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Total source: 4,817 lines (1,541 engine + 3,259 view + 17 main)Test Results (from
Total test code: 2,477 lines
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DELIVERABLES
Deliverables — Tower Defense: Isometric Overhaul (Project 022)
Summary
A view-layer transformation of the P019 Tower Defense game from top-down 2D rendering to isometric 2.5D projection. The engine logic is unchanged (all 192 original engine tests pass without modification). New isometric coordinate transforms, diamond tile rendering, depth-sorted entities, trajectory-aware projectiles, enhanced visual effects, HUD overhaul, and audio enhancements are implemented.
Source Modules
Engine (src/engine/) — Unchanged except config.ts refactoring
| File | Lines | Purpose |
|---|---|---|
types.ts | 171 | All shared type definitions (enums, interfaces, result types) |
config.ts | 315 | Tower/enemy stats, waves, map grid, waypoints, build spots (refactored: computed pixel values) |
economy-manager.ts | 42 | Gold, lives, and score management |
enemy-manager.ts | 120 | Enemy spawning, movement, damage, slow effects |
tower-manager.ts | 184 | Tower placement, upgrades, selling, targeting, dragon disable |
projectile-manager.ts | 103 | Projectile creation, movement, hit detection |
wave-manager.ts | 151 | Wave sequencing, spawn group timing, unlock schedule |
game-engine.ts | 455 | Top-level orchestrator: update loop, callbacks, splash/chain/slow |
View (src/view/) — All rewritten/enhanced for isometric
| File | Lines | Purpose |
|---|---|---|
iso-transform.ts | 111 | NEW: Coordinate transform utility (pure math, zero browser deps) |
game-view.ts | 903 | Isometric rendering orchestrator, 8-layer system, depth sorting |
sprite-manager.ts | 995 | Isometric sprites with RenderTexture caching, all 15 tower + 6 enemy variants |
input-handler.ts | 100 | Inverse isometric transform for click/hover detection |
ui-overlay.ts | 454 | Repositioned HUD, tower panel, info panel, wave announcements |
particle-system.ts | 397 | Enhanced effects: death particles, shockwave, frost, lightning, screen shake |
audio-manager.ts | 299 | Per-enemy death sounds, ambient audio crossfade, UI sounds, extended music |
Entry Points
| File | Lines | Purpose |
|---|---|---|
src/main.ts | 17 | Wires engine + view, initializes game |
Test Results (from node --test output)
shell
# tests 248
# suites 81
# pass 248
# fail 0
# cancelled 0
# skipped 0
# todo 0
# duration_ms 262
Test Files
| File | Lines | Tests | Covers |
|---|---|---|---|
economy-manager.test.ts | 141 | 18 | Gold, lives, score management |
enemy-manager.test.ts | 215 | 23 | Movement, damage, slow, rewards |
tower-manager.test.ts | 377 | 30 | Placement, upgrades, selling, targeting, dragon disable |
projectile-manager.test.ts | 148 | 9 | Projectile lifecycle, hit detection |
wave-manager.test.ts | 195 | 19 | Spawning, completion, unlocking |
game-engine.test.ts | 621 | 57 | Full engine orchestration |
game-flow.test.ts | 358 | 36 | Integration: splash, chain, ice, dragon, speed |
iso-transform.test.ts | 422 | 56 | Coordinate transforms, config verification |
FR Criterion Coverage
Phase 1: Isometric Coordinate System + Tiles
| FR | Criterion | Test |
|---|---|---|
| FR-1 | AC-1.1: gridToScreen formula | iso-transform.test.ts: "returns ORIGIN for grid (0,0)", "computes correct screen coords for (1,0)", "(0,1)", "(5,3)", "(19,14)", "(10,10)" |
| FR-1 | AC-1.2: screenToGrid inverse | iso-transform.test.ts: "returns (0,0) for ORIGIN", "is inverse of gridToScreen for (5,3)" |
| FR-1 | AC-1.3: worldToScreen | iso-transform.test.ts: "returns ORIGIN for world (0,0)", "matches gridToScreen for cell center coordinates" |
| FR-1 | AC-1.4: screenToWorld | iso-transform.test.ts: "returns (0,0) for ORIGIN screen position" |
| FR-1 | AC-1.5: getTileDiamond vertices | iso-transform.test.ts: "returns 4 vertices forming a diamond at (0,0)", "width equals TILE_WIDTH and height equals TILE_HEIGHT", "returns correct vertices for (10,7)" |
| FR-1 | AC-1.6: isPointInTile | iso-transform.test.ts: "returns true for a point at tile center", "returns false for corner gap", "returns true slightly inside edge", "true on top vertex", "true on right vertex" |
| FR-1 | AC-1.7: Constants | iso-transform.test.ts: "TILE_WIDTH is 64", "TILE_HEIGHT is 32", etc. (11 constant tests) |
| FR-1 | AC-1.8: gridToScreen/screenToGrid inverse | iso-transform.test.ts: "round-trips correctly for ALL 300 grid positions" |
| FR-1 | AC-1.9: worldToScreen/screenToWorld inverse | iso-transform.test.ts: "is inverse of worldToScreen for various world coordinates" (7 test cases) |
| FR-1 | AC-1.10: No browser deps | iso-transform.test.ts: "exports are pure functions with no PixiJS imports" |
| FR-2 | AC-2.1-2.8: Diamond tiles | game-view.ts: drawMap() renders all 300 tiles as diamonds with type-specific colors and 1px borders |
| FR-3 | AC-3.1-3.5: Canvas resize | game-view.ts: init() sets ISO_CANVAS_WIDTH x ISO_CANVAS_HEIGHT (1152x672) |
| FR-4 | AC-4.1-4.6: Depth sorting | game-view.ts: entityLayer with sortableChildren, sort key gridY*1000+(isEnemy?500:0)+gridX |
| FR-5 | AC-5.1-5.2: BUILD_SPOTS computed | iso-transform.test.ts: "imported BUILD_SPOTS match all original hardcoded values" (13 spots verified) |
| FR-5 | AC-5.3: WAYPOINTS computed | iso-transform.test.ts: "all 11 waypoints match original hardcoded values after refactoring" |
| FR-5 | AC-5.4: Values identical | iso-transform.test.ts: Explicit value comparison for all 13 build spots and 11 waypoints |
| FR-5 | AC-5.5: ISO constants export | iso-transform.test.ts: "exports ISO_CANVAS_WIDTH and ISO_CANVAS_HEIGHT from config" |
| FR-5 | AC-5.6: Engine tests pass | All 192 engine tests pass without modification (248 total - 56 new = 192 original) |
| FR-6 | AC-6.1-6.5: Input transform | input-handler.ts: isPointInTile for click detection, worldToScreen for tower detection |
Phase 2: Sprite Redraw + Texture Cache
| FR | Criterion | Test |
|---|---|---|
| FR-7 | AC-7.1-7.5: RenderTexture cache | sprite-manager.ts: getCachedTexture() with lazy creation, key format "{type}-t{tier}" |
| FR-8 | AC-8.1-8.9: Tower sprites | sprite-manager.ts: 5 tower types x 3 tiers, isometric 3/4 angle, shadows, disabled tint |
| FR-9 | AC-9.1-9.9: Enemy sprites | sprite-manager.ts: 6 enemy types, direction facing, slow tint, dragon 2-3x size |
| FR-10 | AC-10.1-10.6: Projectiles | game-view.ts: Arrow rotation, Cannon arc, Ice spin, Lightning chain, Sniper tracer |
| FR-11 | AC-11.1-11.5: Health bars | sprite-manager.ts: Glass-effect, green/amber/red, hidden at full HP |
| FR-12 | AC-12.1-12.4: Build spots | sprite-manager.ts: Diamond platform, dashed border, hover highlight, hidden when occupied |
| FR-13 | AC-13.1-13.4: Range preview | sprite-manager.ts: Isometric ellipse projection, tower-type colored, dashed border |
Phase 3: Visual Effects & Polish
| FR | Criterion | Test |
|---|---|---|
| FR-14 | AC-14.1-14.5: Tower fire FX | game-view.ts: handleTowerFireEffect() per type (muzzle flash, smoke, frost, flash, tracer) |
| FR-15 | AC-15.1-15.6: Death FX | particle-system.ts: enemyDeathEffect() with type-specific colors, counts, speeds |
| FR-16 | AC-16.1-16.3: Cannon splash | particle-system.ts: shockwave() isometric ellipse |
| FR-17 | AC-17.1-17.3: Frost effects | particle-system.ts: frostCrystals(), slow tint in game-view.ts |
| FR-18 | AC-18.1-18.3: Lightning chain | particle-system.ts: chainLightning() zigzag arc with afterglow |
| FR-19 | AC-19.1-19.3: Upgrade sparkle | particle-system.ts: upgradeSpiralSparkle() golden helical path |
| FR-20 | AC-20.1-20.4: Environmental FX | game-view.ts: dust motes, tower/enemy shadows in shadowLayer |
| FR-21 | AC-21.1-21.4: Damage numbers | particle-system.ts: damageNumber() with color coding, scaled font |
| FR-22 | AC-22.1-22.4: Wave announcement | ui-overlay.ts: showWaveAnnouncement() with CSS animation |
| FR-23 | AC-23.1-23.5: Screen shake | particle-system.ts: triggerShake() with intensity/duration, replaces weaker |
| FR-24 | AC-24.1-24.3: Slow-motion flash | particle-system.ts: triggerSlowMotion() 0.25x for 0.3s, white screen flash |
| FR-25 | AC-25.1-25.3: Vignette | game-view.ts: createVignette() 10-step radial gradient, rendered once |
| FR-26 | AC-26.1-26.4: HUD animations | ui-overlay.ts: Gold count-up, spend flash, lives pulse red, persistent red tint at <=5 |
| FR-27 | AC-27.1-27.4: Day/night tint | game-view.ts: Warm (1-3), neutral (4-7), cool (8-10), 0.5s smooth transition |
Phase 4: UI/HUD Overhaul
| FR | Criterion | Test |
|---|---|---|
| FR-28 | AC-28.1-28.4: HUD repositioning | ui-overlay.ts: HUD bar above canvas, speed buttons, next wave button outside grid |
| FR-29 | AC-29.1-29.5: Tower panel | ui-overlay.ts: Tower icons with cost, lock/unlock, selected highlight |
| FR-30 | AC-30.1-30.4: Glass-morphism | ui-overlay.ts: CSS styling with semi-transparent backgrounds, readable text |
| FR-31 | AC-31.1-31.3: Tooltips | ui-overlay.ts: Progressive tooltips at waves 1, 4, 5 with auto-dismiss |
| FR-32 | AC-32.1-32.4: Tower info panel | ui-overlay.ts: showTowerInfo() with stats, upgrade/sell buttons, close button |
Phase 5: Audio Enhancement
| FR | Criterion | Test |
|---|---|---|
| FR-33 | AC-33.1-33.5: Per-enemy death sounds | audio-manager.ts: ENEMY_DEATH_SFX mapping, fallback to generic |
| FR-34 | AC-34.1-34.6: Ambient audio | audio-manager.ts: playAmbient() with 1.0s crossfade, 0.18 volume |
| FR-35 | AC-35.1-35.5: UI sounds | audio-manager.ts: playUiSfx() at 0.2 volume |
| FR-36 | AC-36.1-36.4: Extended music | audio-manager.ts: Prefers long tracks, falls back to short |
Edge Cases
| Edge Case | Test |
|---|---|
| EC-1: Canvas corner screenToGrid | iso-transform.test.ts: "returns a grid position for canvas corner (0,0)" |
| EC-2: Diamond edge rounding | iso-transform.test.ts: "returns a valid grid position for points on tile boundaries" |
| EC-3: World (0,0) = grid (0,0) | iso-transform.test.ts: "worldToScreen(0,0) matches gridToScreen(0,0)" |
| EC-4: Base waypoint in bounds | iso-transform.test.ts: "base waypoint world coords map to within canvas bounds" |
| EC-12: All 300 grid round-trips | iso-transform.test.ts: "round-trips correctly for ALL 300 grid positions" |
| EC-13: All 11 waypoints match | iso-transform.test.ts: "all 11 waypoints match original hardcoded values" |
| EC-14: All 13 build spots match | iso-transform.test.ts: "imported BUILD_SPOTS match all original hardcoded values" |
Nice-to-Have Features
Implemented
- FR-14: Enhanced Tower Fire Effects — muzzle flash, smoke, frost burst, lightning afterglow, sniper tracer
- FR-15: Type-Specific Enemy Death Effects — 6 distinct death particle effects
- FR-16: Cannon Splash Shockwave — isometric ellipse ring
- FR-17: Ice Tower Frost Effects — frost crystals + slow tint overlay
- FR-18: Lightning Chain Visuals — zigzag arcs with afterglow
- FR-19: Upgrade Sparkle Effect — golden helical spiral
- FR-20: Environmental Effects — dust motes, tower/enemy shadows
- FR-21: Damage Numbers — color-coded floating text (white/blue/gold)
- FR-22: Wave Announcement — centered zoom-in text with fade
- FR-23: Screen Shake — cannon fire, dragon death, base damage
- FR-24: Final Wave Kill Slow-Motion Flash — 0.25x for 0.3s with white flash
- FR-25: Vignette Overlay — radial gradient edge darkening
- FR-26: HUD Counter Animations — gold count-up, spend flash, lives pulse
- FR-27: Day/Night Tint Shift — warm to neutral to cool across waves
- FR-30: Glass-Morphism Styling — semi-transparent panel backgrounds
- FR-31: Isometric-Aware Tooltips — progressive tutorial hints
- FR-33: Per-Enemy Death Sounds — 6 type-specific sounds with generic fallback
- FR-34: Ambient Environmental Audio — calm/battle with 1.0s crossfade
- FR-35: UI Interaction Sounds — hover/click at subtle volume
- FR-36: Extended Music Tracks — longer tracks preferred when available
Deferred
- None — all Must-have, Should-have, and Could-have features are implemented
Audio Asset Status
Audio integration code is complete. The following audio files are expected in assets/sfx/ and assets/music/:
New SFX (to be generated via ElevenLabs):
death-goblin.mp3,death-skeleton.mp3,death-orc.mp3,death-knight.mp3,death-wolf.mp3,death-dragon.mp3ambient-calm.mp3,ambient-battle.mp3ui-hover.mp3,ui-click.mp3
calm-long.mp3,mid-long.mp3,intense-long.mp3
Build & Deployment
bash
npm install
npm run build # produces dist/ folder
npm run dev # development server with hot reload
npm test # runs 248 tests (192 engine + 56 view/config)
npm run typecheck # TypeScript strict mode: 0 errors
TypeScript
All code uses TypeScript strict mode with noUncheckedIndexedAccess. Zero type errors on tsc --noEmit.