Commit Graph

5 Commits

Author SHA1 Message Date
Brian Fertig b81ffac547 Show best score under cleared level nodes
Cleared nodes on the level select map now display the player's best score in a gold pill that rolls up from 0 on entrance, replacing the previous "kids saved" label. The tally scene records each run's final score alongside kids saved/total via `markLevelComplete`, and new `getBestScore` helper exposes it for display.
2026-08-22 09:17:33 -06:00
Brian Fertig d6630dce3a Expand to 10 levels with 2-lane serpentine map layout
- Add levels 7-10 and move all 10 into campaign01 (campaign02 left empty
  as scaffolding)
- Replace the old S-curve auto-layout with a 2-lane circuit: top lane
  runs right→left, bottom lane left→right, finish flag in the
  bottom-right corner. Comfortable up to ~12 levels per campaign.
- Re-export node/flag sprites as tight 512x512 badges (badge IS the
  file) instead of centered-on-960x540 frames; update mapArt.js tables
  (BADGE_FILE_FRAC, BADGE_HIT_FRAC, NODE_ART_FRAMES) and asset manifest
  accordingly
- Size the finish-flag nudge to stay on-screen when a custom `positions`
  layout ends at an edge (flips direction if out of bounds)
- Guard against empty campaigns: skip path/flag rendering when there are
  no points, and bail early in _playFirst()
- Shrink node pill font slightly so the longest tag fits under tightly
  spaced nodes
- Update README.md and sprites.md to reflect the new sprite convention,
  lane geometry, and level count
2026-08-22 08:56:41 -06:00
Brian Fertig 5e49c055a2 refactor: support per-node map art sizes and rebrand campaigns
- Refactor level select scene to handle variable node texture dimensions
  instead of assuming all node art is centered on a 960×540 canvas
- Change BADGE_FILE_FRAC and nodeDisplaySize to accept per-state keys,
  allowing map_node_current (512×512 badge) to differ from the other
  nodes (960×540 frames)
- Update map_finish to use its new 512×512 tight export; reduce its
  display scale accordingly
- Rename campaigns: "Sunny Suburbs" → "Evergreen Lake",
  "Dusk Junction" → "Underprivileged Community"
- Update asset manifest dimensions and sprites.md documentation
2026-08-21 15:40:47 -06:00
Brian Fertig 6229f9529b 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.
2026-08-21 12:41:49 -06:00
Brian Fertig 34960a2321 Initial Commit 2026-08-18 20:23:33 -06:00