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.jsonconfig.get('ship.thrust')).
  • Code reads config through the config singleton (js/config/Config.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. RosterGalaxy.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:

  • themabletheme.color etc. for UI;
  • attribute-drivenattributes 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;
  • distributeddistribution.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.jsondistribution.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 vocabularydata/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 ratestypes.<id>.attributes.settlements in data/systems.json: chance + optional needs (planet classes) per kind. Same attribute-driven pattern as everything else.
  • Core→rim gradientgalaxy.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 formatterjs/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").
  • AssignmentNameGenerator.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 keeps its configured name (planets.homeName), and stars / 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 layoutSystemGenerator.layoutSystemPlanets(seed, systemId, planets) (pure, js/galaxy/SystemGenerator.js) places each generated world in an annular band around the home world (origin), enforcing edge-to-edge separation from every other disc. 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). Band params live in data/planets.json → solarSystem (enabled, minOrbit, maxOrbit, minEdgeGap); class sizes/tints in classScale/classTint.
  • Discoveryjs/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).
  • Compassjs/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 × 1.25^(level1) — level 4 = 10000 px, which reaches the far system orbit (maxOrbit 8800) plus rim clearance. 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.

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).
    • 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.
  • 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)

  • v0.1 foundation — menu → New Game → click-to-fly ship
  • Galaxy seed on the main menu (displayed, editable, rerollable; same seed → same galaxy, shown before you commit)
  • Two-level worldgen: seeded galaxy roster (40k systems) + lazy, order-independent system contents; system archetypes in JSON (theme + attributes + distribution weight/radius band)
  • 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)
  • 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
  • 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)
  • 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
  • Tether progression: the build/research verbs that anchor tethers on planets/stations and upgrade levels (the add/setLevel/onChange seams are in place; the costs + panel + research gate come next)
  • Factions & pirates: claim settlements (owner), flags, borders, and the player's place in a populated galaxy
  • Landing & exploration: settlements become points of interest you can approach (the data — kind, anchor, population — is already there)
  • 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, Build, 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
  • Research rules + panel: start a project (one at a time), tick its duration, award unlocks; the Research slot on the deck opens it
  • Build panel: pay credits/minerals, apply effects, respect requires; the Build slot on the deck opens it; a credits/minerals readout in the HUD
  • 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
  • Save/load (the config + entity split should make this tractable; a save = seed + player state, since the galaxy regenerates)
  • Economy/trading loop (the Privateer heart)