12 Commits

Author SHA1 Message Date
Денис Шкабатур
c92a07eeb9 docs: mark Phase 11 (Great Cycle) complete in PROGRESS.md + IMPLEMENTATION-PLAN.md
Phase 11 summary: 51 new tests (562 total), 7 new/modified files.
Core systems: GreatCycleState, RunTrace, WorldTrace ECS, RenewalScene,
cycle narrative, Mycelium maturation, CradleScene/UIScene/GameScene integration.

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-02-12 18:54:04 +03:00
Денис Шкабатур
0cd995c817 phase 10: schools — Mechanic, Naturalist, Navigator with unlock system and bonuses
Add 3 new schools with real scientific principles (Lever & Moment, Photosynthesis,
Angular Measurement). Data-driven unlock conditions check codex elements, creature
discoveries, and completed runs. Each school provides passive gameplay bonuses
(projectile damage, movement speed, creature aggro range, reaction efficiency)
applied through system multiplier parameters. CradleScene shows all 4 schools with
locked ones grayed out and showing unlock hints. 24 new tests (511 total).

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-02-12 18:35:15 +03:00
Денис Шкабатур
6ba0746bb9 phase 9: biome expansion — 3 biomes, 40 elements, 119 reactions, 9 species
Expand beyond vertical slice with two new biomes and massive chemistry expansion:

Chemistry: +20 real elements (Li→U), +39 compounds (acids/salts/oxides/organics),
+85 reactions (Haber process, thermite variants, smelting, fermentation, etc.)

Biomes: Kinetic Mountains (physics/mechanics themed) and Verdant Forests
(biology/ecology themed), each with 8 tile types and unique generation rules.

Creatures: 6 new species — Pendulums/Mechanoids/Resonators (mountains),
Symbiotes/Mimics/Spore-bearers (forests). Species filtered by biome.

Infrastructure: CradleScene biome selector UI, generic world generator
(tile lookup by property instead of hardcoded names), actinide element category.

487 tests passing (32 new).

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-02-12 17:27:15 +03:00
Денис Шкабатур
3c24205e72 update PROGRESS.md and IMPLEMENTATION-PLAN.md — Phase 8 complete, vertical slice done
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-02-12 16:13:29 +03:00
Денис Шкабатур
0d35cdcc73 phase 7: Mycelium — persistent knowledge network connecting runs
- Mycelium graph: nodes/edges/strength, deposit discoveries, weighted extraction
- Fungal nodes: ECS entities on world map with bioluminescent glow animation
- Knowledge system: deposit at nodes (+ auto on death), memory flash retrieval
- Mycosis: visual tint overlay on prolonged node contact, reveal threshold
- Spore shop: 5 Cradle bonuses (health, elements, knowledge boost)
- MetaState extended with MyceliumGraphData, IndexedDB persistence updated
- GameScene: node spawning, glow rendering, E-key interaction, mycosis overlay
- CradleScene: spore shop UI, Mycelium stats, purchased effects forwarding
- 36 new tests (385 total)

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-02-12 15:47:03 +03:00
Денис Шкабатур
35f8905921 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>
2026-02-12 15:26:08 +03:00
Денис Шкабатур
22e6c6bcee 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>
2026-02-12 14:21:35 +03:00
Денис Шкабатур
7e46d1ed1d feat: HUD overlay via UIScene — health bar, quick slots, inventory info (Phase 4.7)
UIScene renders as overlay on top of GameScene:
- Health bar (top-left) with color transitions green→yellow→red
- 4 quick slots (bottom-center) with active highlight, item symbols and counts
- Inventory weight/slots info (bottom-right)
- Controls hint (top-right)

GameScene pushes state to Phaser registry each frame.
Phase 4 (Player Systems) complete — 222 tests passing.

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-02-12 13:36:42 +03:00
Денис Шкабатур
bc472d0f77 Phase 3: World generation — procedural tilemap for Catalytic Wastes
- simplex-noise with seeded PRNG (mulberry32) for deterministic generation
- Biome data: 8 tile types (scorched earth, cracked ground, ash sand,
  acid pools, acid shallow, crystals, geysers, mineral veins)
- Elevation noise → base terrain; detail noise → geyser/mineral overlays
- Canvas-based tileset with per-pixel brightness variation
- Phaser tilemap with collision on non-walkable tiles
- Camera: WASD movement, mouse wheel zoom (0.5x–3x), world bounds
- Minimap: 160x160 canvas overview with viewport indicator
- 21 world generation tests passing (95 total)

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-02-12 12:47:21 +03:00
Денис Шкабатур
ddbca12740 Phase 2: ECS foundation — world, components, systems, bridge
- bitECS world with time tracking (delta, elapsed, tick)
- 5 components: Position, Velocity, SpriteRef, Health, ChemicalComposition
- Movement system (velocity * delta) + bounce system (boundary reflection)
- Health system with damage, healing, death detection
- Entity factory (createGameEntity/removeGameEntity)
- Phaser bridge: polling sync creates/destroys/updates circle sprites
- GameScene: 20 colored circles bouncing at 60fps
- BootScene: click-to-start transition, version bump to v0.2.0
- 39 ECS unit tests passing (74 total)

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-02-12 12:34:06 +03:00
Денис Шкабатур
7aabb8b4fc Phase 1: Chemistry engine — elements, compounds, reactions
- 20 real elements from periodic table (H through Hg) with accurate data
- 25 compounds with game effects (NaCl, H₂O, gunpowder, thermite, etc.)
- 34 reactions: synthesis, combustion, acid-base, redox, decomposition
- Reaction engine with O(1) lookup by sorted reactant key
- Educational failure reasons (noble gas, missing heat/catalyst, wrong proportions)
- Condition system: temperature, catalyst, energy requirements
- 35 unit tests passing, TypeScript strict, zero errors

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-02-12 12:16:08 +03:00
Денис Шкабатур
10bd67c951 Phase 0: Project setup for agent-driven development
- Phaser 3 + bitECS 0.4 + TypeScript + Vite stack
- BootScene with title screen
- 6 cursor rules (project context, agent workflow, ECS, chemistry, Phaser, data)
- Vitest configured with happy-dom
- GDD, engine analysis, implementation plan, progress tracking

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-02-12 11:59:41 +03:00