Add Job Board console UI and surface scene integration

- Introduce js/ui/JobBoardWindow.js: nearly full-screen (depth 80) build-console-style window with a muted looping 2:3 feed on the left, and AVAILABLE JOBS / JOB DETAILS placeholder sections on the right; open/close state machine, boot reveal, ambient glitch/sweep/cursor effects, ✕ close door
- Wire the Job Board slot through SurfaceScene: toggleJobBoard/leaveJobBoard, setServiceLocked (generalized from setBarLocked) so deck + drawer stand down while the board is up with the jobBoard slot kept live as a second door; pause/resume the surface clip under the console
- Preload assets/videos/jobboard.mp4 in GameScene via data/actionbar.json → surface.explore.video (2:3 aspect), adding a NO SIGNAL fallback when missing
- Update data/actionbar.json explore drawer with the jobBoard item (isHomeSystem:false, no labelActive) and the shared video block
- Add headless test dev/jobboard.test.mjs covering config, build, geometry, open/close, update ticks, and destroy; extend phaser-stub with setVisible/setDepth
- Add dev screenshot harness dev/jobboard-shot.{html,mjs} and reference shots for drawer/board/left stages
This commit is contained in:
Brian Fertig 2026-09-17 19:47:02 -06:00
parent 919bcc4c4e
commit 1b9b269b80
11 changed files with 1313 additions and 4 deletions

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{ "id": "menu", "label": "Menu", "accent": "#ff2d6f" }
],
"explore": {
"_comment": "The EXPLORE drawer — the full-width secondary bar (the deck's own left→right span, resting on its top rail — the shop tab bar's recipe) that folds up from the surface deck's Explore slot. SurfaceScene renders it with js/ui/MenuSubBar.js in span mode; the item LOGIC is js/ui/ExploreBar.js (worldContext / matchesWhere / resolveItems). `items` is the ordered button list: `id` (fired via onAction — the behavior lands later), `label`, `labelActive` (the label while the service is up — BAR relabels to LEAVE BAR while its clip loops, and is the only live button on the surface until pressed), `accent`, and an optional `where` clause — EVERY key it names must match the world the player is standing on for the button to appear. Keys: `world` ('planet' | 'station'); `planetClass` (the planet's class — 'terran' | 'rocky' | 'gas' | 'ice' | 'lava' | 'arid' | 'capitalNeutral' | 'capitalApex' | 'capitalMindweave' | 'capitalZenith', per data/planets.json → frames; 'none' on stations); `faction` (the faction controlling this system — 'apex' | 'mindweave' | 'zenith', or 'neutral' = wild space; per data/factions.json); `isHomeSystem` (boolean — true in the player's home / starting system; `{ isHomeSystem: false }` = every system EXCEPT the home). A value may be a single entry or a list (any-match). No `where` = every planet and station; the Job Board carries `{ isHomeSystem: false }` — it's on every planet and station EXCEPT the player's home system. DESIGN NOTE: the home system is safe space — enemies should NEVER be placed there, so there is no work to post on its board. The bar's clip is data/landing.json → videos[frame].bar (the neutral capital's capital-bar-neutral.mp4).",
"_comment": "The EXPLORE drawer — the full-width secondary bar (the deck's own left→right span, resting on its top rail — the shop tab bar's recipe) that folds up from the surface deck's Explore slot. SurfaceScene renders it with js/ui/MenuSubBar.js in span mode; the item LOGIC is js/ui/ExploreBar.js (worldContext / matchesWhere / resolveItems). `items` is the ordered button list: `id` (fired via onAction — the behavior lands later), `label`, `labelActive` (the label while the service is up — BAR relabels to LEAVE BAR while its clip loops, and is the only live button on the surface until pressed), `accent`, and an optional `where` clause — EVERY key it names must match the world the player is standing on for the button to appear. Keys: `world` ('planet' | 'station'); `planetClass` (the planet's class — 'terran' | 'rocky' | 'gas' | 'ice' | 'lava' | 'arid' | 'capitalNeutral' | 'capitalApex' | 'capitalMindweave' | 'capitalZenith', per data/planets.json → frames; 'none' on stations); `faction` (the faction controlling this system — 'apex' | 'mindweave' | 'zenith', or 'neutral' = wild space; per data/factions.json); `isHomeSystem` (boolean — true in the player's home / starting system; `{ isHomeSystem: false }` = every system EXCEPT the home). A value may be a single entry or a list (any-match). No `where` = every planet and station; the Job Board carries `{ isHomeSystem: false }` — it's on every planet and station EXCEPT the player's home system. DESIGN NOTE: the home system is safe space — enemies should NEVER be placed there, so there is no work to post on its board. JOB BOARD is a nearly full-screen CONSOLE (js/ui/JobBoardWindow.js — the build screen's structure, depth 80 over the deck/drawer/upper-left HUD): pressing it opens the board (left: the feed — `video` below, a muted 2:3 loop of assets/videos/jobboard.mp4; right: the JOB BOARD title, an AVAILABLE JOBS section — the board's postings — and a JOB DETAILS section — the selected job's contract — both placeholders until the postings land); the console's ✕ is the way-out, and the JOB BOARD slot's own press stays live as the second door (the deck + drawer stand down meanwhile — SurfaceScene.setServiceLocked). The bar's clip is data/landing.json → videos[frame].bar (the neutral capital's capital-bar-neutral.mp4).",
"video": { "file": "assets/videos/jobboard.mp4", "aspect": [2, 3] },
"items": [
{ "id": "jobBoard", "label": "Job Board", "accent": "#ffc94d", "where": { "isHomeSystem": false } },
{ "id": "bar", "label": "Bar", "labelActive": "Leave Bar", "accent": "#00e5ff", "where": { "planetClass": "capitalNeutral" } }

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dev/jobboard-shot.html Normal file
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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8" />
<title>Orbit — dev job board screenshot page</title>
<base href="../" />
<style>
html, body { margin: 0; height: 100%; background: #04060d; overflow: hidden; }
#game { width: 100%; height: 100%; display: flex; align-items: center; justify-content: center; }
</style>
<script src="lib/phaser.min.js"></script>
</head>
<body>
<div id="game"></div>
<script type="module" src="dev/jobboard-shot.mjs"></script>
</body>
</html>

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dev/jobboard-shot.mjs Normal file
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/**
* Dev-only visual probe for the JOB BOARD console (js/ui/JobBoardWindow.js):
* boots the real flow (menu → new game → land on the home world → surface),
* then parks at the stage named in the URL hash, with a report in a DOM
* <pre> the screenshot can always read:
*
* #drawer (default) — the HOME world's EXPLORE: no drawer at all (the
* Job Board slot is absent — data/actionbar.json →
* `isHomeSystem: false`, safe space), the slot's press is a no-op
* with the console's ack ("NOTHING TO EXPLORE HERE").
* #board — the board console OPEN over the surface (nearly
* full-screen, depth 80 — over the deck + drawer + the upper-left
* HUD), driven through the scene's own seams (the slot's press →
* the toggle): the left feed (assets/videos/jobboard.mp4, muted
* loop), the right JOB BOARD title + the AVAILABLE JOBS / JOB
* DETAILS placeholder sections, the deck stood down (the slot's
* press stays live as the second door; the ✕ is the way-out).
* PROBE STAGING: the home world's isHomeSystem flag is flipped
* for this shot so the slot exists here (on a real non-home world
* it exists naturally — the drawer's item list is the
* where-clause's, covered by dev/explore.test.mjs).
* #left — …and back: the slot's press again (the second
* door) — the console down, the deck live, the slot still JOB
* BOARD (no relabel either way).
*
* node dev/server.mjs 8080
* brave --headless --disable-gpu --remote-debugging-port=9333 --window-size=1280,720 about:blank
* node dev/cdp-shot.mjs "http://127.0.0.1:8080/dev/jobboard-shot.html#drawer" jb-drawer.png "window.__JB && window.__JB.stage && !/FAILED/.test(window.__JB.stage)" 45000
* node dev/cdp-shot.mjs "http://127.0.0.1:8080/dev/jobboard-shot.html#board" jb-board.png "window.__JB && window.__JB.stage && !/FAILED/.test(window.__JB.stage)" 45000
* node dev/cdp-shot.mjs "http://127.0.0.1:8080/dev/jobboard-shot.html#left" jb-left.png "window.__JB && window.__JB.stage && !/FAILED/.test(window.__JB.stage)" 45000
*/
import Phaser from '../js/vendor/phaser.js';
import { config } from '../js/config/Config.js';
import { ConfigLoader } from '../js/config/ConfigLoader.js';
import { createGameConfig } from '../js/config/GameConfig.js';
import { MenuScene } from '../js/scenes/MenuScene.js';
import { GameScene } from '../js/scenes/GameScene.js';
import { SurfaceScene } from '../js/scenes/SurfaceScene.js';
const data = await ConfigLoader.load();
config.init(data);
// Capture console errors + uncaught exceptions for the report.
const errors = [];
const origErr = console.error.bind(console);
console.error = (...a) => { errors.push(a.map(String).join(' ')); origErr(...a); };
window.addEventListener('error', (e) => errors.push(String(e.message)));
window.addEventListener('unhandledrejection', (e) => errors.push(`rejection: ${e.reason}`));
const gameConfig = createGameConfig();
gameConfig.scene = [MenuScene, GameScene, SurfaceScene];
const game = new Phaser.Game(gameConfig);
window.game = game;
const report = document.createElement('pre');
report.id = 'report';
report.style.cssText = 'position:fixed;left:10px;top:10px;z-index:9999;max-width:72%;margin:0;padding:8px 12px;font:13px/1.5 monospace;color:#eaf6ff;background:rgba(6,20,16,0.92);border:1px solid #1b3a5a;white-space:pre-wrap;';
document.body.appendChild(report);
const setReport = (lines) => { report.textContent = (Array.isArray(lines) ? lines : [lines]).join('\n'); };
setReport('booting… (menu → new game → home world → surface)');
const sleep = (ms) => new Promise((r) => setTimeout(r, ms));
async function waitFor(fn, tries = 200, everyMs = 100) {
for (let i = 0; i < tries; i++) {
const v = fn();
if (v) return v;
await sleep(everyMs);
}
return null;
}
const STAGE = (location.hash || '#drawer').slice(1) || 'drawer';
const deckReport = (ss) =>
(ss.actionBar?.slots ?? []).filter((s) => s.live).map((s) => `${s.id}:${s.disabled ? 'off' : 'on'}`);
const slotLabel = (ss) => {
const b = (ss.exploreSubBar?.buttons ?? []).find((x) => x.id === 'jobBoard');
return b ? b.btn.labelText.text : '(absent — no drawer on the home world)';
};
try {
// 1) The real menu flow: NEW GAME.
const menu = await waitFor(() => { const m = game.scene.getScene('MenuScene'); return m?.newGameBtn ? m : null; });
if (!menu) throw new Error('menu never booted');
menu.startNewGame();
const gs = await waitFor(() => { const g = game.scene.getScene('GameScene'); return g?.ship ? g : null; }, 200);
if (!gs) throw new Error('GameScene never booted');
await sleep(600);
// 2) Land on the home world the game's own way (the target is built
// WHILE the home flag still reads true — the HUD's "Home World"
// label comes from it).
const target = gs.commsTargetFor(gs.planet);
if (STAGE !== 'drawer') gs.isHomeSystem = false; // PROBE STAGING — the slot's visual on this world
gs.startLanding(target);
const ss = await waitFor(() => { const c = game.scene.getScene('SurfaceScene'); return c?.jobBoardWindow ? c : null; }, 200);
if (!ss) throw new Error('surface never booted');
await sleep(700);
ss.startSurface(); // force the loop stage (don't wait the landing clip out)
const forcePlay = (v) => { if (v?.video) { v.video.muted = true; v.video.play().catch(() => {}); } };
forcePlay(ss.surfaceVideo);
await sleep(900);
const win = ss.jobBoardWindow;
if (STAGE === 'drawer') {
// The HOME world's EXPLORE — the slot is a no-op (no drawer: the
// Job Board's `isHomeSystem: false` clause leaves the item list
// empty, and a world with no items gets no drawer).
ss.toggleExplore();
await sleep(400); // the console note in + hold
window.__JB = {
stage: 'drawer',
home: ss.planetName,
isHomeSystem: gs.isHomeSystem === true,
drawerPresent: !!ss.exploreSubBar,
drawerItems: (ss.exploreSubBar?.buttons ?? []).map((b) => b.id),
noteG: ss.noteG ? ss.noteG.map((g) => g?.text) : null,
deck: deckReport(ss),
errors,
};
setReport(JSON.stringify(window.__JB, null, 1));
} else {
// The slot's player path: the drawer's JOB BOARD press → the toggle
// (the drawer's onAction seam — the same call the button's press
// makes on every non-home world).
ss.toggleExplore();
await sleep(1100); // the drawer's unfold
ss.exploreAction('jobBoard');
await sleep(1900); // the board’s reveal + the title’s decode
// Headless autoplay policy: force the feed visible (muted).
if (win.video?.video) { win.video.video.muted = true; win.video.video.play().catch(() => {}); }
await sleep(700); // let a frame land
window.__JB = {
stage: 'board',
world: ss.planetName,
staged: 'isHomeSystem flipped for the slot’s visual (a real non-home world has it naturally)',
jobBoardMode: ss.jobBoardMode,
openState: win?.openState,
title: win?.rightTitle?.text,
titlePos: win?.rightTitle ? [Math.round(win.rightTitle.x), Math.round(win.rightTitle.y)] : null,
jobs: win?.jobsSection ? { a: +win.jobsSection.bg.alpha.toFixed(2), y: Math.round(win.jobsSection.bg.y), head: win.jobsSection.headTxt.text, ha: +win.jobsSection.headTxt.alpha.toFixed(2) } : null,
detail: win?.detailSection ? { a: +win.detailSection.bg.alpha.toFixed(2), y: Math.round(win.detailSection.bg.y), head: win.detailSection.headTxt.text, ha: +win.detailSection.headTxt.alpha.toFixed(2) } : null,
geo: win?.geo ? { bodyY: win.geo.bodyY, bodyBottom: win.geo.bodyBottom, rightX: win.geo.rightX, rightW: win.geo.rightW, availTop: win.geo.availTop, availH: win.geo.availH, detailPanelY: win.geo.detailPanelY, detailH: win.geo.detailH } : null,
video: win?.video ? { muted: win.video.video.muted, loop: win.video.loop, volume: win.video.volume } : null,
slotLabel: slotLabel(ss),
drawerItems: (ss.exploreSubBar?.buttons ?? []).map((b) => b.id),
deck: deckReport(ss),
errors,
};
setReport(JSON.stringify(window.__JB, null, 1));
if (STAGE === 'left') {
// LEAVE — the slot's press again (the player's exact way out).
ss.exploreAction('jobBoard');
await sleep(900); // the close + the relabel back
window.__JB = {
stage: 'left',
world: ss.planetName,
jobBoardMode: ss.jobBoardMode,
openState: win?.openState,
slotLabel: slotLabel(ss),
deck: deckReport(ss),
errors,
};
setReport(JSON.stringify(window.__JB, null, 1));
}
}
} catch (err) {
window.__JB = { stage: 'FAILED', error: String(err?.message ?? err), errors };
setReport(JSON.stringify(window.__JB, null, 1));
}

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// Headless test for the JOB BOARD console (js/ui/JobBoardWindow.js) — the
// build screen's structure (the Explore drawer's Job Board slot), driven
// against a stub scene, like dev/explore.test.mjs's MenuSubBar section:
//
// - CONFIG — data/actionbar.json → surface.explore: the jobBoard item
// (label / labelActive / the isHomeSystem:false clause) and the
// `video` block (assets/videos/jobboard.mp4, 2:3).
// - BUILD — the window constructs headless: the top bar (meta + ✕ +
// rail), the left feed (video from the scene cache, scanlines, sweep
// band, status strip), the right column (the JOB BOARD title + the
// AVAILABLE JOBS / JOB DETAILS placeholder sections).
// - GEOMETRY — the right column sits right of the feed; the body runs
// to the window's bottom padding (nearly full-screen, like the build
// screen — the window is depth 80, above the HUD (60) + deck (50) +
// drawer (60)).
// - OPEN/CLOSE — openState transitions (closed → open → closing →
// closed), the title decodes in (ScrambleDecode settles on 'JOB
// BOARD'), the close door's ✕ fires the onClose seam (the scene's
// full leave), update() ticks (cursor, sweep, glitch, REC pulse)
// without throwing, and destroy() tears the feed down.
process.env.NODE_ENV = 'dev';
import { pathToFileURL } from 'node:url';
import { fileURLToPath } from 'node:url';
import { dirname, join } from 'node:path';
import assert from 'node:assert/strict';
import './phaser-loader.mjs'; // ../vendor/phaser.js -> ./phaser-stub.mjs (Node only)
const __dirname = dirname(fileURLToPath(import.meta.url));
// --- Load the real config (data/*.json) into the config singleton ------
const { config } = await import(pathToFileURL(join(__dirname, '../js/config/Config.js')).href);
const fs = await import('node:fs');
const dataDir = join(__dirname, '../data');
const configData = {};
for (const f of fs.readdirSync(dataDir)) {
if (!f.endsWith('.json') || f === 'manifest.json') continue;
configData[f.replace(/\.json$/i, '')] = JSON.parse(fs.readFileSync(join(dataDir, f), 'utf8'));
}
config.init(configData);
// ===========================================================================
console.log('== CONFIG — the drawer item + the feed block ==');
{
const items = config.get('actionbar.surface.explore.items');
const job = items.find((x) => x.id === 'jobBoard');
assert.ok(job, 'the explore drawer has a jobBoard item');
assert.equal(job.label, 'Job Board', 'the slot reads JOB BOARD (static — it does not relabel)');
assert.equal(job.labelActive, undefined, 'no labelActive — the console’s ✕ is the way-out (the slot’s own press is the second door)');
assert.equal(job.where.isHomeSystem, false, 'every system EXCEPT the home (safe space)');
const video = config.get('actionbar.surface.explore.video');
assert.equal(video.file, 'assets/videos/jobboard.mp4', 'the feed file');
assert.deepEqual(video.aspect, [2, 3], 'a 2:3 portrait (the build feed’s shape)');
}
const { JobBoardWindow } = await import(
pathToFileURL(join(__dirname, '../js/ui/JobBoardWindow.js')).href
);
// --- The headless scene (dev/explore.test.mjs's stubObject recipe, plus
// --- the video + the few extra object methods the window reaches for).
function stubObject(extra = {}) {
return {
x: 0,
y: 0,
width: 60,
height: 18,
alpha: 1,
visible: true,
setOrigin() { return this; },
setVisible(v) { this.visible = v; return this; },
setAlpha(a) { this.alpha = a; return this; },
setScale() { return this; },
setTint() { return this; },
setBlendMode() { return this; },
setScrollFactor() { return this; },
setDepth() { return this; },
setPosition(x, y) { this.x = x; this.y = y; return this; },
setX(x) { this.x = x; return this; },
setY(y) { this.y = y; return this; },
setStrokeStyle() { return this; },
setSize(w, h) { this.width = w; this.height = h; return this; },
setDisplaySize(w, h) { this.displayWidth = w; this.displayHeight = h; return this; },
setInteractive() { return this; },
disableInteractive() { return this; },
on(ev, fn) { (this.__on ??= {})[ev] = fn; return this; },
once() { return this; },
off() { return this; },
// setText keeps .width fresh, like Phaser (the cursor tracks it).
setText(s) { this.text = String(s); this.width = Math.max(20, String(s).length * 7); return this; },
setColor(c) { this.color = c; return this; },
setFontSize() { return this; },
setFillStyle() { return this; },
fillStyle() { return this; },
lineStyle() { return this; },
fillPoints() { return this; },
strokePoints() { return this; },
fillRect() { return this; },
strokeRect() { return this; },
lineBetween() { return this; },
clear() { return this; },
destroy() { this.destroyed = true; },
...extra,
};
}
function makeScene() {
const video = stubObject({ key: JobBoardWindow.VIDEO_KEY, volume: 1, loop: false });
video.setVolume = (v) => { video.volume = v; return video; };
video.setLoop = (b) => { video.loop = b; return video; };
video.video = { muted: false, readyState: 0, videoWidth: 544, videoHeight: 800, width: 544, height: 800 };
video.stop = () => {};
return {
scale: { width: 1280, height: 720 },
add: {
existing: (o) => o,
text: (x, y, str) => stubObject({ x, y, text: String(str), width: Math.max(20, String(str).length * 7) }),
image: (x, y, key) => stubObject({ x, y, key }),
graphics: () => stubObject({}),
rectangle: (x, y, w, h) => stubObject({ x, y, width: w, height: h }),
tileSprite: (x, y, w, h) => stubObject({ x, y, width: w, height: h }),
circle: (x, y, r) => stubObject({ x, y, radius: r }),
video: (x, y, key) => { video.x = x; video.y = y; video.key = key; return video; },
},
cache: { video: { has: (key) => key === JobBoardWindow.VIDEO_KEY } },
tweens: {
add: (t) => {
if (typeof t?.onComplete === 'function') t.onComplete();
return { destroy() {}, stop() {} };
},
killTweensOf() {},
},
time: { now: 1000, delayedCall: (_ms, fn) => { if (typeof fn === 'function') fn(); return { stop() {} }; } },
textures: { exists: () => true, addCanvas() {} },
};
}
// ===========================================================================
console.log('== BUILD — the console constructs (top bar, feed, right column) ==');
{
const scene = makeScene();
const closed = [];
const win = new JobBoardWindow(scene, { planetName: 'Klaxoria', onClose: () => closed.push(1) });
assert.equal(win.openState, 'closed', 'starts closed');
assert.equal(win.isOpen, false, '…and not open');
assert.equal(win.depth, 80, 'depth 80 — the build screen’s: above the HUD (60) + deck (50) + drawer (60)');
// top bar: the meta line (the world’s name) + the ✕ plate + the rail.
assert.match(win.topMeta.text, /KLAXORIA/);
assert.match(win.topMeta.text, /SURFACE BOARD/);
assert.equal(win.closeTxt.text, '✕');
// the left feed: the video (muted, looping), the scanlines + sweep band,
// the status strip.
assert.ok(win.video, 'the feed video is created from the scene cache');
assert.equal(win.video.volume, 0, 'muted (the console’s requirement)');
assert.equal(win.video.loop, true, 'looping');
assert.equal(win.video.video.muted, true, '…and the native element is muted');
assert.ok(win.scan, 'scanlines over the feed');
assert.ok(win.sweepBand, 'the sweep band');
assert.match(win.statusTxt.text, /NO CONTRACTS ON FILE/);
// the right column: the title (decoded on open) + the two placeholder
// sections (the postings + the contract).
assert.equal(win.rightTitle.text, '', 'the title decodes in (empty until open)');
assert.equal(win.jobsSection.headTxt.text, 'AVAILABLE JOBS');
assert.match(win.jobsSection.mainTxt.text, /NO CONTRACTS ON FILE/);
assert.equal(win.detailSection.headTxt.text, 'JOB DETAILS');
assert.match(win.detailSection.mainTxt.text, /SELECT A JOB/);
// the section objects are CHILDREN of the window (which carries the
// depth-10 layer) — a scene-level object at depth 0 would hide behind
// the window's own opaque backdrop (caught in the headless render).
for (const k of ['headTxt', 'bg', 'mainTxt', 'subTxt']) {
assert.ok(win.children.includes(win.jobsSection[k]), `jobsSection.${k} is a window child (depth 10, not scene-level depth 0)`);
assert.ok(win.children.includes(win.detailSection[k]), `detailSection.${k} is a window child (depth 10, not scene-level depth 0)`);
}
// GEOMETRY: the right column is right of the feed, and the body stays
// above the deck + drawer band (the way-out lives there).
const g = win.geo;
assert.ok(g.rightX > g.leftX + g.leftW, 'the right column sits right of the feed');
assert.equal(g.bodyBottom, 720 - 10 - 14, 'the body runs to the window’s bottom padding — nearly full-screen, like the build screen');
assert.ok(g.detailPanelY + g.detailH <= g.bodyBottom + 1, 'the details panel fits the body');
assert.ok(g.availH >= 80, 'the postings section has room to grow into');
// OPEN: closed → open; the title decodes in and settles on 'JOB BOARD'.
win.open();
assert.ok(win.isOpen, 'open() counts as open (the guards hold)');
assert.equal(win.video.volume, 0, 'still muted after open');
for (let t = 1000; t <= 4000; t += 100) win.update(t);
assert.equal(win.rightTitle.text, 'JOB BOARD', 'the title has settled on JOB BOARD');
// the ambient life ticks without throwing (cursor, sweep, REC pulse).
for (let t = 4000; t <= 20000; t += 500) win.update(t);
// CLOSE: the ✕ door fires the scene seam (the full leave), then the
// close lands (the stub tween completes inline).
win.closeG.__on.pointerdown();
assert.equal(closed.length, 1, 'the ✕ fired the onClose seam (the scene’s full leave)');
win.close();
assert.equal(win.openState, 'closed', 'the close animation lands on closed');
assert.equal(win.isOpen, false, '…and it no longer counts as open');
// refresh() is the repaint seam — a no-op for now, no throw.
win.refresh();
// destroy() tears the feed down (no crash; the video is gone).
win.destroy();
assert.ok(!win.video, 'the feed video is released');
}
console.log('\nAll Job Board console checks passed ✔');

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@ -14,8 +14,9 @@ class GameObject {
add(obj) { this.children.push(obj); return this; }
remove(obj) { this.children = this.children.filter((c) => c !== obj); return this; }
setOrigin() { return this; }
setVisible(v) { this.visible = v; return this; }
setScrollFactor() { return this; }
setDepth() { return this; }
setDepth(d) { this.depth = d; return this; }
setAlpha(a) { this.alpha = a; return this; }
setScale(v) { this.scale = v; return this; }
setTint(t) { this.tint = t; return this; }

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@ -77,6 +77,7 @@ import {
applyActivation,
} from '../research/SystemCategory.js';
import { BuildWindow } from '../ui/BuildWindow.js';
import { JobBoardWindow } from '../ui/JobBoardWindow.js';
import { BuildState } from '../build/BuildState.js';
import { startingPairs, defById, isShipScoped } from '../build/BuildModel.js';
@ -283,6 +284,21 @@ export class GameScene extends Phaser.Scene {
}
}
// The job board's feed (data/actionbar.json → surface.explore.video):
// a muted 2:3 loop behind the JOB BOARD console on a surface
// (SurfaceScene's JobBoardWindow reads the shared cache). A missing
// file just leaves the window's NO SIGNAL plate up — the board still
// works.
{
const jobVideo = String(config.get('actionbar.surface.explore.video.file') ?? '');
if (jobVideo) {
const url = /^(https?:)?\/\//.test(jobVideo) || jobVideo.startsWith('assets/')
? jobVideo
: `assets/videos/${jobVideo}`;
this.load.video(JobBoardWindow.VIDEO_KEY, url);
}
}
// The jump clip (data/gates.json → jump.video): a full-screen one-shot
// played between the two systems on a gate jump (jumpThroughGate →
// _playJumpClip). A missing/empty file just leaves the short-cut

View File

@ -12,6 +12,7 @@ import { resolveItems, worldContext } from '../ui/ExploreBar.js';
import { SavePanel } from '../ui/SavePanel.js';
import { SaveManager } from '../save/SaveManager.js';
import { BuildWindow } from '../ui/BuildWindow.js';
import { JobBoardWindow } from '../ui/JobBoardWindow.js';
import { QuestWindow } from '../ui/QuestWindow.js';
import { ConfirmOverlay } from '../ui/ConfirmOverlay.js';
import { planRoute } from '../galaxy/Route.js';
@ -123,6 +124,8 @@ export class SurfaceScene extends Phaser.Scene {
this.shopHud = null; // the buy/sell screen's corner readout (upper right): this scene's CreditsHud + MineralHud pair
this.noteG = null; // console-note glyphs (consoleNote)
this.buildWindow = null; // the BUILD console (deck slot) — a view over gameScene.buildState
this.jobBoardWindow = null; // the JOB BOARD console (Explore drawer's Job Board slot)
this.jobBoardMode = false; // true while the job board console is up (the JOB BOARD press or the ✕ toggles it)
this._setDestDialog = null; // the shop's "SET DESTINATION" confirm (ConfirmOverlay, container-hosted)
this._setDestHost = null; // the centered container hosting that dialog (SavePanel pattern)
this._setDest = null; // the pending { exit, hops } behind that dialog
@ -510,17 +513,33 @@ export class SurfaceScene extends Phaser.Scene {
* untouched in both directions (it's the toggle that owns the lock). Idempotent — safe on re-entry.
*/
setBarLocked(locked) {
this.setServiceLocked(locked, 'bar');
}
/**
* SURFACE LOCK — while a service point owns the surface (the bar clip,
* the job board console), EVERY button on the primary deck (all six
* live slots — the way-out is not on the deck) and every item on the
* secondary drawer EXCEPT the service's slot go standby (dim, inert —
* no hover, no press — the deck's per-slot language,
* ActionBar.setSlotEnabled; the drawer's, MenuSubBar.setDisabled).
* `escapeId` names the way-out slot (the bar's 'bar', the board's
* 'jobBoard') — it stays live. The shop slot re-arms with the rest (its
* TRADE gate — GameScene.isTradeUnlocked — lives on the shop's Buy/Sell
* tab, not on this slot). Idempotent — safe on re-entry.
*/
setServiceLocked(locked, escapeId) {
const deck = this.actionBar;
if (deck && Array.isArray(deck.slots)) {
for (const s of deck.slots) {
if (!s.live) continue;
deck.setSlotEnabled(s.id, !locked); // the shop slot re-arms with the rest — its trade gate lives on the shop's Buy/Sell tab, not here
deck.setSlotEnabled(s.id, !locked);
}
}
const drawer = this.exploreSubBar;
if (drawer && Array.isArray(drawer.buttons)) {
for (const b of drawer.buttons) {
if (b.id === 'bar') continue; // BAR/LEAVE BAR is the way out
if (b.id === escapeId) continue; // the way-out slot stays live
drawer.setDisabled(b.id, locked);
}
}
@ -539,6 +558,56 @@ export class SurfaceScene extends Phaser.Scene {
return inBar ? String(active) : String(base);
}
// ------------------------------------------------------------------
// Stage 2c — the job board (EXPLORE → Job Board opens the console, and back)
// ------------------------------------------------------------------
/**
* JOB BOARD — the drawer's Job Board slot (on every world EXCEPT the
* player's home system — safe space): open the board's console (the
* build screen's structure — js/ui/JobBoardWindow.js, nearly
* full-screen, over the deck + drawer + the upper-left HUD); the next
* press — or the console's ✕ — closes it. While it's up the deck +
* drawer stand down (the slot's own press stays live as the second
* door — setServiceLocked). The surface clip pauses under the console
* and resumes where it left off (v4 quirk — resume(), not play();
* see leaveJobBoard).
*/
toggleJobBoard() {
if (this.phase !== 'surface') return; // no deck, no drawer, no board
if (this.jobBoardMode) {
this.leaveJobBoard();
return;
}
if (this.vignetteHub?.busy) {
// A scene is pending or open (the shop's) — the board's entry waits
// for its DONE (one location at a time).
this.consoleNote('ONE THING AT A TIME');
this.playSfx('ui_close');
return;
}
if (this.jobBoardWindow?.isOpen) {
this.leaveJobBoard(); // out of sync (e.g. a close in flight) — land it
return;
}
this.jobBoardMode = true;
this.surfaceVideo?.pause(); // the console covers the loop (resume() brings it back)
this.jobBoardWindow?.open();
this.setServiceLocked(true, 'jobBoard'); // the board is up — every OTHER button stands down
}
/** The second press (JOB BOARD) — or the console's ✕ — back to the looping surface clip. */
leaveJobBoard() {
if (!this.jobBoardMode) return;
this.jobBoardMode = false;
this.jobBoardWindow?.close();
this.setServiceLocked(false, 'jobBoard'); // the board is down — the deck + drawer come back
// resume(), not play(): v4's play() is a no-op after pause() (its
// _playCalled flag stays true, so the native play() is never
// re-issued) — the surface clip would stay frozen after board → back.
this.surfaceVideo?.resume();
}
// ------------------------------------------------------------------
// Stage 2d — the planet's VIGNETTES (data/vignettes.json — the
// dialogue scenes that play on the surface: the window over the
@ -1163,6 +1232,21 @@ export class SurfaceScene extends Phaser.Scene {
})
: null;
// The JOB BOARD console (the Explore drawer's Job Board slot — on
// every world EXCEPT the player's home system — safe space): the
// build screen's structure (js/ui/JobBoardWindow.js) on the surface
// clip's depth layer (10 — the bar clip's), so the deck (50) + drawer
// (60) stay live on top — the drawer's slot is the way-out (JOB BOARD
// ↔ LEAVE; toggleJobBoard owns the relabel + lock). The left feed is
// assets/videos/jobboard.mp4 (GameScene's preload, shared cache, muted
// loop). The AVAILABLE JOBS + JOB DETAILS sections stand as
// placeholders for now — the postings + the selection land later
// (JobBoardWindow.refresh is the repaint seam).
this.jobBoardWindow = new JobBoardWindow(this, {
planetName: this.planetName,
onClose: () => this.leaveJobBoard(),
});
// The QUESTS console (the deck's QUESTS slot — right of SHIP): the
// SAME window as the flight deck's (js/ui/QuestWindow.js), opened
// over the SLEEPING GameScene's dossier — the same split as the build
@ -1306,6 +1390,17 @@ export class SurfaceScene extends Phaser.Scene {
this.toggleBar();
return;
}
if (this.jobBoardMode && id !== 'jobBoard') {
// Belt-and-braces — the board's lock already stands the other drawer
// items down (their clicks never reach here).
this.consoleNote('LEAVE THE JOB BOARD FIRST');
this.playSfx('ui_close');
return;
}
if (id === 'jobBoard') {
this.toggleJobBoard();
return;
}
console.info(`[orbit] surface explore: ${id} — ${this.planetName}`);
}
@ -1579,6 +1674,7 @@ export class SurfaceScene extends Phaser.Scene {
if (this.exploreSubBar?.isOpen) {
if (this.exploreSubBar.contains(pointer.x, pointer.y)) return;
if (this.barMode) return; // the bar holds the drawer up — LEAVE BAR is the way out
if (this.jobBoardMode) return; // the board holds the drawer up — the ✕ (or the JOB BOARD press) is the way out
this.exploreSubBar.close();
return;
}
@ -1715,6 +1811,7 @@ export class SurfaceScene extends Phaser.Scene {
}
}
this.buildWindow?.update(time);
this.jobBoardWindow?.update(time);
this.questWindow?.update(time);
}
@ -1745,6 +1842,9 @@ export class SurfaceScene extends Phaser.Scene {
this._setDest = null;
this.buildWindow?.destroy();
this.buildWindow = null;
this.jobBoardWindow?.destroy();
this.jobBoardWindow = null;
this.jobBoardMode = false;
this.vignetteHub?.destroy(); // the scene + its pending beat die with the surface
this.vignetteHub = null;
this.vignetteLocation = null;

788
js/ui/JobBoardWindow.js Normal file
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@ -0,0 +1,788 @@
/**
* JobBoardWindow — the full-screen JOB BOARD console (the Explore
* drawer's Job Board slot, on every world EXCEPT the player's home
* system — safe space). Structurally the build console's (the deck's
* BUILD button — js/ui/BuildWindow.js): same cut-corner frame + title
* rail + ✕, the same boot reveal / decode / glitch language, and the
* same left feed + right content split.
*
* ┌──────────────────────────────────────────────────────────────────────┐
* │ J O B B O A R D <WORLD> · BOARD [✕] │
* ├───────────────────────┬──────────────────────────────────────────────┤
* │ ● BOARD FEED // LIVE │ AVAILABLE JOBS │
* │ ┌─────────────────┐ │ ┌────────────────────────────────────────┐ │
* │ │ looping video │ │ │ NO CONTRACTS ON FILE — the postings │ │
* │ │ (muted, 2:3) │ │ │ list lands here (later) │ │
* │ │ + scanlines │ │ └────────────────────────────────────────┘ │
* │ │ + sweep band │ │ JOB DETAILS │
* │ └─────────────────┘ │ ┌────────────────────────────────────────┐ │
* │ BOARD STANDBY — … │ │ SELECT A JOB — the contract readout │ │
* │ │ │ lands here (later) │ │
* │ │ └────────────────────────────────────────┘ │
* └───────────────────────┴──────────────────────────────────────────────┘
*
* Title: the JOB BOARD name in the top bar's upper left — the build
* console's titleTxt spot (the meta line + ✕ sit at the right). Left:
* the board's feed — assets/videos/jobboard.mp4, a 2:3 portrait that
* LOOPS MUTED while the console is up (the build feed's twin;
* data/actionbar.json → surface.explore.video). Right: the AVAILABLE
* JOBS section (the board's postings — flexing from the body's top
* edge) and the JOB DETAILS section (the selected job's contract) —
* both PLACEHOLDERS for now; the postings + the selection land later
* (refresh() is the repaint seam).
*
* Depth 80 — the build screen's: nearly full-screen, ABOVE the deck
* (50) + drawer (60) + the upper-left surface HUD (60), so it covers
* the planet text as well (the build console's shape). The top bar's
* text sits at the right (the build's titleMeta corner).
*
* The scene owns the toggle: it calls open()/close() and stands the
* deck + drawer down (SurfaceScene.setServiceLocked — the slot's own
* press stays live as the second door); the ✕ calls back through the
* onClose seam so the unlock can't be skipped.
*/
import Phaser from '../vendor/phaser.js';
import { config } from '../config/Config.js';
import { toCss } from '../utils/Color.js';
import { fontStack, themeColor } from '../utils/Theme.js';
import { ScrambleDecode } from '../utils/Decode.js';
import { playSfxOn } from '../utils/Sfx.js';
import { CyberShape } from './CyberShape.js';
const HEADER = fontStack('header');
const BODY = fontStack('body');
const rand = (a, b) => a + Math.random() * (b - a);
const clamp01 = (v) => Math.min(1, Math.max(0, v));
const easeIO = (u) => (u < 0.5 ? 2 * u * u : 1 - Math.pow(-2 * u + 2, 2) / 2);
/** Theme palette (data/theme.json), resolved once at build time. */
const C = {
ink: themeColor('ink', 0xeaf6ff),
dim: themeColor('dim', 0x7d92c4),
faint: themeColor('faint', 0x3d4c74),
neon: themeColor('neon', 0x00e5ff),
neon2: themeColor('neon2', 0xff2d6f),
amber: themeColor('amber', 0xffc94d),
panel: themeColor('panel', 0x0a1120),
bg: themeColor('bg', 0x04060d),
};
/**
* Draw a cut-corner plate with its top-left at (x, y) into an existing
* Graphics (CyberShape.points is centred on (0,0) — translate by the
* plate centre). Mirrors BuildWindow.panel() (the build console's
* recipe, including the wide, low-alpha `glow` stroke pass).
*/
function panel(g, x, y, w, h, o = {}) {
const cx = x + w / 2;
const cy = y + h / 2;
const pts = CyberShape.points(w, h, o.notch ?? Math.min(14, h * 0.28)).map(
(p) => ({ x: p.x + cx, y: p.y + cy })
);
if (o.fill !== undefined) {
g.fillStyle(o.fill, o.fillAlpha ?? 1);
g.fillPoints(pts, true);
}
if (o.stroke !== undefined) {
g.lineStyle(o.lineWidth ?? 1.5, o.stroke, o.strokeAlpha ?? 1);
g.strokePoints(pts, true);
}
if (o.glow !== undefined) {
g.lineStyle((o.lineWidth ?? 1.5) + 4, o.glow, o.glowAlpha ?? 0.22);
g.strokePoints(pts, true);
}
}
/** Corner brackets framing a rect (x, y = top-left). */
function brackets(g, x, y, w, h, o = {}) {
const color = o.color ?? C.neon;
const alpha = o.alpha ?? 0.7;
const len = o.length ?? 14;
g.lineStyle(o.lineWidth ?? 2, color, alpha);
const x2 = x + w;
const y2 = y + h;
g.lineBetween(x, y, x + len, y);
g.lineBetween(x, y, x, y + len);
g.lineBetween(x2, y, x2 - len, y);
g.lineBetween(x2, y, x2, y + len);
g.lineBetween(x, y2, x + len, y2);
g.lineBetween(x, y2, x, y2 - len);
g.lineBetween(x2, y2, x2 - len, y2);
g.lineBetween(x2, y2, x2, y2 - len);
}
export class JobBoardWindow extends Phaser.GameObjects.Container {
static VIDEO_KEY = 'jobboard';
/**
* @param {Phaser.Scene} scene the owning scene (SurfaceScene)
* @param {object} o seams:
* { planetName: string, // the world's proper name (top-bar meta)
* onClose: () => void } // the ✕ door (the scene's full leave: relabel + unlock)
*/
constructor(scene, o = {}) {
super(scene, 0, 0);
// v4 quirk: a directly-constructed GameObject must register itself.
this.scene.add.existing(this);
this.setScrollFactor(0); // UI — pinned to the screen
// The build screen's depth — nearly full-screen, ABOVE the deck (50)
// + drawer (60) + the upper-left surface HUD (60): the board covers
// the planet text, and the ✕ (or the JOB BOARD slot's press) is the
// way-out (see the module note above).
this.setDepth(80);
this.planetName = String(o.planetName ?? '').trim();
this.onClose = typeof o.onClose === 'function' ? o.onClose : null;
this.openState = 'closed'; // closed | opening | open | closing
this.booted = false;
this.reveal = []; // { o, d, dur, mode, baseY, t0 }
this.decodes = []; // { txt, dec } — polled ScrambleDecodes
this.glitch = { until: 0, next: 0, level: 0.8 };
this.sweep = { t0: 0, next: 0 };
this._build();
this.setVisible(true);
this.setAlpha(0);
}
// ------------------------------------------------------------ helpers
hasVideo(key) {
const c = this.scene.cache?.video;
return !!(c && typeof c.has === 'function' && c.has(key));
}
destroyVideo(v) {
if (!v) return;
try {
v.off();
v.stop(false);
v.destroy();
} catch {
/* already gone */
}
}
/** Decode text into `txt` starting at `t0` (driven by update()). */
decodeTo(txt, str, t0, dur = 520) {
this.decodes = this.decodes.filter((d) => d.txt !== txt);
if (txt.text === str) return;
txt.setText('');
this.decodes.push({ txt, dec: new ScrambleDecode(str, t0, dur) });
}
sfx(name) {
playSfxOn(this.scene, name);
}
// ------------------------------------------------------------ geometry
_measure() {
const W = this.scene.scale.width;
const H = this.scene.scale.height;
const m = 10;
const pad = 14;
const rect = { x: m, y: m, w: W - 2 * m, h: H - 2 * m };
const titleH = 46;
// Nearly full-screen — the build screen's shape (its body runs to
// the window's bottom padding; the deck + drawer + HUD are covered).
const bodyY = rect.y + titleH + pad;
const bodyBottom = rect.y + rect.h - pad;
const bodyH = bodyBottom - bodyY;
const a = config.get('actionbar.surface.explore.video.aspect', [2, 3]);
const ar = a[0] > 0 && a[1] > 0 ? a[0] / a[1] : 2 / 3;
const videoH = Math.max(120, bodyH - 22 - 36 - 24 - 8);
const videoW = Math.max(90, videoH * ar);
const leftX = rect.x + pad;
const leftW = videoW + 30;
const rightX = leftX + leftW + pad;
const rightW = Math.max(120, rect.x + rect.w - pad - rightX);
// right column: the two placeholder sections (the build console's
// list-over-detail shape) — the title now lives in the top bar
// (the build's titleTxt spot), so the column starts at the body's
// top edge and the postings panel gets the whole flex room:
// AVAILABLE JOBS (the postings — flex) over JOB DETAILS (fixed).
const headH = 12; // a section's header line (10 px font)
const headGap = 10; // header → panel
const secGap = 16; // available panel → details header
const detailH = 150; // the details panel (the build's detail height)
const availHeadY = bodyY + 8; // the AVAILABLE JOBS header (just under the top bar)
const availTop = availHeadY + headH + headGap;
const detailPanelY = bodyBottom - detailH;
const detailHeadY = detailPanelY - headGap - headH; // the JOB DETAILS header baseline
const availH = Math.max(
80,
detailHeadY - headGap - headH - secGap - availTop,
);
return {
W, H, rect, titleH, pad,
bodyY, bodyBottom, bodyH,
videoH, videoW, leftX, leftW,
rightX, rightW,
availHeadY, availTop, availH,
detailHeadY, detailPanelY, detailH,
};
}
// ------------------------------------------------------------ build
_build() {
const s = this.scene.add;
const G = (d = 0) => {
const g = s.graphics().setScrollFactor(0).setDepth(d);
this.add(g);
return g;
};
const T = (x, y, str, style, d = 0) => {
const t = s.text(x, y, str, style).setScrollFactor(0).setDepth(d);
this.add(t);
return t;
};
this.geo = this._measure();
const { rect, titleH } = this.geo;
// ── window body ─────────────────────────────────────────────────
const bg = G(0);
bg.clear();
panel(bg, rect.x, rect.y, rect.w, rect.h, {
notch: 20,
fill: C.bg,
fillAlpha: 1, // fully opaque — the upper-left HUD sits UNDER this window (depth 80 > 60) and must not ghost through
stroke: 0x0e5f86,
strokeAlpha: 0.95,
});
bg.fillStyle(C.neon, 0.16);
bg.fillRect(rect.x + 20, rect.y + rect.h - 1.5, rect.w - 40, 1.5);
this.bgG = bg;
// ── top bar — the meta line + ✕ at the RIGHT (the build console's
// titleMeta corner; the window now covers the upper-left HUD), the rail
const meta = String(this.planetName || 'SURFACE').toUpperCase();
this.topMeta = T(0, 0, `${meta} · SURFACE BOARD`, {
fontFamily: BODY,
fontSize: '10px',
color: toCss(C.faint),
letterSpacing: 2.5,
}, 1);
this.topMeta.setOrigin(1, 0);
this.topMeta.setPosition(rect.x + rect.w - 66, rect.y + 15);
this.titleRailG = G(1);
this.titleRailG.clear();
this.titleRailG.lineStyle(1, 0x14324f, 0.8);
this.titleRailG.lineBetween(rect.x + 16, rect.y + titleH - 1, rect.x + rect.w - 16, rect.y + titleH - 1);
this.titleRailG.fillStyle(C.neon, 0.9);
this.titleRailG.fillRect(rect.x + 16, rect.y + titleH - 2, 90, 2);
// close button (top right)
const cw = 30;
const cx = rect.x + rect.w - 18 - cw / 2;
const cy = rect.y + titleH / 2 - 2;
this.closeBtn = { x: cx, y: cy, w: cw, h: cw, hover: false };
this.closeG = G(2);
this.closeTxt = T(cx, cy + 1, '✕', {
fontFamily: BODY,
fontSize: '15px',
color: toCss(C.neon2),
align: 'center',
}, 2);
// Text's default origin is (0,0) — without this the ✕ anchors its
// top-left at the plate centre and sits right-of-centre.
this.closeTxt.setOrigin(0.5, 0.5);
const closeRect = new Phaser.Geom.Rectangle(cx - cw / 2, cy - cw / 2, cw, cw);
this.closeG.setInteractive({
useHandCursor: true,
hitArea: closeRect,
hitAreaCallback: (area, px, py) => area.contains(px, py),
});
this.closeG.on('pointerover', () => {
this.closeBtn.hover = true;
this._paintClose();
});
this.closeG.on('pointerout', () => {
this.closeBtn.hover = false;
this._paintClose();
});
this.closeG.on('pointerdown', () => {
this.sfx('ui_click');
// The scene's full leave (relabel the drawer's slot back to JOB
// BOARD + stand the deck back up) — close() alone would skip it.
if (this.onClose) this.onClose();
else this.close();
});
this._paintClose();
// glitch layers (top of the window)
this.glitchG = G(10);
this.titleGhostA = this._ghost();
this.titleGhostB = this._ghost();
// ── left: the board feed (video) ─────────────────────────────────
this.videoPanel = this._buildVideoPanel();
this.add(this.videoPanel);
this.videoPanel.setDepth(1);
// ── top bar: the JOB BOARD title in the build's titleTxt spot
// (upper left; the meta line + ✕ sit at the right) ────────────────
this.rightTitle = T(rect.x + 18, rect.y + 13, '', {
fontFamily: HEADER,
fontSize: '17px',
color: toCss(C.ink),
fontStyle: 'bold',
letterSpacing: 7,
}, 1);
this.rightTitleCursor = G(1);
this._buildSections();
}
_ghost() {
const t = this.scene.add
.text(0, 0, '', {
fontFamily: HEADER,
fontSize: '20px',
color: toCss(C.neon),
fontStyle: 'bold',
letterSpacing: 6,
})
.setScrollFactor(0)
.setAlpha(0)
.setBlendMode(Phaser.BlendModes.ADD);
t.setDepth(2);
this.add(t);
return t;
}
// ── right: the two placeholder sections ────────────────────────────
/**
* AVAILABLE JOBS (the board's postings) over JOB DETAILS (the selected
* job's contract) — PLACEHOLDERS for now: framed, labelled, and
* standing by. The postings list + the selection land later; refresh()
* is the repaint seam (the build console's rows/detail shape is the
* model to copy when they arrive).
*/
_buildSections() {
const s = this.scene.add;
const { rightX, rightW } = this.geo;
const mk = (headY, panelY, panelH, head, main, sub) => {
// NOTE: added to THE CONTAINER (this.add), not left scene-level —
// the container carries the window's depth (10), and a scene-level
// object at depth 0 hides behind the window's own opaque backdrop.
const headTxt = s
.text(rightX + 6, headY, head, {
fontFamily: HEADER,
fontSize: '10px',
color: toCss(C.dim),
fontStyle: 'bold',
letterSpacing: 3,
})
.setScrollFactor(0);
this.add(headTxt);
const bg = s.graphics().setScrollFactor(0);
this.add(bg);
bg.clear();
panel(bg, rightX, panelY, rightW, panelH, {
notch: 10,
fill: 0x081120,
fillAlpha: 0.85,
stroke: 0x1b3a5a,
strokeAlpha: 0.7,
});
bg.fillStyle(C.neon, 0.3);
bg.fillRect(rightX + 12, panelY + 1, rightW - 24, 1.5);
const mainTxt = s
.text(rightX + rightW / 2, panelY + panelH / 2 - 8, main, {
fontFamily: HEADER,
fontSize: '12px',
color: toCss(C.faint),
fontStyle: 'bold',
letterSpacing: 3,
align: 'center',
})
.setOrigin(0.5, 0.5)
.setScrollFactor(0);
this.add(mainTxt);
const subTxt = s
.text(rightX + rightW / 2, panelY + panelH / 2 + 12, sub, {
fontFamily: BODY,
fontSize: '10px',
color: toCss(C.faint),
letterSpacing: 2,
align: 'center',
})
.setOrigin(0.5, 0.5)
.setScrollFactor(0);
this.add(subTxt);
return { headTxt, bg, mainTxt, subTxt };
};
const g = this.geo;
this.jobsSection = mk(
g.availHeadY, g.availTop, g.availH,
'AVAILABLE JOBS',
'NO CONTRACTS ON FILE',
'THE BOARD’S POSTINGS LAND HERE',
);
this.detailSection = mk(
g.detailHeadY, g.detailPanelY, g.detailH,
'JOB DETAILS',
'SELECT A JOB',
'PICK A LISTING TO READ ITS CONTRACT',
);
}
// ── left panel: the board feed ──────────────────────────────────────────
_buildVideoPanel() {
const { leftX, bodyY, leftW, videoW, videoH } = this.geo;
const cont = new Phaser.GameObjects.Container(this.scene, leftX, bodyY);
const s = this.scene.add;
// header: ● BOARD FEED // LIVE
this.recDot = s.circle(10, 12, 4, C.amber, 0.9).setScrollFactor(0);
cont.add(this.recDot);
const head = s
.text(20, 6, 'BOARD FEED // LIVE', {
fontFamily: BODY,
fontSize: '10px',
color: toCss(C.faint),
letterSpacing: 2.5,
})
.setScrollFactor(0);
cont.add(head);
// frame + the clip
const vx = (leftW - videoW) / 2;
const vy = 26;
const frameG = s.graphics().setScrollFactor(0);
frameG.clear();
brackets(frameG, vx - 6, vy - 6, videoW + 12, videoH + 12, { length: 12, color: C.neon, alpha: 0.7 });
frameG.lineStyle(1, 0x14324f, 0.55);
frameG.lineBetween(vx - 6, vy + videoH / 2, vx - 2, vy + videoH / 2);
frameG.lineBetween(vx + videoW + 2, vy + videoH / 2, vx + videoW + 6, vy + videoH / 2);
cont.add(frameG);
this.videoCx = vx + videoW / 2;
this.videoCy = vy + videoH / 2;
this.videoRect = { x: vx, y: vy, w: videoW, h: videoH };
this.video = null;
if (this.hasVideo(JobBoardWindow.VIDEO_KEY)) {
const v = s.video(0, 0, JobBoardWindow.VIDEO_KEY);
v.setOrigin(0.5);
v.setScrollFactor(0);
// The feed is ambience: muted + looping, as the console requires.
v.setVolume(0);
v.setLoop(true);
if (v.video) v.video.muted = true;
const fit = (vv, iw = 0, ih = 0) => {
const el = vv.video;
const vw = iw || (el && (el.videoWidth || el.width)) || (vv.frame && vv.frame.realWidth) || 544;
const vh = ih || (el && (el.videoHeight || el.height)) || (vv.frame && vv.frame.realHeight) || 800;
const sc = Math.min(videoW / vw, videoH / vh);
vv.setPosition(this.videoCx, this.videoCy);
vv.setScale(sc);
};
fit(v);
const ready = (vv, w, h) => {
if (vv !== v) return;
fit(vv, w, h);
vv.setVisible(true);
};
v.on('created', ready);
if (v.video && v.video.readyState >= 1) ready(v, 0, 0);
cont.add(v);
this.video = v;
} else {
// NO SIGNAL plate (asset missing) — the console still works.
const ph = s.graphics().setScrollFactor(0);
ph.clear();
panel(ph, vx, vy, videoW, videoH, { notch: 6, fill: 0x050a12, fillAlpha: 0.9, stroke: 0x1b3a5a, strokeAlpha: 0.5 });
for (let i = 0; i < 40; i++) {
ph.fillStyle(C.neon, rand(0.02, 0.08));
ph.fillRect(vx + rand(0, videoW - 4), vy + rand(0, videoH), rand(8, 60), 1);
}
cont.add(ph);
const ns = s.text(this.videoCx, this.videoCy - 8, 'NO SIGNAL', {
fontFamily: HEADER,
fontSize: '14px',
color: toCss(C.ink),
fontStyle: 'bold',
letterSpacing: 5,
align: 'center',
}).setScrollFactor(0);
const nsub = s.text(this.videoCx, this.videoCy + 12, 'BOARD FEED OFFLINE', {
fontFamily: BODY,
fontSize: '10px',
color: toCss(C.faint),
letterSpacing: 3,
align: 'center',
}).setScrollFactor(0);
cont.add(ns);
cont.add(nsub);
}
// scanlines over the feed (the menu's CRT recipe — the build feed's
// twin, its own texture key)
const scanKey = 'jobboard_scanlines';
if (!this.scene.textures.exists(scanKey)) {
const c = document.createElement('canvas');
c.width = 4;
c.height = 8;
const ctx = c.getContext('2d');
ctx.fillStyle = 'rgba(2,6,12,0.5)';
ctx.fillRect(0, 0, 4, 3);
ctx.fillStyle = 'rgba(120,220,255,0.05)';
ctx.fillRect(0, 4, 4, 1);
this.scene.textures.addCanvas(scanKey, c);
}
this.scan = s.tileSprite(this.videoCx, this.videoCy, videoW, videoH, scanKey).setScrollFactor(0).setAlpha(0.5);
cont.add(this.scan);
// sweep band (crawls down the feed on a loop)
const swKey = 'jobboard_sweep';
if (!this.scene.textures.exists(swKey)) {
const c = document.createElement('canvas');
c.width = 8;
c.height = 64;
const ctx = c.getContext('2d');
const grad = ctx.createLinearGradient(0, 0, 0, 64);
grad.addColorStop(0, 'rgba(127,223,255,0)');
grad.addColorStop(0.5, 'rgba(127,223,255,0.5)');
grad.addColorStop(1, 'rgba(127,223,255,0)');
ctx.fillStyle = grad;
ctx.fillRect(0, 0, 8, 64);
this.scene.textures.addCanvas(swKey, c);
}
this.sweepBand = s
.image(this.videoCx, this.videoRect.y - 40, swKey)
.setDisplaySize(videoW, 48)
.setScrollFactor(0)
.setAlpha(0)
.setBlendMode(Phaser.BlendModes.ADD);
cont.add(this.sweepBand);
this.sweepCfg = config.get('builds.fx', null) ?? {};
// bottom status strip (the build feed's shape)
const sy = vy + videoH + 14;
const strip = s.graphics().setScrollFactor(0);
strip.clear();
strip.lineStyle(1, 0x14324f, 0.8);
strip.lineBetween(2, sy, leftW - 2, sy);
strip.fillStyle(C.neon, 0.7);
strip.fillRect(2, sy - 1, 26, 2);
cont.add(strip);
this.statusTxt = s
.text(2, sy + 10, 'BOARD STANDBY — NO CONTRACTS ON FILE', {
fontFamily: BODY,
fontSize: '10px',
color: toCss(C.faint),
letterSpacing: 2,
})
.setScrollFactor(0);
cont.add(this.statusTxt);
return cont;
}
// ── painting ─────────────────────────────────────────────────────────────
_paintClose() {
const b = this.closeBtn;
const g = this.closeG;
g.clear();
panel(g, b.x - b.w / 2, b.y - b.h / 2, b.w, b.h, {
notch: 7,
fill: C.panel,
fillAlpha: b.hover ? 0.85 : 0.4,
stroke: C.neon2,
strokeAlpha: b.hover ? 1 : 0.55,
});
this.closeTxt.setAlpha(b.hover ? 1 : 0.8);
}
/** Repaint the placeholder sections (the seam — the postings + the
* selected job's contract repaint here when they land). */
refresh() {
// The sections stand as built (NO CONTRACTS ON FILE / SELECT A JOB).
}
// ── open / close ─────────────────────────────────────────────────────────
open() {
if (this.openState === 'open' || this.openState === 'opening') return;
this.openState = 'opening';
this.setAlpha(0);
// resume() not play(): v4's play() is a no-op after pause() (its
// _playCalled flag stays true, so the native play() is never
// re-issued) — the feed would stay frozen after close → reopen.
// resume() handles both a first open (delegates to play()) and a
// re-open of a paused clip.
this.video?.resume?.();
this.sfx('ui_window');
this._startReveal();
}
close() {
if (this.openState === 'closed' || this.openState === 'closing') return;
this.openState = 'closing';
this.video?.pause?.();
this.sfx('ui_close');
this.scene.tweens.add({
targets: this,
alpha: 0,
duration: 150,
ease: 'Power2',
onComplete: () => {
this.openState = 'closed';
this.glitchG.clear();
this.titleGhostA.setAlpha(0);
this.titleGhostB.setAlpha(0);
},
});
}
// 'closing' counts as open: the close door flips openState in the
// SAME input pass, before the scene's pointerdown guard runs — while
// the window is still on screen (fading out) it must keep owning the
// click, or the close tap leaks through as a world click.
get isOpen() {
return this.openState === 'open' || this.openState === 'opening' || this.openState === 'closing';
}
// ── boot reveal ────────────────────────────────────────────────────────────
_startReveal() {
const now = this.scene.time.now;
const list = [];
const push = (o, d, dur, mode, baseY) => list.push({ o, d, dur, mode, baseY: baseY ?? o.y, t0: now });
this.decodeTo(this.rightTitle, 'JOB BOARD', now, 520);
if (!this.booted) {
push(this, 0, 240, 'fade');
push(this.topMeta, 120, 300, 'fade');
push(this.titleRailG, 160, 220, 'fade');
push(this.closeG, 200, 200, 'fade');
push(this.closeTxt, 200, 200, 'fade');
push(this.videoPanel, 260, 380, 'fade');
push(this.rightTitle, 300, 300, 'rise', this.rightTitle.y);
push(this.jobsSection.headTxt, 420, 240, 'fade');
push(this.jobsSection.bg, 440, 260, 'rise', 0);
push(this.jobsSection.mainTxt, 480, 240, 'fade');
push(this.jobsSection.subTxt, 520, 240, 'fade');
push(this.detailSection.headTxt, 560, 240, 'fade');
push(this.detailSection.bg, 580, 260, 'rise', 0);
push(this.detailSection.mainTxt, 620, 240, 'fade');
push(this.detailSection.subTxt, 660, 240, 'fade');
this.booted = true;
this.glitch.next = now + rand(6000, 13000);
} else {
push(this, 0, 160, 'fade');
}
this.reveal = list;
this.openState = 'open';
}
_glitchBurst(level, at) {
this.glitch.until = at + rand(220, 420);
this.glitch.level = level;
}
// ── per-frame (called by the scene's update) ──────────────────────────────
update(time) {
if (!this.isOpen) return;
// reveal timeline
if (this.reveal.length) {
let done = true;
for (const r of this.reveal) {
const u = clamp01((time - r.t0 - r.d) / Math.max(1, r.dur));
const e = easeIO(u);
if (r.mode === 'fade') r.o.setAlpha(e);
else if (r.mode === 'rise') {
r.o.setAlpha(e);
r.o.setY(r.baseY + (1 - e) * 14);
}
if (u < 1) done = false;
}
if (done) {
for (const r of this.reveal) {
r.o.setAlpha(1);
if (r.mode === 'rise') r.o.setY(r.baseY);
}
this.reveal = [];
}
}
// decodes (ScrambleDecode polling)
if (this.decodes.length) {
for (const d of [...this.decodes]) {
if (!d.dec.started(time)) continue;
d.txt.setText(d.dec.display(time));
if (d.dec.finished(time)) {
d.txt.setText(d.dec.value);
const i = this.decodes.indexOf(d);
if (i >= 0) this.decodes.splice(i, 1);
}
}
}
// ambient glitch bursts (the build console's recipe)
if (time >= this.glitch.next) {
this._glitchBurst(rand(0.5, 1), time);
this.glitch.next = time + rand(6000, 13000);
}
if (time < this.glitch.until) {
const lvl = this.glitch.level ?? 0.8;
const { rect } = this.geo;
const g = this.glitchG;
g.clear();
for (let i = 0; i < 4; i++) {
g.fillStyle(i % 2 ? C.neon : C.neon2, rand(0.03, 0.1) * lvl);
g.fillRect(rect.x + rand(-8, 8), rand(rect.y, rect.y + rect.h), rect.w, rand(2, 18));
}
const dx = 2 + lvl * 2;
const t = this.rightTitle;
this.titleGhostA.setText(t.text).setPosition(t.x + dx, t.y).setAlpha(0.5 * lvl);
this.titleGhostB.setText(t.text).setPosition(t.x - dx, t.y).setAlpha(0.5 * lvl);
this.titleGhostB.setColor(toCss(C.neon2));
} else if (this.titleGhostA?.alpha > 0) {
this.titleGhostA.setAlpha(0);
this.titleGhostB.setAlpha(0);
}
// title cursor blink (the build console's title-cursor recipe)
const blink = Math.floor(time / 480) % 2 === 0 ? 1 : 0.15;
this.rightTitleCursor.clear();
this.rightTitleCursor.fillStyle(C.neon, blink);
this.rightTitleCursor.fillRect(
this.rightTitle.x + this.rightTitle.width + 10,
this.rightTitle.y - 16,
9,
19,
);
// sweep band over the feed
const cfg = this.sweepCfg;
if (cfg.enabled !== false && this.sweepBand) {
const [lo, hi] = cfg.everyMs ?? [4200, 8600];
if (time >= this.sweep.next) {
this.sweep.t0 = time;
this.sweep.next = time + rand(lo, hi);
}
const dur = cfg.durationMs ?? 1500;
const u = (time - this.sweep.t0) / dur;
if (u >= 0 && u <= 1) {
const { y, h } = this.videoRect;
this.sweepBand.setY(y - 48 + u * (h + 96));
this.sweepBand.setAlpha(Math.sin(u * Math.PI) * 0.5);
} else {
this.sweepBand.setAlpha(0);
}
}
// REC dot pulse
this.recDot.setFillStyle(C.amber, 0.45 + 0.4 * Math.sin(time * 0.006));
}
// ── teardown ───────────────────────────────────────────────────────────────
destroy() {
this.destroyVideo(this.video);
this.video = null;
super.destroy(true);
}
}