Files
synthesis/PROGRESS.md
Денис Шкабатур 22e6c6bcee chore: complete Phase 5 — update version, progress, and plan
- BootScene version bumped to v0.5.0
- PROGRESS.md updated with Phase 5 completion details
- IMPLEMENTATION-PLAN.md Phase 5 marked 
- Ready for Phase 6: Run Cycle

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-02-12 14:21:35 +03:00

105 lines
6.6 KiB
Markdown
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
# 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 (0.5x3x), 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) |