# Synthesis — Development Progress > **Last updated:** 2026-02-12 > **Current phase:** Phase 5 ✅ → Ready for Phase 6 --- ## Completed ### Phase 0: Project Setup ✅ - [x] Game Design Document (`synthesis-gdd.md`) - [x] Engine analysis and tech stack selection (`engine-analysis.md`) - [x] npm project + dependencies (Phaser 3, bitECS, TypeScript, Vite, Vitest) - [x] TypeScript strict config - [x] Vite config (HMR, chunk splitting) - [x] Phaser config (1280x720, pixel-art, arcade physics, top-down) - [x] BootScene with title screen - [x] Cursor rules (6 rules: project context, agent workflow, ECS, chemistry, Phaser, data) - [x] Implementation plan (`IMPLEMENTATION-PLAN.md`) - [x] Progress tracking (this file) ### Phase 1: Chemistry Engine ✅ - [x] 1.1 Types and interfaces (`src/chemistry/types.ts`) - [x] 1.2 Element data — 20 real elements (`src/data/elements.json`) - [x] 1.3 Element registry with lookup by symbol/number (`src/chemistry/elements.ts`) - [x] 1.4 Reaction engine — O(1) lookup, condition checking, failure reasons (`src/chemistry/engine.ts`) - [x] 1.5 Reaction data — 34 real reactions (`src/data/reactions.json`) - [x] 1.6 Compound data — 25 compounds with game effects (`src/data/compounds.json`) - [x] 1.7 Unit tests — 35 passing (`tests/chemistry.test.ts`) ### Phase 2: ECS Foundation ✅ - [x] 2.1 World setup — bitECS world + time tracking (`src/ecs/world.ts`) - [x] 2.2 Core components — Position, Velocity, SpriteRef, Health, ChemicalComposition (`src/ecs/components.ts`) - [x] 2.3 Movement system — velocity-based + bounce (`src/ecs/systems/movement.ts`) - [x] 2.4 Phaser ↔ bitECS sync bridge — polling-based, creates/destroys/syncs sprites (`src/ecs/bridge.ts`) - [x] 2.5 Entity factory — createGameEntity/removeGameEntity (`src/ecs/factory.ts`) - [x] 2.6 Health/damage system — damage, healing, death detection (`src/ecs/systems/health.ts`) - [x] 2.7 Visual test — 20 colored circles bouncing at 60fps, GameScene (`src/scenes/GameScene.ts`) - [x] Unit tests — 39 passing (`tests/ecs.test.ts`) ### Phase 3: World Generation ✅ - [x] 3.1 Tilemap system — canvas tileset with per-pixel variation + Phaser tilemap (`src/world/tilemap.ts`) - [x] 3.2 Biome data — Catalytic Wastes: 8 tile types (`src/data/biomes.json`) - [x] 3.3 Noise generation — simplex-noise, seeded PRNG (mulberry32), deterministic (`src/world/noise.ts`) - [x] 3.4 World generator — elevation noise → base terrain, detail noise → overlays (`src/world/generator.ts`) - [x] 3.5 Resource placement — geysers on acid-shallow zones, mineral veins on ground (`src/world/generator.ts`) - [x] 3.6 Camera — WASD movement, mouse wheel zoom (0.5x–3x), bounds clamping (`src/world/camera.ts`) - [x] 3.7 Minimap — canvas-based 160x160 overview, viewport indicator, border (`src/world/minimap.ts`) - [x] Unit tests — 21 passing (`tests/world.test.ts`) ### Phase 4: Player Systems ✅ - [x] 4.1 Player entity + WASD controller (`src/player/input.ts`, `src/player/collision.ts`, `src/player/spawn.ts`, `src/player/factory.ts`) - [x] 4.2 Inventory — weight-based, element stacking, AMU mass from registries (`src/player/inventory.ts`) - [x] 4.3 Element collection from world objects — resource entities, proximity interaction, E key (`src/player/interaction.ts`, `src/world/resources.ts`) - [x] 4.4 Crafting — chemistry engine integration, inventory consume/produce, condition checking (`src/player/crafting.ts`) - [x] 4.5 Projectile system — throw elements toward mouse, lifetime + tile collision (`src/player/projectile.ts`) - [x] 4.6 Quick slots — 4 hotkeys, auto-assign on pickup, active slot for throw (`src/player/quickslots.ts`) - [x] 4.7 HUD — UIScene overlay: health bar, quick slots, inventory info, controls hint (`src/scenes/UIScene.ts`) - [x] Unit tests — 39 player + 28 inventory + 12 interaction + 11 crafting + 13 projectile + 15 quickslots + 8 UI = 126 tests (222 total) ### Phase 5: Creatures & Ecology ✅ - [x] 5.1 Creature data — 3 species: Crystallids, Acidophiles, Reagents (`src/data/creatures.json`) - [x] 5.2 AI behavior — FSM: idle → wander → feed → flee → attack (`src/creatures/ai.ts`) - [x] 5.3 Metabolism — energy drain, feeding from resources, starvation damage (`src/creatures/metabolism.ts`) - [x] 5.4 Population dynamics — counting, reproduction, initial spawning (`src/creatures/population.ts`) - [x] 5.5 Life cycle — egg → youth → mature → aging → natural death (`src/creatures/lifecycle.ts`) - [x] 5.6 Interaction — projectile collision (armor), observation, creature→player melee (`src/creatures/interaction.ts`) - [x] 5.7 Ecosystem test — populations fluctuate, don't die out (`tests/ecosystem.test.ts`) - [x] 5.8 GameScene integration — all creature systems in update loop, debug overlay - [x] ECS components: Creature, AI, Metabolism, LifeCycle (`src/ecs/components.ts`) - [x] Species registry with string/numeric ID lookup (`src/creatures/types.ts`) - [x] Creature factory (`src/creatures/factory.ts`) - [x] Unit tests — 51 creature + 16 interaction + 5 ecosystem = 72 tests (293 total) --- ## In Progress _None — ready to begin Phase 6_ --- ## Up Next: Phase 6 — Run Cycle _(See IMPLEMENTATION-PLAN.md for details)_ --- ## Blockers None --- ## Session Log | # | Date | Phase | Summary | |---|------|-------|---------| | 1 | 2026-02-12 | Phase 0 | Project setup: GDD, engine analysis, npm init, Phaser config, BootScene, cursor rules, plan | | 2 | 2026-02-12 | Phase 1 | Chemistry engine: 20 elements, 25 compounds, 34 reactions, engine with O(1) lookup + educational failures, 35 tests passing | | 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 | | 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) |