diff --git a/IMPLEMENTATION-PLAN.md b/IMPLEMENTATION-PLAN.md index 4ebc173..e9525d8 100644 --- a/IMPLEMENTATION-PLAN.md +++ b/IMPLEMENTATION-PLAN.md @@ -145,7 +145,7 @@ --- -## Phase 6: Run Cycle +## Phase 6: Run Cycle ✅ **Цель:** Полный рогалик-цикл: рождение → смерть → перерождение **Зависимости:** Phase 3, Phase 4, Phase 1 diff --git a/PROGRESS.md b/PROGRESS.md index d193380..a210d0b 100644 --- a/PROGRESS.md +++ b/PROGRESS.md @@ -1,7 +1,7 @@ # Synthesis — Development Progress > **Last updated:** 2026-02-12 -> **Current phase:** Phase 5 ✅ → Ready for Phase 6 +> **Current phase:** Phase 6 ✅ → Ready for Phase 7 --- @@ -72,15 +72,29 @@ - [x] Creature factory (`src/creatures/factory.ts`) - [x] Unit tests — 51 creature + 16 interaction + 5 ecosystem = 72 tests (293 total) +### Phase 6: Run Cycle ✅ +- [x] 6.1 Spore Cradle — CradleScene: school selection UI, floating spore particles, meta display (`src/scenes/CradleScene.ts`) +- [x] 6.2 Death trigger — player death → camera fade → DeathScene transition (`src/scenes/GameScene.ts`) +- [x] 6.3 Death animation — body decomposes into real elements (65% O, 18% C, 10% H...), element labels, Mycelium threads absorbing particles (`src/scenes/DeathScene.ts`) +- [x] 6.4 Moment Between — WebGL Mandelbrot/Julia hybrid shader with morphing + zoom, canvas fallback for non-WebGL (`src/scenes/FractalScene.ts`) +- [x] 6.5 Meta-progression — Codex (permanent knowledge), spores (currency), run history, IndexedDB persistence (`src/run/meta.ts`, `src/run/persistence.ts`) +- [x] 6.6 Run phases — state machine: Awakening → Exploration → Escalation → Crisis → Resolution, auto-advance on timers (`src/run/state.ts`) +- [x] 6.7 Escalation — creature speed/aggro/damage multipliers, reaction instability, environmental damage at high entropy (`src/run/escalation.ts`) +- [x] 6.8 Crisis: Chemical Plague — chain reaction poisons atmosphere, progressive player damage, toxic green tint overlay, CaO neutralization mechanics (`src/run/crisis.ts`) +- [x] 6.9 School: Alchemist — starting kit (H×5, O×5, C×3, Na×3, S×2, Fe×2), chemical equilibrium principle (`src/data/schools.json`) +- [x] Scene flow: BootScene → CradleScene → GameScene → DeathScene → FractalScene → CradleScene (full loop verified) +- [x] Texture cleanup for multi-run support (tilemap + minimap textures removed before recreation) +- [x] Unit tests — 42 run-cycle + 14 escalation = 56 tests (349 total) + --- ## In Progress -_None — ready to begin Phase 6_ +_None — ready to begin Phase 7_ --- -## Up Next: Phase 6 — Run Cycle +## Up Next: Phase 7 — Mycelium _(See IMPLEMENTATION-PLAN.md for details)_ @@ -102,3 +116,4 @@ None | 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) | | 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) | | 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) | +| 7 | 2026-02-12 | Phase 6 | Run Cycle: full roguelike loop (Cradle→Game→Death→Fractal→Cradle), school selection (Alchemist), meta-progression (Codex/spores/IndexedDB), run phases with auto-advance, escalation effects (creature aggression/env damage), Chemical Plague crisis with neutralization, death animation (real body composition), WebGL fractal shader, 56 new tests (349 total) |