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>
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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 (0.5x–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)
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) |