Commit Graph

2 Commits

Author SHA1 Message Date
Brian Fertig 3f2779e790 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.
2026-09-03 18:43:10 -06:00
Brian Fertig 6ba71620b4 Main menu: cyberpunk UI overhaul + shared theme layer
Shared visual language (data/theme.json): Ethnocentric headers,
   Centauri body, neon cyan/magenta, cut-corner panels, and a shared
   CRT/glitch overlay (scanlines, grid, vignette, scan sweep, RGB-split
   bursts) used by both scenes.

   - Menu: glitch title with RGB pull-apart, neon bloom, console frame +
     status chrome, staggered boot, seed decode scramble, reroll/New
     Game glitch feedback
   - GameScene: theme fonts, fainter overlay, arrival burst
   - Color.toCss() for canvas text (v4 writes fillStyle raw)

   Phaser v4 (Giedi) fixes: manual TimeClock/TweenManager stepping in
   scene update(); scene.add.existing() for constructed GameObjects;
   input.hitTestPointer() instead of Pointer.over(). Documented in
   PROJECT_NOTES.

   Dev: cdpshot/cdp-eval CDP drivers (headless virtual-time kills rAF).

   Verified: menu→game transition, click-to-fly, seed flows, all
   dev/*.test.mjs suites, no console errors.
2026-09-03 16:27:25 -06:00