diff --git a/data/actionbar.json b/data/actionbar.json index d132ba5..844f188 100644 --- a/data/actionbar.json +++ b/data/actionbar.json @@ -30,7 +30,8 @@ { "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" } } diff --git a/dev/jobboard-shot.html b/dev/jobboard-shot.html new file mode 100644 index 0000000..b7fc59d --- /dev/null +++ b/dev/jobboard-shot.html @@ -0,0 +1,17 @@ + + +
+ + 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));
+}
diff --git a/dev/jobboard.test.mjs b/dev/jobboard.test.mjs
new file mode 100644
index 0000000..282ff77
--- /dev/null
+++ b/dev/jobboard.test.mjs
@@ -0,0 +1,215 @@
+// 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 ✔');
diff --git a/dev/phaser-stub.mjs b/dev/phaser-stub.mjs
index 836b530..68a31b5 100644
--- a/dev/phaser-stub.mjs
+++ b/dev/phaser-stub.mjs
@@ -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; }
diff --git a/dev/shots/jobboard-board.png b/dev/shots/jobboard-board.png
new file mode 100644
index 0000000..c33b236
Binary files /dev/null and b/dev/shots/jobboard-board.png differ
diff --git a/dev/shots/jobboard-drawer.png b/dev/shots/jobboard-drawer.png
new file mode 100644
index 0000000..95619ad
Binary files /dev/null and b/dev/shots/jobboard-drawer.png differ
diff --git a/dev/shots/jobboard-left.png b/dev/shots/jobboard-left.png
new file mode 100644
index 0000000..b0d47a8
Binary files /dev/null and b/dev/shots/jobboard-left.png differ
diff --git a/js/scenes/GameScene.js b/js/scenes/GameScene.js
index 5826d30..f2d5413 100644
--- a/js/scenes/GameScene.js
+++ b/js/scenes/GameScene.js
@@ -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
diff --git a/js/scenes/SurfaceScene.js b/js/scenes/SurfaceScene.js
index bf9e588..d0ff7f8 100644
--- a/js/scenes/SurfaceScene.js
+++ b/js/scenes/SurfaceScene.js
@@ -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;
diff --git a/js/ui/JobBoardWindow.js b/js/ui/JobBoardWindow.js
new file mode 100644
index 0000000..5db81ad
--- /dev/null
+++ b/js/ui/JobBoardWindow.js
@@ -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 · 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);
+ }
+}