Files
synthesis/PROGRESS.md
Денис Шкабатур bc472d0f77 Phase 3: World generation — procedural tilemap for Catalytic Wastes
- simplex-noise with seeded PRNG (mulberry32) for deterministic generation
- Biome data: 8 tile types (scorched earth, cracked ground, ash sand,
  acid pools, acid shallow, crystals, geysers, mineral veins)
- Elevation noise → base terrain; detail noise → geyser/mineral overlays
- Canvas-based tileset with per-pixel brightness variation
- Phaser tilemap with collision on non-walkable tiles
- Camera: WASD movement, mouse wheel zoom (0.5x–3x), world bounds
- Minimap: 160x160 canvas overview with viewport indicator
- 21 world generation tests passing (95 total)

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-02-12 12:47:21 +03:00

4.1 KiB
Raw Blame History

Synthesis — Development Progress

Last updated: 2026-02-12
Current phase: Phase 3 → Ready for Phase 4


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)

In Progress

None — ready to begin Phase 4


Up Next: Phase 4 — Player Systems

  • 4.1 Player entity + WASD controller
  • 4.2 Inventory (weight-based, element stacking)
  • 4.3 Element collection from world objects
  • 4.4 Crafting (chemistry engine integration)
  • 4.5 Projectile system (throw elements/compounds)
  • 4.6 Quick slots (1-2-3-4 hotkeys)
  • 4.7 HUD (UIScene: health ring, inventory bar, element info)

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)