- 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>
3.1 KiB
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 |