Commit Graph

3 Commits

Author SHA1 Message Date
Brian Fertig 27a9a59c03 Add combat soundtrack that swaps in when combat goes live
- Introduce `music.combat` playlist (same shuffled contract as `game`) with its own per-context volume override (`volumes.combat`).
- Add `GameScene.setCombatMusic(active)` wired to the `_setCombatBar` seam: combat live stops the deep-space shuffle and starts the combat one; combat over swaps back unless the scene is asleep on a world's surface.
- Track sleep/wake with `_asleep` so the wake handler resumes the correct context (combat if still active, otherwise deep-space).
- Generalize `startMusicShuffleOn` to take a `context` parameter for independent volume resolution.
- Update preload to queue combat tracks under their derived keys and extend tests for combat shuffle, context swap, re-fire, asleep behavior, and data contract.
2026-09-20 20:38:07 -06:00
Brian Fertig 3b0c150971 Add system effect SFX, per-context music volumes, and storm teardown
- Play thunder claps on habitable storm strikes, solar-flare SFX on red
  dwarf flare onset, and solar-buzz on binary light-trade midpoint
  crossings, all via the shared Sfx voice (new playSfxOneOfOn helper)
- Add per-context music volume overrides (music.volumes) so each context
  can deviate from the global mix; menu ships at full volume
- Expand surface music frames to cover rocky and ice worlds (frames 6-11)
- Teardown per-system effect layers on scene restart (jump) so a previous
  system's storm doesn't keep striking and playing thunder in the new one
- Update planets.png sheet, add gasgiant-03/rocky-01/rocky-02 tracks, and
  register the new SFX assets in GameScene preload
2026-09-09 15:40:26 -06:00
Brian Fertig 9ca0fa55a8 Add music system, UI SFX, and ship base stats
- New shared audio voices: js/utils/Sfx.js (playSfxOn/stopSfxOn/sfxPlayingOn)
  and js/utils/Music.js (loop voice + shuffle playlist), both with v4 guard
  rails (cache.audio.has, stopByKey, isPlaying) so missing assets never throw.
- data/music.json: menu loop, shuffled deep-space soundtrack for GameScene,
  and per-world surface loops keyed by planets.png frame; new mp3 assets in
  assets/music/.
- data/sfx.json: add ui_hover/ui_click/ui_window/ui_close/mining_loop and a
  dedicated scan track; wire UI components (buttons, panels, popups, save
  vault) to the shared voice via scene.playSfx seam.
- GameScene: start/stop the shuffle on create/shutdown, stop both soundtrack
  and mining hum on 'sleep' (landing launch+sleep) and resume on 'wake';
  mining hum loops while beam is live and stops quietly on 'stopped'.
- SurfaceScene: preload and loop the world's track from landing through
  takeoff; fix landing frame hand-off to pass sheetFrame instead of the
  texture Frame object.
- MenuScene: preload SFX + menu music, start the menu hum in create, stop it
  on the 'shutdown' event (v4 never calls shutdown() on transition).
- data/ship.json → stats: hullIntegrity/shields/cargoHold/mineralStorage,
  exposed as ship.stats for future combat/trading/mining systems.
- Tests: dev/sfx.test.mjs and dev/music.test.mjs cover the shared voices,
  guards, and data contracts; ship-behavior and system-hud tests extended
  for base stats and the mining hum lifecycle.
2026-09-05 10:10:18 -06:00