Wire shipyard UI into progression
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@ -132,7 +132,7 @@
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</div>
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<button class="mobile-control port" data-code="KeyQ" data-key="q" data-keycode="81" aria-label="Fire port broadside">PORT</button>
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<button class="mobile-control starboard" data-code="KeyE" data-key="e" data-keycode="69" aria-label="Fire starboard broadside">STARBOARD</button>
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<button class="mobile-control ship-action buy" data-action="buy-upgrade" aria-label="Buy ship upgrade">BUY</button>
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<button class="mobile-control ship-action buy" data-action="open-shipyard" aria-label="Open shipyard">SHIPYARD</button>
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<button class="mobile-control ship-action fit" data-action="fit-salvage" aria-label="Fit salvaged module">FIT</button>
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<button class="mobile-control restart" data-code="KeyR" data-key="r" data-keycode="82" aria-label="Restart">↻</button>
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</div>
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@ -1,2 +1,3 @@
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import './game-v4.js';
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import './mobile-hud.js';
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import './shipyard-ui.js';
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@ -36,6 +36,7 @@ import {
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createStarterProgression,
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deriveShipStats,
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installModule,
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marketForPort,
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salvageForPirate,
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} from './progression/ship-loadout.js';
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import { MODULE_CATALOG } from './progression/modules.js';
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@ -102,6 +103,8 @@ class GameScene extends Phaser.Scene {
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this.progression = createStarterProgression();
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this.playerStats = deriveShipStats(this.progression.loadout);
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this.pendingMobileActions = new Set();
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this.pendingModulePurchaseId = null;
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this.shipyardOpen = false;
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this.playerSpeed = 0;
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this.playerHull = this.playerStats.maxHull;
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this.gameState = 'playing';
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@ -223,7 +226,11 @@ class GameScene extends Phaser.Scene {
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window.addEventListener('airship:helm-vector', this.handleHelmVector);
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this.handleMobileAction = (event) => {
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const action = String(event.detail?.action || '');
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if (action) this.pendingMobileActions.add(action);
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if (!action) return;
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if (action === 'purchase-module') {
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this.pendingModulePurchaseId = String(event.detail?.moduleId || '');
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}
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this.pendingMobileActions.add(action);
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};
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window.addEventListener('airship:action', this.handleMobileAction);
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this.keys = this.input.keyboard.addKeys({
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@ -233,6 +240,7 @@ class GameScene extends Phaser.Scene {
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restart: Phaser.Input.Keyboard.KeyCodes.R,
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buyUpgrade: Phaser.Input.Keyboard.KeyCodes.B,
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fitSalvage: Phaser.Input.Keyboard.KeyCodes.U,
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closeShipyard: Phaser.Input.Keyboard.KeyCodes.ESC,
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});
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this.cameras.main.setBounds(0, 0, this.world.width, this.world.height);
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@ -527,29 +535,60 @@ class GameScene extends Phaser.Scene {
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const { port, range } = nearestPort(this.world, this.player.x, this.player.y);
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const docked = Boolean(port && range <= 230);
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const mobileBuy = this.pendingMobileActions.delete('buy-upgrade');
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const openRequested = this.pendingMobileActions.delete('open-shipyard')
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|| Phaser.Input.Keyboard.JustDown(this.keys.buyUpgrade);
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const closeRequested = this.pendingMobileActions.delete('close-shipyard')
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|| Phaser.Input.Keyboard.JustDown(this.keys.closeShipyard);
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const purchaseRequested = this.pendingMobileActions.delete('purchase-module');
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const mobileFit = this.pendingMobileActions.delete('fit-salvage');
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if (mobileBuy || Phaser.Input.Keyboard.JustDown(this.keys.buyUpgrade)) {
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if (closeRequested && this.shipyardOpen) {
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this.shipyardOpen = false;
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this.pendingModulePurchaseId = null;
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window.dispatchEvent(new CustomEvent('airship:shipyard-close'));
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return;
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}
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if (openRequested) {
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if (!docked) {
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this.status.setText('GET WITHIN 230m OF A PORT TO BUY UPGRADES');
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this.status.setText('GET WITHIN 230m OF A PORT TO ENTER SHIPYARD');
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this.time.delayedCall(1400, () => {
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if (this.gameState === 'playing') this.status.setText('');
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});
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} else {
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const module = bestAffordableMarketUpgrade(this.progression, port);
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this.shipyardOpen = true;
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this.playerSpeed = 0;
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this.player.setVelocity(0, 0);
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window.dispatchEvent(new CustomEvent('airship:shipyard-open', {
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detail: this.buildHudState(),
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}));
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}
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}
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if (purchaseRequested) {
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const moduleId = this.pendingModulePurchaseId;
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this.pendingModulePurchaseId = null;
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if (!this.shipyardOpen || !docked || !moduleId) return;
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const stock = marketForPort(port);
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const module = stock.find(({ id }) => id === moduleId);
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if (!module) {
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this.status.setText(`${port.name}\nNO AFFORDABLE UPGRADES`);
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this.status.setText('MODULE NOT STOCKED AT THIS PORT');
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} else if (this.progression.loadout?.[module.slot] === module.id) {
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this.status.setText(`${module.name}\nALREADY INSTALLED`);
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} else if (this.progression.credits < module.price) {
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this.status.setText(`${module.name}\nNEED ¢${module.price}`);
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} else {
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const previousMaxHull = this.playerStats.maxHull;
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this.progression = buyAndInstallModule(this.progression, module.id);
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this.applyProgressionStats(previousMaxHull);
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this.status.setText(
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`${port.name}\nINSTALLED ${module.name} // ¢${this.progression.credits}`,
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`INSTALLED ${module.name}\n¢${this.progression.credits} REMAINING`,
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);
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}
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}
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this.time.delayedCall(1500, () => {
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if (this.gameState === 'playing') this.status.setText('');
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});
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window.dispatchEvent(new CustomEvent('airship:shipyard-state', {
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detail: this.buildHudState(),
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}));
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}
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if (mobileFit || Phaser.Input.Keyboard.JustDown(this.keys.fitSalvage)) {
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@ -563,6 +602,11 @@ class GameScene extends Phaser.Scene {
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const module = MODULE_CATALOG[moduleId];
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this.status.setText(`FITTED SALVAGE\n${module?.name || moduleId}`);
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}
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if (this.shipyardOpen) {
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window.dispatchEvent(new CustomEvent('airship:shipyard-state', {
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detail: this.buildHudState(),
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}));
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}
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this.time.delayedCall(1400, () => {
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if (this.gameState === 'playing') this.status.setText('');
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});
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@ -1147,8 +1191,16 @@ class GameScene extends Phaser.Scene {
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}, 'debug');
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}
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this.updatePlayer(dt, deltaMs);
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this.updateProgressionInteraction();
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if (this.shipyardOpen) {
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this.player.setVelocity(0, 0);
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const hudState = this.buildHudState();
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if (!this.mobileHudActive) this.drawHud(hudState);
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this.publishHudState(hudState, true);
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return;
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}
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this.updatePlayer(dt, deltaMs);
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this.updatePlayerSmoke(deltaMs);
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this.updateRollingClouds(deltaMs);
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this.updateCloudConcealment();
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@ -1605,6 +1657,7 @@ class GameScene extends Phaser.Scene {
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const portState = nearestPort(this.world, player.x, player.y);
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const influence = pirateInfluenceAt(this.world, player.x, player.y);
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const docked = Boolean(portState.port && portState.range <= 230);
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const marketStock = docked ? marketForPort(portState.port) : [];
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const marketUpgrade = docked
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? bestAffordableMarketUpgrade(this.progression, portState.port)
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: null;
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@ -1651,6 +1704,15 @@ class GameScene extends Phaser.Scene {
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nearestPort: portState.port?.name || null,
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nearestPortRange: portState.range,
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docked,
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shipyardOpen: this.shipyardOpen,
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shipStats: { ...this.playerStats },
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loadout: { ...this.progression.loadout },
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marketStock: marketStock.map((module) => ({
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id: module.id,
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name: module.name,
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slot: module.slot,
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price: module.price,
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})),
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marketUpgrade: marketUpgrade ? {
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id: marketUpgrade.id,
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name: marketUpgrade.name,
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@ -1674,10 +1736,10 @@ class GameScene extends Phaser.Scene {
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}
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publishHudState(state = this.buildHudState(), force = false) {
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if (!this.mobileHudActive || !state) return;
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if (!state) return;
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const now = this.time?.now ?? 0;
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if (!force && now - this.lastHudPublishAt < HUD_PUBLISH_INTERVAL_MS) return;
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if (this.mobileHudActive && !force && now - this.lastHudPublishAt < HUD_PUBLISH_INTERVAL_MS) return;
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this.lastHudPublishAt = now;
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window.dispatchEvent(new CustomEvent('airship:hud-state', { detail: state }));
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@ -799,13 +799,10 @@ if (!isDesktopPointer.matches) {
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const progression = state.progression || {};
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if (buyButton) {
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const upgrade = progression.marketUpgrade;
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buyButton.disabled = !progression.docked || !upgrade;
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buyButton.textContent = !progression.docked
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? 'BUY\nPORT'
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: upgrade
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? `BUY\n${upgrade.name} ¢${upgrade.price}`
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: 'BUY\nNO UPGRADE';
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buyButton.disabled = !progression.docked;
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buyButton.textContent = progression.docked
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? 'SHIPYARD'
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: 'SHIPYARD\nPORT';
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}
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if (fitButton) {
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const module = progression.salvageModule;
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@ -24,10 +24,10 @@ export const MODULE_CATALOG = {
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},
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'tuned-propellers': {
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id: 'tuned-propellers',
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name: 'Tuned Propellers',
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name: 'Engine Lv 1',
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slot: 'engine',
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rarity: 'improved',
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price: 280,
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price: 800,
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modifiers: { maxSpeed: 20, acceleration: 10 },
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},
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'corsair-overdrive': {
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@ -72,10 +72,10 @@ export const MODULE_CATALOG = {
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},
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'reinforced-keel': {
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id: 'reinforced-keel',
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name: 'Reinforced Keel',
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name: 'Hull Plating Lv 1',
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slot: 'hull',
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rarity: 'improved',
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price: 420,
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price: 600,
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modifiers: { maxHull: 28, maxSpeed: -7 },
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},
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'stormglass-nav': {
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@ -104,12 +104,20 @@ export const MODULE_CATALOG = {
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},
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'expanded-hold': {
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id: 'expanded-hold',
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name: 'Expanded Cargo Hold',
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name: 'Cargo Hold Lv 1',
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slot: 'cargo',
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rarity: 'improved',
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price: 350,
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price: 600,
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modifiers: { cargoCapacity: 4, maxSpeed: -4 },
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},
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'reinforced-rudder': {
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id: 'reinforced-rudder',
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name: 'Rudder Lv 1',
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slot: 'rudder',
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rarity: 'improved',
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price: 400,
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modifiers: { turnRate: 12 },
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},
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};
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export const STARTER_LOADOUT = {
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@ -119,6 +127,7 @@ export const STARTER_LOADOUT = {
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navigation: 'brass-compass',
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utility: null,
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cargo: null,
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rudder: null,
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};
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export const purchasableModules = () => Object.values(MODULE_CATALOG)
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@ -31,9 +31,12 @@ test('installed modules derive meaningful ship stat changes', () => {
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test('port purchase deducts credits and installs the module', () => {
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const starter = createStarterProgression();
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const result = buyAndInstallModule(starter, 'tuned-propellers');
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assert.equal(result.purchased, true);
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assert.equal(result.credits, starter.credits - 280);
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assert.equal(result.loadout.engine, 'tuned-propellers');
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assert.equal(result.purchased, false);
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const funded = { ...starter, credits: 1000 };
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const fundedResult = buyAndInstallModule(funded, 'tuned-propellers');
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assert.equal(fundedResult.purchased, true);
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assert.equal(fundedResult.credits, funded.credits - 800);
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assert.equal(fundedResult.loadout.engine, 'tuned-propellers');
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});
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test('pirate salvage is deterministic and collectible within salvage capacity', () => {
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@ -53,3 +56,13 @@ test('market can select an affordable upgrade for a port', () => {
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assert.ok(upgrade);
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assert.ok(upgrade.price <= starter.credits);
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});
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test('rudder tier matches shipyard art and improves handling', () => {
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const starter = { ...createStarterProgression(), credits: 650 };
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const result = buyAndInstallModule(starter, 'reinforced-rudder');
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const stats = deriveShipStats(result.loadout);
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assert.equal(result.purchased, true);
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assert.equal(result.credits, 250);
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assert.equal(stats.turnRate, 88);
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});
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@ -270,20 +270,44 @@ test('mobile controls expose native buy and salvage-fit actions', async () => {
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read('index.html'),
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]);
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assert.match(index, /data-action="buy-upgrade"/);
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assert.match(index, /data-action="open-shipyard"/);
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assert.match(index, /data-action="fit-salvage"/);
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assert.match(index, /CustomEvent\('airship:action'/);
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assert.match(game, /addEventListener\('airship:action', this\.handleMobileAction\)/);
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assert.match(game, /this\.pendingMobileActions\.delete\('buy-upgrade'\)/);
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assert.match(game, /this\.pendingMobileActions\.delete\('open-shipyard'\)/);
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assert.match(game, /this\.pendingMobileActions\.delete\('fit-salvage'\)/);
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assert.match(game, /marketUpgrade: marketUpgrade \? \{/);
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assert.match(game, /salvageModule: salvageModule \? \{/);
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assert.match(hud, /root\.querySelector\('\.mobile-control\.buy'\)/);
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assert.match(hud, /root\.querySelector\('\.mobile-control\.fit'\)/);
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assert.match(hud, /buyButton\.disabled = !progression\.docked \|\| !upgrade/);
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assert.match(hud, /buyButton\.disabled = !progression\.docked/);
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assert.match(hud, /fitButton\.disabled = !module/);
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});
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test('shipyard overlay uses supplied component art and explicit module purchases', async () => {
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const [game, entry, shipyard, modules] = await Promise.all([
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read('src/game-v4.js'),
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read('src/game-entry.js'),
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read('src/shipyard-ui.js'),
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read('src/progression/modules.js'),
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]);
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assert.match(entry, /import '.\/shipyard-ui\.js'/);
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assert.match(shipyard, /shipyard-ui\/title_banner\.png\?url/);
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assert.match(shipyard, /shipyard-ui\/ship_selector\.png\?url/);
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assert.match(shipyard, /shipyard-ui\/ship_preview\.png\?url/);
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assert.match(shipyard, /shipyard-ui\/upgrades\.png\?url/);
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assert.match(shipyard, /airship:shipyard-open/);
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assert.match(shipyard, /action: 'purchase-module'/);
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assert.match(game, /marketForPort\(port\)/);
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assert.match(game, /airship:shipyard-state/);
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assert.match(game, /this\.shipyardOpen = true/);
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assert.match(modules, /'reinforced-rudder'/);
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assert.match(modules, /price: 800/);
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assert.match(modules, /price: 600/);
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assert.match(modules, /price: 400/);
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});
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test('mobile merchant traffic uses a reduced render budget', async () => {
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const source = await read('src/game-v4.js');
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assert.match(source, /const merchantLimit = desktopPointer \? MAX_MERCHANTS : Math\.min\(12, MAX_MERCHANTS\)/);
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