config lives in JSON (important)
- Tunable data lives in `data/*.json`: dimensions, colors, text, physics,
balance, spawn tables, and anything a non-programmer might want to tweak.
- `data/manifest.json` lists which files to load. **Add a config file =
drop it in `data/` + one line in the manifest.** It is then available as
a section named after the file (`ship.json` → `config.get('ship.thrust')`).
- Code reads config through the `config` singleton (`js/config/Config.js`):
```js
import { config } from '../config/Config.js';
const thrust = config.get('ship.thrust', 900);
const menu = config.section('menu', {});
```
Always supply a sensible fallback so code never depends on a missing key.
- **Rule of thumb:** if a value might ever change (balance, layout, copy,
colors), it belongs in JSON, not code. Code owns *behavior*, JSON owns
*parameters*.
- Split config by concern as the game grows: world generation already has
`data/galaxy.json` (shape/scale), `data/systems.json` (archetypes), and
`data/naming.json` (syllable pools + name banks); next up might be `data/economy.json`,
`data/ships.json`, `data/crew.json`, etc. One file per system beats one
giant file.
## Code is modular & class-based (important)
- One class per file, ES module exports, no globals (except the deliberate
singletons: `config`).
- Layering:
- `js/scenes/` — Phaser scenes: state + orchestration only (thin classes)
- `js/entities/` — in-world objects that own their behavior (Ship, NPC, …)
- `js/ui/` — reusable UI components (MenuButton, panels, HUD)
- `js/visuals/` — decorative, non-interactive visuals (Starfield, …)
- `js/galaxy/` — the world model: seeded Galaxy, system archetypes,
lazy content generation (Galaxy, SystemGenerator)
- `js/utils/` — small pure helpers (Color, Rng, NameGenerator)
- `js/config/` — config loading + Phaser game config
- `js/vendor/` — shims to pinned third-party libraries
- Scenes stay thin: they compose entities/UI and wire input. They don't hold
balance numbers or game rules.
- Every class should be standalone-constructible: it takes what it needs
(`scene`, config values) in its constructor rather than reaching for
globals — that keeps things testable and reusable.
- Entities drive themselves from their own `update(time, delta)` method,
called by the owning scene (e.g. `GameScene.update`). If an entity ever
needs the engine's auto-update instead, define `preUpdate` (the Phaser v4
hook — v4 does not auto-call `update`).
- Import Phaser only through `js/vendor/phaser.js` — the single place that
changes if we swap framework versions.
## World model — the galaxy (important)
The galaxy is **seeded and two-level**. The seed is chosen on the main
menu (displayed, editable, rerollable; same seed ⇒ same galaxy).
1. **Roster**`Galaxy.create(seed)` builds every system's *identity*
(id, name, type, x, y) up front. 40,000 systems is ~70 ms, so the whole
galaxy is always known: the player can never "discover" a layout that
wasn't already implied by the seed.
2. **Contents** — planets/moons/belts/**settlements**/hazards are
generated **lazily** on first arrival (`galaxy.ensureContent(id)`),
then cached. Each system's draw stream is `Rng.derive(seed, 'system', id)`
— independent of generation order — so lazy and eager
(`galaxy.generateAll()`) results are identical. Pick whichever is
cheaper at runtime; correctness never depends on it.
**Determinism rules (keep them!):**
- All generation draws go through `Rng` (`js/utils/Rng.js`). Never
`Math.random()` in a generation path.
- Anything that must be order-independent (names, contents) draws from a
`Rng.derive(seed, <purpose>, id)` stream — never from the galaxy-level
sequence. The roster loop is allowed to use its own sequence because
the loop order itself is part of the seed contract.
- Seeds are trimmed; seed → hash → stream is one-way.
- Dev tools that assert determinism: `dev/galaxy.test.mjs`.
**System archetypes** live in `data/systems.json`. Each type is:
- **themable** — `theme.color` etc. for UI;
- **attribute-driven** — `attributes` steer the SystemGenerator (star
classes, binary chance, planet count spread, planet class weights,
moon/belt chances, habitability, hazard). New attribute key = JSON +
a few lines in `SystemGenerator.js`;
- **distributed** — `distribution.weight` (how common) and
`distribution.radiusBand` (first proximity rule: e.g. `void` systems
live in the outer rim). Richer galaxy-level rules (clustering,
faction borders, adjacency affinity) will slot into
`data/galaxy.json``distribution.rules[]`, read in
`Galaxy._generate()` — the hook is marked in code.
The player's **current system** starts at `galaxy.currentSystem()`
(`startingSystem.policy`: `center` or `random`). Jumping between systems
(the eventual star map / jump drives) will use `galaxy.neighborsOf(id)`
and the spatial hash already built for it.
**The galaxy is already lived in.** It was settled long before the
player arrives. Every system's content can include **settlements**:
`colony` (on a habitable world), `miningStation` (over a resource
world), `cloudBase` (riding a gas giant), `deepSpaceStation` (adrift in
open space), `waypoint` (a small beacon — the faint trace of a crossed
galaxy). Not everything is inhabited: many systems report "charted ·
unclaimed". Model & seams:
- **Kinds vocabulary** — `data/settlements.json` (label, description,
theme color, population range, anchor type). Add a kind = JSON + naming
pool; the generator picks it up by name.
- **Per-type rates** — `types.<id>.attributes.settlements` in
`data/systems.json`: `chance` + optional `needs` (planet classes) per
kind. Same attribute-driven pattern as everything else.
- **Core→rim gradient** — `galaxy.settlements.gradient` in
`data/galaxy.json`: the settled heart is denser (factor 1.0), the rim
is thinner (clamped to `floor`). Each record carries `rNorm` (0 =
center, 1 = rim) so density is per-system, not global.
- **Reserved seam: `owner`** — every settlement has `owner: null`. That's
where **factions and pirates** will plug in later (claim, flag,
relations). Deliberately absent for now — no factions yet.
- **Pure report formatter** — `js/galaxy/SystemReport.js`
(`formatSystemReport(content)` → title/subtitle/settlements/summary).
The GameScene HUD renders it; future star map / terminal UI reuse it.
- Landing/exploration (a future feature) will treat settlements as points
of interest: the data already says what's there and where (anchor =
planet ordinal or open space).
**Naming** — planets and stations get their names from **curated banks** in
`data/naming.json → banks` (distinct from the star/galaxy *syllable pools*):
- **`banks.planet`** — a deep list mixing **colonial** names ("New Denver",
"Port Tucson") and **alien** names ("Klaxoria", "Vexithunhal").
- **`banks.station`** — a deep list mixing **official/procedural**
designations ("Deep Space SC-145", "Nav Relay V-77") and **smuggler** /
outlaw hangouts ("Hell's Hideout", "The Rusty Anchor").
- **Assignment** — `NameGenerator.planetDeck(rng)` / `stationDeck(rng)`
build one seeded shuffle of the whole bank; `SystemGenerator` deals names
out of it in order. So **within a system there are no repeats** (the first
N draws are N distinct names), and a system only reuses a name if it has
more bodies than the bank holds (impossible at these sizes). The decks are
dealt from dedicated derived streams (`Rng.derive(seed,'system',id,'names',
'planets'|'stations')`) so they stay order-independent (lazy === eager).
The **home world** (the player's planet, in the starting system only) takes
the first name off that system's planet deck — so it gets a real bank name
too, never clashing with one of the planets (`content.homeName`; the old
`planets.homeName` is now just a fallback). Stars and the galaxy are still
synthesised from syllable pools (unbounded).
## The current system is a place, not just a dossier (discovery + compass)
The player starts in a solar system, and the other worlds **exist in the
world** — solid, rendered, flyable-to. Rules and seams:
- **World layout** — `SystemGenerator.layoutSystem(seed, systemId, planets,
freeSpace)` (pure, `js/galaxy/SystemGenerator.js`) places each system's
planets and free-space stations (deep-space stations, waypoints) on one
or two orbits (rings) around the home world (origin), enforcing the hard
spacing rules in `data/planets.json → solarSystem`: `minSpacing` (6144 px,
center-to-center, between ANY two objects — planets, stations, the home
world) and `maxNeighbor` (10240 px — whenever a system holds more than
one object, every object is within it of at least one other; the inner
orbit's near neighbor is the home world at the origin). ≤ 10 objects
share one orbit; the 11-object maximum (9 planets + 2 stations) splits
into a 3-ring + 8-ring. Planet-bound settlements (colonies, mining
stations, cloud bases) are features of their planet, not layout objects.
Draws come from the dedicated fork `Rng.derive(seed, 'system', id,
'layout')` — layout results are seed-deterministic *and* don't perturb
the content stream (lazy === eager is preserved). Class sizes/tints in
`classScale`/`classTint`.
- **Discovery** — `js/galaxy/Discovery.js` (pure, no Phaser — Node-
testable, save-ready: `toJSON()`/`fromJSON()`). Rule: the ship within
`game.discovery.distance` (data/game.json, default 540 px) of an
object's *edge* (center distance ≤ radius + distance) discovers it,
once, per system. Home world is discovered at spawn (the ship starts
beside it). Feedback: rim ping + "DISCOVERED — NAME · TYPE" toast
(GameScene.celebrateDiscovery).
- **Compass** — `js/ui/DiscoveryCompass.js` (screen-space Container,
scrollFactor 0). Every frame it refreshes the set of **discovered**
objects that are **off-screen**, drawing a themed chevron arrow on the
screen edge with a type/name chip, separated by angle when rays crowd.
Edge-anchor geometry (`edgeAnchor`, `circleInView`, `lerpAngle`) is
exported pure for tests. Arrow texture is generated procedurally on
first use (`__compass_arrow`).
- **World solids** — the ship collides with *every* system planet
(`GameScene.solidPlanets`), not just home: you can approach a rim,
never pass through.
- Verified: `dev/discovery.test.mjs` (rule, boundaries, per-system
state, JSON round-trip, layout bounds + determinism, compass geometry).
## The tether — the player's range (important)
The ship starts with **one level-1 tether** anchored on the home world
(system origin): a circular zone, **5120 px from the anchor's center**
(`data/tether.json → level1Radius`). That rim is the player's boundary:
- **The union is the space.** The ship may be anywhere inside ANY of its
tethers' zones. Where two zones overlap there is **no wall and no line**
— the boundary of the union is where the barrier lives, and the line is
drawn only on each tether's *visible* arcs (`Tether.visibleArcs` — the
rim arcs not covered by another zone).
- **Outside the union is a hard barrier.** The ship is clamped to the
closest boundary point with the outward normal; outward velocity AND
acceleration are stripped (same static-resolve pattern as
`Planet.constrainShip`, run after the planets in `GameScene.update`).
Click-to-fly and autopilot targets are clamped too, so an out-of-range
destination becomes "fly to the rim and rest on the line".
- **Feedback on contact:** the line shudders locally at the hit point
(TetherField pulse + radial zap), a small camera kick, and a throttled
magenta console toast (`tether.contact` in the config).
**Layering (same rules as everything else):**
- `js/tether/Tether.js` — PURE (no Phaser): the record (id/anchor/level/
radius), `radiusForLevel`, union membership, `clampPoint` (nearest union
boundary point + normal), and `visibleArcs` (circle-arc interval math on
the unit circle). Node-tested by `dev/tether.test.mjs` — including the
two-direction boundary property (nothing visible is inside another zone;
nothing exposed is missing from the visible arcs).
- `js/tether/TetherField.js` — the scene-facing field: owns the tether
list, exposes the seam the build system will use (`add(id, x, y, level)`,
`remove(id)`, `setLevel(id, level)`, `onChange` → HUD refresh), applies
the constraint (`constrainShip`), and renders the barrier: dash dots of
constant world size along the visible arcs, on-screen culling only,
marching offset, additive glow + RGB ghost fringe under the main pass,
ambient glitch bursts (dash flicker, radial displacement, data drops,
sparks), contact pulses. All tuning in `data/tether.json → line/contact`.
- `data/tether.json` — level radii (`level1Radius`, `radiusGrowth`,
`maxLevel`), the starting tether (`homeId`/`homeLevel`), and every
visual/feel parameter.
**Upgrade economics (planned):** radius(level) = 5120 × 2^(level1) —
level 2 = 10240 px, which reaches every object of a ≤ 10-object system
(all within 10240 px of the home world); the far 8-ring of the rare
11-object system (up to ~13380 px out) fits inside level 3 (20480 px). Extra
tethers anchored on planets/stations will be the "expand your reach" verb;
the seams are in place.
**Phaser v4 note:** the barrier is two `Graphics` layers redrawn per frame
(`clear()` → one `strokePath` per pass) — no textures, no physics bodies,
no camera math beyond culling. The scene drives `tick()`/`draw()` from
`update()` alongside the TimeClock/tween stepping.
## Research — the progression gate (time-based, one at a time)
The RESEARCH deck slot opens the **Research console** (`js/ui/ResearchWindow.js`):
left pane loops the muted `assets/videos/research-computer.mp4` archive feed
(scanlines, sweep band, REC pulse, ambient glitch bursts, decode-in reveals),
right pane holds the category tabs + the **branching tech tree** for the
selected category (starts at the top, unlocks downward), and the selected
tech's dossier (icon, description, duration) with a RESEARCH button that is
only present when the tech is researchable and nothing is in progress.
**Data (one file per category):**
- `data/research.json` — global rules: `enabled`, `timeUnit: "seconds"`,
`maxConcurrent: 1`, `defaultCategory`, the `categories` registry (id,
label, icon, accent), the `video` (file + aspect), and `fx` timing.
- `data/research/<category>.json` — the tree: a flat `nodes` map where each
node has `label`, `description`, `duration` (in `timeUnit`), `requires`
(parent ids — a DAG), `unlocks` (what the tech OPENS, below), and
optional `effects`. `starting` lists the pre-unlocked roots. Section name
= file basename
(`research/exploration.json` → `config.section('exploration')`).
**Add a category = one file + one line in `research.json → categories`
+ one line in `data/manifest.json`.**
**The UNLOCKS space (research → everything else):** a tech unlocks more
than follow-on tech. Each node's `unlocks` is the declaration side:
- `unlocks.research` — the readable mirror of the children's `requires`
edges (the DAG itself stays authoritative — `requires` only).
- `unlocks.builds` — ids in `data/builds.json` the tech makes available.
The **authoritative gate is the build's own `requires`** (a list of
`"<category>/<node id>"` research ids — e.g.
`tether-l2.requires: ["exploration/tether_l2"]`): a build is available
once every id it names is researched. `dev/research-builds.test.mjs`
keeps both sides in lock-step (the test fails if one names the other and
the other doesn't name back, or an id dangles).
- Builds also carry `category` (planet / cargo — the console's tabs),
optional `targets` (the surfaces it can be placed on — defaults to
`[category]`), `cost` (minerals today; credits when they land),
`repeatable`, `starting` (pre-installed on fresh runs — e.g. the home
world's level-1 tether), optional `planetRequires` (world-state gates,
e.g. `tetherLevel`), `effects`, `theme`.
- `tether-l2` (the level-2 tether ring, anchored on a world that holds a
level-1 tether) is the first build — 200 minerals, 20 s, effect
`tether: {level: 2}` on the target world. The build console is live
(the deck's BUILD slot, `js/ui/BuildWindow.js` — see the section below);
tune cost/duration freely in `data/builds.json`.
- The console's dossier shows the line (`UNLOCKS: TETHER LEVEL 3 · TETHER
ANCHORING · BUILD · TETHER - LEVEL 2`), read through
`ResearchModel.unlocksOf(tree, id)` + `buildDefs()` — the one read
point the build UI uses too.
**Code layering (same rules as the tether):**
- `js/research/ResearchModel.js` — PURE (no Phaser): `roots`, `issues`
(DAG validation), `levels` (longest-path level), `layoutTree`
(deterministic column/row layout: DFS leaf-slot assignment, parent =
mean of children), `isAvailable`, `missingRequires`, and the unlocks
contract: `unlocksOf` (normalize `{builds, research}`), `buildDefs`
(builds.json → map, `_`-keys excluded), `unlockIssues(tree)` (mirror +
build wiring), `buildIssues()` (every build `requires` id resolves).
Node-tested.
- `js/research/ResearchState.js` — PURE: `unlock`, `isUnlocked`, `getActive`,
`start`, `progress(time)`, `tick(time)` (→ array of completions),
`restoreActive`, `toJSON(now)`/`fromJSON`. Node-tested.
- `js/research/ResearchIcons.js` — procedural 128 px icon textures
(tether rings / anchor / signal waves / diamond fallback), tinted.
- `js/ui/ResearchWindow.js` — the scene-facing window (depth 80, above the
save panel). A **passive view**: it asks `GameScene` to start a run via
`onResearch(catId, id)`; the scene owns the rules, the effects, the
toasts, and the save data. The window re-renders from
`ResearchState` + `ResearchModel` only.
- `GameScene``beginResearch`, `_completeResearch`,
`_applyResearchEffects`, `_deckResearchBar`. The **effects seam** reads
`node.effects`: `{ tether: { level: N } }``TetherField.setLevel(homeId, N)`
+ toast; `{ capability: "flag" }``scene.researchCapabilities.add(flag)`;
unknown shapes log and no-op. New effect kinds plug in there without
touching tree data.
**Save:** `record.research = { unlocked: ["cat::id", …], active:
{category, id, durationMs, remainingMs} | null }`. `remainingMs` is captured
at save time; `restoreActive(spec, now)` rebuilds `startedAt` from the fresh
`now`. A save from before research exists loads as fresh (no unlocks, no
active run) — old saves keep working. No auto-save: research state persists
on the next explicit player save (SavePanel), consistent with the rest of
the game.
**SFX:** begin → `construct`, complete → `discovery` (both existing
`data/sfx.json` keys — there are no `research_begin`/`research_complete`
keys). Open/close → `ui_window`/`ui_close`.
**Verified:** `dev/research-builds.test.mjs` (manifest registration,
research.json globals, the exploration tree's raw-JSON contract — DAG, node
fields, effects — the real code path: ResearchModel layout/levels/determinism
+ the unlocks contract (unlocksOf/unlockIssues/buildIssues) +
ResearchState start/tick/complete/restore round-trip, builds.json (the
tether-l2 build, both sides of the gate, the template), actionbar.json).
`dev/research-shot.html` + `dev/cdp-shot.mjs` open the window and start a
run through CDP for a screenshot.
## Builds — the surface install (cost-based, one at a time)
The BUILD deck slot (on a planet surface — the deck re-deals itself there:
Shop, Build, Ship, ·, Take Off, Menu) opens the **Build console**
(`js/ui/BuildWindow.js`, same visual language as the Research console —
left pane loops the muted 2:3 `assets/videos/build.mp4` feed, right pane
holds the category tabs + a **list** of the category's buildable items —
not a tree: builds are one-off installs on the planet — + the selected
build's dossier). Locked items are grayed with their missing gates
(research / tether level); installed items read **BUILT ✓**; the BUILD
button appears only when the build is available AND affordable.
**Division of labor (the Research split, exactly):**
- `js/build/BuildModel.js` — PURE (no Phaser): `categories`, `loadBuilds`
(category → its builds), `startingPairs` (pre-installed on fresh runs —
`tether-l1.starting: ["home"]`), `missingRequirements` (research +
`planetRequires.tetherLevel`), `isAvailable`, `rowState` (built /
active / available / locked), `costLines`, `canAfford`. Node-tested by
`dev/builds.test.mjs`.
- `js/build/BuildState.js` — PURE: the run's build records (`built`:
planet → set of buildIds) + the single in-progress build (`active`,
`maxConcurrent: 1`); `start/progress/tick/restoreActive`,
`toJSON(now)/fromJSON`. Node-tested.
- `js/ui/BuildWindow.js` — the scene-facing window (depth 80, above the
save panel). A **passive view**: it asks via `onBuild(buildId)`;
`SurfaceScene.beginSurfaceBuild``GameScene.beginBuild` enforces the
rules (one at a time, not installed, research gate, planet gate,
mineral cost — the full amount paid up front), then `BuildState.start`
runs the clock. The window re-renders from `BuildState` + `BuildModel`
only.
- `GameScene``beginBuild`, `completeBuild`, `_applyBuildEffects` (the
**effects seam**: `tether {level: N}` → the world's tether strengthens
to at least N via `TetherField.setLevel` — never a downgrade — + toast;
`capability "flag"``scene.researchCapabilities`; unknown shapes log
and no-op). The state lives on the GameScene (`buildState`), so the
records + the in-progress build outlive the surface stay AND save with
the run (`record.builds`).
**The clock (important — different from research):** the build's time
base is the **game-loop clock** (`game.loop.now` — the engine's global
monotonic ms), NOT a scene's `time.now`. A scene's clock freezes while
the scene sleeps, and the GameScene SLEEPS while the surface is active —
so the SurfaceScene ticks `buildState.tick(game.loop.now)` in `update()`
while on the surface, and the GameScene ticks it in space (a build
started on the surface keeps running if the player takes off mid-build —
then completes in space, effect and all). Research keeps its scene-clock
base (`GameScene.time.now` — the scene is awake while it runs). Saves
capture the build's `remainingMs` on the loop clock; `restoreActive`
rebuilds `startedAt` so the build finishes at the same wall time after
load. (Note: for an AWAKE scene, `scene.time.now` IS the loop timestamp
in this build — TimePlugin.update sets `now = t` — the two only diverge
while a scene sleeps.)
**Deck lock:** while a build runs, every deck action except BUILD is
refused (`SurfaceScene.deckAction`) — one build at a time. The BUILD slot
stays open: the window shows the in-progress build + its progress.
**Save:** `record.builds = { built: { planet: [buildId, …] }, active:
{ planet, build, durationMs, remainingMs } | null }`. A save from before
builds exist loads as fresh — old saves keep working (`dev/saves.test.mjs`
covers the staging).
**The starting installs are a rule, not save data:** a fresh run is
seeded with `tether-l1` installed on the home world (the player starts
with their home tether — "every world starts with its tether already in
place"), and `GameScene.applyRestore` RE-ASSERTS the `starting` pairs
AFTER a load (`_seedStartingBuilds`, idempotent) — a save captured before
the seed existed (or by an older iteration) replaces the seeded state and
must not un-install the home world's level-1 tether. A player resuming a
run always has Tether - Level 1 built on home (pinned in
`dev/builds.test.mjs`).
**Name casing (a real bug this caught):** world state is keyed by the
world's CANONICAL name (its discovery name — build records, tether
labels). The comms panel DISPLAYS names uppercased — and used to carry
that display casing back into the landing handoff (`lastTarget.name`),
so a surface reached through the panel read its own home world as
"nothing installed, no tether" (L1 available, L2's tether gate failing).
Fixed at the source: `CommsPanel` keeps the canonical spelling in the
data payload (uppercase is display-only), and `GameScene.startLanding`
normalizes the name against the known worlds before launch
(`js/utils/WorldNames.js` → `canonicalPlanetName`, Node-tested in
`dev/world-names.test.mjs`) — so `tetherLevelFor` and the surface's
`planetName` always match the world-state keys.
**SFX:** begin → `construct`, complete → `discovery`, refused action →
`ui_close`, window open/close → `ui_window`/`ui_close` (all existing
`data/sfx.json` keys).
**Diagnostics (in the real game):** `js/dev/BuildDiag.js` (installed by
`js/main.js`) is a read-only observer — it never mutates state.
- Opening the Build console logs a one-line `[orbit-diag v…]` summary:
planet, home, `isHome`, the `built` map, the planet's tether level, the
L1/L2 row states (with missing gates), a stale-JS probe
(`jsSeed=true|false`), and the loaded `tether-l1.starting` field.
- `orbitDiag()` in DevTools → Console prints the full report: env, JS
probes, the `data/builds.json` contract as loaded, home/current
planet, built records, tether objects, research state, the save bank's
`builds` per slot, pending restore, scene wiring, errors since boot.
- If `orbitDiag` is **undefined**, the browser served a cached older
`js/main.js` → serve with `node dev/server.mjs` (sends
`Cache-Control: no-store` on every response) or hard-reload with the
cache disabled. (A plain `python3 -m http.server` lets browsers
heuristically cache the ES modules — the classic "new data + old JS"
trap that makes an old `GameScene.js` keep running after edits.)
- `dev/build-check.html` plays the real Build flow (menu → New Game →
home world → build console) and prints the L1/L2 row states before and
after the `tether_l2` research; its failure path also reports the
stale-JS probe, so even a failed run is diagnostic.
**Verified:** `dev/builds.test.mjs` (data contract from builds.json —
categories/resources/builds entries — the pure model: requirements,
availability, row states, cost/afford, starting pairs — the state
machine: start/guards/progress/tick/completion — save/restore round-trip
incl. remaining-time preservation), `dev/research-builds.test.mjs`
(research↔build unlock lock-step, incl. `tether_l2` carrying NO effect —
the build carries it), `dev/saves.test.mjs` (the builds field rides the
pending restore; legacy records load clean).
## Reputation — standing on planets & space stations (data layer; factions later)
The player holds a REPUTATION (standing) on each planet and space station:
- **Scale** — `data/reputation.json`: `min…max` (20…+20, max = best),
integer steps, `neutral` = the standing with a place the player has no
standing with (0), `home` = the home world's standing (+20).
- **The home-world exception** — the player's home world is ALWAYS +20:
pinned. Nothing sets, changes, or clears it (it's not even storable —
the key is derived from the scale itself).
- **The faction check (placeholder)** — `Reputation.standingFor(place)`
resolves: **home → stored standing → the place's `owner` → faction
standing → neutral**. `owner` is the settlements' reserved seam (always
`null` until factions exist) and `Reputation.factionStanding(id)` is a
marked `TODO(factions)` stub returning null — so today the whole galaxy
reads neutral (home: +20). When factions land: populate `owner` in
generation + fill `factionStanding()`; the resolution order is final.
- **The mutation seams** — `set(key, value)` / `change(key, delta)`, both
clamped to the scale; "ways to influence reputation" land on these.
- **Place identity** — every planet and settlement now carries a stable
`id` from the generator (seed-deterministic: planets
`<systemId>-p<ordinal>`, settlements `<systemId>-s<n>`, n = draw order);
the home world is the fixed key `'home'` (`Reputation.HOME_KEY`, same id
discovery uses). Same seed ⇒ same ids ⇒ saved standing lines up with the
regenerated galaxy. Lazy === eager holds (id is content, from the
per-system stream's own record/ordinal).
- **Module & save** — `js/reputation/Reputation.js` (pure, no Phaser —
the Discovery pattern): `toJSON()`/`fromJSON()`; the save record carries
`reputation` (scale snapshot + stored standings); the scene keeps one
instance in the shared registry (New Game resets it via
`resetRunState`). A save from before reputation exists loads as fresh
all-neutral — old saves keep working. **The comms panel shows it** (a
41-mark bar, 20 → +20, red→green, lit up to the standing —
`Reputation.marksFor()`) and gates REQUEST LANDING at standing ≤ 4;
nothing CHANGES standing yet — the influence mechanics land on the
mutation seams above.
- **Tests** — `dev/reputation.test.mjs` (scale, home pinning, clamping,
faction-check order incl. a monkey-patched "factions exist" pass,
save round-trips + legacy/corrupt records, capture/prepare/reset
integration, generator place-id shape/uniqueness/stability).
## Phaser version
- Pinned: **Phaser 4.2.1** ("Giedi"), vendored in `lib/phaser.min.js`.
- App code is v4-specific where v4 changed things (e.g.
`Phaser.Math.Angle.RotateTo`, `banner: false`, `Clamp(value, min, max)`).
- **v4 quirks that bite (verified against this build, Sept 2026):**
- The engine calls a scene's `update(time, delta)` directly but does **not**
step the scene's `TimeClock` or `TweenManager` (the v3 scene-events
PRE_UPDATE/UPDATE plumbing is not fired in the v4 loop). Each scene must
call `this.time.update(time, delta)` and `this.tweens.update()` at the top
of `update()`, or `delayedCall`/`addEvent`/tweens silently never run.
(Done in `MenuScene.update` / `GameScene.update`.)
- A GameObject constructed with `new` (e.g. our `Container` subclasses in
`js/ui/`) is **not** added to the scene display list — the `scene.add.*`
factories do that. Call `scene.add.existing(this)` in the constructor
(Ship/Planet already do; GlitchText/MenuButton now do too).
- **`Container.add(child, index)` — the v3 varargs form is gone.**
`cont.add(a, b, c)` adds ONLY `a` (the second arg is an insert index,
the rest are silently dropped); the dropped children stay at scene level
and paint *under* the window's opaque backplate, so they simply vanish.
Multi-add is the ARRAY form: `cont.add([a, b, c])` (ActionBar/CommsPanel
use it; BuildWindow rows/button and ResearchWindow's action button
regressed on the varargs form until fixed, Sept 2026).
- Text colors go straight to the canvas: v4 writes `fillStyle =
style.color`, so a **numeric** color is an invalid fillStyle and the text
silently renders **black**. Text styles and `setColor()` must get CSS
strings — use `toCss()` from `js/utils/Color.js` (keep `toColor()` for
Graphics/shape APIs).
- An `Image` created **before** its texture key exists can stay bound to
the `__MISSING` texture forever — even after the key is generated later
in the same session. Generate the texture **first** (see
`DiscoveryCompass.ensureArrowTexture`: texture, then `scene.add.image`).
- **Input on screen-fixed containers is per-child.** Hit-testing uses
each object's *own* scrollFactor (`InputManager`: `g = worldX +
scrollX*sf - scrollX`), while a child of a `scrollFactor(0)` container
renders screen-fixed. So a child whose scrollFactor is left at the
default (1) is drawn pinned but hit-tested in world space — clicks miss
it whenever the camera has scrolled. (MenuButton never bit by this:
the menu camera doesn't move.) Set `scrollFactor(0)` on **every** child
of a screen-fixed UI container — done in `ActionBar.buildSlots`.
- **`sound.play()` throws on a missing key — and `cache.hasAudio()`
doesn't exist in this build.** Playing a key that never loaded is a
hard `Error: Audio key "…" not found in cache`, not a no-op, and the
`cache.hasAudio()` guard the old playSfx relied on is absent here. The
shared voice (`js/utils/Sfx.js → playSfxOn`) therefore checks
`scene.cache.audio.has(key)` directly (the real v4 API) before
playing, so a not-yet-loaded asset is a silent no-op — verified in the
browser (a `playSfx('ui_hover')` against an unloaded key threw through
the click handler until the guard was fixed).
- **The sound manager stops BY KEY — there is no `sound.stop()`.** In
this build the manager exposes `stopByKey(key)` / `stopAll()` (and
`isPlaying(key)` / `getAll(key)` / `getAllPlaying()`), but NOT a
keyless `stop()`. So stopping a looping SFX is
`scene.sound.stopByKey('sfx_<name>')` — the shared voice wraps it as
`js/utils/Sfx.js → stopSfxOn`. (`sound.play(key, { loop: true })`
DOES loop — verified: a 20 s clip kept playing past its natural end,
and stopped cleanly on `stopByKey`.)
- **A scene transition does NOT call `scene.shutdown()`.** The manager
stops a scene via `sys.shutdown()`, which flips the status and emits
the `shutdown` EVENT on the scene's emitter — the scene's own
`shutdown()` method is never invoked (verified: a wrapped
`MenuScene.shutdown` did not run on menu → game, while the
`'shutdown'` event fired). Scene-level cleanup that must run on
transition (stopping a music loop, …) therefore hooks the event:
`this.events.once('shutdown', …)` from `create()` (done for the
menu hum and the surface hum); the `shutdown()` methods stay as the
game-destroy path.
- **The surface is a LAUNCH + SLEEP, not a transition.** Landing does
`scene.launch('SurfaceScene')` and then `scene.sleep()` — a sleeping
scene never emits `shutdown` (verified: the game soundtrack and the
sound manager kept running through the surface until the scene's
`'sleep'` event was hooked). Take Off wakes the scene (`scene.wake`),
which emits `'wake'`. So GameScene's music + mining hum stop on
`'sleep'` and resume on `'wake'` (repeatable — `events.on`, not
`once`), while `'shutdown'` covers return-to-menu and destroy
(js/scenes/GameScene.js → create).
- **Ship art** — the starter ship is now a spritesheet frame:
`data/ship.json → texture` (assets/images/ships-player.png, 256×256
frames, `frame` 0), mirroring the planets pattern. The frame art faces
`artFacing` ("north" — the nose is the frame's top edge; the glass
cockpit section is aft, per the art's author); `Ship` applies a
constant render offset (`artOffset`) so heading math is identical and
the ship rotates about the frame center. Sprite
scale = (size×scale)/frameWidth keeps the 46 px world size (and 23 px
collision radius) regardless of frame size. Missing/failed sheet →
built-in procedural dart (facing east), with a console note.
- To upgrade: replace the vendored file + note the version here (and re-check
the quirks above — they may go away).
## Roadmap (working list, intentionally rough)
- [x] v0.1 foundation — menu → New Game → click-to-fly ship
- [x] Galaxy seed on the main menu (displayed, editable, rerollable;
same seed → same galaxy, shown before you commit)
- [x] Two-level worldgen: seeded galaxy roster (40k systems) + lazy,
order-independent system contents; system archetypes in JSON
(theme + attributes + distribution weight/radius band)
- [x] The lived-in layer: settlements (colonies, mining stations, cloud
bases, deep-space stations, beacons) with per-type rates, a
core→rim density gradient, populations, and a `owner` seam reserved
for the factions/pirates to come; readable as a HUD dossier
(`SystemReport`)
- [x] The system as a place: generated worlds laid out in the world
(deterministic band), solid to the ship; discovery (within 540 px
of an edge, once, per system) with rim ping + toast; off-screen
compass — themed screen-edge arrows with type/name chips pointing
at discovered worlds; pure, save-ready discovery state
- [x] Compass autopilot: clicking a name tag sends the ship to that
world — it targets the keep-out rim on the side the ship is
approaching from (arrival facing the world; docking seam next).
The scene's click-to-fly guards against deck AND chip clicks
(`ActionBar.contains` / `DiscoveryCompass.contains`)
(`js/galaxy/Discovery.js`)
- [x] The tether — the player's range: a level-1 tether (5120 px) anchored
on the home world; the ship lives in the UNION of its tethers' zones
(overlap = no line, no wall), the rim is a hard barrier rendered as a
thick glitchy dotted line; click/autopilot targets clamp to the
boundary; contact feedback (line shudder, camera kick, toast).
Pure range math in `js/tether/Tether.js` (Node-tested), visuals +
constraint seam in `js/tether/TetherField.js`, tuning in
`data/tether.json`
- [x] UI hover/click ticks: `ui_hover` + `ui_click` in `data/sfx.json` play
on every clickable item (menu/deck buttons, compass name tags, panel
buttons, save slots) — hover on pointerover, click on press; the
SCAN slot skips `ui_click` (it plays its own sonar ping — `scan` in
`data/sfx.json`, now assets/fx/scan-01.mp3). Shared
voice in `js/utils/Sfx.js → playSfxOn` (both scenes expose
`playSfx(name)`; components call the `this.scene.playSfx?.(…)` seam),
with a v4 cache guard so a missing asset never throws
(js/utils/Sfx.js, dev/sfx.test.mjs)
- [x] Window whoosh: `ui_window` (assets/fx/ui-window.mp3) plays when a
window OPENS — the mining pop-up (`MiningPopup.open`) and the
comms / request-landing panel (`CommsPanel.open`) play it from
their own open seam (the `this.scene.playSfx?.(…)` convention);
the old `construct` plays at those two open sites were dropped so
the whoosh stands on its own
- [x] Close tick: `ui_close` (assets/fx/ui-close.mp3) plays when a UI
element is CANCELLED/CLOSED — the menu sub-bar (`MenuSubBar.close`),
the save vault (`SavePanel.close`) and the confirm dialog
(`ConfirmOverlay.startClose`); `type-deconstruct.mp3` is reserved
for text UNDECODING now (the dossier collapsing — the only
remaining `deconstruct` play), and stopping mining is silent
(the hum just ends — the old deconstruct blip on 'stopped' is gone)
- [x] Mining hum: `mining_loop` (assets/fx/mining-01.mp3) LOOPS while the
mining beam is live — starts when the arm finishes extending
(phase 'mining'), stops when the sequence ends (phase 'stopped'),
one hum across retargets (isPlaying guard). v4 quirk: the manager
stops by key — `sound.stopByKey()` (no `sound.stop()` in this build)
- [x] Music: `data/music.json` — the menu loops mainmenu.mp3 while the
main menu is up; in the game scene the DEEP-SPACE soundtrack
(music.game — a plain file list: deepspace-01/02 for now, adding a
track = adding a line) SHUFFLES: one track at its natural length
(loop OFF), the next picked at random when one ends (never the same
twice in a row) — the v4 build has no sound 'complete' event, so a
1 s scene-clock tick advances it (js/utils/Music.js →
startMusicShuffleOn/stopMusicShuffleOn, files queue under their
filename-derived key: deepspace-01.mp3 → music_deepspace_01);
on a world's surface the track for that world's
planets.png frame (terran / gas-giant families — the SAME key as
the landing videos) runs from the start of the landing clip to the
end of the takeoff clip. Shared voice in `js/utils/Music.js`
(looped play + `stopByKey` + one-loop-per-track guard;
`music.enabled` / `music.volume`), stops hooked on the scene's
`shutdown` EVENT (v4 quirk — see the list above), so the hum dies
on Take Off AND on Return to Main Menu, and the game soundtrack
dies on landing AND on returning to the menu
(js/utils/Music.js, dev/music.test.mjs). The soundtrack plays ONLY
in space: landing is a launch+sleep (not a shutdown — v4 quirk), so
it dies on the scene's `'sleep'` event and the shuffle restarts on
`'wake'` (Take Off) — the mining hum rides the same seam, so
neither leaks onto a world's surface. Also fixed the landing
frame hand-off — `startLanding` passed the texture `frame` OBJECT
(→ NaN); it now passes `sheetFrame`, so the land/surface/takeoff
clips are actually selected per world. intro-01.mp3 is parked for
the intro sequence that hasn't been built yet
(js/scenes/GameScene.js → setMiningLoop, data/sfx.json)
- [x] Research rules + panel: start a project (one at a time), tick its
duration, award `unlocks`; the Research slot on the deck opens the
console window — looping archive feed, category tabs, the branching
tech tree, per-tech dossier + RESEARCH button, deck progress bar.
Pure rules/state in `js/research/` (Node-tested), the window is a
passive view, `effects` carry the payload (e.g. `tether.level` grows
the home tether). First category **Exploration** is live (Tether
Level 14, Tether Anchoring, Signal Amplification); add a category =
one JSON file + one line in the registry + one line in the manifest
(`js/ui/ResearchWindow.js`, `js/research/*`, `data/research.json`,
`data/research/exploration.json`, dev/research-builds.test.mjs)
- [x] Tether progression: level 2 is a **build** — research
`tether_l2` (blueprint, no effect) → BUILD slot on a world holding a
level-1 tether → 200 minerals / 20 s → the world's tether strengthens
to level 2 (10240 px), effect and all, outliving the stay. Levels 34
are still research-direct (`effects.tether.level` on the home
tether); anchoring extra rings on planets/stations remains
(the `add`/`setLevel`/`onChange` seams are in place)
(`data/builds.json → tether-l2`, `js/build/*`,
`js/ui/BuildWindow.js`, `dev/builds.test.mjs`)
- [ ] Factions & pirates: claim settlements (`owner`), flags, borders,
and the player's place in a populated galaxy (the reputation layer
already resolves standing through `owner``Reputation.
factionStanding()` is the stub to fill)
- [x] Reputation (data layer): standing on each planet & space station,
20…+20 (best = +20), neutral 0 default, home world pinned at +20,
faction check as a placeholder on the `owner` seam; stable place ids
from the generator; save-ready + Node-tested
(js/reputation/Reputation.js, data/reputation.json)
- [ ] Landing & exploration: settlements become points of interest you
can approach (the data — kind, anchor, population — is already there).
The comms panel is the door: clicking a planet or space station flies
the ship there AND opens a comms panel at the click — the name decodes
in, the standing bar draws (settled), REQUEST LANDING (gated at standing
4) or LAND on an unsettled world + CANCEL (`js/ui/CommsPanel.js`, a
rusty-metal frame around a scanlined green CRT). Free-space stations are
solid objects now (`js/entities/Station.js`, `data/stations.json`).
Button actions are seams (`GameScene.commsAction`) — the landing
sequence lands there
- [x] The player's loop, laid down as data + seams: research (time-based,
one at a time, gates builds/research) and building (credits + minerals,
ship/planet/station) data layers (`data/research.json`,
`data/builds.json`) with templates, and the command deck
(`js/ui/ActionBar.js` + `data/actionbar.json`) — Research, Scan, Ship,
·, ·, Menu. The deck reuses the menu's CRT language: the same
scanline tile recipe as `CyberOverlay` (clipped to the bar) and the
`GlitchText` RGB pull-apart (icons + labels at all times, panel outline
during bursts) — see `actionbar.animation.rgb` / `actionbar.scanline`
- [x] Build panel: the BUILD slot (on a planet surface) opens the console
— looping build feed, category tabs (Planet / Cargo), the build
LIST (locked items grayed with their missing gates), per-build
dossier + highlighted cost + BUILD button (available + affordable
only). Pay minerals up front, run the clock (game-loop clock —
survives takeoff mid-build), apply `effects` on completion, respect
`requires` + `planetRequires`, one at a time, deck locked while it
runs, records + in-progress build save with the run and resume with
their remaining time
(`js/ui/BuildWindow.js`, `js/build/BuildModel.js`,
`js/build/BuildState.js`, `data/builds.json`, dev/builds.test.mjs)
- [x] Ship base stats: `data/ship.json → stats` (hullIntegrity 100,
shields 0, cargoHold 100, mineralStorage 250), exposed as
`ship.stats` — combat/trading/mining systems will read them as
capacities; upgrades (ship-category builds) will layer deltas on top
- [ ] Ship screen (the Ship slot) — inspect & upgrade the ship
(ship-category builds) from one place
- [ ] Richer galaxy distribution rules (`galaxy.distribution.rules[]`:
clustering by type, borders, adjacency affinity) — hook marked in
`Galaxy._generate()`
- [ ] World model in play: the ship still flies unbounded open space;
wire in current-system boundaries, jumps between systems (use
`galaxy.neighborsOf`), and a star map scene
- [ ] Ship input beyond click-to-fly (throttle/brake keys, manual rotation)
- [ ] HUD (speed, fuel/crew) — the current system's dossier (name,
identity, settlements) is already shown top-left
- [x] Save/load (the `config` + entity split should make this tractable;
a save = seed + player state, since the galaxy regenerates) —
10-slot bank in localStorage, in-game SAVE/LOAD vault, and the menu
**Continue** button (newest save)
- [ ] Economy/trading loop (the Privateer heart)