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