Remove cyberpunk overlay from game scene
The CRT/glitch dressing (scanlines, vignette, glitch burst) was visually distracting during gameplay. Strip the CyberOverlay import, creation, update, and destroy calls from GameScene and drop the now-unused `theme.gameScene` config block.
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@ -32,11 +32,5 @@
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"duration": [110, 340],
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"duration": [110, 340],
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"slices": [2, 6],
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"slices": [2, 6],
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"maxOffset": 12
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"maxOffset": 12
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},
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"gameScene": {
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"overlay": true,
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"scanlineAlpha": 0.1,
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"vignetteAlpha": 0.45,
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"burstOnEntry": true
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}
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}
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}
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}
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@ -8,7 +8,6 @@ import { formatSystemReport } from '../galaxy/SystemReport.js';
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import { Ship } from '../entities/Ship.js';
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import { Ship } from '../entities/Ship.js';
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import { Planet } from '../entities/Planet.js';
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import { Planet } from '../entities/Planet.js';
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import { Starfield } from '../visuals/Starfield.js';
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import { Starfield } from '../visuals/Starfield.js';
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import { CyberOverlay } from '../visuals/CyberOverlay.js';
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const FONT_FALLBACK = "'Segoe UI', 'Helvetica Neue', Arial, sans-serif";
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const FONT_FALLBACK = "'Segoe UI', 'Helvetica Neue', Arial, sans-serif";
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const HEADER_FONT = () => fontStack('header', FONT_FALLBACK);
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const HEADER_FONT = () => fontStack('header', FONT_FALLBACK);
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@ -43,14 +42,6 @@ export class GameScene extends Phaser.Scene {
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this.cameraFollowShip = config.get('game.camera.followShip', true);
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this.cameraFollowShip = config.get('game.camera.followShip', true);
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this.cameraFollowRate = config.get('game.camera.followRate', 3.0); // 1/s
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this.cameraFollowRate = config.get('game.camera.followRate', 3.0); // 1/s
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// The shared cyberpunk dressing (scanlines, vignette, occasional
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// glitch burst) — the same overlay the menu uses, dialed down.
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this.overlay = this.createThemeOverlay();
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if (this.overlay && config.get('theme.gameScene.burstOnEntry', true)) {
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// One arrival glitch when we cut in from the menu.
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this.time.delayedCall(350, () => this.overlay?.trigger(320, 0.8));
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}
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// We are, after all, in a system. Show the player which one. (This
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// We are, after all, in a system. Show the player which one. (This
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// also establishes the galaxy — and its seed — for what follows.)
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// also establishes the galaxy — and its seed — for what follows.)
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this.createSystemHud();
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this.createSystemHud();
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@ -162,39 +153,12 @@ export class GameScene extends Phaser.Scene {
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line(`seed ${this.galaxy.seed}`, { fontFamily: fam, fontSize: '11px', color: '#3d476b' });
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line(`seed ${this.galaxy.seed}`, { fontFamily: fam, fontSize: '11px', color: '#3d476b' });
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}
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}
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/**
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* The shared CRT/glitch overlay for this scene (data/theme.json →
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* gameScene + overlay/glitch). Dialed down vs. the menu: fainter
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* scanlines, lighter vignette — dressing, not the star of the show.
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*/
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createThemeOverlay() {
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const theme = config.section('theme', {});
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const gs = config.section('theme.gameScene', {});
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if (gs.overlay === false) return null;
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const overlay = theme.overlay ?? {};
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return new CyberOverlay(this, {
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scanline: {
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pitch: overlay.scanline?.pitch ?? 3,
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alpha: gs.scanlineAlpha ?? overlay.scanline?.alpha ?? 0.1,
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},
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grid: overlay.grid
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? { cell: overlay.grid.cell ?? 48, alpha: (overlay.grid.alpha ?? 0.05) * 0.6 }
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: undefined,
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vignette: overlay.vignette
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? { alpha: gs.vignetteAlpha ?? overlay.vignette.alpha ?? 0.4 }
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: undefined,
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sweep: overlay.sweep,
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glitch: theme.glitch,
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});
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}
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update(_time, delta) {
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update(_time, delta) {
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// Phaser v4 (Giedi): the engine does not step the scene's TimeClock or
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// Phaser v4 (Giedi): the engine does not step the scene's TimeClock or
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// TweenManager — drive them here or delayedCall/addEvent/tweens never
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// TweenManager — drive them here or delayedCall/addEvent/tweens never
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// fire. (Same quirk as MenuScene.update; verified Sept 2026.)
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// fire. (Same quirk as MenuScene.update; verified Sept 2026.)
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this.time.update(_time, delta);
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this.time.update(_time, delta);
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this.tweens.update();
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this.tweens.update();
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this.overlay?.update(_time, delta);
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this.ship.update(_time, delta);
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this.ship.update(_time, delta);
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// The home world is solid: the ship may come within the clearance in
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// The home world is solid: the ship may come within the clearance in
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// data/planets.json of its rim, but never closer (or through it).
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// data/planets.json of its rim, but never closer (or through it).
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@ -253,6 +217,5 @@ export class GameScene extends Phaser.Scene {
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shutdown() {
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shutdown() {
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this.starfield?.destroy();
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this.starfield?.destroy();
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this.overlay?.destroy();
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}
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}
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}
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}
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