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>
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>
- 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>