# Synthesis — Development Progress > **Last updated:** 2026-02-12 > **Current phase:** Phase 2 ✅ → Ready for Phase 3 --- ## 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`) --- ## In Progress _None — ready to begin Phase 3_ --- ## Up Next: Phase 3 — World Generation - [ ] 3.1 Tilemap system (Phaser Tilemap from data-driven tile definitions) - [ ] 3.2 Biome data (`biomes.json` — Catalytic Wastes) - [ ] 3.3 Noise generation (simplex-noise, seed-based) - [ ] 3.4 Tile types (scorched earth, acid pools, crystal formations, geysers, mineral veins) - [ ] 3.5 Resource placement (ores/minerals based on biome params + noise) - [ ] 3.6 Camera (follow player, zoom, clamp to map bounds) - [ ] 3.7 Minimap --- ## 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 |