Refactor level select into campaign map with auto-layout
Replace the flat level-grid level select screen with a campaign-based map view. Levels are grouped into themed campaigns (e.g. "Sunny Suburbs", "Dusk Junction") each with its own background art and node positions rendered along a Catmull-Rom spline ribbon. Key changes: - Introduce CAMPAIGNS array in src/data/levels/index.js with helpers for campaign/level lookup. - Add src/data/levels/positioning.js for auto-layout S-curve generation and Catmull-Rom spline sampling. - Rewrite LevelSelectScene.js to render per-campaign maps with animated node entrance, idle pulse on the current level, hover states, tool-tips for locked levels, and ← → / P keyboard navigation. - Remove the now-unused LevelCompleteScene; scores now record progress and return directly to the map via LevelScoreScene. - Add map assets (campaign backgrounds, node/flag/tag sprites) and manifest entries with a documented 960x540 centered-canvas convention. - Add src/util/mapArt.js for shared map geometry constants and scaling.
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@ -9,6 +9,12 @@ import { nodeDisplaySize, scalePos, BADGE_FILE_FRAC, BADGE_HIT_RADIUS_MULT } fro
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const NODE_HOVER = 1.12;
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const NODE_IDLE_PULSE = 1.05;
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// Render order, lowest to highest. The per-campaign group (bg -> tags) is
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// rebuilt on every campaign switch; the persistent chrome must sit ABOVE it,
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// because chrome is created *before* _buildCampaign and Phaser's stable
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// same-depth sort would otherwise let the opaque campaign background cover it.
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const DEPTH = { bg: 0, path: 1, flag: 2, node: 3, tag: 4, plate: 5, chrome: 6, tooltip: 10 };
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const TITLE_STYLE = {
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fontFamily: 'monospace',
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fontSize: `${30 * WORLD_SCALE}px`,
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@ -38,17 +44,23 @@ export default class LevelSelectScene extends Phaser.Scene {
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this._transitioning = false;
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this._pulseTween = null;
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// Chrome (persistent across campaigns).
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// Chrome (persistent across campaigns) - see DEPTH for why these need
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// explicit depths above the per-campaign group.
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this._titlePlate = this.add
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.image(GAME_WIDTH / 2, 82 * WORLD_SCALE, 'map_campaign_tag')
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.setOrigin(0.5)
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.setDisplaySize(GAME_WIDTH, GAME_HEIGHT);
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this._titleText = this.add.text(GAME_WIDTH / 2, 82 * WORLD_SCALE, '', TITLE_STYLE).setOrigin(0.5);
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this._pager = this.add.graphics();
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.setDisplaySize(GAME_WIDTH, GAME_HEIGHT)
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.setDepth(DEPTH.plate);
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this._titleText = this.add
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.text(GAME_WIDTH / 2, 82 * WORLD_SCALE, '', TITLE_STYLE)
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.setOrigin(0.5)
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.setDepth(DEPTH.chrome);
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this._pager = this.add.graphics().setDepth(DEPTH.chrome);
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const back = this.add
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.text(44 * WORLD_SCALE, GAME_HEIGHT - 44 * WORLD_SCALE, '< Menu', { ...PILL_STYLE, fontSize: `${16 * WORLD_SCALE}px` })
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.setInteractive({ useHandCursor: true });
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.setInteractive({ useHandCursor: true })
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.setDepth(DEPTH.chrome);
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back.on('pointerdown', () => {
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this.scene.stop('LevelSelect');
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this.scene.start('MainMenu');
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@ -56,7 +68,8 @@ export default class LevelSelectScene extends Phaser.Scene {
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this.add
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.text(GAME_WIDTH / 2, GAME_HEIGHT - 36 * WORLD_SCALE, '← → switch campaign · click a node to drive', PILL_STYLE)
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.setOrigin(0.5);
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.setOrigin(0.5)
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.setDepth(DEPTH.chrome);
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this._buildCampaign(true);
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@ -93,11 +106,11 @@ export default class LevelSelectScene extends Phaser.Scene {
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let current = completed.indexOf(false);
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if (current === 0) current = campaignUnlocked ? 0 : -1;
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const bg = this.add.image(0, 0, campaign.bgKey).setOrigin(0, 0).setDisplaySize(GAME_WIDTH, GAME_HEIGHT);
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const bg = this.add.image(0, 0, campaign.bgKey).setOrigin(0, 0).setDisplaySize(GAME_WIDTH, GAME_HEIGHT).setDepth(DEPTH.bg);
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this._groups.bg.push(bg);
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const spline = sampleSpline(points, 18);
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const path = this.add.graphics();
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const path = this.add.graphics().setDepth(DEPTH.path);
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this._traceRibbon(path, spline, 84 * WORLD_SCALE, 0x1a1f29, 1);
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this._traceRibbon(path, spline, 62 * WORLD_SCALE, 0xf4f0e6, 1);
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this._traceDashes(path, spline);
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@ -111,7 +124,7 @@ export default class LevelSelectScene extends Phaser.Scene {
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.image(last.x + Math.cos(ang) * 95 * WORLD_SCALE, last.y + Math.sin(ang) * 95 * WORLD_SCALE, 'map_finish')
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.setOrigin(0.5)
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.setDisplaySize(GAME_WIDTH * 0.55, GAME_HEIGHT * 0.55)
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.setDepth(1);
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.setDepth(DEPTH.flag);
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this._groups.path.push(flag);
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// Nodes + labels.
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@ -120,7 +133,7 @@ export default class LevelSelectScene extends Phaser.Scene {
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const p = points[i];
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const state = campaignUnlocked && (completed[i] || i === current) ? (completed[i] ? 'done' : 'current') : 'locked';
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const key = state === 'current' ? 'map_node_current' : state === 'locked' ? 'map_node_locked' : 'map_node';
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const node = this.add.image(p.x, p.y, key).setOrigin(0.5).setDisplaySize(dw, dh).setDepth(2);
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const node = this.add.image(p.x, p.y, key).setOrigin(0.5).setDisplaySize(dw, dh).setDepth(DEPTH.node);
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// The badge is a small centered circle inside a big mostly-transparent
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// texture frame, so the interactive area must be a circle around the
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@ -173,7 +186,7 @@ export default class LevelSelectScene extends Phaser.Scene {
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if (state === 'done') label = result ? `${result.kidsSaved}/${result.kidsTotal} kids saved` : 'cleared!';
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else if (state === 'current') label = level.name;
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if (label) {
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this._groups.tags.push(this.add.text(p.x, p.y + dh * 0.68, label, PILL_STYLE).setOrigin(0.5).setDepth(3));
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this._groups.tags.push(this.add.text(p.x, p.y + dh * 0.68, label, PILL_STYLE).setOrigin(0.5).setDepth(DEPTH.tag));
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}
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});
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@ -186,34 +199,47 @@ export default class LevelSelectScene extends Phaser.Scene {
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[...this._groups.bg, ...this._groups.path].forEach((o) => o.setAlpha(0));
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this.tweens.add({ targets: [...this._groups.bg, ...this._groups.path], alpha: 1, duration: 200, ease: 'Quad.easeOut' });
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this._groups.nodes.forEach((node, i) => {
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node.setScale(0.5).setAlpha(0);
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// Pop in to the resting DISPLAY size - never scale 1: the texture is a
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// big mostly-transparent frame with the badge centered (the shipped 2x
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// art is 1920x1080), so full scale renders it enormous. Animating
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// display sizes keeps this correct for any frame size, like every other
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// node tween in this scene.
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node.setDisplaySize(dw * 0.5, dh * 0.5).setAlpha(0);
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this.tweens.add({
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targets: node,
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alpha: 1,
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scaleX: 1,
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scaleY: 1,
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displayWidth: dw,
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displayHeight: dh,
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delay: 80 + i * 70,
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duration: 260,
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ease: 'Back.easeOut',
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});
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});
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if (current !== -1) this._startPulse(current);
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}
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if (current !== -1) {
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// Start the idle pulse only once that node's entrance pop has landed so
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// it takes over exactly at resting size (immediately for instant builds).
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this._startPulse(current, instant ? 0 : 80 + current * 70 + 260);
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}
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}
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_startPulse(index) {
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_startPulse(index, delay = 0) {
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if (this._pulseTween) this._pulseTween.stop();
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const node = this._groups.nodes[index];
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if (!node) return;
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const { width: dw, height: dh } = nodeDisplaySize();
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// Explicit from/to pins the oscillation to the resting size, independent
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// of whatever mid-animation scale the node happens to have when this is
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// added.
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this._pulseTween = this.tweens.add({
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targets: node,
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displayWidth: dw * NODE_IDLE_PULSE,
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displayHeight: dh * NODE_IDLE_PULSE,
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displayWidth: { from: dw, to: dw * NODE_IDLE_PULSE },
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displayHeight: { from: dh, to: dh * NODE_IDLE_PULSE },
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duration: 900,
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yoyo: true,
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repeat: -1,
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ease: 'Sine.easeInOut',
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delay,
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});
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}
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@ -270,7 +296,7 @@ export default class LevelSelectScene extends Phaser.Scene {
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padding: { x: 12 * WORLD_SCALE, y: 6 * WORLD_SCALE },
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})
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.setOrigin(0.5)
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.setDepth(10)
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.setDepth(DEPTH.tooltip)
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.setAlpha(0);
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this.tweens.add({ targets: this._tip, alpha: 1, duration: 100 });
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}
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