Files
nissefolk/CHANGELOG.md
tekki mariani 18c8ccb644 implement unified tile system (Issue #14)
- Tree seedlings: plant tree_seed on grass via farming tool; two-stage
  growth (sprout → sapling → young tree, ~1 min/stage); matures into
  a harvestable FOREST resource tile
- Tile recovery: Nisse chops start a 5-min DARK_GRASS→GRASS timer;
  terrain canvas updated live via WorldSystem.refreshTerrainTile()
- New TreeSeedlingSystem manages sprites, growth ticking, maturation
- BootScene generates seedling_0/1/2 textures procedurally
- FarmingSystem adds tree_seed to tool cycle (F key)
- Stockpile panel shows tree_seed (default: 5); panel height adjusted
- StateManager v5: treeSeedlings + tileRecovery in WorldState
- WorldSystem uses CanvasTexture for live single-pixel updates

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-21 16:15:21 +00:00

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# Changelog
All notable changes to this project will be documented here.
Format follows [Keep a Changelog](https://keepachangelog.com/en/1.0.0/).
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## [Unreleased]
### Added
- **Unified Tile System** (Issue #14):
- Tree seedlings: player plants `tree_seed` on grass/dark-grass via the F-key farming tool; seedling grows through two stages (sprout → sapling → young tree, ~1 min each); on maturity it becomes a FOREST tile with a harvestable tree resource
- Tile recovery: when a Nisse chops a tree, the resulting DARK_GRASS tile starts a 5-minute recovery timer and reverts to GRASS automatically, with the terrain canvas updated in real time
- Three new procedural seedling textures (`seedling_0/1/2`) generated in BootScene
- `tree_seed` added to stockpile display (default 5 at game start) and to the farming tool cycle
- `WorldSystem.refreshTerrainTile()` updates the terrain canvas for a single tile without regenerating the full background
- New `TreeSeedlingSystem` manages seedling sprites, growth ticking, and maturation
### Added
- **Nisse Info Panel** (Issue #9): clicking a Nisse opens a top-left panel with name, AI status, energy bar, active job, job priority buttons, and a live work log (last 10 of 20 runtime entries); closes with ESC, ✕ button, or by clicking another Nisse
- Work log tracks: walking to job, hauling to stockpile, going to sleep, waking up, chopped/mined/farmed results, deposited at stockpile
- **ESC Menu** (Issue #7): pressing ESC when no overlay is open shows a pause menu with Save Game, Load Game, Settings (placeholder), and New Game; New Game requires confirmation before wiping the save
- ESC key now follows a priority stack: confirmation dialog → context menu → build menu → villager panel → Nisse info panel → ESC menu → (build/farm mode handled by their systems) → open ESC menu
### Added
- **F3 Debug View**: toggleable overlay showing FPS, tile type and contents under the cursor, Nisse count by AI state, active jobs by type, and pathfinding visualization (cyan lines in world space)
### Fixed
- Nisse now clear the FOREST/ROCK tile after harvesting, opening paths to deeper resources
- Nisse no longer get stuck idle after depositing items at the stockpile
- Working Nisse now reset to idle on game load (like walking ones), preventing stale AI state
- Stale jobs with empty carry are now cleared after work completes, avoiding a false "haul to stockpile" loop
- UI elements (stockpile panel, controls hint) now reposition correctly after window resize
- Centered overlay panels (build menu, villager panel) close on resize so they reopen at the correct position
- Mouse world coordinates now use `ptr.worldX`/`ptr.worldY` in BuildingSystem and FarmingSystem, fixing misalignment after resize or zoom
### Changed
- Villagers are now called **Nisse** throughout the UI (panel, controls hint, stockpile display, context menu, spawn message)
### Added
- Scroll wheel zooms toward the mouse cursor position (zoom-to-mouse), correctly accounting for Phaser's center-based zoom model
- Middle mouse button held: pan the camera by dragging
- Test environment at `/test.html` with `ZoomTestScene` (Phaser default) and `ZoomMouseScene` (zoom-to-mouse) for camera behaviour analysis; file-logging via Vite middleware to `game-test.log`
### Fixed
- `getCenterWorld()` in `CameraSystem` returned wrong world coordinates at zoom ≠ 1; corrected from `scrollX + width/(2·zoom)` to `scrollX + width/2`
- Right-click context menu: suppresses browser default, shows Build and Nisse actions in the game world
- Initial project setup: Phaser 3 + TypeScript + Vite
- Core scenes: `BootScene`, `GameScene`, `UIScene`
- Systems: `BuildingSystem`, `CameraSystem`, `FarmingSystem`, `PlayerSystem`,
`ResourceSystem`, `VillagerSystem`, `WorldSystem`
- Utilities: simplex-noise wrapper, pathfinding
- `StateManager` for central game state
- `NetworkAdapter` for multiplayer/sync layer
---