Files
synthesis/PROGRESS.md
Денис Шкабатур ddbca12740 Phase 2: ECS foundation — world, components, systems, bridge
- bitECS world with time tracking (delta, elapsed, tick)
- 5 components: Position, Velocity, SpriteRef, Health, ChemicalComposition
- Movement system (velocity * delta) + bounce system (boundary reflection)
- Health system with damage, healing, death detection
- Entity factory (createGameEntity/removeGameEntity)
- Phaser bridge: polling sync creates/destroys/updates circle sprites
- GameScene: 20 colored circles bouncing at 60fps
- BootScene: click-to-start transition, version bump to v0.2.0
- 39 ECS unit tests passing (74 total)

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-02-12 12:34:06 +03:00

3.1 KiB

Synthesis — Development Progress

Last updated: 2026-02-12
Current phase: Phase 2 → Ready for Phase 3


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)

In Progress

None — ready to begin Phase 3


Up Next: Phase 3 — World Generation

  • 3.1 Tilemap system (Phaser Tilemap from data-driven tile definitions)
  • 3.2 Biome data (biomes.json — Catalytic Wastes)
  • 3.3 Noise generation (simplex-noise, seed-based)
  • 3.4 Tile types (scorched earth, acid pools, crystal formations, geysers, mineral veins)
  • 3.5 Resource placement (ores/minerals based on biome params + noise)
  • 3.6 Camera (follow player, zoom, clamp to map bounds)
  • 3.7 Minimap

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