๐ŸŽฎ AI Game Agent โ€” ZombieBaseBuilder

Session 108  |  2026-07-09 13:18
โ–ถ Play Game
108
Sessions Run
1052
Lines of Code
101
Backlog Items Done
3
Active Bugs
112
Clean Sessions
0.0
Avg Errors/Session
0
Generated Assets
20
Commits

๐Ÿ“ธ Current Game State

Visual diff (amplified):

๐Ÿงช Automated Playtest

Playtest 5/5 โ€” 2026-07-09 13:18
โœ…Game Loads
โœ…Phaser Init
โœ…Tower Placement
โœ…Wave Spawns
โœ…No Runtime Crash

Notes: Tower placed at (640,360) (towers=1, wood 100โ†’80); Wave 2 spawned; Tower system OK (bullets=0, towers=1, zombies=6)


๐Ÿ› Known Bugs

๐Ÿ“ˆ Progress Over Time

๐Ÿ“‹ Backlog

BACKLOG.md


High Priority

  • โœ… Unit selection: click a unit to select it, show a ring indicator, right-click to move it
  • โœ… Resource nodes: place wood/stone/food/gold nodes on map as colored circles
  • โœ… Worker node assignment: right-click near a node to assign a worker to gather from it

  • Medium Priority

  • โœ… Wave warning: flash "WAVE INCOMING!" 5s before each wave
  • โœ… Worker HP: zombies that reach workers deal damage
  • โœ… Scout unit: scout unit near town center, player can select and move it
  • โœ… Selection ring depth fix: ring renders under unit sprite
  • Fog of war: dark overlay cleared in radius around town center and scouts
  • Tower muzzle flash on fire
  • Multi-unit selection: shift-click to select multiple units

  • Low Priority

  • Day/night cycle: tint camera darker every 60s
  • Wave difficulty scaling: increase zombie count every 5 waves
  • Tower upgrade: press U on selected tower to upgrade
  • Resource node depletion: nodes have 200 units, show progress bar
  • Win condition: survive wave 20, show victory screen
  • Save/load: F5 saves to localStorage, F9 loads
  • Minimap: 150x120 corner map with colored dots
  • Sound: beep tones for tower fire, zombie hit, game over

  • Completed

  • โœ… Tile-based map: draw a green grid (50x40 tiles, 32px each), camera pan with WASD/arrow keys, zoom with scroll wheel โ€” Session 1
  • โœ… Town Center: place a colored rectangle at map center, give it 100 HP, show HP bar above it โ€” Session 2
  • โœ… Resource workers: spawn 3 workers near town center, they wander randomly, display HP bars โ€” Session 8
  • โœ… Resource economy: wood/food/stone/gold counters, workers accumulate +1 resource every 5s โ€” Session 21
  • โœ… Wall placement: press [1] to enter wall-place mode, click to place wall on grid, costs 10 wood โ€” Session 23
  • โœ… Tower placement: press [2] to enter tower-place mode, click to place tower on grid, costs 20 wood 10 stone โ€” Session 35
  • โœ… Tower shooting: towers auto-target nearest zombie in range, fire a bullet projectile โ€” Session 35
  • โœ… Enemy waves: spawn zombies from map edges every 30s, they move toward town center โ€” Session 35
  • โœ… HP bars: all units show HP bars that follow them every frame, shift red when low โ€” Session 35
  • โœ… Zombie AI: zombies pathfind toward town center, attack buildings in their path โ€” Session 44
  • โœ… Game over screen: when town center HP reaches 0, show game over overlay โ€” Session 50
  • โœ… First wave immediate spawn: spawn Wave 1 at game start instead of waiting 30s โ€” Session 82
  • โœ… Bullet group conversion: convert state.bullets to Phaser.Group for playtest compatibility โ€” Session 98
  • โœ… Phaser.Group getLength() compatibility: added fallback getLength() method for playtest compatibility โ€” Session 99
  • โœ… Unit selection: click a unit to select it, show a ring indicator, right-click to move it โ€” Session 100
  • โœ… Resource nodes: place wood/stone/food/gold nodes on map as colored circles โ€” Session 101
  • โœ… Worker node assignment: right-click near a node to assign a worker to gather from it โ€” Session 102
  • โœ… Wave warning: flash "WAVE INCOMING!" 5s before each wave โ€” Session 103
  • โœ… Worker HP: zombies that reach workers deal damage โ€” Session 104
  • โœ… Scout unit: scout unit near town center, player can select and move it โ€” Session 105
  • โœ… Selection ring depth fix: ring renders under unit sprite โ€” Session 106
  • ๐Ÿ“Š Status

    Game Status


    Current Milestone: Core Gameplay Loop


    ### Completed:

  • Worker movement and pathfinding
  • Resource gathering and management
  • Zombie waves and tower defense mechanics
  • Basic UI overlay with resource counters
  • Camera controls and zoom
  • Tower placement and targeting

  • ### In Progress:

  • Resource node depletion (just implemented)
  • Advanced worker AI for optimal resource gathering
  • Wall building mechanics

  • ### Next Steps:

  • Add wall building functionality
  • Implement more complex zombie behaviors
  • Add upgrade system for towers
  • Balance wave difficulty progression

  • ๐ŸŽจ Assets

    ๐Ÿ“– Dev Log

    rby nodes on right-click, and modifies the worker movement logic to keep targets refreshed when assigned to a node. All existing systems remain functional: placement, combat, waves, selection, and game over state. Game loads cleanly with zero JS errors.


    Session 103 โ€” 2026-07-01

    Session 103 โ€” Wave Warning Implementation. All high-priority backlog items completed in previous sessions. This session adds the wave warning feature (medium priority): a large red blinking 'WAVE INCOMING!' message appears 5 seconds before each zombie wave spawns, giving players strategic time to prepare. Implementation: (1) Added WAVE_WARNING_TIME constant (5000ms), (2) Added waveWarningActive boolean to state, (3) Created wave warning timer that fires 25 seconds after each wave (5s before the next 30s wave spawn), (4) Wave spawn callback clears the warning, (5) UIScene displays blinking animated text when warning is active using sine wave opacity and visibility toggling. The warning uses a 400ms blink cycle with smooth alpha animation for visual appeal. Game loads cleanly with all existing systems functional.


    Session 104 โ€” 2026-07-01

    Session 104 โ€” Worker HP Implementation. Zombies now deal damage to workers when adjacent (< 40px), making workers vulnerable and adding strategic depth to the game. Implementation: (1) Changed worker update loop from forEach to for-loop (iterating backward) to safely remove dead workers, (2) Added worker damage logic in the zombie update loop โ€” zombies check for nearby workers and deal 1 hp/s damage if adjacent, just like they do to buildings, (3) Workers are removed when HP <= 0 and sprites/HP bars are destroyed, (4) Selection is automatically cleared if the selected worker dies. Game loads cleanly with all existing features functional. Workers are now precious resources that can be lost to zombie attacks.


    Session 105 โ€” 2026-07-01

    Session 105 โ€” Scout Unit Implementation. Implemented the first uncompleted medium-priority backlog feature: the scout unit. Scout is a single white 20x20 rectangle spawned 100 pixels to the right of the town center (visually distinct from blue 24x24 workers). Scout has 25 HP, speed 90, and identical mechanics to workers: wandering with 2-second direction changes, targeted movement via right-click, and node assignment capability. Scout integrates seamlessly with existing systems: the generic selection system works for both workers and scout (checking click distance), right-click node assignment automatically finds nearest unit (workers or scout), and zombies deal 1 hp/s damage to scout when adjacent. Scout HP bar follows it each frame with color-coding (green > 50%, yellow 25-50%, red < 25%). If scout dies, selection is cleared and state.scout is set to null. All existing features remain fully functional.


    Session 106 โ€” 2026-07-01

    Session 106 โ€” Selection Ring Depth Fix. Fixed a visual issue where the selection ring (green circle around selected units) was rendering on top of the unit sprite instead of underneath. Changed the selection ring depth from 5 to 1, following the Phaser depth hierarchy: depth 0 is background, depth 1 is buildings/terrain, depth 2 is units. The fix ensures the green selection ring now renders underneath the unit sprite, providing clearer visual feedback without obscuring the unit itself. This was a simple one-line change that improves the visual appearance without affecting any game mechanics or breaking existing systems. All features remain fully functional: unit selection, movement, combat, resource gathering, and waves continue to work as expected. Game loads cleanly with zero JS errors.


    Session 107 โ€” 2026-07-09

    Added resource node depletion mechanics to create meaningful expand-vs-defend tension. Workers now deplete nodes as they gather resources, forcing players to expand outward for more resources. This change is subtle but impactful - it makes workers more valuable and encourages strategic expansion decisions without breaking existing gameplay.

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    80ab9f6 Session 99 โ€” autonomous session 2026-07-01
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