feat(02-03): journal + reveal modal + harvest pointer wiring
Task 2 of Plan 02-03: ship the Memory Journal UI surfaces (D-23/D-24/D-25) and wire harvest + compost pointer events through the Garden scene to the sim → store → React reveal flow. src/ui/journal/ (new module): - Journal.tsx — full-screen modal (D-24); fragments grouped by Season; DOM-rendered text with userSelect: text per MEMR-05; reads harvestedFragmentIds from the store; resolves ids against the eager `fragments` corpus (defensive — unresolvable ids skip silently). - FragmentRevealModal.tsx — D-25 active-play reveal modal; backdrop click + inner Close button dismiss; event.stopPropagation on the article body so clicking inside the text doesn't dismiss; defensive silent dismiss on unresolvable id. - journal-icon.tsx — D-23 + D-29 corner affordance; gated by selectJournalRevealed (`harvestedFragmentIds.length > 0`); local open state (no store pollution); 'j' hotkey deferred to Plan 02-05. - index.ts — barrel. - 16 new Vitest cases across 3 test files (Journal: 7 / FragmentRevealModal: 6 / journal-icon: 3); all green. src/App.tsx — mount FragmentRevealModal + JournalIcon as DOM siblings of PhaserGame. src/ui/index.ts — re-export ./journal. src/game/scenes/Garden.ts — harvest/compost pointer flow: - create() builds a SimContext from the eager `fragments` corpus filtered to Season 1; passed to every simulateOneTick call (Phase 4+ should swap to await loadSeasonFragments(currentSeason) when Season transitions land). - handleTilePointerDown branches on tile state: empty → seed picker event; ready plant → enqueue 'harvest' command; immature plant → enqueue 'compost' command (TODO Plan 02-04: render the Ink-authored compost acknowledgement beat from compost-acknowledgements.ink). - update() detects newly-appended harvestedFragmentIds and sets fragmentRevealId so the reveal modal pops with the new fragment text. - BLOCKER 3 invariant preserved — sim writes tickCount, never lastTickAt. content/dialogue/season1/compost-acknowledgements.ink — authored content for the GARD-04 + D-07 compost beat. 6 short lines in the gardener-keeper voice (NOT Lura — she's the warmth anchor; the garden's voice is the contrast). Plan 02-04 wires the inkjs runtime; Plan 02-03 ships the content so the writer can iterate independently. 214/214 tests green (was 163; +51 new this plan); npm run lint exits 0; npm run ci exits 0; npm run build exits 0 with the expected INEFFECTIVE_DYNAMIC_IMPORT warnings (eager `fragments` export still imports the Season-1 yaml/md statically alongside the lazy loadSeasonFragments path — documented in 02-02-SUMMARY.md). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@@ -2,6 +2,7 @@ import { useRef } from 'react';
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import { PhaserGame, type IRefPhaserGame } from './PhaserGame.tsx';
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import { BeginScreen } from './ui/begin';
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import { SeedPicker } from './ui/garden';
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import { FragmentRevealModal, JournalIcon } from './ui/journal';
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function App() {
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// PhaserGame ref — Phase 2+ will use this to access the active scene from React.
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@@ -12,7 +13,8 @@ function App() {
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<PhaserGame ref={phaserRef} />
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<BeginScreen />
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<SeedPicker />
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{/* Plan 02-03 mounts: <Journal />, <FragmentRevealModal /> */}
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<FragmentRevealModal />
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<JournalIcon />
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{/* Plan 02-04 mounts: <LuraDialogue /> */}
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{/* Plan 02-05 mounts: <Letter />, <Settings />, <PersistenceToast /> */}
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</div>
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