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>
90 lines
5.1 KiB
Markdown
90 lines
5.1 KiB
Markdown
# Synthesis — Development Progress
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> **Last updated:** 2026-02-12
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> **Current phase:** Phase 4 ✅ → Ready for Phase 5
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---
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## Completed
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### Phase 0: Project Setup ✅
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- [x] Game Design Document (`synthesis-gdd.md`)
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- [x] Engine analysis and tech stack selection (`engine-analysis.md`)
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- [x] npm project + dependencies (Phaser 3, bitECS, TypeScript, Vite, Vitest)
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- [x] TypeScript strict config
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- [x] Vite config (HMR, chunk splitting)
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- [x] Phaser config (1280x720, pixel-art, arcade physics, top-down)
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- [x] BootScene with title screen
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- [x] Cursor rules (6 rules: project context, agent workflow, ECS, chemistry, Phaser, data)
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- [x] Implementation plan (`IMPLEMENTATION-PLAN.md`)
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- [x] Progress tracking (this file)
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### Phase 1: Chemistry Engine ✅
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- [x] 1.1 Types and interfaces (`src/chemistry/types.ts`)
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- [x] 1.2 Element data — 20 real elements (`src/data/elements.json`)
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- [x] 1.3 Element registry with lookup by symbol/number (`src/chemistry/elements.ts`)
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- [x] 1.4 Reaction engine — O(1) lookup, condition checking, failure reasons (`src/chemistry/engine.ts`)
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- [x] 1.5 Reaction data — 34 real reactions (`src/data/reactions.json`)
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- [x] 1.6 Compound data — 25 compounds with game effects (`src/data/compounds.json`)
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- [x] 1.7 Unit tests — 35 passing (`tests/chemistry.test.ts`)
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### Phase 2: ECS Foundation ✅
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- [x] 2.1 World setup — bitECS world + time tracking (`src/ecs/world.ts`)
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- [x] 2.2 Core components — Position, Velocity, SpriteRef, Health, ChemicalComposition (`src/ecs/components.ts`)
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- [x] 2.3 Movement system — velocity-based + bounce (`src/ecs/systems/movement.ts`)
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- [x] 2.4 Phaser ↔ bitECS sync bridge — polling-based, creates/destroys/syncs sprites (`src/ecs/bridge.ts`)
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- [x] 2.5 Entity factory — createGameEntity/removeGameEntity (`src/ecs/factory.ts`)
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- [x] 2.6 Health/damage system — damage, healing, death detection (`src/ecs/systems/health.ts`)
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- [x] 2.7 Visual test — 20 colored circles bouncing at 60fps, GameScene (`src/scenes/GameScene.ts`)
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- [x] Unit tests — 39 passing (`tests/ecs.test.ts`)
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### Phase 3: World Generation ✅
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- [x] 3.1 Tilemap system — canvas tileset with per-pixel variation + Phaser tilemap (`src/world/tilemap.ts`)
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- [x] 3.2 Biome data — Catalytic Wastes: 8 tile types (`src/data/biomes.json`)
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- [x] 3.3 Noise generation — simplex-noise, seeded PRNG (mulberry32), deterministic (`src/world/noise.ts`)
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- [x] 3.4 World generator — elevation noise → base terrain, detail noise → overlays (`src/world/generator.ts`)
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- [x] 3.5 Resource placement — geysers on acid-shallow zones, mineral veins on ground (`src/world/generator.ts`)
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- [x] 3.6 Camera — WASD movement, mouse wheel zoom (0.5x–3x), bounds clamping (`src/world/camera.ts`)
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- [x] 3.7 Minimap — canvas-based 160x160 overview, viewport indicator, border (`src/world/minimap.ts`)
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- [x] Unit tests — 21 passing (`tests/world.test.ts`)
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### Phase 4: Player Systems ✅
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- [x] 4.1 Player entity + WASD controller (`src/player/input.ts`, `src/player/collision.ts`, `src/player/spawn.ts`, `src/player/factory.ts`)
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- [x] 4.2 Inventory — weight-based, element stacking, AMU mass from registries (`src/player/inventory.ts`)
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- [x] 4.3 Element collection from world objects — resource entities, proximity interaction, E key (`src/player/interaction.ts`, `src/world/resources.ts`)
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- [x] 4.4 Crafting — chemistry engine integration, inventory consume/produce, condition checking (`src/player/crafting.ts`)
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- [x] 4.5 Projectile system — throw elements toward mouse, lifetime + tile collision (`src/player/projectile.ts`)
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- [x] 4.6 Quick slots — 4 hotkeys, auto-assign on pickup, active slot for throw (`src/player/quickslots.ts`)
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- [x] 4.7 HUD — UIScene overlay: health bar, quick slots, inventory info, controls hint (`src/scenes/UIScene.ts`)
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- [x] Unit tests — 39 player + 28 inventory + 12 interaction + 11 crafting + 13 projectile + 15 quickslots + 8 UI = 126 tests (222 total)
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---
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## In Progress
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_None — ready to begin Phase 5_
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---
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## Up Next: Phase 5 — Creatures & AI
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_(See IMPLEMENTATION-PLAN.md for details)_
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---
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## Blockers
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None
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---
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## Session Log
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| # | Date | Phase | Summary |
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|---|------|-------|---------|
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| 1 | 2026-02-12 | Phase 0 | Project setup: GDD, engine analysis, npm init, Phaser config, BootScene, cursor rules, plan |
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| 2 | 2026-02-12 | Phase 1 | Chemistry engine: 20 elements, 25 compounds, 34 reactions, engine with O(1) lookup + educational failures, 35 tests passing |
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| 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 |
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| 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) |
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| 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) |
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