diff --git a/assets/images/originals/ice-surface-01.png b/assets/images/originals/ice-surface-01.png new file mode 100644 index 0000000..dade87c Binary files /dev/null and b/assets/images/originals/ice-surface-01.png differ diff --git a/dev/queue-celebrate.html b/dev/queue-celebrate.html new file mode 100644 index 0000000..f3b66d3 --- /dev/null +++ b/dev/queue-celebrate.html @@ -0,0 +1,16 @@ + + +
+ + the screenshot can
+// always read (headless canvases don't have to cooperate).
+const report = document.createElement('pre');
+report.id = 'report';
+report.style.cssText = 'position:fixed;left:10px;top:10px;z-index:9999;max-width:70%;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…');
+
+const sleep = (ms) => new Promise((r) => setTimeout(r, ms));
+
+async function waitScene() {
+ for (let i = 0; i < 100; i++) {
+ const s = game.scene.getScene('GameScene');
+ if (s && s.ship && s.researchWindow) return s;
+ await sleep(100);
+ }
+ throw new Error('GameScene never booted');
+}
+
+try {
+ const s = await waitScene();
+ await sleep(800); // let the boot settle (dossier decode, deck flicker)
+
+ // Open the console (the deck RESEARCH button does exactly this).
+ s.deckAction('research');
+ await sleep(900); // the boot reveal finishes
+
+ // Start a project with a SHORT duration and let it complete live — the
+ // completion tick fires _completeResearchFx → the console's ignition.
+ s.researchState.start('exploration', 'tether_l2', 500, s.time.now);
+ for (let i = 0; i < 100; i++) {
+ if (!s.researchState.getActive() && s.researchState.isUnlocked('exploration', 'tether_l2')) break;
+ await sleep(50);
+ }
+ const win = s.researchWindow;
+ // The natural ignition already played (and will be over by the time the
+ // capture harness lands ~0.5 s after ready). Re-fire it right before the
+ // handoff so the capture lands MID-FLIGHT: the soft white ring expanding,
+ // the ignition head riding down the edge, the child flare in bloom.
+ win.celebrate('exploration', 'tether_l2');
+ const burstsLive = win.bursts.length;
+ if (burstsLive === 0) errors.push('CELEBRATE MISS — no bursts queued by win.celebrate()');
+
+ const st = s.researchState;
+ const entry = win.trees.get('exploration');
+ const nodeStates = entry
+ ? entry.tree.order.map((id) => `${id}=${win._nodeState(id)}`).join(' ')
+ : 'NO TREE';
+ const pips = win.tabs
+ .map((t) => `${t.id}:${t.pips.map((p) => p.state[0]).join('')}`)
+ .join(' ');
+ const lines = [
+ errors.length === 0 ? 'SMOKE OK — no console errors' : `ERRORS:\n${errors.slice(0, 3).join('\n')}`,
+ `window: ${win.openState} · cat=${win.activeCat} · sel=${win.selected ? win.selected.category + '/' + win.selected.id : '—'}`,
+ `state: ${st.unlocked.size} unlocked · active=${st.getActive() ? st.getActive().category + '/' + st.getActive().id : '—'}`,
+ `nodes: ${nodeStates}`,
+ `pips: ${pips}`,
+ `bursts: ${win.bursts.length} live (handoff) · ${burstsLive} at celebrate · celebration=${win.celebration ? (win.celebration.played ? 'played' : 'queued') : 'none'}`,
+ ];
+ setReport(lines);
+ window.__RESEARCH_SHOT = { ready: true, lines, errors };
+ console.info('research-complete-shot: report painted');
+} catch (err) {
+ errors.push(`FATAL: ${err.message}`);
+ setReport(['FATAL: ' + err.message, ...errors.slice(0, 3)]);
+ window.__RESEARCH_SHOT = { ready: true, fatal: String(err.message), errors };
+ console.error('research-complete-shot: fatal', err);
+}
diff --git a/js/scenes/GameScene.js b/js/scenes/GameScene.js
index e93eedd..ec75523 100644
--- a/js/scenes/GameScene.js
+++ b/js/scenes/GameScene.js
@@ -3659,6 +3659,7 @@ export class GameScene extends Phaser.Scene {
glyph: '✓',
glyphColor: toCss(themeColor('neon', 0x00e5ff)),
});
+ this.researchWindow?.celebrate(catId, id); // the console's ignition (ring / pulse / flare) — queues if it's closed
this.researchWindow?.refresh();
this._questRefresh(); // a 'Research …' requirement may have just landed
}
diff --git a/js/ui/ResearchWindow.js b/js/ui/ResearchWindow.js
index 0a9e603..04b2125 100644
--- a/js/ui/ResearchWindow.js
+++ b/js/ui/ResearchWindow.js
@@ -79,6 +79,27 @@ const mixWhite = (color, amt) => {
return (ch(16) << 16) | (ch(8) << 8) | ch(0);
};
+/**
+ * Radial halo texture (white → tintable per node) — the "powered" glow
+ * behind a lit node's icon. Built once per scene (the scanline/sweep idiom).
+ */
+function ensureHaloTexture(scene) {
+ const key = 'research_halo';
+ if (scene.textures?.exists(key)) return key;
+ const c = document.createElement('canvas');
+ c.width = 64;
+ c.height = 64;
+ const ctx = c.getContext('2d');
+ const grad = ctx.createRadialGradient(32, 32, 2, 32, 32, 32);
+ grad.addColorStop(0, 'rgba(255,255,255,0.9)');
+ grad.addColorStop(0.4, 'rgba(255,255,255,0.28)');
+ grad.addColorStop(1, 'rgba(255,255,255,0)');
+ ctx.fillStyle = grad;
+ ctx.fillRect(0, 0, 64, 64);
+ scene.textures.addCanvas(key, c);
+ return key;
+}
+
/**
* Tech-tree edge styling — thick enough to read at a glance: a 3 px core
* over a wide, low-alpha accent glow (the panel-glow idiom). Powered edges
@@ -169,6 +190,9 @@ export class ResearchWindow extends Phaser.GameObjects.Container {
this.glitch = { until: 0, next: 0, level: 0.8 };
this.sweep = { t0: 0, next: 0 };
this._lastPct = undefined;
+ this.bursts = []; // one-shot completion ignitions ({ kind, t0, dur, … })
+ this.celebration = null; // { catId, id, at, played } — pending ignition
+ this._burstLive = false;
this._build();
this.setVisible(true);
@@ -331,6 +355,15 @@ export class ResearchWindow extends Phaser.GameObjects.Container {
});
this._paintClose();
+ // one-shot ignition layer — completion rings / edge pulses / child
+ // flares (additive; above tree + detail, under the glitch dressing)
+ this.burstG = s
+ .graphics()
+ .setScrollFactor(0)
+ .setDepth(9)
+ .setBlendMode(Phaser.BlendModes.ADD);
+ this.add(this.burstG);
+
// glitch layers (top of the window)
this.glitchG = G(10);
this.titleGhostA = this._ghost();
@@ -550,10 +583,19 @@ export class ResearchWindow extends Phaser.GameObjects.Container {
letterSpacing: 2,
})
.setScrollFactor(0);
- const w = txt.width + 44;
+ // progress pips — one per tech in this category: the console's
+ // at-a-glance "done vs available" summary (filled = researched,
+ // pulsing = in progress, hollow = not yet). _paintTabs repaints
+ // them on state flips; update() only pulses the in-progress one.
+ const tree = this._treeFor(cat.id);
+ const nPips = tree ? tree.order.length : 0;
+ const pipS = 5;
+ const pipGap = 4;
+ const pipSpan = nPips ? nPips * pipS + (nPips - 1) * pipGap : 0;
+ const w = txt.width + 44 + (pipSpan ? pipSpan + 14 : 0);
const y = bodyY + tabH / 2;
const g = this.scene.add.graphics().setScrollFactor(0);
- const tab = { id: cat.id, x, y, w, h: tabH, txt, g, accent, hover: false };
+ const tab = { id: cat.id, x, y, w, h: tabH, txt, g, accent, hover: false, pips: [] };
const tabRect = new Phaser.Geom.Rectangle(x, y - tabH / 2, w, tabH);
g.setInteractive({
useHandCursor: true,
@@ -574,6 +616,20 @@ export class ResearchWindow extends Phaser.GameObjects.Container {
this.switchCategory(cat.id);
});
txt.setPosition(x + 26, y - 4);
+ const pipX0 = x + 26 + txt.width + 14;
+ const pipY = bodyY + tabH / 2 - 1;
+ for (let i = 0; i < nPips; i++) {
+ const pg = this.scene.add.graphics().setScrollFactor(0).setDepth(2);
+ this.add(pg);
+ tab.pips.push({
+ g: pg,
+ node: tree.order[i],
+ x: pipX0 + i * (pipS + pipGap),
+ y: pipY,
+ s: pipS,
+ state: 'todo',
+ });
+ }
g.setDepth(2);
txt.setDepth(3);
this.add(g);
@@ -612,6 +668,32 @@ export class ResearchWindow extends Phaser.GameObjects.Container {
t.g.fillTriangle(dx, dy - 4.5, dx + 4.5, dy, dx, dy + 4.5, dx - 4.5, dy);
t.txt.setColor(active ? toCss(t.accent) : toCss(C.ink));
t.txt.setAlpha(active ? 1 : t.hover ? 0.9 : 0.62);
+
+ // progress pips — state from ResearchState (a cheap repaint: a few
+ // 5 px squares each; update() only pulses the in-progress one)
+ const run = this.state?.getActive();
+ for (const p of t.pips) {
+ p.g.clear();
+ const st = this.state?.isUnlocked(t.id, p.node)
+ ? 'done'
+ : run && run.category === t.id && run.id === p.node
+ ? 'progress'
+ : 'todo';
+ p.state = st;
+ if (st === 'done') {
+ p.g.fillStyle(t.accent, 1);
+ p.g.fillRect(p.x, p.y - p.s / 2, p.s, p.s);
+ p.g.setAlpha(active ? 1 : 0.8);
+ } else if (st === 'progress') {
+ p.g.fillStyle(t.accent, 1);
+ p.g.fillRect(p.x, p.y - p.s / 2, p.s, p.s);
+ p.g.setAlpha(0.35); // update() drives the pulse
+ } else {
+ p.g.lineStyle(1, active ? 0x6284b0 : 0x3d4c74, active ? 0.95 : 0.6);
+ p.g.strokeRect(p.x, p.y - p.s / 2, p.s, p.s);
+ p.g.setAlpha(active ? 1 : 0.65);
+ }
+ }
}
}
@@ -704,6 +786,14 @@ export class ResearchWindow extends Phaser.GameObjects.Container {
const s = this.scene.add;
const cont = new Phaser.GameObjects.Container(this.scene, px, py);
const g = s.graphics().setScrollFactor(0);
+ // the lit glow behind the icon — "powered" states (unlocked/active)
+ // drive its alpha in _paintNode / update(); locked nodes keep it at 0
+ const halo = s
+ .image(-w / 2 + 22, 0, ensureHaloTexture(this.scene))
+ .setDisplaySize(48, 48)
+ .setScrollFactor(0)
+ .setBlendMode(Phaser.BlendModes.ADD)
+ .setAlpha(0);
const img = s.image(-w / 2 + 22, 0, ensureIcon(this.scene, icon, accent)).setDisplaySize(24, 24).setScrollFactor(0);
const txt = s
.text(-w / 2 + 40, 0, label, {
@@ -716,10 +806,11 @@ export class ResearchWindow extends Phaser.GameObjects.Container {
.setOrigin(0, 0.5)
.setScrollFactor(0);
cont.add(g);
+ cont.add(halo);
cont.add(img);
cont.add(txt);
- const node = { id, w, h, cont, g, img, txt, hover: false };
+ const node = { id, w, h, cont, g, halo, img, txt, hover: false };
const nodeRect = new Phaser.Geom.Rectangle(-w / 2, -h / 2, w, h);
g.setInteractive({
useHandCursor: true,
@@ -1002,6 +1093,7 @@ export class ResearchWindow extends Phaser.GameObjects.Container {
let fillA = 0.5;
let stroke = 0x22405f;
let strokeA = 0.55;
+ let glowA = 0;
let labelColor = toCss(C.faint);
let iconTint = 0x445566;
let glyph = 'x';
@@ -1016,21 +1108,37 @@ export class ResearchWindow extends Phaser.GameObjects.Container {
fillA = 0.2;
stroke = accent;
strokeA = 1;
+ glowA = 0.25;
labelColor = toCss(0xffffff);
iconTint = 0xffffff;
glyph = 'bar';
} else if (st === 'unlocked') {
- fillA = 0.18;
+ // LIT — the plate holds a soft accent fill + a glow ring ("powered",
+ // the node-side of the edge idiom) and the icon sits in a halo.
+ // The stamped seal below replaces the bare check: it reads as
+ // "acquired" at a glance, distinct from the ◆ available marker.
+ fill = accent;
+ fillA = 0.13;
stroke = accent;
strokeA = 0.95;
+ glowA = 0.38;
labelColor = toCss(C.ink);
iconTint = 0xffffff;
- glyph = 'check';
+ glyph = 'seal';
}
if (node.hover) fillA = Math.min(0.9, fillA + 0.12);
- panel(g, -w / 2, -h / 2, w, h, { notch: 9, fill, fillAlpha: fillA, stroke, strokeAlpha: strokeA });
+ panel(g, -w / 2, -h / 2, w, h, {
+ notch: 9,
+ fill,
+ fillAlpha: fillA,
+ stroke,
+ strokeAlpha: strokeA,
+ ...(glowA ? { glow: accent, glowAlpha: glowA } : {}),
+ });
+ node.halo.setTint(accent);
+ node.halo.setAlpha(st === 'unlocked' ? 0.5 : st === 'active' ? 0.32 : 0);
node.img.setTint(iconTint);
node.img.setAlpha(st === 'locked' ? 0.55 : 1);
node.txt.setColor(labelColor);
@@ -1045,10 +1153,14 @@ export class ResearchWindow extends Phaser.GameObjects.Container {
} else if (glyph === 'diamond') {
g.fillStyle(glyphColor, 1);
g.fillTriangle(gx, -5.5, gx + 5.5, 0, gx, 5.5, gx - 5.5, 0);
- } else if (glyph === 'check') {
- g.lineStyle(2, glyphColor, 1);
- g.lineBetween(gx - 5, 0, gx - 1, 4);
- g.lineBetween(gx - 1, 4, gx + 5, -4);
+ } else if (glyph === 'seal') {
+ // the stamp: an accent diamond with the check knocked out in the
+ // plate — "certified", not just a tick
+ g.fillStyle(glyphColor, 1);
+ g.fillTriangle(gx, -6, gx + 6, 0, gx, 6, gx - 6, 0);
+ g.lineStyle(1.8, 0x050b14, 1);
+ g.lineBetween(gx - 3.2, 0.8, gx - 0.9, 3.2);
+ g.lineBetween(gx - 0.9, 3.2, gx + 3.2, -2.8);
} else if (glyph === 'bar') {
g.fillStyle(0x0a1424, 0.9);
g.fillRect(gx - 8, -2, 16, 4);
@@ -1110,6 +1222,7 @@ export class ResearchWindow extends Phaser.GameObjects.Container {
_paintAll(catId) {
const entry = this.trees.get(catId);
if (!entry) return;
+ this._paintTabs(); // the tab pips track the same state (a run started here flips them)
for (const node of entry.nodes.values()) this._paintNode(node);
this._paintEdges(entry);
this._paintDetailBtn();
@@ -1194,6 +1307,7 @@ export class ResearchWindow extends Phaser.GameObjects.Container {
this._paintAll(category);
this._paintDetail(true);
this._lastSelSt = this._nodeState(id);
+ this._maybeCelebrate();
}
switchCategory(catId) {
@@ -1213,6 +1327,7 @@ export class ResearchWindow extends Phaser.GameObjects.Container {
this._paintDetail(false);
this._lastSelSt = null;
}
+ this._maybeCelebrate();
}
_defaultSelection(catId) {
@@ -1325,6 +1440,7 @@ export class ResearchWindow extends Phaser.GameObjects.Container {
if (id && this.selected?.id !== id) this.select(cat, id);
this._paintAll(this.activeCat);
this._paintStatusStrip();
+ this._maybeCelebrate();
// resume() not play(): v4's play() is a no-op after pause() (its
// _playCalled flag stays true, so the native play() is never
@@ -1340,6 +1456,8 @@ export class ResearchWindow extends Phaser.GameObjects.Container {
if (this.openState === 'closed' || this.openState === 'closing') return;
this.openState = 'closing';
this.video?.pause?.();
+ this.bursts.length = 0; // no ignitions over a closing window
+ this.burstG?.clear();
this.sfx('ui_close');
this.scene.tweens.add({
targets: this,
@@ -1373,6 +1491,113 @@ export class ResearchWindow extends Phaser.GameObjects.Container {
this._paintStatusStrip();
}
+ /**
+ * One-shot ignition for a completed project (GameScene's
+ * _completeResearchFx calls it): a light ring on the node, a fast pulse
+ * down each newly-powered edge, a flare on each newly-woken child, and
+ * the status strip decoding the completion line. If the console is
+ * closed or on another category the event is QUEUED — it plays if the
+ * player returns to the category while it is still fresh (the toast
+ * already carried the news, so a stale event is just dropped).
+ */
+ celebrate(catId, id) {
+ this.celebration = { catId, id, at: this.scene.time.now, played: false };
+ this._maybeCelebrate();
+ }
+
+ _maybeCelebrate() {
+ const c = this.celebration;
+ if (!c || c.played) return;
+ if (this.scene.time.now - c.at > 15000) {
+ c.played = true; // stale — the toast already told the story
+ return;
+ }
+ // 'open' only — NOT isOpen: the close-fade counts as open there, and a
+ // burst into a fading window is lost to the player (queue it instead).
+ // Also wait out the boot reveal — the ring shouldn't race the pop-in —
+ // and the tab must be the one the research finished on (switching tabs
+ // re-checks, and the 15 s fresh window covers the trip).
+ if (this.openState !== 'open' || this.reveal.length || this.activeCat !== c.catId) return;
+ const entry = this.trees.get(c.catId);
+ if (!entry || !entry.nodes.has(c.id)) {
+ c.played = true;
+ return;
+ }
+ c.played = true;
+ const node = entry.nodes.get(c.id);
+ const accent = entry.accent;
+ const t0 = this.scene.time.now;
+ // the ring — two expanding shells (the accent one + a soft white)
+ this.bursts.push({ kind: 'ring', x: node.cont.x, y: node.cont.y, t0, dur: 620, color: accent, r0: 14, r1: 62 });
+ this.bursts.push({ kind: 'ring', x: node.cont.x, y: node.cont.y, t0: t0 + 130, dur: 720, color: 0xffffff, r0: 8, r1: 92, soft: true });
+ // the ignition pulse down each newly-powered edge, then the child
+ // flares as the pulse lands
+ for (const e of entry.edges) {
+ if (e.parent.id !== c.id) continue;
+ this.bursts.push({ kind: 'edge', e, t0: t0 + 60, dur: 540 });
+ this.bursts.push({ kind: 'flash', node: e.child, t0: t0 + 400, dur: 420, color: accent });
+ }
+ // the status strip decodes the completion
+ const label = String(entry.tree.nodes[c.id]?.label ?? c.id).toUpperCase();
+ this.statusTxt.setColor(toCss(accent));
+ this.decodeTo(this.statusTxt, `PROJECT COMPLETE — ${label}`, t0, 560);
+ }
+
+ /** Advance + draw the one-shot completion bursts (additive layer). */
+ _paintBursts(time) {
+ const bg = this.burstG;
+ if (!bg) return;
+ if (!this.bursts.length) {
+ if (this._burstLive) {
+ bg.clear();
+ this._burstLive = false;
+ }
+ return;
+ }
+ bg.clear();
+ this._burstLive = true;
+ for (let i = this.bursts.length - 1; i >= 0; i--) {
+ const b = this.bursts[i];
+ const u = (time - b.t0) / b.dur;
+ if (u < 0) continue; // scheduled for a later frame
+ if (u >= 1) {
+ this.bursts.splice(i, 1);
+ continue;
+ }
+ const a = 1 - u;
+ if (b.kind === 'ring') {
+ const r = b.r0 + (b.r1 - b.r0) * easeIO(u);
+ bg.lineStyle(2.5, b.color, (b.soft ? 0.55 : 0.9) * a);
+ bg.strokeCircle(b.x, b.y, r);
+ bg.fillStyle(b.color, 0.1 * a);
+ bg.fillCircle(b.x, b.y, r);
+ } else if (b.kind === 'edge') {
+ // the fast bright ride parent → child (a one-shot of the ambient
+ // comet — quicker, whiter head, fuller trail)
+ const head = this._pointAt(b.e, u);
+ for (let k = 3; k >= 1; k--) {
+ const uu = u - k * 0.055;
+ if (uu < 0) continue;
+ const p = this._pointAt(b.e, uu);
+ bg.fillStyle(b.e.accent, 0.5 * (1 - k / 4));
+ bg.fillCircle(p.x, p.y, 5 - k * 0.7);
+ }
+ bg.fillStyle(b.e.accent, 0.55);
+ bg.fillCircle(head.x, head.y, 10);
+ bg.fillStyle(0xffffff, 1);
+ bg.fillCircle(head.x, head.y, 3.8);
+ } else if (b.kind === 'flash') {
+ // the newly-woken child plate flares as the pulse lands
+ const nw = b.node.w;
+ const nh = b.node.h;
+ bg.fillStyle(0xffffff, 0.2 * a);
+ bg.fillRect(b.node.cont.x - nw / 2, b.node.cont.y - nh / 2, nw, nh);
+ bg.lineStyle(2, b.color, 0.7 * a);
+ bg.strokeCircle(b.node.cont.x, b.node.cont.y, 8 + 26 * easeIO(u));
+ }
+ }
+ }
+
/** Tier lines for one category tree (re-issuable). */
_paintRows(entry) {
const { rightX, rightW, treeTop, treeH } = this.geo;
@@ -1427,6 +1652,7 @@ export class ResearchWindow extends Phaser.GameObjects.Container {
this.tabs.forEach((t, i) => {
push(t.g, 300 + i * 70, 240, 'fade');
push(t.txt, 300 + i * 70, 240, 'fade');
+ for (const p of t.pips) push(p.g, 300 + i * 70, 240, 'fade');
});
const entry = this.activeCat ? this.trees.get(this.activeCat) : null;
if (entry) {
@@ -1460,6 +1686,10 @@ export class ResearchWindow extends Phaser.GameObjects.Container {
update(time) {
if (!this.isOpen) return;
+ // completion ignition — a project finished and the console is on its
+ // category (or the player just came back to it): fire the one-shot
+ this._maybeCelebrate();
+
// reveal timeline
if (this.reveal.length) {
let done = true;
@@ -1483,6 +1713,7 @@ export class ResearchWindow extends Phaser.GameObjects.Container {
if (r.mode === 'pop') r.o.setScale(1);
}
this.reveal = [];
+ this._paintTabs(); // the reveal forced alphas to 1 — restore the pip states
this._paintStatusStrip();
}
}
@@ -1555,6 +1786,18 @@ export class ResearchWindow extends Phaser.GameObjects.Container {
// REC dot pulse
this.recDot.setFillStyle(C.amber, 0.45 + 0.4 * Math.sin(time * 0.006));
+ // one-shot completion ignitions (rings / edge pulses / child flares)
+ this._paintBursts(time);
+
+ // tab pips: the in-progress one pulses (the rest are static — painted
+ // in _paintTabs on state flips)
+ const run = this.state?.getActive();
+ if (run) {
+ const tab = this.tabs.find((t) => t.id === run.category);
+ const pip = tab?.pips.find((p) => p.node === run.id && p.state === 'progress');
+ if (pip) pip.g.setAlpha(0.3 + 0.45 * Math.abs(Math.sin(time * 0.005)));
+ }
+
// tree life (only while fully revealed — the reveal owns alpha then)
const entry = this.activeCat ? this.trees.get(this.activeCat) : null;
if (entry && !this.reveal.length) {
@@ -1566,6 +1809,17 @@ export class ResearchWindow extends Phaser.GameObjects.Container {
} else {
node.cont.setAlpha(1);
}
+ // lit nodes keep breathing (the available plate already breathes
+ // above; locked stays dead)
+ if (node.halo) {
+ node.halo.setAlpha(
+ st === 'unlocked'
+ ? 0.4 + 0.16 * Math.sin(time * 0.002 + node.cont.x * 0.01)
+ : st === 'active'
+ ? 0.26 + 0.16 * Math.sin(time * 0.0045)
+ : 0
+ );
+ }
}
// …and the detail readout follows the selected node's flips (its
// button turns LOCKED → RESEARCH as the system's chart completes).