Files
synthesis/PROGRESS.md
Денис Шкабатур 7e46d1ed1d feat: HUD overlay via UIScene — health bar, quick slots, inventory info (Phase 4.7)
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>
2026-02-12 13:36:42 +03:00

5.1 KiB
Raw Blame History

Synthesis — Development Progress

Last updated: 2026-02-12
Current phase: Phase 4 → Ready for Phase 5


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 (0.5x3x), 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)

In Progress

None — ready to begin Phase 5


Up Next: Phase 5 — Creatures & AI

(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)