Commit Graph

5 Commits

Author SHA1 Message Date
ee90e420d6 Fix mesh rendering and CloudFlare proxy compatibility
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## Major Fixes

### 1. Fixed Invisible Meshes Issue
- Root cause: Emissive materials require disableLighting=true without scene lighting
- Added disableLighting=true to all loaded materials in loadAsset.ts
- Scene intentionally uses no dynamic lights (space game with emissive textures)

### 2. Fixed CloudFlare Proxy + Vite Cache Issues
- Updated vite.config.ts to pre-bundle BabylonJS procedural textures
- Added force:false to prevent unnecessary cache invalidation
- Fixed 504 Gateway Timeout errors on shader module dynamic imports
- Separated babylon-procedural chunk for better caching

### 3. Responsive Design Improvements
- Consolidated all CSS into public/styles.css with design tokens
- Removed duplicate styles.css file
- Created semantic header with navigation
- Extracted 300+ lines of inline styles to CSS classes
- Added mobile-first responsive breakpoints (320px, 480px, 768px, 1024px, 1440px)
- Implemented fluid typography with clamp()

### 4. Level Progression System
- Fixed level unlocking logic (tutorial always unlocked, others require auth)
- Updated DEFAULT_LEVEL_ORDER to match actual level names
- Made populateLevelSelector() async to properly await authentication
- Added 3-column carousel layout for level selection
- Visual states: locked, unlocked, current, completed

### 5. Discord Widget Management
- Disabled Discord widget initialization (commented out) to prevent GraphQL errors
- Added hide() call during gameplay
- Can be re-enabled when Discord bot is properly configured

### 6. TypeScript Error Fixes
- Removed unused hasSavedLevels import
- Updated replay callbacks to use appHeader instead of individual link references
- Fixed all TS compilation errors

## Files Modified
- index.html - Semantic header, removed inline styles
- public/styles.css - Consolidated styles with design tokens
- src/gameConfig.ts - Enabled progression by default
- src/levelSelector.ts - Fixed progression logic, async auth check
- src/loginScreen.ts - Removed inline styles
- src/main.ts - Discord handling, header visibility, error suppression
- src/preloader.ts - Removed inline styles
- src/progression.ts - Added isLevelUnlocked() method
- src/utils/loadAsset.ts - Fixed emissive materials (disableLighting=true)
- vite.config.ts - Pre-bundle procedural textures, prevent cache issues
- styles.css - DELETED (consolidated into public/styles.css)

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-11 06:13:48 -06:00
ccc1745ed2 Refactor asteroid scaling and reorganize assets
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Major changes:
- Change asteroid config to use single scale number instead of Vector3
- Move planetTextures to public/assets/materials/planetTextures
- Add GLB path configuration for start base
- Fix inspector toggle to work bidirectionally
- Add progression system support

Asteroid Scaling Changes:
- Update AsteroidConfig interface to use 'scale: number' instead of 'scaling: Vector3Array'
- Modify RockFactory.createRock() to accept single scale parameter
- Update level serializer/deserializer to use uniform scale
- Simplify level generation code in levelEditor and levelGenerator
- Update validation to check for positive number instead of 3-element array

Asset Organization:
- Move public/planetTextures → public/assets/materials/planetTextures
- Update all texture path references in planetTextures.ts (210 paths)
- Update default texture paths in createSun.ts and levelSerializer.ts
- Update CLAUDE.md documentation with new asset structure

Start Base Improvements:
- Add baseGlbPath and landingGlbPath to StartBaseConfig
- Update StarBase.buildStarBase() to accept GLB path parameter
- Add position parameter support to StarBase
- Store GLB path in mesh metadata for serialization
- Add UI field in level editor for base GLB path

Inspector Toggle:
- Fix 'i' key to toggle inspector on/off instead of only on
- Use scene.debugLayer.isVisible() for state checking
- Consistent with ReplayManager implementation

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-10 12:19:31 -06:00
343fca4889 Refactor replay system to reuse Level1.initialize() and simplify UI
Major architectural improvements:
- Simplified replay system from ~1,450 lines to ~320 lines (78% reduction)
- Removed scene reconstruction complexity in favor of reusing game logic
- Added isReplayMode parameter to Level1 and Ship constructors
- Level1.initialize() now creates scene for both game and replay modes
- ReplayPlayer simplified to find existing meshes instead of loading assets

Replay system changes:
- ReplayManager now uses Level1.initialize() to populate scene
- Deleted obsolete files: assetCache.ts, ReplayAssetRegistry.ts
- Removed full scene deserialization code from LevelDeserializer
- Fixed keyboard input error when initializing in replay mode
- Physics bodies converted to ANIMATED after Level1 creates them

UI simplification for new users:
- Hidden level editor, settings, test scene, and replay buttons
- Hidden "Create New Level" link
- Filtered level selector to only show recruit and pilot difficulties
- Clean, focused experience for first-time users

Technical improvements:
- PhysicsRecorder now accepts LevelConfig via constructor
- Removed sessionStorage dependency for level state
- Fixed Color3 alpha property error in levelSerializer
- Cleaned up unused imports and dependencies

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-08 19:20:36 -06:00
b4608e10d8 Add centralized debug logging system with settings UI control
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- Create debugLog wrapper function in src/debug.ts
- Add debug checkbox to settings screen UI
- Replace all console.log statements with debugLog calls (153 replacements)
- Add debug flag to GameConfig with localStorage persistence
- Fix GameConfig to properly load and reset debug setting
- Preserve console.error and console.warn calls unchanged
- Add Developer section to settings screen with debug toggle
- Enable/disable all debug logging via settings UI checkbox

Debug logging can now be controlled from Settings > Developer section,
reducing console noise in production while maintaining full debugging
capability during development.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-31 14:44:09 -05:00
12710b9a5c Add JSON-based level editor with localStorage persistence
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- Create comprehensive level editor UI with real-time configuration
- Implement JSON schema validation for level configurations
- Add client-side routing for game/editor views
- Support manual JSON editing with validation feedback
- Auto-generate 4 default levels on first load
- Replace hardcoded difficulty presets with dynamic level system
- Add level serializer/deserializer for import/export workflow
- Enhance responsive design with high-contrast styling

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-29 08:24:55 -05:00