Fix CyberOverlay sweep and glitch bar x-offsets to use screen-space coor
The overlay was drawing the sweep image and glitch burst bars at negative-x offsets (e.g. `-w/2`) as if in a centered coordinate system, but Phaser graphics/images live in scene space starting at 0. This shifted the sweep left by half the viewport and clipped the glitch bars off-screen. Anchor them to `0` / `w/2` so they align with the visible area.
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@ -110,7 +110,7 @@ export class CyberOverlay {
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const band = Math.max(20, Math.round(this.cfg.sweep.band));
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this.sweepBand = band;
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this.sweep = scene
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.add.image(0, 0, T.sweep)
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.add.image(w / 2, 0, T.sweep)
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.setOrigin(0.5)
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.setScrollFactor(0)
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.setDepth(d + 2)
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@ -223,14 +223,14 @@ export class CyberOverlay {
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const color = palette[(Math.random() * palette.length) | 0];
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const alpha = 0.06 + Math.random() * 0.18;
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bars.fillStyle(color, alpha);
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bars.fillRect(-w / 2 + dx - 24, y, w + 48, barH);
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bars.fillRect(dx - 24, y, w + 48, barH);
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}
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// One wider "displacement band" so the burst reads at a glance.
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const bandY = Math.random() * h;
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bars.fillStyle(0x04060d, 0.55);
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bars.fillRect(-w / 2 - 24, bandY, w + 48, 14 + Math.random() * 22);
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bars.fillRect(-24, bandY, w + 48, 14 + Math.random() * 22);
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bars.fillStyle(0x00e5ff, 0.22);
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bars.fillRect(-w / 2 - 24, bandY - 2, w + 48, 2);
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bars.fillRect(-24, bandY - 2, w + 48, 2);
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const die = (this.lastTime ?? this.scene.time.now) + this.burstDur + 60;
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this.slices.push({ g: bars, die });
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