- 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>
74 lines
3.1 KiB
Markdown
74 lines
3.1 KiB
Markdown
# Synthesis — Development Progress
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> **Last updated:** 2026-02-12
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> **Current phase:** Phase 2 ✅ → Ready for Phase 3
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---
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## Completed
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### Phase 0: Project Setup ✅
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- [x] Game Design Document (`synthesis-gdd.md`)
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- [x] Engine analysis and tech stack selection (`engine-analysis.md`)
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- [x] npm project + dependencies (Phaser 3, bitECS, TypeScript, Vite, Vitest)
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- [x] TypeScript strict config
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- [x] Vite config (HMR, chunk splitting)
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- [x] Phaser config (1280x720, pixel-art, arcade physics, top-down)
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- [x] BootScene with title screen
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- [x] Cursor rules (6 rules: project context, agent workflow, ECS, chemistry, Phaser, data)
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- [x] Implementation plan (`IMPLEMENTATION-PLAN.md`)
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- [x] Progress tracking (this file)
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### Phase 1: Chemistry Engine ✅
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- [x] 1.1 Types and interfaces (`src/chemistry/types.ts`)
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- [x] 1.2 Element data — 20 real elements (`src/data/elements.json`)
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- [x] 1.3 Element registry with lookup by symbol/number (`src/chemistry/elements.ts`)
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- [x] 1.4 Reaction engine — O(1) lookup, condition checking, failure reasons (`src/chemistry/engine.ts`)
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- [x] 1.5 Reaction data — 34 real reactions (`src/data/reactions.json`)
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- [x] 1.6 Compound data — 25 compounds with game effects (`src/data/compounds.json`)
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- [x] 1.7 Unit tests — 35 passing (`tests/chemistry.test.ts`)
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### Phase 2: ECS Foundation ✅
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- [x] 2.1 World setup — bitECS world + time tracking (`src/ecs/world.ts`)
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- [x] 2.2 Core components — Position, Velocity, SpriteRef, Health, ChemicalComposition (`src/ecs/components.ts`)
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- [x] 2.3 Movement system — velocity-based + bounce (`src/ecs/systems/movement.ts`)
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- [x] 2.4 Phaser ↔ bitECS sync bridge — polling-based, creates/destroys/syncs sprites (`src/ecs/bridge.ts`)
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- [x] 2.5 Entity factory — createGameEntity/removeGameEntity (`src/ecs/factory.ts`)
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- [x] 2.6 Health/damage system — damage, healing, death detection (`src/ecs/systems/health.ts`)
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- [x] 2.7 Visual test — 20 colored circles bouncing at 60fps, GameScene (`src/scenes/GameScene.ts`)
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- [x] Unit tests — 39 passing (`tests/ecs.test.ts`)
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---
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## In Progress
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_None — ready to begin Phase 3_
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---
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## Up Next: Phase 3 — World Generation
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- [ ] 3.1 Tilemap system (Phaser Tilemap from data-driven tile definitions)
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- [ ] 3.2 Biome data (`biomes.json` — Catalytic Wastes)
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- [ ] 3.3 Noise generation (simplex-noise, seed-based)
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- [ ] 3.4 Tile types (scorched earth, acid pools, crystal formations, geysers, mineral veins)
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- [ ] 3.5 Resource placement (ores/minerals based on biome params + noise)
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- [ ] 3.6 Camera (follow player, zoom, clamp to map bounds)
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- [ ] 3.7 Minimap
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---
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## Blockers
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None
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---
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## Session Log
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| # | Date | Phase | Summary |
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|---|------|-------|---------|
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| 1 | 2026-02-12 | Phase 0 | Project setup: GDD, engine analysis, npm init, Phaser config, BootScene, cursor rules, plan |
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| 2 | 2026-02-12 | Phase 1 | Chemistry engine: 20 elements, 25 compounds, 34 reactions, engine with O(1) lookup + educational failures, 35 tests passing |
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| 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 |
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