5d58d6cc7b6ce84bda72dcc2a1f77caec963c1f3
6 Commits
| Author | SHA1 | Message | Date | |
|---|---|---|---|---|
|
|
5d58d6cc7b |
feat(02-05): letter overlay + settings UI + boot save lifecycle + clock injection
- src/save/payload.ts (W2): shared buildPayloadFromStore (state, nowMs)
+ hydrateStoreFromPayload (state, payload). Two-arg signature unifies
Settings.tsx (passes Date.now()) and PhaserGame.tsx saveSync (passes
clock.now()). BLOCKER 3 — lastTickAt is wall-clock ms, owned by the
application layer; the sim never writes it.
- src/ui/letter/Letter.tsx + test: D-20 full-screen overlay (UX-02);
loads compiled letter Ink, binds plants_bloomed/fragment_titles/
lura_was_here slots from session.pendingLetterEventBlock, dismisses
via Tend the garden button or backdrop click. Pitfall 9 — dismiss
calls bootstrapAudioContext synchronously inside the click handler.
- src/ui/settings/Settings.tsx + test: D-28 save-management UI
(Export/Import/Restore). BLOCKER 2 — Import pipeline is
importFromBase64 -> unwrap (CRC verify) -> migrate -> hydrate. No
audio sliders, no a11y polish (Phase 8 owns those).
- src/ui/settings/persistence-toast.tsx: D-30 one-time soft toast in
voice when navigator.storage.persist() denies. Reads
showPersistenceToast from session slice; sets persistenceToastShown
after the timeout fires.
- src/PhaserGame.tsx: full boot path rewrite. Clock selection
(?devtime=fake URL flag, production-guarded by import.meta.env.PROD),
save load (BLOCKER 1 — unwrap then migrate), silent offline catchup
via drainTicks(silent=true), letter overlay open at >=5min absence,
requestPersistence + showPersistenceToast wiring, Phaser start AFTER
hydration, registerSaveLifecycleHooks with synchronous LocalStorage
saveSync (Pitfall 7) + best-effort IDB write. W5 — lifecycle handle
held in ref so outer cleanup detaches.
- src/store/session-slice.ts: showPersistenceToast transient flag +
setShowPersistenceToast action.
- src/ui/journal/journal-icon.tsx: 'j' hotkey listener via
tlg:toggle-journal CustomEvent (D-29).
- src/game/scenes/Garden.ts: formalized clock read via readClockSlot()
helper; falls back to wallClock if window.__tlgClock missing.
- src/App.tsx: mount Letter, Settings, PersistenceToast, SettingsIcon
(corner button); D-29 keyboard shortcuts (',' toggles Settings, 'j'
toggles Journal via window event).
- 308/308 tests green (was 295; +13 new — 7 Letter + 6 Settings).
npm run ci exits 0; Vite emits letter Ink as a separate lazy chunk.
|
||
|
|
26eb77a216 |
feat(02-05): sim/offline + auto-harvest + letter Ink + letter-renderer
- src/sim/offline/: OfflineEventBlockSchema (Zod) + EMPTY_OFFLINE_EVENTS + aggregateOfflineEvent pure aggregator (D-19); 14 tests green - src/sim/garden/auto-harvest.ts: autoHarvestReadyPlants silent-mode branch (D-10); reuses harvest() pipeline so selector + Pitfall 10 unlocks + STRY-10 Lura gate all run identically; BLOCKER 3 invariant preserved (no lastTickAt writes); 7 tests green - simulateOneTick: ctx.silent triggers auto-harvest sweep before tick increment; active-play path unchanged (silent defaults false) - content/dialogue/season1/letter-from-the-garden.ink: authored skeleton with VAR plants_bloomed / fragment_titles / lura_was_here per D-17/D-18; bible voice, anti-FOMO compliant, 24h cap silent in voice (D-11) - ink-loader: loadInkStory union extended with letter-from-the-garden; separate letterStoryGlob for lazy code-split chunk; INK_VARIABLE_MAP gains plants_bloomed / fragment_titles / lura_was_here slots reading from session.pendingLetterEventBlock - src/ui/letter/letter-renderer.ts: pure buildLetterSlots helper — prefers fragment first-sentence body for tonal weight, slugified-id fallback; 10 tests green - npm run compile:ink emits 5 .ink.json files (was 4); Vite emits the letter as a separate lazy chunk (letter-from-the-garden.ink-*.js) - 295/295 tests green (was 264; +31 new); npm run ci exits 0 |
||
|
|
661f990e9a |
feat(02-04): Lura dialogue overlay + Ink runtime + gate visual + Garden scene wiring
- src/ui/dialogue/ink-runtime.ts: thin wrapper around inkjs Story —
nextLine() with text-message cadence (1500ms base + 20ms/char, capped
at 4000ms), skipDelay() for tap-to-advance, choice surface forwarded
to ChooseChoiceIndex. Constants exported for Plan 02-05's UX-05
reduced-motion hook + playtest tuning.
- src/ui/dialogue/ink-runtime.test.ts: 7 cases pinning the cadence
bounds, skipDelay one-shot semantics, choice forwarding (uses
vi.useFakeTimers() to validate timing without wall-clock waits).
- src/ui/dialogue/ink-renderer.tsx: drips lines into the DOM as the
runtime yields them; userSelect: 'text' for MEMR-05 copy-paste;
click-anywhere skip; choice buttons stop event propagation.
- src/ui/dialogue/LuraDialogue.tsx: D-15 — full-screen DOM overlay
driven by dialogueOverlayOpen + luraBeatProgress.pending. Loads the
compiled Ink JSON via loadInkStory, binds variables from store
snapshot, ChoosePathString into the named knot ('arrival'/'mid'/
'farewell'), then runs InkRenderer. Close button calls
resolvePendingLuraBeat to mark visited and clear pending.
- src/ui/dialogue/LuraDialogue.test.tsx: 6 cases — closed-state null,
dialog renders on open+pending, Close fires resolvePendingLuraBeat
for all three beats, loadInkStory called with correct beat name +
knot. Mocks the loadInkStory + ink-runtime layer to keep happy-dom
out of inkjs internals (Plan 02-05 e2e exercises the live path).
- src/render/garden/gate-renderer.ts: drawGate() + updateGateIndicator()
— Phaser primitive gate (body / glow / hit) at canvas (880, 384).
Glow alpha-pulses via Sine-yoyo tween when isPending=true; idempotent.
- src/game/scenes/Garden.ts: gate added in create(); pointerdown
dispatches setDialogueOverlayOpen(true) only when a beat is pending.
storeUnsubscribe also drives updateGateIndicator on luraBeatProgress
changes. update() loop now calls simAdapter.applyLuraProgress when
the sim's luraBeatProgress differs from the store's so harvests
trigger the gate indicator. destroy() cleans up the gate's tween.
- src/App.tsx: <LuraDialogue /> mounted as DOM sibling of PhaserGame.
- src/ui/index.ts + src/render/garden/index.ts: re-exports.
13 new tests across dialogue layer; 264/264 total green; npm run ci
exits 0; Vite emits 4 lazy ink-*.js chunks (compiled JSON code-split
per file); ESLint sim-purity rule still green (sim/narrative imports
no inkjs).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
|
||
|
|
572c86192f |
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> |
||
|
|
414a554549 |
feat(02-02): begin screen + seed picker + ui-strings + lazy content split
- content/seasons/01-soil/ui-strings.yaml: player-visible Phase-2 copy externalized per CLAUDE.md (Begin / seed picker / post-harvest beat / journal / settings / plant display names); voice reviewed against bible + anti-fomo-doctrine.md
- content/seasons/01-soil/fragments.yaml: placeholder Season-1 fragment file (Plan 02-03 expands to ≥10 authored)
- content/seasons/00-demo/: deleted (Phase-1 demo replaced)
- src/content/schemas/ui-strings.ts: UiStringsSchema (Zod) — validates structure of every season's ui-strings.yaml at load time
- src/content/schemas/index.ts + src/content/index.ts: re-export UiStringsSchema/UiStrings
- src/content/loader.ts: eager `uiStrings` glob + PIPE-02 lazy `loadSeasonFragments(seasonId)` (Plan 02-03+ exploit)
- src/ui/begin/use-audio-bootstrap.ts: bootstrapAudioContext() lazy-creates + resumes (RESEARCH Pattern 9; Pitfall 5 mitigation — context construction inside the gesture for iOS Safari) + installFirstInteractionGestureHandler() one-shot for D-22 returning players + __resetAudioBootstrapForTest()
- src/ui/begin/BeginScreen.tsx: D-21 typographic Begin screen — title + subtitle + CTA from uiStrings[1].begin; onClick calls bootstrapAudioContext synchronously inside the click event then dismisses the session gate (D-22)
- src/ui/begin/BeginScreen.test.tsx: 4 tests — render / D-22 skip / click bootstraps + dismisses / subtitle string
- src/ui/garden/SeedPicker.tsx: D-02 inline DOM popover; subscribes to 'tile-clicked-coords'; renders one button per unlocked plant type from uiStrings[1].plants; click enqueues plantSeed command via store.enqueueCommand
- src/ui/garden/SeedPicker.test.tsx: 6 tests — initial-null / coords-positioned / unlocked-only / enqueue / dismiss / multi-plant; mocks game/event-bus to avoid Phaser canvas init under happy-dom (deviation Rule 3)
- src/ui/{begin,garden,index}.ts: barrels
- src/App.tsx: mount BeginScreen + SeedPicker as overlay siblings to PhaserGame
- src/PhaserGame.tsx: bootstrap unlockedPlantTypes=['rosemary'] for first-run; install gesture handler + scene-ready listener
- npm run ci exits 0; 163/163 tests pass (10 new this commit + 25 from Task 1 + 128 baseline)
|
||
|
|
df7d687da4 |
chore(01-01): scaffold Phaser 4 + React 19 + Vite + TS template + Phase-1 deps + firewall directories
- Built equivalent React + Vite + TypeScript scaffold by hand because the official npm create @phaserjs/game@latest scaffolder is interactive-only and the documented --template/--yes flags are ignored (verified 2026-05-08 with create-game v1.3.2). Plan Step 1 explicitly authorizes this fallback. Resulting tree mirrors the official template shape: index.html, src/main.tsx, src/App.tsx, src/PhaserGame.tsx, src/game/main.ts, src/game/scenes/Boot.ts. - Installed Phase-1 production deps at versions verified in RESEARCH.md: phaser@4.1.0, react@19.2.6, react-dom@19.2.6, idb@8.0.3, lz-string@1.5.0, zod@4.4.3, crc-32@1.2.2, gray-matter@4.0.3, yaml@2.8.4, inkjs@2.4.0. - Installed Phase-1 dev deps: vite@8.0.11, @vitejs/plugin-react@6.0.1, typescript@6.0.3, @types/react@19, @types/react-dom@19, @types/node@22, vitest@4.1.5, @vitest/ui, happy-dom, fake-indexeddb@6 (for Plan 03 IDB tests), @playwright/test@1.59.1, eslint@9, eslint-plugin-boundaries@6.0.2, inklecate@1.8.1. - Created the seven architectural-firewall directories under src/ with .gitkeep markers (sim, render, ui, save, content, audio, store) — siblings to the template-provided src/game/ — so Plan 02's ESLint boundaries rule has clean targets per CLAUDE.md 'Architectural Firewall'. - Created repo-root /content/ (with /dialogue/ and /seasons/ subdirs) and /assets/ trees per CONTEXT D-11, D-12. - Pre-declared all downstream-required scripts in package.json so Plans 02–06 only edit code, not script keys: dev, build, preview, lint (--max-warnings 0 per RESEARCH CI Pitfall C), test (--passWithNoTests=false per CI Pitfall B), test:watch, validate:assets, compile:ink (no-op stub for Phase 1; Phase 2 replaces with real inklecate invocation), ci. - TypeScript strict mode enforced via tsconfig.json + tsconfig.app.json + tsconfig.node.json. - npm run build succeeds (tsc -b && vite build) producing dist/index.html and dist/assets/index-*.js (~1.5MB Phaser bundle; code-splitting deferred to Phase 2+ when actual scenes exist). |