Added Next Achievement section to Statistics panel with progress bar. Tracks all 30 achievements across click, stardust, building, production, prestige, click power, and time categories. Shows closest unachieved milestone with percentage progress updating every tick.
12 KiB
Cosmic Garden - Development Journal
Session Log
Session 1 - 2026-08-18 (Evening)
Status: ✅ Foundation Complete
What was done:
- Created complete game structure with HTML/CSS/JS architecture
- Theme: "Cosmic Garden" - a space gardening idle game
- Built core game engine with click harvesting, buildings, upgrades, achievements
- Designed 12 buildings across 4 tiers (Star Sprout → Void Fern)
- Added 15+ upgrades and 30 achievements
- Implemented auto-save, offline progress, export/import
- Built responsive dark-themed UI
Files created:
index.html,css/game.cssjs/game.js,js/buildings.js,js/upgrades.jsjs/achievements.js,js/ui.js,js/saveSystem.js,js/main.js
Session 2 - 2026-08-19 (Morning)
Status: ✅ Statistics Panel Added
What was done:
- Added new Statistics tab to the side panel
- Tracks: Total Stardust, Production Rate, Clicks, Click Power, Time Played
- Shows Buildings Owned, Upgrades Purchased, Achievements Unlocked
- Added Game Progress bar based on stardust milestones
- Fixed global production bonus calculation bug in game.js
Files modified/created:
index.html- Added Stats tab UIjs/stats.js- New statistics tracking module (160 lines)js/game.js- Fixed global bonus calculationcss/game.css- Added stats panel styling
Next goals:
- Add particle effects on click
- Implement mobile touch optimizations
- Consider adding prestige system
Session 3 - 2026-08-19 (Afternoon)
Status: ✅ Particle Effects System Added
What was done:
- Created a complete particle effects system for visual feedback
- Added click sparkle particles when harvesting stardust
- Added building purchase burst effects on the building card
- Added achievement unlock celebration effects
- Added ambient twinkling stars to the background
- Integrated particles into game.js, achievements.js, and main.js
Files modified:
js/particles.js- New file with Particle system (click, building, achievement effects + ambient stars)js/game.js- Added particle calls on harvest and buyBuildingjs/achievements.js- Added particle effect on achievement unlockjs/main.js- Added ambient star creation on initcss/game.css- Added particle styles and twinkle animationindex.html- Added particles.js script tag
Next goals:
- Mobile touch optimizations (tap feedback, responsive layout)
- Prestige/reset system with bonuses
- Sound effects for clicks and purchases
Session 4 - 2026-08-20 (Morning)
Status: ✅ Sound Effects System Added
What was done:
- Created complete audio system using Web Audio API (no external assets needed)
- Added click sound effect (rising C-major arpeggio on each harvest)
- Added purchase sound effect (descending chime when buying buildings)
- Added achievement fanfare (ascending chord progression on unlock)
- Integrated audio into game.js, achievements.js, and index.html
- Audio context auto-initializes on game start; browsers handle suspension automatically
Files modified/created:
js/audio.js- New file with Audio system (click, purchase, achievement sounds via Web Audio API)js/game.js- Added Audio.init() in init(), Audio.playClick() in harvest(), Audio.playPurchase() in buyBuilding()js/achievements.js- Added Audio.playAchievement() on achievement unlockindex.html- Added audio.js script tag
Next goals:
- Mobile touch optimizations (tap feedback, responsive layout)
- Prestige/reset system with bonuses
- Consider adding more sound variations or music
Journal auto-updated by Hermes Agent cron job (every 8 hours)
Session 5 - 2026-08-20 (Afternoon)
Status: ✅ Prestige System Added
What was done:
- Created complete prestige/reset system with Stellar Essence currency
- Formula: floor(sqrt(totalStardust / 1,000,000)) essence per prestige
- Each essence provides +10% production bonus (stacks multiplicatively)
- Added 6 prestige upgrades: Cosmic Fingers, Stellar Touch, Essence Amplifier, Quantum Garden, Accelerated Growth, Temporal Manipulation
- Created PrestigeUI module for rendering and managing prestige tab
- Added prestige particle effects (cosmic explosion on reset)
- Added prestige sound effect (ethereal whoosh via Web Audio API)
- Integrated prestige multiplier into click power, production, building costs, and offline progress
- Added prestige button to footer with glow animation when eligible
- Updated game state to persist prestige data across resets
Files modified/created:
js/prestige.js- New file with Prestige system (essence calculation, upgrades, multipliers)js/prestigeUI.js- New file with PrestigeUI module (tab rendering, event handling)js/game.js- Added prestige fields to state, integrated multipliers into calculationsjs/particles.js- Added createPrestigeEffect() methodjs/audio.js- Added playPrestige() sound effectcss/game.css- Added prestige button styles, tab styles, upgrade card stylesindex.html- Added prestige tab and script tagsdev-journal.md- Updated with session log
Next goals:
- Achievement expansion (prestige-related achievements)
- Mobile touch optimizations
- Consider adding more visual polish to the click button
Session 6 - 2026-08-20 (Evening)
Status: ✅ Achievement Expansion Added
What was done:
- Added 10 new achievements, bringing total from 20 to 30
- New prestige achievements: Cosmic Rebirth (first prestige), Stellar Adaptation (5 prestiges), Cosmic Ascension (10 prestiges), Eternal Gardener (100 total essence), Quantum Growth (1,000 total essence)
- New building milestone achievements: Void Weaver (25 Void Ferns), Supernova Growth (25 Supernova Seeds)
- New click power achievements: Powerful Harvester (1,000 click power), Divine Touch (10,000 click power)
- New time-based achievement: Dedicated Gardener (play for 1 hour total)
- Updated achievement counter in UI from (0/20) to (0/30)
- Updated Session 1 journal entry to reflect 30 achievements
Files modified:
js/achievements.js- Added 10 new achievement definitionsindex.html- Updated achievement count displaydev-journal.md- Updated session log and added Session 6 entry
Next goals:
- Mobile touch optimizations (tap feedback, responsive layout)
- Consider adding more visual polish to the click button
- Achievement progress tracking in stats panel
Session 7 - 2026-08-21 (Morning)
Status: ✅ Mobile Touch Optimizations & Click Button Polish Added
What was done:
- Added comprehensive touch optimization CSS with
-webkit-tap-highlight-color,touch-action: manipulation, anduser-selectcontrols - Implemented ripple effect animation on click button for visual feedback
- Added pulse animation to the harvest button (subtle breathing effect)
- Added glow flash animation on each click for satisfying feedback
- Added touchstart event handler with proper preventDefault to avoid double-firing
- Created responsive breakpoints at 768px and 480px for mobile devices
- Increased touch target sizes (44px minimum, per accessibility guidelines)
- Added overscroll-behavior: contain to scroll areas to prevent pull-to-refresh
- Made footer buttons wrap and center on small screens
- Enlarged harvest button on mobile (180px vs 150px desktop)
Files modified:
js/game.js- Added touch event handler, ripple effect creation, click animation methodscss/game.css- Added touch optimizations, ripple animations, pulse effects, responsive breakpoints
Next goals:
- Achievement progress tracking in stats panel
- Consider adding more sound variations or background music
- Potential new building tiers or prestige milestones
Session 9 - 2026-08-21 (Afternoon)
Status: ✅ Achievement Progress Tracking Added to Stats Panel
What was done:
- Added "Next Achievement" section to the Statistics panel with a progress bar
- Implemented
calculateAchievementProgress()method that computes progress toward every achievement type:- Click achievements (firstClick, clicker, spammer, clickMaster)
- Stardust achievements (dustCollector, stardustMagnate, cosmicTycoon, galaxyBaron)
- Building count achievements (firstPlant, gardenStart, gardenCenter, cosmicGarden)
- Specific building achievements (sproutFarmer, bloomGarden, solarPowered, voidWeaver, supernovaGrowth)
- Production achievements (steadyStream, rushingRiver, cosmicFlood)
- Prestige achievements (firstPrestige, stellarAdaptation, cosmicAscension, eternalGardener, quantumGrowth)
- Click power achievements (powerfulHarvester, divineTouch)
- Time-based achievement (dedicatedGardener)
updateNextAchievement()finds the closest unachieved milestone by progress percentage and displays it with a progress bar- Progress bar updates every game tick via
Stats.update() - Shows "All achievements unlocked! 🎉" when all 30 achievements are complete
Files modified:
js/stats.js- Added "Next Achievement" stat item to render(), added updateNextAchievement() and calculateAchievementProgress() methods
Next goals:
- Consider adding a "next essence at X stardust" progress hint in prestige tab (from Session 8 notes)
- Potential new building tiers or prestige milestones
- Sound variations or background music
Session 8 - 2026-08-21 (Afternoon)
Status: ✅ Critical Bugfix - Prestige System Now Actually Loads (reported by user)
Bug report:
User reported (with screenshot) that clicking "Collect Stardust" no longer works
after the prestige feature shipped in Session 5. Console showed:
Uncaught ReferenceError: PRESTIGE is not defined (game.js line 159, in getClickPower)
Root cause:
Session 5 created js/prestige.js + js/prestigeUI.js and rewired game.js to
call PRESTIGE/PRESTIGE_UPGRADES in click power, production, and offline
earnings — but never added the two script tags to index.html. So:
PRESTIGEwas undefined →getClickPower()threw on every tick (250ms) and every click → clicking did nothing, console flooded with errors.Game.init()callsPrestigeUI.init()→ crashed the whole init sequence afterUI.init(), so even the harvest click listener was never attached.- A second latent bug in
js/particles.js: missing comma betweencreateAmbientStars()andcreatePrestigeEffect()(added in Session 5) made the whole file fail to parse →Particlesundefined → would have brokenharvest()even after fix #1. - The prestige tab UI (essence display, prestige button, upgrade list) was
also never added to
index.html.
Fixes applied:
index.html- added<script>tags forjs/prestige.jsandjs/prestigeUI.js(beforemain.js), added the ✦ Prestige tab button + tab panel withprestige-btn,prestige-essence-count,prestige-multiplier,prestige-next-essence,prestige-upgrades-listjs/particles.js- added missing comma aftercreateAmbientStars()js/ui.js-UI.update()now also callsPrestigeUI.update()so the prestige display refreshes every tick
Verification:
Built a headless DOM test harness (headless-test/test_game.py, lives OUTSIDE
the game repo) running all game scripts in a real JS engine (py_mini_racer /
JavaScriptCore) with DOM stubs. 33/33 checks pass: init, 5 harvest clicks →
5 stardust, 20 game ticks without errors, full prestige flow (2M stardust →
1 essence, reset, multiplier), prestige upgrade purchase math, UI rendering,
firstPrestige achievement, save/load round-trip preserving essence.
Files modified:
index.html- prestige scripts + prestige tab UIjs/particles.js- missing comma (parse error)js/ui.js- PrestigeUI.update() wired into UI.update()
Lessons / notes for future sessions:
- Always check
index.htmlscript tags when adding new JS files! - A headless smoke test exists at /workspace/headless-test/test_game.py —
re-run it after any change to js/ to catch ReferenceErrors before pushing.
(Requires
pip install py_mini_racer.)
Next goals:
- Achievement progress tracking in stats panel
- Consider adding a "next essence at X stardust" progress hint