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# Ralph Progress Log
Started: Phase 8 - Polish & Advanced Features
## Codebase Patterns
- This is a Next.js + Phaser.js game - all game logic is in /game folder
- Use `npm run build` to verify code compiles (no test suite yet)
- Phaser scene is in game/core/MainScene.ts
- Game state is managed by GameStateManager.ts
- Phase transitions handled by PhaseManager.ts (not PhaseStateManager)
- Combat system in CombatPhaseSystem.ts
- Ship types: Scout, Frigate, Destroyer (see game/types/index.ts)
- TILE_SIZE is 16px (defined in GameConfig.ts)
- Map is 48x36 tiles, procedurally generated
- Level scaling: CombatPhaseSystem.setLevel() adjusts ship count and speed
- Scene restart with data: use scene.restart({ level, score, lives }) to preserve state
---
## 2026-01-08 - US-001
Thread: https://ampcode.com/threads/T-019b9dc5-a327-7762-9fce-ed3f9d8178ae
- Implemented level progression system with increasing difficulty
- Files changed:
- game/systems/CombatPhaseSystem.ts - Added setLevel(), level-based ship count (5+level), speed scaling (+5%/level)
- game/core/PhaseManager.ts - Already supported custom phase configs (used for build duration)
- game/core/MainScene.ts - Added level-based build duration, scene data passing for level persistence
- game/core/GameStateManager.ts - Added initializeWith() for state restoration
- **Learnings for future iterations:**
- PhaseManager takes a partial config in constructor to override default durations
- Scene.restart() accepts data object that is passed to create() method
- HUD already had level display implemented (level prop in HUDData)
- Ship speed is calculated in getShipStats() method, multiply by level-based multiplier
---
## 2026-01-10 - US-002 (Verification)
- Verified US-002 was already fully implemented:
- ScorePopup.ts: Floating "+100 ship" popups when points earned
- LevelCompleteScreen.ts: End-of-round breakdown (ships destroyed, territories held, level bonus)
- GameOverScreen.ts: High score display with "NEW HIGH SCORE!" indicator
- GameStateManager.ts: localStorage persistence via updateHighScore()/getHighScore()
- MainScene.ts: All components integrated (lines 122, 490-505)
- Build passes
- Marked US-002 as passes: true in prd.json
---
## 2026-01-10 - US-003
- Implemented combat sound effects using Web Audio API
- Files changed:
- game/core/SoundManager.ts (NEW) - Programmatic audio generator with:
- playCannonFire() - Low boom with noise burst
- playShipExplosion() - Multi-layered rumble explosion
- playTerrainImpact() - Short thud
- playWaterSplash() - High-pass filtered noise (for future use)
- game/core/MainScene.ts - Integrated SoundManager:
- Cannon fire sound in fireClosestAvailableCannon()
- Ship explosion in onShipDestroyed callback
- Terrain impact via new setOnTerrainImpact callback
- Audio context resume on first user interaction
- game/systems/CombatPhaseSystem.ts - Added onTerrainImpact callback
- **Learnings for future iterations:**
- Web Audio API requires resume() after user interaction (browser policy)
- Programmatic sounds: use oscillators + noise buffers for retro feel
- Add callbacks to CombatPhaseSystem for new sound events
---
## 2026-01-10 - US-004
- Implemented UI and phase sound effects
- New sounds in SoundManager.ts:
- playPhaseTransition() - Rising sine tone
- playPiecePlacement() - Short square wave click
- playCannonPlacement() - Metallic thunk + ping
- playVictory() - Ascending arpeggio (C5, E5, G5, C6)
- playDefeat() - Descending sad tones (G4, F4, E4, C4)
- Integration in MainScene.ts:
- Phase transition sound in phaseManager callback
- Piece placement in BUILD input handlers (keyboard + mouse)
- Cannon placement in DEPLOY handler (checks return value)
- Victory in showLevelComplete()
- Defeat in showGameOver()
---
## 2026-01-10 - US-005
- Implemented visual effects system
- New file game/systems/EffectsManager.ts:
- createShipExplosion() - 20 orange/red particles + 10 yellow sparks
- createTerrainImpact() - 12 brown/dirt particles with upward bias
- createWaterSplash() - 15 blue droplets + 8 ripple ring particles
- Simple particle physics: gravity, alpha fade, size scaling
- Updated CombatPhaseSystem.ts:
- onTerrainImpact callback now passes (gridX, gridY)
- Added onWaterSplash callback for water tile hits
- Integration in MainScene.ts:
- effectsManager.update() in game loop
- Effects created in ship destroyed, terrain impact, and water splash callbacks
---
## 2026-01-10 - US-006
- Implemented screen shake effects using Phaser camera API
- In MainScene.ts:
- Cannon fire: this.cameras.main.shake(80, 0.003) - subtle, short
- Ship destruction: this.cameras.main.shake(200, 0.008) - stronger, longer
- **Learnings for future iterations:**
- Phaser shake API: shake(duration_ms, intensity) - intensity ~0.01 is strong
- Keep intensity low (0.003-0.01) to avoid motion sickness
---
## 2026-01-10 - US-007
- Implemented multiple map generation presets
- Updated game/grid/MapData.ts:
- Added MapPreset type: "small" | "large" | "archipelago"
- Small Island: radius 0.25, 3-4 castles, 4 inlets
- Large Island: radius 0.42, 5-7 castles, 10 inlets
- Archipelago: 3-5 separate islands, 4-6 castles spread across them
- generateArchipelago() creates multiple islands with minimum spacing
- getMapByLevel() cycles presets: Level 1=small, Level 2=large, Level 3=archipelago
- **Learnings for future iterations:**
- Use SeededRandom for reproducible procedural generation
- Archipelago needs minimum island spacing (~12 tiles) to prevent overlap
- Castle placement automatically finds valid land positions inland from coast
---
## ALL STORIES COMPLETE
Phase 8 - Polish & Advanced Features is complete.
All user stories US-001 through US-007 now pass.
---
# Phase 8 Summary
**Features Delivered:**
- Level progression with scaling difficulty (ship count +1/level, speed +5%/level)
- Score display improvements (popups, breakdown screens, high score persistence)
- Combat sounds via Web Audio API (cannon fire, explosions, terrain impacts)
- UI/phase sounds (transitions, placements, victory/defeat jingles)
- Visual effects via EffectsManager (ship explosions, terrain impacts, water splashes)
- Screen shake effects (cannon fire subtle, ship explosion stronger)
- Multiple map presets (small island, large island, archipelago) cycling per level
- Phase speedup QoL (timer accelerates when all cannons placed or all ships killed)
**Key New Files:**
- game/core/SoundManager.ts - Programmatic audio generator
- game/systems/EffectsManager.ts - Particle-based visual effects
**Key Modified Files:**
- game/core/PhaseManager.ts - Added speedUpPhase() method
- game/core/MainScene.ts - Integrated all polish systems
- game/systems/CombatPhaseSystem.ts - Added terrain/water splash callbacks
- game/grid/MapData.ts - Added map presets and getMapByLevel()
---
# Phase 9 - Ship Variety & Combat AI
Started: 2026-01-10
## User Stories
- US-001: Differentiated Ship Types (Scout/Frigate/Destroyer with unique stats)
- US-002: Wave Composition System (level-based wave variety)
- US-003: Smarter Ship AI (target cannons, spread out, avoid craters)
- US-004: Boss Ship Encounters (every 5 levels, high HP, multi-fire)
- US-005: Ship Destruction Effects (type-specific explosions, sinking animation)
- US-006: Combat Statistics Display (per-type kills, accuracy, damage taken)
## Future Phases Roadmap
- Phase 10: Local Multiplayer (split keyboard, PvP combat)
- Phase 11: Power-ups & Special Abilities (repairs, rapid fire, shields)
- Phase 12: Mobile & Accessibility (touch controls, color-blind modes)
- Phase 13: Online Features (leaderboards, achievements, cloud save)
---
## 2026-01-10 - US-001 (Differentiated Ship Types + Critical Hits)
**Ship Stats Config:**
```typescript
SHIP_STATS_CONFIG = {
scout: { health: 2, speed: 1.0, fireRate: 0.004, damage: 1, points: 75 },
frigate: { health: 3, speed: 0.5, fireRate: 0.003, damage: 1, points: 100 },
destroyer:{ health: 5, speed: 0.3, fireRate: 0.002, damage: 2, points: 150 },
}
```
**Visual Differentiation (ShipRenderer):**
- Scout: Light brown hull (0xa0522d), yellow sail, 0.8x scale
- Frigate: Standard brown hull (0x8b4513), white sail, 1.0x scale
- Destroyer: Dark hull (0x2f1810), red sail, 1.3x scale
**Critical Hit System:**
- Radius: 0.25 tiles from ship center
- Damage multiplier: 2x
- Bonus points: +25
- Sound: playCriticalHit() - high-pitched ping with crunch
- Visual: createCriticalHit() - white/yellow flash ring + bright sparks
- Screen shake: 0.006 intensity on hit, 0.012 on kill
**Files Modified:**
- game/systems/CombatPhaseSystem.ts:
- Added SHIP_STATS_CONFIG, CRITICAL_HIT_CONFIG exports
- Added ShipHitCallback type and setOnShipHit() setter
- Updated checkCollisions() with critical hit detection
- Updated getShipStats() to use config
- game/core/SoundManager.ts:
- Added playCriticalHit() - high-pitched impact sound
- game/systems/EffectsManager.ts:
- Added createCriticalHit() - white/yellow flash particles
- game/core/MainScene.ts:
- Added setOnShipHit callback for critical hit feedback
- Updated setOnShipDestroyed to show "CRITICAL!" label
**Learnings:**
- Critical hit detection uses sub-tile precision (float comparison vs tile grid)
- Ship type-specific points add strategic depth (focus destroyers for more points)
- Multiple callbacks (onShipHit + onShipDestroyed) allow layered feedback
---
## 2026-01-10 - US-002 (Wave Composition System)
**Wave Config Structure:**
```typescript
WAVE_COMPOSITION_CONFIG = {
early: { weights: [0.6, 0.4, 0], minShips: 5, maxShips: 7 }, // L1-2
mid: { weights: [0.35, 0.4, 0.25], minShips: 7, maxShips: 10 }, // L3-4
late: { weights: [0.25, 0.4, 0.35], minShips: 10, maxShips: 15 }, // L5+
}
```
**Level-Based Changes:**
- Levels 1-2 (early): Scouts + Frigates only, 5-7 ships
- Levels 3-4 (mid): Introduces Destroyers (25%), 7-10 ships
- Levels 5+ (late): Heavy Destroyer presence (35%), 10-15 ships
- Ship count scales: minShips + floor((level-1)/2), capped at maxShips
**Files Modified:**
- game/systems/CombatPhaseSystem.ts:
- Added WaveConfig interface and WAVE_COMPOSITION_CONFIG export
- Added getWaveConfig() method for tier selection
- Updated setLevel() to use wave config for ship count
- Updated getRandomShipType() to use level-based weights
**Learnings:**
- Weighted random: multiply roll by totalWeight, then check cumulative thresholds
- Config export allows UI/debug tools to display current wave settings
- Level tiers (early/mid/late) simpler than per-level configs
---
## 2026-01-10 - US-003 (Smarter Ship AI)
**Ship Spread System:**
- calculateSpreadOffset(): Ships get offset based on index, spreading -8 to +8 tiles
- generateShipPath() now accepts spreadOffset parameter
- Alternates X/Y offsets for 2D spread pattern
**Crater Avoidance:**
- countCratersNear(): Counts craters within radius of a position
- Land targets filtered: skip if 3+ craters within 2-tile radius
- Ultimate fallback: any land tile if all filtered out
**Destroyer Castle Focus:**
- Destroyers check castles first (60% chance) before cannons
- Other ships still prioritize cannons > walls > castles
- Makes destroyers feel strategically distinct
**Targeting Priority Summary:**
- Destroyer: Castle (60%) > Cannon (50%) > Wall (40%) > Land
- Scout/Frigate: Cannon (50%) > Wall (40%) > Castle (30%) > Land
- All: 70% smart targeting, 30% random for unpredictability
**Files Modified:**
- game/systems/CombatPhaseSystem.ts:
- Added calculateSpreadOffset() for ship spread
- Updated generateShipPath() with spreadOffset parameter
- Added countCratersNear() for crater detection
- Enhanced findSmartTarget() with crater avoidance and destroyer focus
**Learnings:**
- Path offset approach simpler than dynamic collision avoidance
- Crater check radius of 2 tiles = 5x5 area = good balance
- Destroyer castle priority adds tactical depth
---
## 2026-01-10 - US-004 (Boss Ship Encounters)
**Boss Ship Stats:**
```typescript
boss: { health: 15, speed: 0.2, fireRate: 0.006, damage: 3, points: 500 }
```
**Boss Mechanics:**
- Spawns every 5 levels (level % 5 === 0)
- Fires 3 projectiles in spread pattern (22.5° angle)
- Extra large visual (1.8x scale, bright red sails)
- Special sounds: playBossSpawn() horn blast, playBossExplosion() massive rumble
- Extra screen shake on destruction (0.02 intensity, 400ms)
**Files Modified:**
- game/types/index.ts: Added "boss" to ShipType union
- game/systems/CombatPhaseSystem.ts:
- Added boss stats to SHIP_STATS_CONFIG
- Added BossSpawnCallback type and setOnBossSpawn()
- Added isBossLevel() method
- Updated spawnShipWave() to spawn boss on boss levels
- Updated shipFireProjectile() for 3-projectile spread
- game/systems/ShipRenderer.ts: Added boss visual style (1.8x, dark hull, red sail)
- game/core/SoundManager.ts: Added playBossSpawn() and playBossExplosion()
- game/core/MainScene.ts: Integrated boss callbacks for sounds/effects
**Learnings:**
- Multi-projectile spread uses angle offset from base direction
- Boss adds strategic urgency - focus fire required
- Horn blast sound (sawtooth + triangle harmonics) creates ominous feel
---
## 2026-01-10 - US-005 (Ship Destruction Effects)
**Type-Specific Visual Effects:**
```typescript
getExplosionScale():
scout: { particleCount: 12, sparkCount: 6, sizeMult: 0.7, lifeMult: 0.7 }
frigate: { particleCount: 20, sparkCount: 10, sizeMult: 1.0, lifeMult: 1.0 }
destroyer: { particleCount: 30, sparkCount: 15, sizeMult: 1.3, lifeMult: 1.2 }
boss: { particleCount: 50, sparkCount: 30, sizeMult: 1.8, lifeMult: 1.5 }
```
**Debris System:**
- Destroyers and bosses spawn wood debris particles (brown colors)
- Debris has upward velocity then falls with gravity
- Boss has secondary delayed explosion (150ms)
**Sound Pitch Variation:**
- playShipExplosion(shipType) now accepts ship type
- Scout: 1.5x pitch, 0.7x duration, 0.7x volume
- Destroyer: 0.7x pitch, 1.3x duration, 1.2x volume
- Creates sense of mass difference
**Files Modified:**
- game/systems/EffectsManager.ts:
- Added getExplosionScale() method
- Updated createShipExplosion() with shipType parameter
- Added createSecondaryExplosion() for boss
- Added debris particles for larger ships
- game/core/SoundManager.ts:
- Updated playShipExplosion() with shipType parameter
- Pitch/volume/duration varies by ship size
- game/core/MainScene.ts:
- Pass shipType to explosion effect and sound
**Learnings:**
- Explosion scale multipliers create clear visual hierarchy
- Debris with gravity adds physicality
- Delayed secondary explosion for boss creates satisfying sequence
---
## 2026-01-10 - Player Cannonball Feedback (User Request)
**Player Projectile Enhancements:**
- Player projectiles now use arc trajectory (progress < 0.95 check)
- Added onPlayerWaterSplash callback for water misses
- Added playShipHit() sound for non-critical hits (wood crash)
**Wall Fire Effect (User Request):**
- Added onWallDestroyed callback (separate from terrain impact)
- createWallFire() effect: 20 flame particles, 12 sparks, 8 stone debris
- playWallFire() sound: stone crumble + crackling fire noise
**Files Modified:**
- game/systems/CombatPhaseSystem.ts:
- Added PlayerWaterSplashCallback and WallDestroyedCallback types
- Separated wall hit from land hit in collision logic
- Player projectiles now check water splash on miss
- game/core/SoundManager.ts:
- Added playShipHit() - wood crashing impact
- Added playWallFire() - crackling flames + stone crumble
- game/systems/EffectsManager.ts:
- Added createWallFire() - flames rising, sparks, debris
- game/core/MainScene.ts:
- Added setOnPlayerWaterSplash callback
- Added setOnWallDestroyed callback
- Updated setOnShipHit to play crash sound on non-critical hits
---
## 2026-01-10 - US-006 (Combat Statistics Display)
**CombatStats Interface:**
```typescript
interface CombatStats {
scoutsDestroyed, frigatesDestroyed, destroyersDestroyed, bossesDestroyed,
shotsFired, shotsHit, wallsDestroyed, cratersCreated
}
```
**LevelCompleteScreen Enhanced:**
- Ship breakdown by type (Scouts: X, Frigates: Y, Destroyers: Z)
- Accuracy percentage with color coding (green >75%, yellow 50-75%, red <50%)
- Damage taken (walls + craters) with color coding
**Files Modified:**
- game/systems/CombatPhaseSystem.ts:
- Added CombatStats interface and tracking
- Added getCombatStats() and resetCombatStats() methods
- Track: shotsFired in fireCannon, shotsHit on ship hit, ship kills by type
- game/core/GameStateManager.ts:
- Updated getScoreBreakdown() to accept combatStats parameter
- Calculate accuracy percentage and damage taken
- game/ui/LevelCompleteScreen.ts:
- Extended ScoreBreakdown interface with combat stats
- Added ship type breakdown, accuracy, damage taken display
- Increased panel height to 520px
- game/core/MainScene.ts:
- Pass combatSystem.getCombatStats() to getScoreBreakdown()
**Learnings:**
- Color-coded stats (green/yellow/red) provide quick performance feedback
- Ship type breakdown adds strategic value to statistics
---
# Phase 9 Summary (In Progress)
**Stories Completed:**
- US-001: Differentiated Ship Types + Critical Hits
- US-002: Wave Composition System
- US-003: Smarter Ship AI (spread, crater avoidance, destroyer castle focus)
- US-004: Boss Ship Encounters (every 5 levels, 3-projectile spread)
- US-005: Ship Destruction Effects (type-specific size, pitch, debris)
- US-006: Combat Statistics Display (per-type kills, accuracy, damage taken)
**Additional Features (User Requests):**
- Player cannonball water splash and ship hit sounds
- Wall fire effect with flames and debris
---