- 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>
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Synthesis — Development Progress
Last updated: 2026-02-12
Current phase: Phase 7 ✅ → Ready for Phase 8
Completed
Phase 0: Project Setup ✅
- Game Design Document (
synthesis-gdd.md) - Engine analysis and tech stack selection (
engine-analysis.md) - npm project + dependencies (Phaser 3, bitECS, TypeScript, Vite, Vitest)
- TypeScript strict config
- Vite config (HMR, chunk splitting)
- Phaser config (1280x720, pixel-art, arcade physics, top-down)
- BootScene with title screen
- Cursor rules (6 rules: project context, agent workflow, ECS, chemistry, Phaser, data)
- Implementation plan (
IMPLEMENTATION-PLAN.md) - Progress tracking (this file)
Phase 1: Chemistry Engine ✅
- 1.1 Types and interfaces (
src/chemistry/types.ts) - 1.2 Element data — 20 real elements (
src/data/elements.json) - 1.3 Element registry with lookup by symbol/number (
src/chemistry/elements.ts) - 1.4 Reaction engine — O(1) lookup, condition checking, failure reasons (
src/chemistry/engine.ts) - 1.5 Reaction data — 34 real reactions (
src/data/reactions.json) - 1.6 Compound data — 25 compounds with game effects (
src/data/compounds.json) - 1.7 Unit tests — 35 passing (
tests/chemistry.test.ts)
Phase 2: ECS Foundation ✅
- 2.1 World setup — bitECS world + time tracking (
src/ecs/world.ts) - 2.2 Core components — Position, Velocity, SpriteRef, Health, ChemicalComposition (
src/ecs/components.ts) - 2.3 Movement system — velocity-based + bounce (
src/ecs/systems/movement.ts) - 2.4 Phaser ↔ bitECS sync bridge — polling-based, creates/destroys/syncs sprites (
src/ecs/bridge.ts) - 2.5 Entity factory — createGameEntity/removeGameEntity (
src/ecs/factory.ts) - 2.6 Health/damage system — damage, healing, death detection (
src/ecs/systems/health.ts) - 2.7 Visual test — 20 colored circles bouncing at 60fps, GameScene (
src/scenes/GameScene.ts) - Unit tests — 39 passing (
tests/ecs.test.ts)
Phase 3: World Generation ✅
- 3.1 Tilemap system — canvas tileset with per-pixel variation + Phaser tilemap (
src/world/tilemap.ts) - 3.2 Biome data — Catalytic Wastes: 8 tile types (
src/data/biomes.json) - 3.3 Noise generation — simplex-noise, seeded PRNG (mulberry32), deterministic (
src/world/noise.ts) - 3.4 World generator — elevation noise → base terrain, detail noise → overlays (
src/world/generator.ts) - 3.5 Resource placement — geysers on acid-shallow zones, mineral veins on ground (
src/world/generator.ts) - 3.6 Camera — WASD movement, mouse wheel zoom (0.5x–3x), bounds clamping (
src/world/camera.ts) - 3.7 Minimap — canvas-based 160x160 overview, viewport indicator, border (
src/world/minimap.ts) - Unit tests — 21 passing (
tests/world.test.ts)
Phase 4: Player Systems ✅
- 4.1 Player entity + WASD controller (
src/player/input.ts,src/player/collision.ts,src/player/spawn.ts,src/player/factory.ts) - 4.2 Inventory — weight-based, element stacking, AMU mass from registries (
src/player/inventory.ts) - 4.3 Element collection from world objects — resource entities, proximity interaction, E key (
src/player/interaction.ts,src/world/resources.ts) - 4.4 Crafting — chemistry engine integration, inventory consume/produce, condition checking (
src/player/crafting.ts) - 4.5 Projectile system — throw elements toward mouse, lifetime + tile collision (
src/player/projectile.ts) - 4.6 Quick slots — 4 hotkeys, auto-assign on pickup, active slot for throw (
src/player/quickslots.ts) - 4.7 HUD — UIScene overlay: health bar, quick slots, inventory info, controls hint (
src/scenes/UIScene.ts) - Unit tests — 39 player + 28 inventory + 12 interaction + 11 crafting + 13 projectile + 15 quickslots + 8 UI = 126 tests (222 total)
Phase 5: Creatures & Ecology ✅
- 5.1 Creature data — 3 species: Crystallids, Acidophiles, Reagents (
src/data/creatures.json) - 5.2 AI behavior — FSM: idle → wander → feed → flee → attack (
src/creatures/ai.ts) - 5.3 Metabolism — energy drain, feeding from resources, starvation damage (
src/creatures/metabolism.ts) - 5.4 Population dynamics — counting, reproduction, initial spawning (
src/creatures/population.ts) - 5.5 Life cycle — egg → youth → mature → aging → natural death (
src/creatures/lifecycle.ts) - 5.6 Interaction — projectile collision (armor), observation, creature→player melee (
src/creatures/interaction.ts) - 5.7 Ecosystem test — populations fluctuate, don't die out (
tests/ecosystem.test.ts) - 5.8 GameScene integration — all creature systems in update loop, debug overlay
- ECS components: Creature, AI, Metabolism, LifeCycle (
src/ecs/components.ts) - Species registry with string/numeric ID lookup (
src/creatures/types.ts) - Creature factory (
src/creatures/factory.ts) - Unit tests — 51 creature + 16 interaction + 5 ecosystem = 72 tests (293 total)
Phase 6: Run Cycle ✅
- 6.1 Spore Cradle — CradleScene: school selection UI, floating spore particles, meta display (
src/scenes/CradleScene.ts) - 6.2 Death trigger — player death → camera fade → DeathScene transition (
src/scenes/GameScene.ts) - 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) - 6.4 Moment Between — WebGL Mandelbrot/Julia hybrid shader with morphing + zoom, canvas fallback for non-WebGL (
src/scenes/FractalScene.ts) - 6.5 Meta-progression — Codex (permanent knowledge), spores (currency), run history, IndexedDB persistence (
src/run/meta.ts,src/run/persistence.ts) - 6.6 Run phases — state machine: Awakening → Exploration → Escalation → Crisis → Resolution, auto-advance on timers (
src/run/state.ts) - 6.7 Escalation — creature speed/aggro/damage multipliers, reaction instability, environmental damage at high entropy (
src/run/escalation.ts) - 6.8 Crisis: Chemical Plague — chain reaction poisons atmosphere, progressive player damage, toxic green tint overlay, CaO neutralization mechanics (
src/run/crisis.ts) - 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) - Scene flow: BootScene → CradleScene → GameScene → DeathScene → FractalScene → CradleScene (full loop verified)
- Texture cleanup for multi-run support (tilemap + minimap textures removed before recreation)
- Unit tests — 42 run-cycle + 14 escalation = 56 tests (349 total)
Phase 7: Mycelium ✅
- 7.1 Mycelium Graph — persistent knowledge network (nodes, edges, deposit/strengthen/query) (
src/mycelium/graph.ts) - 7.2 Fungal Nodes — ECS entities on world map, glowing bioluminescent spots, pulsing animation (
src/mycelium/nodes.ts) - 7.3 Knowledge Recording — deposit run discoveries into Mycelium (auto on death + manual at nodes) (
src/mycelium/knowledge.ts) - 7.4 Knowledge Extraction — memory flashes from past runs, weighted by node strength, Russian text templates (
src/mycelium/knowledge.ts) - 7.5 Mycosis — visual distortion (tint overlay) on prolonged fungal node contact, reveals hidden info at threshold (
src/mycelium/mycosis.ts) - 7.6 Spore Shop — Cradle integration: spend spores for starting bonuses (extra health, elements, knowledge boost) (
src/mycelium/shop.ts) - ECS component: FungalNode (nodeIndex, glowPhase, interactRange) (
src/ecs/components.ts) - Data: mycelium config, spore bonuses, memory templates (
src/data/mycelium.json) - MetaState extended with MyceliumGraphData, IndexedDB persistence updated
- GameScene integration: node spawning, glow rendering, E-key interaction, mycosis overlay, memory flash display
- CradleScene integration: spore shop UI, Mycelium stats display, purchased effects passed to GameScene
- Unit tests — 36 passing (
tests/mycelium.test.ts) (385 total)
In Progress
None — ready to begin Phase 8
Up Next: Phase 8 — First Archont: Ouroboros
(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) |
| 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) |
| 8 | 2026-02-12 | Phase 7 | Mycelium: persistent knowledge graph (nodes/edges/strength), fungal node ECS entities with glow animation, knowledge deposit (auto on death + manual at nodes), memory flash extraction (weighted by strength, Russian templates), mycosis visual effect (tint overlay + reveal threshold), spore shop in Cradle (5 bonuses: health/elements/knowledge), MetaState+IndexedDB persistence updated, GameScene+CradleScene integration, 36 new tests (385 total) |