chore: complete Phase 5 — update version, progress, and plan
- BootScene version bumped to v0.5.0 - PROGRESS.md updated with Phase 5 completion details - IMPLEMENTATION-PLAN.md Phase 5 marked ✅ - Ready for Phase 6: Run Cycle Co-authored-by: Cursor <cursoragent@cursor.com>
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@@ -122,7 +122,7 @@
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---
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## Phase 5: Creatures & Ecology
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## Phase 5: Creatures & Ecology ✅
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**Цель:** Живая экосистема в Каталитических Пустошах
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**Зависимости:** Phase 2, Phase 3
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21
PROGRESS.md
21
PROGRESS.md
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# Synthesis — Development Progress
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> **Last updated:** 2026-02-12
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> **Current phase:** Phase 4 ✅ → Ready for Phase 5
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> **Current phase:** Phase 5 ✅ → Ready for Phase 6
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---
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@@ -58,15 +58,29 @@
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- [x] 4.7 HUD — UIScene overlay: health bar, quick slots, inventory info, controls hint (`src/scenes/UIScene.ts`)
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- [x] Unit tests — 39 player + 28 inventory + 12 interaction + 11 crafting + 13 projectile + 15 quickslots + 8 UI = 126 tests (222 total)
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### Phase 5: Creatures & Ecology ✅
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- [x] 5.1 Creature data — 3 species: Crystallids, Acidophiles, Reagents (`src/data/creatures.json`)
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- [x] 5.2 AI behavior — FSM: idle → wander → feed → flee → attack (`src/creatures/ai.ts`)
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- [x] 5.3 Metabolism — energy drain, feeding from resources, starvation damage (`src/creatures/metabolism.ts`)
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- [x] 5.4 Population dynamics — counting, reproduction, initial spawning (`src/creatures/population.ts`)
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- [x] 5.5 Life cycle — egg → youth → mature → aging → natural death (`src/creatures/lifecycle.ts`)
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- [x] 5.6 Interaction — projectile collision (armor), observation, creature→player melee (`src/creatures/interaction.ts`)
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- [x] 5.7 Ecosystem test — populations fluctuate, don't die out (`tests/ecosystem.test.ts`)
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- [x] 5.8 GameScene integration — all creature systems in update loop, debug overlay
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- [x] ECS components: Creature, AI, Metabolism, LifeCycle (`src/ecs/components.ts`)
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- [x] Species registry with string/numeric ID lookup (`src/creatures/types.ts`)
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- [x] Creature factory (`src/creatures/factory.ts`)
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- [x] Unit tests — 51 creature + 16 interaction + 5 ecosystem = 72 tests (293 total)
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---
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## In Progress
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_None — ready to begin Phase 5_
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_None — ready to begin Phase 6_
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---
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## Up Next: Phase 5 — Creatures & AI
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## Up Next: Phase 6 — Run Cycle
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_(See IMPLEMENTATION-PLAN.md for details)_
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@@ -87,3 +101,4 @@ None
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| 3 | 2026-02-12 | Phase 2 | ECS foundation: world + time, 5 components, movement + bounce + health systems, Phaser bridge (polling sync), entity factory, GameScene with 20 bouncing circles at 60fps, 39 tests passing |
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| 4 | 2026-02-12 | Phase 3 | World generation: simplex noise (seeded), 80x80 tilemap with 8 tile types, Catalytic Wastes biome, camera WASD+zoom, minimap with viewport indicator, 21 tests passing (95 total) |
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| 5 | 2026-02-12 | Phase 4 | Player systems: WASD movement + tile collision, weight-based inventory, resource collection, crafting via chemistry engine, projectile throw, 4 quick slots, UIScene HUD overlay (health bar, slots, inventory), 126 new tests (222 total) |
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| 6 | 2026-02-12 | Phase 5 | Creatures & Ecology: 3 species (Crystallid/Acidophile/Reagent), FSM AI (idle/wander/feed/flee/attack), metabolism (energy drain/feeding/starvation), life cycle (egg→youth→mature→aging→death), population dynamics, projectile-creature collision with armor, creature→player melee, ecosystem simulation test, 72 new tests (293 total) |
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@@ -30,7 +30,7 @@ export class BootScene extends Phaser.Scene {
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// Version
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this.add
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.text(cx, cy + 80, 'v0.4.0 — Phase 4: Player Systems', {
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.text(cx, cy + 80, 'v0.5.0 — Phase 5: Creatures & Ecology', {
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fontSize: '12px',
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color: '#333333',
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fontFamily: 'monospace',
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