orbit/js/visuals
Brian Fertig 84909d6f80 Add front nebula layer with derived accent tint for two-tone gas
- Add `front` block to game.json: depth-11 clouds above the ship (parallax > 1) that drift past the player, creating a "flying through" feel vs. the back layer at depth 3
- Implement `shiftHue` in Color.js to derive the front accent from the system's base atmosphere color (hue rotation + lightness lift), making every nebula a stable two-tone gas
- Refactor NebulaAtmosphere into a data-driven layer array with per-layer depth/tint/parallax/drift; extract `spawnCloud` helper; scale swirl speed by configurable drift
- Add 21 new test checks covering accent math (hue delta, identity, white/black preservation, all 8 palette shades) and two-layer structure (depths, tints, parallax ranges, wrapping, destroy, revert path)
- Stub `Phaser.Math.Between`/`FloatBetween` in phaser-stub for Node tests
- Update PROJECT_NOTES.md to document the two-layer model, accent derivation, and new tuning knobs
2026-09-10 22:48:40 -06:00
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CyberOverlay.js
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EmberField.js
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NebulaAtmosphere.js Add front nebula layer with derived accent tint for two-tone gas 2026-09-10 22:48:40 -06:00
RedHaze.js
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Starfield.js
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StormLayer.js Add system effect SFX, per-context music volumes, and storm teardown 2026-09-09 15:40:26 -06:00
SystemEffects.js Add system effect SFX, per-context music volumes, and storm teardown 2026-09-09 15:40:26 -06:00
SystemEffectsMath.js
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UiCameras.js
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VoidBase.js
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WandererStar.js
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