Sync responsive shipyard gameplay

This commit is contained in:
Admin 2026-09-20 21:36:44 +00:00
parent bb919e219c
commit 844e226aca
8 changed files with 616 additions and 44 deletions

View File

@ -132,7 +132,7 @@
</div>
<button class="mobile-control port" data-code="KeyQ" data-key="q" data-keycode="81" aria-label="Fire port broadside">PORT</button>
<button class="mobile-control starboard" data-code="KeyE" data-key="e" data-keycode="69" aria-label="Fire starboard broadside">STARBOARD</button>
<button class="mobile-control ship-action buy" data-action="buy-upgrade" aria-label="Buy ship upgrade">BUY</button>
<button class="mobile-control ship-action buy" data-action="open-shipyard" aria-label="Open shipyard">SHIPYARD</button>
<button class="mobile-control ship-action fit" data-action="fit-salvage" aria-label="Fit salvaged module">FIT</button>
<button class="mobile-control restart" data-code="KeyR" data-key="r" data-keycode="82" aria-label="Restart">↻</button>
</div>

View File

@ -1,2 +1,3 @@
import './game-v4.js';
import './mobile-hud.js';
import './shipyard-ui.js';

View File

@ -36,6 +36,7 @@ import {
createStarterProgression,
deriveShipStats,
installModule,
marketForPort,
salvageForPirate,
} from './progression/ship-loadout.js';
import { MODULE_CATALOG } from './progression/modules.js';
@ -102,6 +103,8 @@ class GameScene extends Phaser.Scene {
this.progression = createStarterProgression();
this.playerStats = deriveShipStats(this.progression.loadout);
this.pendingMobileActions = new Set();
this.pendingModulePurchaseId = null;
this.shipyardOpen = false;
this.playerSpeed = 0;
this.playerHull = this.playerStats.maxHull;
this.gameState = 'playing';
@ -223,7 +226,11 @@ class GameScene extends Phaser.Scene {
window.addEventListener('airship:helm-vector', this.handleHelmVector);
this.handleMobileAction = (event) => {
const action = String(event.detail?.action || '');
if (action) this.pendingMobileActions.add(action);
if (!action) return;
if (action === 'purchase-module') {
this.pendingModulePurchaseId = String(event.detail?.moduleId || '');
}
this.pendingMobileActions.add(action);
};
window.addEventListener('airship:action', this.handleMobileAction);
this.keys = this.input.keyboard.addKeys({
@ -233,6 +240,7 @@ class GameScene extends Phaser.Scene {
restart: Phaser.Input.Keyboard.KeyCodes.R,
buyUpgrade: Phaser.Input.Keyboard.KeyCodes.B,
fitSalvage: Phaser.Input.Keyboard.KeyCodes.U,
closeShipyard: Phaser.Input.Keyboard.KeyCodes.ESC,
});
this.cameras.main.setBounds(0, 0, this.world.width, this.world.height);
@ -527,29 +535,60 @@ class GameScene extends Phaser.Scene {
const { port, range } = nearestPort(this.world, this.player.x, this.player.y);
const docked = Boolean(port && range <= 230);
const mobileBuy = this.pendingMobileActions.delete('buy-upgrade');
const openRequested = this.pendingMobileActions.delete('open-shipyard')
|| Phaser.Input.Keyboard.JustDown(this.keys.buyUpgrade);
const closeRequested = this.pendingMobileActions.delete('close-shipyard')
|| Phaser.Input.Keyboard.JustDown(this.keys.closeShipyard);
const purchaseRequested = this.pendingMobileActions.delete('purchase-module');
const mobileFit = this.pendingMobileActions.delete('fit-salvage');
if (mobileBuy || Phaser.Input.Keyboard.JustDown(this.keys.buyUpgrade)) {
if (closeRequested && this.shipyardOpen) {
this.shipyardOpen = false;
this.pendingModulePurchaseId = null;
window.dispatchEvent(new CustomEvent('airship:shipyard-close'));
return;
}
if (openRequested) {
if (!docked) {
this.status.setText('GET WITHIN 230m OF A PORT TO BUY UPGRADES');
this.status.setText('GET WITHIN 230m OF A PORT TO ENTER SHIPYARD');
this.time.delayedCall(1400, () => {
if (this.gameState === 'playing') this.status.setText('');
});
} else {
const module = bestAffordableMarketUpgrade(this.progression, port);
if (!module) {
this.status.setText(`${port.name}\nNO AFFORDABLE UPGRADES`);
} else {
const previousMaxHull = this.playerStats.maxHull;
this.progression = buyAndInstallModule(this.progression, module.id);
this.applyProgressionStats(previousMaxHull);
this.status.setText(
`${port.name}\nINSTALLED ${module.name} // ¢${this.progression.credits}`,
);
}
this.shipyardOpen = true;
this.playerSpeed = 0;
this.player.setVelocity(0, 0);
window.dispatchEvent(new CustomEvent('airship:shipyard-open', {
detail: this.buildHudState(),
}));
}
this.time.delayedCall(1500, () => {
if (this.gameState === 'playing') this.status.setText('');
});
}
if (purchaseRequested) {
const moduleId = this.pendingModulePurchaseId;
this.pendingModulePurchaseId = null;
if (!this.shipyardOpen || !docked || !moduleId) return;
const stock = marketForPort(port);
const module = stock.find(({ id }) => id === moduleId);
if (!module) {
this.status.setText('MODULE NOT STOCKED AT THIS PORT');
} else if (this.progression.loadout?.[module.slot] === module.id) {
this.status.setText(`${module.name}\nALREADY INSTALLED`);
} else if (this.progression.credits < module.price) {
this.status.setText(`${module.name}\nNEED ¢${module.price}`);
} else {
const previousMaxHull = this.playerStats.maxHull;
this.progression = buyAndInstallModule(this.progression, module.id);
this.applyProgressionStats(previousMaxHull);
this.status.setText(
`INSTALLED ${module.name}\n¢${this.progression.credits} REMAINING`,
);
}
window.dispatchEvent(new CustomEvent('airship:shipyard-state', {
detail: this.buildHudState(),
}));
}
if (mobileFit || Phaser.Input.Keyboard.JustDown(this.keys.fitSalvage)) {
@ -563,6 +602,11 @@ class GameScene extends Phaser.Scene {
const module = MODULE_CATALOG[moduleId];
this.status.setText(`FITTED SALVAGE\n${module?.name || moduleId}`);
}
if (this.shipyardOpen) {
window.dispatchEvent(new CustomEvent('airship:shipyard-state', {
detail: this.buildHudState(),
}));
}
this.time.delayedCall(1400, () => {
if (this.gameState === 'playing') this.status.setText('');
});
@ -1147,8 +1191,16 @@ class GameScene extends Phaser.Scene {
}, 'debug');
}
this.updatePlayer(dt, deltaMs);
this.updateProgressionInteraction();
if (this.shipyardOpen) {
this.player.setVelocity(0, 0);
const hudState = this.buildHudState();
if (!this.mobileHudActive) this.drawHud(hudState);
this.publishHudState(hudState, true);
return;
}
this.updatePlayer(dt, deltaMs);
this.updatePlayerSmoke(deltaMs);
this.updateRollingClouds(deltaMs);
this.updateCloudConcealment();
@ -1605,6 +1657,7 @@ class GameScene extends Phaser.Scene {
const portState = nearestPort(this.world, player.x, player.y);
const influence = pirateInfluenceAt(this.world, player.x, player.y);
const docked = Boolean(portState.port && portState.range <= 230);
const marketStock = docked ? marketForPort(portState.port) : [];
const marketUpgrade = docked
? bestAffordableMarketUpgrade(this.progression, portState.port)
: null;
@ -1651,6 +1704,15 @@ class GameScene extends Phaser.Scene {
nearestPort: portState.port?.name || null,
nearestPortRange: portState.range,
docked,
shipyardOpen: this.shipyardOpen,
shipStats: { ...this.playerStats },
loadout: { ...this.progression.loadout },
marketStock: marketStock.map((module) => ({
id: module.id,
name: module.name,
slot: module.slot,
price: module.price,
})),
marketUpgrade: marketUpgrade ? {
id: marketUpgrade.id,
name: marketUpgrade.name,
@ -1674,10 +1736,10 @@ class GameScene extends Phaser.Scene {
}
publishHudState(state = this.buildHudState(), force = false) {
if (!this.mobileHudActive || !state) return;
if (!state) return;
const now = this.time?.now ?? 0;
if (!force && now - this.lastHudPublishAt < HUD_PUBLISH_INTERVAL_MS) return;
if (this.mobileHudActive && !force && now - this.lastHudPublishAt < HUD_PUBLISH_INTERVAL_MS) return;
this.lastHudPublishAt = now;
window.dispatchEvent(new CustomEvent('airship:hud-state', { detail: state }));

View File

@ -799,13 +799,10 @@ if (!isDesktopPointer.matches) {
const progression = state.progression || {};
if (buyButton) {
const upgrade = progression.marketUpgrade;
buyButton.disabled = !progression.docked || !upgrade;
buyButton.textContent = !progression.docked
? 'BUY\nPORT'
: upgrade
? `BUY\n${upgrade.name} ¢${upgrade.price}`
: 'BUY\nNO UPGRADE';
buyButton.disabled = !progression.docked;
buyButton.textContent = progression.docked
? 'SHIPYARD'
: 'SHIPYARD\nPORT';
}
if (fitButton) {
const module = progression.salvageModule;

View File

@ -24,10 +24,10 @@ export const MODULE_CATALOG = {
},
'tuned-propellers': {
id: 'tuned-propellers',
name: 'Tuned Propellers',
name: 'Engine Lv 1',
slot: 'engine',
rarity: 'improved',
price: 280,
price: 800,
modifiers: { maxSpeed: 20, acceleration: 10 },
},
'corsair-overdrive': {
@ -72,10 +72,10 @@ export const MODULE_CATALOG = {
},
'reinforced-keel': {
id: 'reinforced-keel',
name: 'Reinforced Keel',
name: 'Hull Plating Lv 1',
slot: 'hull',
rarity: 'improved',
price: 420,
price: 600,
modifiers: { maxHull: 28, maxSpeed: -7 },
},
'stormglass-nav': {
@ -104,12 +104,20 @@ export const MODULE_CATALOG = {
},
'expanded-hold': {
id: 'expanded-hold',
name: 'Expanded Cargo Hold',
name: 'Cargo Hold Lv 1',
slot: 'cargo',
rarity: 'improved',
price: 350,
price: 600,
modifiers: { cargoCapacity: 4, maxSpeed: -4 },
},
'reinforced-rudder': {
id: 'reinforced-rudder',
name: 'Rudder Lv 1',
slot: 'rudder',
rarity: 'improved',
price: 400,
modifiers: { turnRate: 12 },
},
};
export const STARTER_LOADOUT = {
@ -119,6 +127,7 @@ export const STARTER_LOADOUT = {
navigation: 'brass-compass',
utility: null,
cargo: null,
rudder: null,
};
export const purchasableModules = () => Object.values(MODULE_CATALOG)

465
src/shipyard-ui.js Normal file
View File

@ -0,0 +1,465 @@
import titleBannerUrl from './assets/shipyard-ui/title_banner.png?url';
import shipSelectorUrl from './assets/shipyard-ui/ship_selector.png?url';
import shipPreviewUrl from './assets/shipyard-ui/ship_preview.png?url';
import upgradesUrl from './assets/shipyard-ui/upgrades.png?url';
import activeUrl from './assets/shipyard-ui/active.png?url';
import closeButtonUrl from './assets/shipyard-ui/close_button.png?url';
const UPGRADE_SLOTS = [
{ id: 'tuned-propellers', label: 'Engine Lv 1' },
{ id: 'reinforced-keel', label: 'Hull Plating Lv 1' },
{ id: 'expanded-hold', label: 'Cargo Hold Lv 1' },
{ id: 'reinforced-rudder', label: 'Rudder Lv 1' },
];
const dispatchAction = (action, extra = {}) => {
window.dispatchEvent(new CustomEvent('airship:action', {
detail: { action, ...extra },
}));
};
const overlay = document.createElement('div');
overlay.id = 'shipyard-overlay';
overlay.hidden = true;
overlay.innerHTML = `
<div class="shipyard-backdrop"></div>
<section class="shipyard-shell" role="dialog" aria-modal="true" aria-label="Shipyard">
<header class="shipyard-header">
<img class="shipyard-title" src="${titleBannerUrl}" alt="Shipyard" draggable="false" />
<button class="shipyard-close" type="button" aria-label="Close shipyard">
<img src="${closeButtonUrl}" alt="" draggable="false" />
</button>
</header>
<div class="shipyard-resources">
<span>PORT <strong data-shipyard="port">--</strong></span>
<span>COIN <strong data-shipyard="credits">0</strong></span>
<span>SCRAP <strong data-shipyard="scrap">0</strong></span>
<span>SALVAGE <strong data-shipyard="inventory">0</strong></span>
</div>
<div class="shipyard-grid">
<aside class="shipyard-selector">
<img src="${shipSelectorUrl}" alt="Ship selection" draggable="false" />
</aside>
<div class="shipyard-preview-wrap">
<img class="shipyard-preview" src="${shipPreviewUrl}" alt="Sparrow preview" draggable="false" />
<div class="shipyard-live-stats">
<strong>SPARROW</strong>
<span data-shipyard="hull">Hull 100</span>
<span data-shipyard="speed">Speed 180</span>
<span data-shipyard="firepower">Firepower 16</span>
<span data-shipyard="handling">Handling 76</span>
<span data-shipyard="cargo">Cargo 4</span>
</div>
</div>
<div class="shipyard-upgrade-wrap">
<img class="shipyard-upgrades" src="${upgradesUrl}" alt="Ship upgrades" draggable="false" />
<div class="shipyard-upgrade-hotspots">
${UPGRADE_SLOTS.map(({ id, label }) => `
<button class="shipyard-upgrade-button" type="button" data-module-id="${id}" aria-label="Buy ${label}">
<span class="shipyard-upgrade-state"></span>
</button>
`).join('')}
</div>
<div class="shipyard-active-plate">
<img src="${activeUrl}" alt="" draggable="false" />
<span data-shipyard="active">SPARROW ACTIVE</span>
</div>
</div>
</div>
<footer class="shipyard-footer">
<button class="shipyard-salvage" type="button" data-shipyard="fit">FIT SALVAGE</button>
<span class="shipyard-message" data-shipyard="message"></span>
</footer>
</section>
`;
document.body.appendChild(overlay);
const style = document.createElement('style');
style.textContent = `
#shipyard-overlay {
position: fixed;
inset: 0;
z-index: 450;
color: #f4d99a;
font-family: Georgia, 'Times New Roman', serif;
touch-action: pan-y;
}
#shipyard-overlay[hidden] { display: none; }
.shipyard-backdrop {
position: absolute;
inset: 0;
background: rgba(3, 11, 16, .9);
backdrop-filter: blur(8px);
-webkit-backdrop-filter: blur(8px);
}
.shipyard-shell {
position: relative;
width: min(1180px, calc(100vw - 24px));
max-height: calc(100dvh - 20px);
margin: max(10px, env(safe-area-inset-top)) auto;
padding: 10px;
overflow: auto;
border: 1px solid rgba(211, 157, 65, .6);
border-radius: 14px;
background:
radial-gradient(circle at 50% 5%, rgba(20, 70, 83, .34), transparent 38%),
linear-gradient(180deg, #061b24 0%, #041218 100%);
box-shadow: 0 18px 60px rgba(0, 0, 0, .65);
overscroll-behavior: contain;
}
.shipyard-header {
position: relative;
display: flex;
justify-content: center;
min-height: 70px;
}
.shipyard-title {
width: min(595px, 76vw);
height: auto;
object-fit: contain;
}
.shipyard-close {
position: absolute;
top: 0;
right: max(0px, env(safe-area-inset-right));
width: clamp(48px, 7vw, 72px);
aspect-ratio: 1;
padding: 0;
border: 0;
background: transparent;
cursor: pointer;
touch-action: manipulation;
}
.shipyard-close img { width: 100%; height: 100%; object-fit: contain; }
.shipyard-resources {
display: flex;
gap: 8px;
justify-content: center;
flex-wrap: wrap;
margin: 4px auto 10px;
font-size: clamp(11px, 1.6vw, 15px);
}
.shipyard-resources span {
min-width: 120px;
padding: 7px 12px;
border: 1px solid rgba(198, 145, 59, .42);
border-radius: 999px;
background: rgba(3, 20, 27, .88);
text-align: center;
}
.shipyard-resources strong { color: #fff0bd; }
.shipyard-grid {
display: grid;
grid-template-columns: minmax(170px, .72fr) minmax(260px, 1fr) minmax(360px, 1.2fr);
gap: 10px;
align-items: start;
}
.shipyard-selector img,
.shipyard-preview,
.shipyard-upgrades {
display: block;
width: 100%;
height: auto;
user-select: none;
-webkit-user-select: none;
}
.shipyard-preview-wrap,
.shipyard-upgrade-wrap { position: relative; }
.shipyard-live-stats {
position: absolute;
left: 5%;
right: 5%;
bottom: 3%;
display: grid;
grid-template-columns: repeat(2, 1fr);
gap: 4px 10px;
padding: 8px 10px;
border: 1px solid rgba(213, 162, 76, .48);
border-radius: 8px;
background: rgba(3, 18, 24, .86);
font-size: clamp(10px, 1.25vw, 13px);
text-shadow: 0 1px 2px #000;
}
.shipyard-live-stats strong {
grid-column: 1 / -1;
color: #fff0bd;
letter-spacing: .12em;
}
.shipyard-upgrade-hotspots {
position: absolute;
left: 3.5%;
right: 3.5%;
top: 18%;
bottom: 10%;
display: grid;
grid-template-columns: repeat(4, 1fr);
gap: 2.5%;
}
.shipyard-upgrade-button {
position: relative;
border: 0;
border-radius: 8px;
background: transparent;
cursor: pointer;
touch-action: manipulation;
}
.shipyard-upgrade-button:not(:disabled):active { background: rgba(255, 214, 120, .12); }
.shipyard-upgrade-button:disabled { cursor: default; }
.shipyard-upgrade-state {
position: absolute;
left: 50%;
bottom: 3px;
transform: translateX(-50%);
padding: 2px 5px;
border-radius: 999px;
background: rgba(4, 16, 21, .88);
color: #ffe4a1;
font: 700 clamp(8px, 1vw, 11px)/1 system-ui, sans-serif;
white-space: nowrap;
}
.shipyard-upgrade-button.installed .shipyard-upgrade-state { color: #aef0b8; }
.shipyard-upgrade-button.locked .shipyard-upgrade-state { color: #d8a8a0; }
.shipyard-active-plate {
position: absolute;
left: 50%;
bottom: -58px;
width: min(255px, 55%);
transform: translateX(-50%);
}
.shipyard-active-plate img { display: block; width: 100%; }
.shipyard-active-plate span {
position: absolute;
inset: 0;
display: grid;
place-items: center;
color: #b9efc0;
font-size: clamp(9px, 1.15vw, 13px);
letter-spacing: .08em;
}
.shipyard-footer {
display: flex;
align-items: center;
justify-content: center;
gap: 12px;
min-height: 72px;
margin-top: 56px;
}
.shipyard-salvage {
min-width: 150px;
min-height: 44px;
padding: 7px 14px;
border: 1px solid #b88131;
border-radius: 9px;
background: linear-gradient(#174e43, #0d302a);
color: #e6f5d0;
font: 700 12px/1.15 Georgia, serif;
touch-action: manipulation;
}
.shipyard-salvage:disabled { opacity: .35; }
.shipyard-message {
min-height: 1.2em;
max-width: 50%;
color: #fff0bd;
font-size: 12px;
}
body.shipyard-open #mobile-controls { visibility: hidden; }
@media (max-width: 760px), (max-height: 520px) {
.shipyard-shell {
width: calc(100vw - 8px);
max-height: calc(100dvh - 8px);
margin: 4px auto;
padding: 6px;
border-radius: 8px;
}
.shipyard-header { min-height: 46px; }
.shipyard-title { width: min(460px, 68vw); }
.shipyard-close { width: 46px; }
.shipyard-resources { gap: 4px; margin: 2px 0 6px; }
.shipyard-resources span { min-width: 0; padding: 4px 7px; font-size: 10px; }
.shipyard-grid {
grid-template-columns: minmax(150px, .8fr) minmax(330px, 1.55fr);
gap: 6px;
}
.shipyard-selector { display: none; }
.shipyard-preview-wrap { max-height: 64dvh; overflow: hidden; }
.shipyard-preview {
height: min(64dvh, 430px);
width: 100%;
object-fit: cover;
object-position: center;
}
.shipyard-live-stats {
left: 3%;
right: 3%;
bottom: 2%;
grid-template-columns: 1fr;
gap: 2px;
padding: 5px 7px;
font-size: 9px;
}
.shipyard-upgrade-wrap { align-self: center; }
.shipyard-active-plate { bottom: -46px; width: 45%; }
.shipyard-footer {
min-height: 54px;
margin-top: 46px;
gap: 7px;
}
.shipyard-salvage { min-width: 120px; min-height: 40px; font-size: 10px; }
.shipyard-message { max-width: 56%; font-size: 10px; }
}
@media (orientation: portrait) and (max-width: 760px) {
.shipyard-title { width: min(500px, 80vw); }
.shipyard-grid { grid-template-columns: 1fr; }
.shipyard-preview-wrap { display: none; }
.shipyard-upgrade-wrap { width: min(96vw, 520px); margin: 0 auto; }
.shipyard-footer { margin-top: 48px; }
}
`;
document.head.appendChild(style);
const fields = Object.fromEntries(
[...overlay.querySelectorAll('[data-shipyard]')].map((el) => [el.dataset.shipyard, el]),
);
const closeButton = overlay.querySelector('.shipyard-close');
const fitButton = overlay.querySelector('.shipyard-salvage');
const upgradeButtons = [...overlay.querySelectorAll('.shipyard-upgrade-button')];
let latestState = null;
const findStock = (id) =>
latestState?.progression?.marketStock?.find?.((module) => module.id === id) || null;
const render = (state) => {
if (!state?.progression) return;
latestState = state;
const progression = state.progression;
const stats = progression.shipStats || {};
const loadout = progression.loadout || {};
fields.port.textContent = progression.nearestPort || '--';
fields.credits.textContent = progression.credits ?? 0;
fields.scrap.textContent = progression.scrap ?? 0;
fields.inventory.textContent = progression.inventoryCount ?? 0;
fields.hull.textContent = `Hull ${stats.maxHull ?? 100}`;
fields.speed.textContent = `Speed ${stats.maxSpeed ?? 180}`;
fields.firepower.textContent = `Firepower ${stats.cannonDamage ?? 16}`;
fields.handling.textContent = `Handling ${stats.turnRate ?? 76}`;
fields.cargo.textContent = `Cargo ${stats.cargoCapacity ?? 4}`;
for (const button of upgradeButtons) {
const id = button.dataset.moduleId;
const stock = findStock(id);
const installed = Object.values(loadout).includes(id);
const stateLabel = button.querySelector('.shipyard-upgrade-state');
button.classList.toggle('installed', installed);
button.classList.toggle('locked', !stock && !installed);
button.disabled = installed || !stock || progression.credits < (stock?.price || Infinity);
stateLabel.textContent = installed
? 'INSTALLED'
: !stock
? 'NOT STOCKED'
: progression.credits < stock.price
? `NEED ¢${stock.price}`
: 'TAP TO BUY';
}
const salvage = progression.salvageModule;
fitButton.disabled = !salvage;
fitButton.textContent = salvage ? `FIT ${salvage.name}` : 'FIT SALVAGE';
fields.message.textContent = String(state.status || '').replace(/\n/g, ' ');
};
const show = (state) => {
render(state);
overlay.hidden = false;
document.body.classList.add('shipyard-open');
closeButton.focus({ preventScroll: true });
};
const hide = () => {
overlay.hidden = true;
document.body.classList.remove('shipyard-open');
};
closeButton.addEventListener('click', () => {
dispatchAction('close-shipyard');
hide();
});
overlay.querySelector('.shipyard-backdrop').addEventListener('click', () => {
dispatchAction('close-shipyard');
hide();
});
for (const button of upgradeButtons) {
button.addEventListener('click', () => {
const moduleId = button.dataset.moduleId;
if (!moduleId || button.disabled) return;
dispatchAction('purchase-module', { moduleId });
});
}
fitButton.addEventListener('click', () => {
if (fitButton.disabled) return;
dispatchAction('fit-salvage');
});
window.addEventListener('airship:shipyard-open', (event) => show(event.detail));
window.addEventListener('airship:shipyard-state', (event) => render(event.detail));
window.addEventListener('airship:shipyard-close', hide);
window.addEventListener('airship:hud-state', (event) => {
latestState = event.detail;
if (!overlay.hidden) render(event.detail);
});
window.addEventListener('keydown', (event) => {
if (event.key === 'Escape' && !overlay.hidden) {
dispatchAction('close-shipyard');
hide();
}
});

View File

@ -31,9 +31,12 @@ test('installed modules derive meaningful ship stat changes', () => {
test('port purchase deducts credits and installs the module', () => {
const starter = createStarterProgression();
const result = buyAndInstallModule(starter, 'tuned-propellers');
assert.equal(result.purchased, true);
assert.equal(result.credits, starter.credits - 280);
assert.equal(result.loadout.engine, 'tuned-propellers');
assert.equal(result.purchased, false);
const funded = { ...starter, credits: 1000 };
const fundedResult = buyAndInstallModule(funded, 'tuned-propellers');
assert.equal(fundedResult.purchased, true);
assert.equal(fundedResult.credits, funded.credits - 800);
assert.equal(fundedResult.loadout.engine, 'tuned-propellers');
});
test('pirate salvage is deterministic and collectible within salvage capacity', () => {
@ -53,3 +56,13 @@ test('market can select an affordable upgrade for a port', () => {
assert.ok(upgrade);
assert.ok(upgrade.price <= starter.credits);
});
test('rudder tier matches shipyard art and improves handling', () => {
const starter = { ...createStarterProgression(), credits: 650 };
const result = buyAndInstallModule(starter, 'reinforced-rudder');
const stats = deriveShipStats(result.loadout);
assert.equal(result.purchased, true);
assert.equal(result.credits, 250);
assert.equal(stats.turnRate, 88);
});

View File

@ -270,20 +270,44 @@ test('mobile controls expose native buy and salvage-fit actions', async () => {
read('index.html'),
]);
assert.match(index, /data-action="buy-upgrade"/);
assert.match(index, /data-action="open-shipyard"/);
assert.match(index, /data-action="fit-salvage"/);
assert.match(index, /CustomEvent\('airship:action'/);
assert.match(game, /addEventListener\('airship:action', this\.handleMobileAction\)/);
assert.match(game, /this\.pendingMobileActions\.delete\('buy-upgrade'\)/);
assert.match(game, /this\.pendingMobileActions\.delete\('open-shipyard'\)/);
assert.match(game, /this\.pendingMobileActions\.delete\('fit-salvage'\)/);
assert.match(game, /marketUpgrade: marketUpgrade \? \{/);
assert.match(game, /salvageModule: salvageModule \? \{/);
assert.match(hud, /root\.querySelector\('\.mobile-control\.buy'\)/);
assert.match(hud, /root\.querySelector\('\.mobile-control\.fit'\)/);
assert.match(hud, /buyButton\.disabled = !progression\.docked \|\| !upgrade/);
assert.match(hud, /buyButton\.disabled = !progression\.docked/);
assert.match(hud, /fitButton\.disabled = !module/);
});
test('shipyard overlay uses supplied component art and explicit module purchases', async () => {
const [game, entry, shipyard, modules] = await Promise.all([
read('src/game-v4.js'),
read('src/game-entry.js'),
read('src/shipyard-ui.js'),
read('src/progression/modules.js'),
]);
assert.match(entry, /import '.\/shipyard-ui\.js'/);
assert.match(shipyard, /shipyard-ui\/title_banner\.png\?url/);
assert.match(shipyard, /shipyard-ui\/ship_selector\.png\?url/);
assert.match(shipyard, /shipyard-ui\/ship_preview\.png\?url/);
assert.match(shipyard, /shipyard-ui\/upgrades\.png\?url/);
assert.match(shipyard, /airship:shipyard-open/);
assert.match(shipyard, /dispatchAction\('purchase-module', \{ moduleId \}\)/);
assert.match(game, /marketForPort\(port\)/);
assert.match(game, /airship:shipyard-state/);
assert.match(game, /this\.shipyardOpen = true/);
assert.match(modules, /'reinforced-rudder'/);
assert.match(modules, /price: 800/);
assert.match(modules, /price: 600/);
assert.match(modules, /price: 400/);
});
test('mobile merchant traffic uses a reduced render budget', async () => {
const source = await read('src/game-v4.js');
assert.match(source, /const merchantLimit = desktopPointer \? MAX_MERCHANTS : Math\.min\(12, MAX_MERCHANTS\)/);
@ -363,13 +387,14 @@ test('dense clouds conceal ships and suppress long-range pirate fire', async ()
assert.match(source, /concealment: this\.player\?\.getData\?\.\('cloudConcealment'\) \|\| 0/);
});
test('mobile HUD skips hidden Phaser rendering and throttles DOM state publishing', async () => {
test('HUD skips hidden Phaser rendering while DOM state remains available to overlays', async () => {
const source = await read('src/game-v4.js');
assert.match(source, /const HUD_PUBLISH_INTERVAL_MS = 50/);
assert.match(source, /if \(!this\.mobileHudActive\) this\.drawHud\(hudState\)/);
assert.match(source, /publishHudState\(state = this\.buildHudState\(\), force = false\)/);
assert.match(source, /if \(!this\.mobileHudActive \|\| !state\) return/);
assert.match(source, /if \(!state\) return/);
assert.match(source, /if \(this\.mobileHudActive && !force && now - this\.lastHudPublishAt < HUD_PUBLISH_INTERVAL_MS\) return/);
assert.match(source, /now - this\.lastHudPublishAt < HUD_PUBLISH_INTERVAL_MS/);
assert.match(source, /drawHud\(state = this\.buildHudState\(\)\)/);
});