diff --git a/assets/images/planets.png b/assets/images/planets.png index 708459d..3ebfea2 100644 Binary files a/assets/images/planets.png and b/assets/images/planets.png differ diff --git a/assets/images/planets.psd b/assets/images/planets.psd index 56d9229..2cdeb1c 100644 Binary files a/assets/images/planets.psd and b/assets/images/planets.psd differ diff --git a/js/scenes/GameScene.js b/js/scenes/GameScene.js index d43b610..df435e9 100644 --- a/js/scenes/GameScene.js +++ b/js/scenes/GameScene.js @@ -1988,6 +1988,8 @@ export class GameScene extends Phaser.Scene { if (this.questWindow && this.questWindow.isOpen) return; // The ship console (depth 80) — the same full-screen contract. if (this.shipWindow && this.shipWindow.isOpen) return; + // The skill tree console (depth 80) — the same full-screen contract. + if (this.skillWindow && this.skillWindow.isOpen) return; // Sub-bar OPEN: a click INSIDE it is its own (the panel or one of // its buttons — the buttons fire on their own pointerdown). ANY // click OUTSIDE — world, deck, HUD, compass — folds it back down @@ -2765,11 +2767,15 @@ export class GameScene extends Phaser.Scene { // The CLASS CONSOLE's freeze (js/ui/ClassWindow.js): picking a class is a // decision, not an overlay on top of the fight — the world holds exactly // the way it does for a comm's ACK and the level-up marquee. + // The SKILL TREE console's freeze (js/ui/SkillWindow.js): ranking skills + // and binding seats is a decision the same way — the world holds behind + // it (the cabinet idiom), and its clicks never steer the ship. const _frozen = _commsPaused || this.levelMarquee?.active === true || !!this._jumping || - this.classWindow?.isOpen === true; + this.classWindow?.isOpen === true || + this.skillWindow?.isOpen === true; // The freeze's PARKING (the ack pause's onPause is the same contract // for its own freeze): while ANY freeze holds, the action is parked // dead EVERY frame — the ship (target + throttle cleared, velocity