---
phase: 03-komplettes-spielerlebnis
verified: 2026-03-29T14:00:00Z
status: passed
score: 5/5 must-haves verified
re_verification: false
---

# Phase 3: Komplettes Spielerlebnis Verification Report

**Phase Goal:** Alle 3 Uebungsphasen verbunden, Wald waechst visuell, Stufen 1-6 vollstaendig spielbar
**Verified:** 2026-03-29T14:00:00Z
**Status:** passed
**Re-verification:** No -- initial verification

## Goal Achievement

### Observable Truths

| # | Truth | Status | Evidence |
|---|-------|--------|----------|
| 1 | Eine komplette Uebungseinheit ist spielbar: Entdecken -> Ueben -> Woerter -> Belohnung -> zurueck zum Wald | VERIFIED | `screens.ts` has 3-phase state machine (discover/practice/words), `app.ts` wires lesson -> reward screen -> forest with `handleLessonComplete` -> `initRewardScreen` -> `initForestScreen` |
| 2 | Nach dem Belohnungs-Screen erscheint ein neues Bild im Wald und bleibt nach Reload erhalten | VERIFIED | `reward.ts:initRewardScreen` calls `saveForestElement(db, element)` (line 193), `scene.ts:renderForestScene` loads via `getForestElements(db)` (line 20), `initForestScreen` calls `renderForestScene` on every init (line 114) |
| 3 | Alle Stufen 1-6 sind spielbar, jede mit passenden Woertern aus gelernten Buchstaben | VERIFIED | `words.ts` has 10 words per level for levels 1-6, `words.test.ts` validates every word uses only `getKeysUpToLevel(N)` chars and max 5 chars. All 85 tests pass including 8 word-specific tests. |
| 4 | Der Elternbereich ist erreichbar (Ctrl+Shift+E + "1234") und zeigt aktuelle Stufe, Einheiten, Uebungstage sowie Einstellungen | VERIFIED | `app.ts` line 186 has `ctrlKey && shiftKey && e.key === "E"` listener calling `showParentCodePrompt`. `parent.ts` gates on `ACCESS_CODE = "1234"`, loads stats (level, sessions, accuracy, calendar dots, error keys) and settings (layout, audio, companion, API key) |
| 5 | Review-Einheiten erscheinen jede 3. Uebung; nach 2x derselben Stufe zeigt die Begleitfigur Ermutigung | VERIFIED | `app.ts` line 148: `progress.totalSessions % 3 === 0` sets `isReview`. Lines 152-156: checks `lastPlayedLevels.slice(-2)` for same level sets `showEncouragement`. `screens.ts` lines 321-329: shows encouragement message for 3s. Lines 331-335: skips discover for reviews. Lines 433-453: mixes words from multiple levels in review mode. |

**Score:** 5/5 truths verified

### Required Artifacts

| Artifact | Expected | Status | Details |
|----------|----------|--------|---------|
| `src/game/words.ts` | Word lists per level, getWordsForLevel() | VERIFIED | 65 lines, exports `wordsByLevel` (levels 1-6, 10 words each), `getWordsForLevel()`, `validateWordList()`. Imports `getKeysUpToLevel` from levels. |
| `src/game/words.test.ts` | Tests validating word lists | VERIFIED | 74 lines, 8 tests covering level coverage, word count, character validation, max length, random selection, edge cases. All pass. |
| `src/types.ts` | Extended Progress with stats, LessonPhase type | VERIFIED | `totalCorrect`, `totalErrors`, `errorKeyCounts`, `lastPlayedLevels` present. `LessonPhase` type exported. `TypingExerciseState` has `mode`, `words?`, `wordBoundaries?`. |
| `src/game/typing.ts` | Word mode with createWordExerciseState, getCurrentWordIndex | VERIFIED | 127 lines, exports both functions. Word mode creates letters array from words with boundary tracking. |
| `src/ui/screens.ts` | 3-phase lesson state machine | VERIFIED | 477 lines. `startFlow()` runs discover -> practice -> words. Discover shows companion intro, key pulsing. Practice uses letter exercise. Words displays word UI with active letter. Supports `isReview` and `showEncouragement` flags. |
| `src/forest/scene.ts` | renderForestScene() with IndexedDB loading | VERIFIED | 131 lines. Loads elements via `getForestElements(db)`, renders in grid, manages Object URLs, supports `newElementId` for animation. `initForestScreen` calls `renderForestScene`. |
| `src/forest/reward.ts` | Pre-generation, reward screen display | VERIFIED | 218 lines. `startPreGeneration` stores promise, `generateForestElement` handles rate limits and fallbacks, `initRewardScreen` shows placeholder then image, saves to IDB, wires buttons. |
| `src/app.ts` | Complete flow wiring | VERIFIED | 230 lines. Imports all modules, wires forest -> lesson (with pre-gen) -> reward -> forest. Review trigger, encouragement trigger, stats accumulation, parent area shortcut all present. |
| `src/ui/parent.ts` | Parent area with code gate, stats, settings | VERIFIED | 229 lines. `showParentCodePrompt` gates on "1234", `loadParentData` shows level/sessions/accuracy/calendar/errors, `loadSettings` wires layout/audio/companion/API key changes with persistence. |
| `index.html` | All screen HTML structures | VERIFIED | 175 lines. Forest scene with SVG + grid, lesson with phase indicator, reward with image area + buttons, parent with gate + stats + settings all present. |

### Key Link Verification

| From | To | Via | Status | Details |
|------|----|-----|--------|---------|
| `screens.ts` | `typing.ts` | `createExerciseState`, `createWordExerciseState` | WIRED | Lines 12-16: imports both, used in `runPracticePhase` (line 423) and `runWordsPhase` (line 460) |
| `screens.ts` | `companion.ts` | `getLetterIntro` | WIRED | Line 20: imported, used in `runDiscoverPhase` (line 363) |
| `screens.ts` | `words.ts` | `getWordsForLevel` | WIRED | Line 21: imported, used in `runWordsPhase` (lines 441, 449) |
| `app.ts` | `reward.ts` | `startPreGeneration`, `initRewardScreen` | WIRED | Line 5: imported, `startPreGeneration` called line 159, `initRewardScreen` called line 108 |
| `reward.ts` | `gemini.ts` | `generateImage` | WIRED | Line 11: imported, called in `generateForestElement` line 121 |
| `reward.ts` | `db.ts` | `saveForestElement` | WIRED | Line 18: imported, called in `initRewardScreen` line 193 |
| `app.ts` | `scene.ts` | `renderForestScene` | WIRED | Line 4: imported, called in reward back-to-forest callback line 121 |
| `app.ts` | `parent.ts` | `showParentCodePrompt`, `initParentScreen` | WIRED | Line 8: imported, `showParentCodePrompt` called line 188, `initParentScreen` called line 179 |
| `parent.ts` | `db.ts` | `getProgress`, `saveProgress`, `getSettings`, `saveSettings` | WIRED | Line 1: imported, all used in `loadParentData` and `loadSettings` |

### Data-Flow Trace (Level 4)

| Artifact | Data Variable | Source | Produces Real Data | Status |
|----------|---------------|--------|-------------------|--------|
| `forest/scene.ts` | `elements` | `getForestElements(db)` -> IndexedDB | Yes, reads from IDB store | FLOWING |
| `forest/reward.ts` | `result` (image blob) | `generateForestElement(db)` -> Gemini API or fallback SVGs | Yes, generates or falls back to real SVGs | FLOWING |
| `ui/parent.ts` | `progress` | `getProgress(db)` -> IndexedDB | Yes, reads real progress data | FLOWING |
| `ui/screens.ts` | `words` | `getWordsForLevel(level, count)` -> `wordsByLevel` | Yes, static word lists validated by tests | FLOWING |

### Behavioral Spot-Checks

| Behavior | Command | Result | Status |
|----------|---------|--------|--------|
| TypeScript compiles clean | `npx tsc --noEmit` | No errors, exit 0 | PASS |
| All tests pass | `npx vitest run` | 85 tests passed across 7 files | PASS |
| Word lists validated | Tests check all words use only learned letters | 8/8 word tests pass | PASS |

### Requirements Coverage

| Requirement | Source Plan | Description | Status | Evidence |
|-------------|------------|-------------|--------|----------|
| TYPE-05 | 03-02 | Phase "Entdecken": Begleitfigur stellt neuen Buchstaben vor, Taste leuchtet auf | SATISFIED | `screens.ts:runDiscoverPhase` shows companion intro via `getLetterIntro`, adds `keyboard__key--discover-pulse` class |
| TYPE-06 | 03-01, 03-02 | Phase "Woerter bauen": 3-4 Woerter aus gelernten Buchstaben | SATISFIED | `words.ts` has validated word lists, `screens.ts:runWordsPhase` gets 4 words and creates word exercise state |
| TYPE-07 | 03-02, 03-04 | Alle 3 Phasen fliessend verbunden | SATISFIED | `screens.ts:startFlow` chains discover -> practice -> words. `app.ts` wires to reward -> forest. |
| LEVL-04 | 03-01 | Wortlisten pro Stufe (nur gelernte Buchstaben, max 5) | SATISFIED | `words.ts` has 10 words per level, validated by `words.test.ts` against `getKeysUpToLevel` |
| LEVL-05 | 03-02 | Review-Mechanik: Jede 3. Einheit mischt Buchstaben | SATISFIED | `app.ts:startLessonFromForest` checks `totalSessions % 3 === 0`, passes `isReview` flag. `screens.ts` skips discover and mixes words from 2-3 levels. |
| LEVL-06 | 03-02 | Wiederholungs-Schutz: Nach 2x gleicher Stufe Ermutigung | SATISFIED | `app.ts` checks `lastPlayedLevels.slice(-2)`, `screens.ts` shows random encouragement message for 3 seconds |
| FRST-01 | 03-03 | Waldszene: SVG-Hintergrund + 4x3 Grid | SATISFIED | `index.html` has SVG with viewBox="0 0 800 400" (sky, hills, trees, clouds), `forest__grid` with CSS grid `repeat(4,1fr)` x `repeat(3,1fr)` |
| FRST-02 | 03-03 | Neue Elemente mit fade-in + scale-up Animation | SATISFIED | `main.css` has `forest-element-appear` keyframes (opacity 0->1, scale 0.3->1.05->1, 1.2s), `scene.ts` adds `forest__element--new` class |
| FRST-03 | 03-03 | Alle bisherigen Elemente aus IndexedDB geladen | SATISFIED | `scene.ts:renderForestScene` calls `getForestElements(db)`, renders up to 12, called in `initForestScreen` |
| RWRD-01 | 03-04 | Belohnungs-Screen nach jeder Einheit | SATISFIED | `app.ts:handleLessonComplete` calls `showScreen("reward")` then `initRewardScreen` with image + companion comment |
| RWRD-02 | 03-04 | Pre-Generation: Bild waehrend Uebung generiert | SATISFIED | `reward.ts:startPreGeneration` called at lesson start (`app.ts` line 159), `initRewardScreen` awaits `pregenPromise` |
| RWRD-03 | 03-04 | Placeholder "Der Wald denkt nach..." mit Blaettern | SATISFIED | `reward.ts` line 153: placeholder HTML with leaf spans and "Der Wald denkt nach..." text, CSS `leaf-float` animation |
| RWRD-04 | 03-04 | "Weiter ueben" / "Zurueck zum Wald" Buttons | SATISFIED | `index.html` has `reward-continue-btn` and `reward-back-btn`, wired in `reward.ts` lines 207-214 |
| PRNT-01 | 03-05 | Zugang via Ctrl+Shift+E + Code "1234" | SATISFIED | `app.ts` line 186: keyboard shortcut, `parent.ts`: `ACCESS_CODE = "1234"`, code gate with input validation |
| PRNT-02 | 03-05 | Uebersicht: Stufe, Einheiten, Uebungstage | SATISFIED | `parent.ts:loadParentData` sets stat-level, stat-sessions, renders calendar dots for last 30 days |
| PRNT-03 | 03-05 | Statistik: Genauigkeit, Fehlertasten | SATISFIED | `parent.ts` calculates accuracy percentage, renders top 5 error key badges sorted by frequency |
| PRNT-04 | 03-05 | Einstellungen: Layout, Audio, Begleitfigur, API-Key | SATISFIED | `parent.ts:loadSettings` wires select/checkbox/input for all 4 settings with `saveProgress`/`saveSettings` persistence |

### Anti-Patterns Found

| File | Line | Pattern | Severity | Impact |
|------|------|---------|----------|--------|
| (none) | - | - | - | No anti-patterns found |

No TODO/FIXME/PLACEHOLDER stubs detected. No empty implementations. No hardcoded empty data flowing to UI. The "placeholder" references in reward.ts are the intentional loading state for image generation, not code stubs.

### Human Verification Required

### 1. Full Lesson Flow Visual Test

**Test:** Start the app, complete welcome screen, start a lesson from forest, go through all 3 phases (discover -> practice -> words), see reward screen, click "Zurueck zum Wald", verify new image appears in forest grid.
**Expected:** Smooth transitions between phases, phase indicator updates, discover shows companion text with pulsing key, words phase shows word with highlighted active letter, reward shows image (fallback SVG or generated), forest shows the new element with animation.
**Why human:** End-to-end visual flow with animations and transitions cannot be verified programmatically.

### 2. Forest Element Persistence

**Test:** Complete a lesson, see reward, return to forest. Reload the page. Verify the forest element image is still visible.
**Expected:** Element remains in the forest grid after page reload, loaded from IndexedDB.
**Why human:** Requires running browser with IndexedDB, cannot test persistence cycle programmatically.

### 3. Parent Area Access and Content

**Test:** Press Ctrl+Shift+E, enter "1234", verify stats display and settings functionality.
**Expected:** Code gate appears, correct code reveals stats (level, sessions, accuracy, calendar dots, error keys) and settings (layout, audio, companion, API key). Changing settings shows "Gespeichert!" feedback.
**Why human:** UI interaction flow with keyboard shortcut and form inputs.

### 4. Review and Encouragement Triggers

**Test:** Play 3 sessions to trigger review (every 3rd), play same level twice to trigger encouragement.
**Expected:** 3rd session skips discover phase and mixes words from multiple levels. After 2x same level, encouragement message shows for 3 seconds before lesson starts.
**Why human:** Requires multiple session plays to trigger conditional behavior.

### Gaps Summary

No gaps found. All 5 observable truths verified, all 17 requirements satisfied, all artifacts exist and are substantive and properly wired. TypeScript compiles cleanly, all 85 tests pass. The complete game loop (forest -> lesson with 3 phases -> reward -> forest) is fully wired with pre-generation, persistence, review mechanics, repetition protection, and parent area access.

---

_Verified: 2026-03-29T14:00:00Z_
_Verifier: Claude (gsd-verifier)_
