phase 6 complete: update PROGRESS.md and mark plan as done
Full run cycle implemented: spawn → explore → escalate → crisis → die → rebirth 349 tests passing, all 9 Phase 6 tasks complete Co-authored-by: Cursor <cursoragent@cursor.com>
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## Phase 6: Run Cycle
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## Phase 6: Run Cycle ✅
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**Цель:** Полный рогалик-цикл: рождение → смерть → перерождение
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**Цель:** Полный рогалик-цикл: рождение → смерть → перерождение
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**Зависимости:** Phase 3, Phase 4, Phase 1
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**Зависимости:** Phase 3, Phase 4, Phase 1
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PROGRESS.md
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PROGRESS.md
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# Synthesis — Development Progress
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# Synthesis — Development Progress
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> **Last updated:** 2026-02-12
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> **Last updated:** 2026-02-12
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> **Current phase:** Phase 5 ✅ → Ready for Phase 6
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> **Current phase:** Phase 6 ✅ → Ready for Phase 7
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- [x] Creature factory (`src/creatures/factory.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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- [x] Unit tests — 51 creature + 16 interaction + 5 ecosystem = 72 tests (293 total)
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### Phase 6: Run Cycle ✅
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- [x] 6.1 Spore Cradle — CradleScene: school selection UI, floating spore particles, meta display (`src/scenes/CradleScene.ts`)
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- [x] 6.2 Death trigger — player death → camera fade → DeathScene transition (`src/scenes/GameScene.ts`)
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- [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`)
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- [x] 6.4 Moment Between — WebGL Mandelbrot/Julia hybrid shader with morphing + zoom, canvas fallback for non-WebGL (`src/scenes/FractalScene.ts`)
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- [x] 6.5 Meta-progression — Codex (permanent knowledge), spores (currency), run history, IndexedDB persistence (`src/run/meta.ts`, `src/run/persistence.ts`)
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- [x] 6.6 Run phases — state machine: Awakening → Exploration → Escalation → Crisis → Resolution, auto-advance on timers (`src/run/state.ts`)
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- [x] 6.7 Escalation — creature speed/aggro/damage multipliers, reaction instability, environmental damage at high entropy (`src/run/escalation.ts`)
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- [x] 6.8 Crisis: Chemical Plague — chain reaction poisons atmosphere, progressive player damage, toxic green tint overlay, CaO neutralization mechanics (`src/run/crisis.ts`)
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- [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`)
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- [x] Scene flow: BootScene → CradleScene → GameScene → DeathScene → FractalScene → CradleScene (full loop verified)
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- [x] Texture cleanup for multi-run support (tilemap + minimap textures removed before recreation)
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- [x] Unit tests — 42 run-cycle + 14 escalation = 56 tests (349 total)
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## In Progress
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## In Progress
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_None — ready to begin Phase 6_
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_None — ready to begin Phase 7_
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## Up Next: Phase 6 — Run Cycle
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## Up Next: Phase 7 — Mycelium
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_(See IMPLEMENTATION-PLAN.md for details)_
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_(See IMPLEMENTATION-PLAN.md for details)_
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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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| 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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| 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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| 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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| 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) |
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