748 lines
29 KiB
JavaScript
748 lines
29 KiB
JavaScript
import Phaser from '../vendor/phaser.js';
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import { config } from '../config/Config.js';
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import { toCss } from '../utils/Color.js';
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import { fontStack, themeColor } from '../utils/Theme.js';
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import { ScrambleDecode, decodeDur } from '../utils/Decode.js';
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import { playMusicOn, musicKey, stopMusicOn } from '../utils/Music.js';
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import { ActionBar } from '../ui/ActionBar.js';
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import { MenuSubBar } from '../ui/MenuSubBar.js';
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import { SavePanel } from '../ui/SavePanel.js';
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import { SaveManager } from '../save/SaveManager.js';
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/**
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* SURFACE — the planet's surface, started ON TOP of the sleeping
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* GameScene (GameScene.startLanding → launch('SurfaceScene') + sleep):
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*
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* 1. LANDING — the full-screen one-shot clip (data/landing.json →
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* videos[planets.png frame] → `land`), cover-scaled over an opaque
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* plate. No UI during the flight down.
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* 2. SURFACE — the clip is swapped for the looping world clip (`surface`),
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* and the command deck appears: the GameScene deck with Research
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* replaced by SHOP (swaps the loop for the world's `shop` clip —
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* e.g. terran-shop-01.mp4 — press again to swap back) and TAKE OFF
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* left of MENU (data/actionbar.json → surface.buttons). Menu keeps the GameScene's
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* save sub-bar — Save/Load operate on the paused GameScene's state
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* (SavePanel `stateScene`). While the clip loops, the planet's name
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* decodes in at the upper-left (Ethnocentric, the menu title's shade,
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* black-stroked) with its type + tether level beneath (Centauri) —
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* see buildHud(); the HUD dies with the loop clip.
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*
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* 3. TAKE OFF — the world's one-shot take-off clip (`takeoff`) plays,
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* then this scene stops — the paused GameScene resumes exactly where
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* it was (ship, tethers, discovery, standing, everything). A world
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* with no `takeoff` clip leaves immediately.
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*
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* Video selection is by the planet's planets.png SHEET FRAME (the same
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* index its sprite uses — frames 0..2 the terran worlds, 3..5 the gas
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* giants, per data/planets.json → frames), so a planet always lands with
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* the clip matching the art it is drawn with. Missing clips fall back to
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* the existing stubs in data/landing.json; a broken/missing file skips
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* straight to the surface instead of stranding the player. SHOP swaps the
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* surface loop for the frame's `shop` clip (null on worlds without one —
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* a console note instead).
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*/
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export class SurfaceScene extends Phaser.Scene {
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constructor() {
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super('SurfaceScene');
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}
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init(data = {}) {
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this.planetFrame = Number(data.frame ?? 0); // planets.png frame (video key)
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this.planetName = String(data.name ?? '');
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this.planetType = String(data.type ?? ''); // e.g. "Rocky World" (planets.typeLabels)
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this.tetherLevel = Math.max(0, Math.round(Number(data.tetherLevel ?? 0)));
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this.phase = 'landing'; // 'landing' → 'surface'
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this.musicSpec = 'music.frames.' + this.planetFrame; // the surface loop (data/music.json)
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this.gameScene = null; // the paused GameScene beneath us (save state lives there)
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this.backdrop = null;
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this.landVideo = null;
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this.surfaceVideo = null;
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this.hudName = null; // upper-left: the planet's name (decodes in)
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this.hudLine = null; // upper-left: type + tether level (decodes in)
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this.hudLines = null; // the HUD's decode timeline (updateHud)
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this.hudT0 = null;
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this.actionBar = null;
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this.menuSubBar = null;
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this.savePanel = null;
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this.saveManager = null;
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this.landKey = null;
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this.surfaceKey = null;
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this.takeoffKey = null;
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this.takeoffVideo = null;
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this.takeoffDone = false; // finishTakeoff idempotency ('complete' + a guard can both fire)
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this.shopKey = null;
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this.shopVideo = null; // the SHOP clip (created on first press, then paused/resumed)
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this.shopMode = false; // true while the shop clip is on screen (SHOP toggles it)
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this.noteG = null; // console-note glyphs (consoleNote)
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}
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/** Pick this world's clips (data/landing.json) and queue them. */
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preload() {
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const entry = (config.get('landing.videos') ?? [])[this.planetFrame] ?? {};
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this.landKey = `__surf_land_${this.planetFrame}`;
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this.surfaceKey = `__surf_loop_${this.planetFrame}`;
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this.takeoffKey = `__surf_takeoff_${this.planetFrame}`;
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this.shopKey = `__surf_shop_${this.planetFrame}`;
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this.landUrl = this.resolveUrl(entry.land ?? null);
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this.surfaceUrl = this.resolveUrl(entry.surface ?? null);
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this.takeoffUrl = this.resolveUrl(entry.takeoff ?? null);
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this.shopUrl = this.resolveUrl(entry.shop ?? null);
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if (this.landUrl) this.load.video(this.landKey, this.landUrl);
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if (this.surfaceUrl) this.load.video(this.surfaceKey, this.surfaceUrl);
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if (this.takeoffUrl) this.load.video(this.takeoffKey, this.takeoffUrl);
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if (this.shopUrl) this.load.video(this.shopKey, this.shopUrl);
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// The surface's music loop (data/music.json → frames[planets.png frame])
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// — the same key as the videos, so a world hums the track matching the
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// art it is drawn with. A frame with no entry is silent.
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if (config.get('music.enabled', true)) {
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const track = config.get(this.musicSpec);
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if (typeof track === 'string') {
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this.load.audio(musicKey(this.musicSpec), track);
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}
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}
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}
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create() {
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// The run's state (ship, tethers, discovery, …) stays parked in the
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// paused GameScene — the save panel reads/writes it through there.
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this.gameScene = this.scene.get('GameScene') ?? null;
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const W = this.scale.width;
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const H = this.scale.height;
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// Launched over the flight world — the first thing painted must be an
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// opaque full-screen plate, or GameScene bleeds through the seams.
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this.backdrop = this.add.rectangle(W / 2, H / 2, W, H, 0x04060d).setScrollFactor(0).setDepth(0);
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// The surface hum — on from the moment the landing sequence starts
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// (landing clip, or straight to the deck when there is no clip) until
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// the takeoff clip ends (finishTakeoff) or the scene leaves otherwise.
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this.setSurfaceMusic(true);
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// v4 (Giedi) quirk: scene transitions stop us via sys.shutdown and emit
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// the 'shutdown' EVENT — they never call our shutdown() method — so the
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// hum's stop is also hooked on the event (Return to Menu path).
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this.events.once('shutdown', () => this.setSurfaceMusic(false));
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if (this.hasVideo(this.landKey)) {
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this.playLanding();
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} else {
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this.startSurface(); // no landing clip for this frame — straight to the deck
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}
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}
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// ------------------------------------------------------------------
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// Stage 1 — the one-shot landing clip
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// ------------------------------------------------------------------
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playLanding() {
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// v4: add.video(x, y, key) — the key is the LAST argument (it loads the
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// cached clip and attaches the <video> element).
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const v = this.add.video(0, 0, this.landKey).setOrigin(0.5).setDepth(10);
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this.attachClip(v);
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this.landVideo = v;
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// Fire it straight away. If the browser's autoplay policy locks it
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// (no gesture yet), v4's Video retries internally every ~500ms until
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// it's allowed — the click that sent the ship down counts, so this
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// normally starts on the first attempt. 'complete'/'error' both land
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// the player on the deck either way.
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v.play();
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v.on('complete', () => this.startSurface()); // played once → surface
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v.on('error', () => this.startSurface()); // broken clip → don't strand the player
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const el = v.video;
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// The clip must play to its END before the surface stage (loop clip +
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// deck), so no fixed "8s" valve — the current clips are ~15s and a
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// constant would cut the landing in half. Two targeted guards instead:
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// 1. STALLED — a clip that never starts moving (autoplay locked and
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// never unlocked, decode failure, …) must not hold the deck: after
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// a grace period with no playback progress, advance anyway.
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// 2. CAP — 'ended' is expected by duration + margin; if the element
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// goes silent before it, advance anyway.
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const playing = () => !!el && (el.currentTime > 0.1 || !el.paused);
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this.time.delayedCall(5000, () => {
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if (this.landVideo === v && this.phase === 'landing' && !playing()) {
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this.startSurface();
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}
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});
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const durS = Number(el && el.duration);
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if (Number.isFinite(durS) && durS > 0) {
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this.time.delayedCall(durS * 1000 + 5000, () => {
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if (this.landVideo === v && this.phase === 'landing') this.startSurface();
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});
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}
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}
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// ------------------------------------------------------------------
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// Stage 2 — the looping surface clip + the deck
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// ------------------------------------------------------------------
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startSurface() {
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if (this.phase === 'surface') return;
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this.phase = 'surface';
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if (this.landVideo) {
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this.destroyVideo(this.landVideo);
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this.landVideo = null;
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}
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if (this.hasVideo(this.surfaceKey)) {
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const s = this.add.video(0, 0, this.surfaceKey).setOrigin(0.5).setDepth(10);
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this.attachClip(s);
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s.setLoop(true);
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s.play();
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this.surfaceVideo = s;
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// A decode failure on the loop clip keeps the plate — the deck
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// still works, the world just stays dark.
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this.buildHud(); // the name + type/tether — only while the clip loops
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}
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this.buildDeck();
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}
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// ------------------------------------------------------------------
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// Stage 2b — the shop clip (SHOP swaps the loop, and back)
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// ------------------------------------------------------------------
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/**
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* SHOP — swap the looping surface clip for this world's shop clip
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* (data/landing.json → videos[frame].shop, e.g. terran-shop-01.mp4);
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* the next press swaps back. The surface clip is PAUSED, not
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* destroyed, so it resumes exactly where it left off; the shop clip
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* is created on the first press (the file was preloaded) and then
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* just paused/resumed, and the deck's SHOP slot relabels to
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* `labelActive` ("Leave Shop", data/actionbar.json → surface.buttons)
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* and back. The upper-left HUD stays up in both states — the shop is
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* on the same world — and the surface hum keeps humming.
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* A world whose frame has no shop clip (data/landing.json → shop null)
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* gets a console note instead.
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*/
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toggleShop() {
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if (this.phase !== 'surface') return; // no deck, no shop
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if (this.shopMode) {
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this.leaveShop();
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return;
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}
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if (!this.hasVideo(this.shopKey)) {
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this.consoleNote('NO SHOP ON THIS WORLD');
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return;
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}
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if (!this.shopVideo) {
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// First press of this stay: bring the clip up (only the <video>
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// element is new — the file was preloaded).
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const s = this.add.video(0, 0, this.shopKey).setOrigin(0.5).setDepth(10);
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this.attachClip(s);
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s.setLoop(true);
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this.shopVideo = s;
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s.on('error', () => {
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// Broken clip — drop back to the surface loop, don't strand the view.
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this.shopMode = false;
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this.destroyVideo(this.shopVideo);
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this.shopVideo = null;
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this.surfaceVideo?.resume(); // v4 quirk: play() no-ops a clip that has played before
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this.actionBar?.setLabel('shop', this.shopLabel(false)); // the slot is back to SHOP
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this.consoleNote('SHOP CLIP UNAVAILABLE');
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});
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}
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this.shopVideo.setVisible(true); // may be hidden from a previous visit
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this.surfaceVideo?.pause(); // the loop pauses where it is (resume() brings it back)
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// resume(), not play(): the first start is a no-op-safe superset (it
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// falls through to the first-play path), and on a RE-entry the clip
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// has played before, where play() would silently no-op.
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this.shopVideo.resume();
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this.shopMode = true;
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this.actionBar?.setLabel('shop', this.shopLabel(true)); // the slot now reads LEAVE SHOP
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}
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/**
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* The second SHOP press — back to the looping surface clip.
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* v4 quirk: for a clip that has already played once, `play()` is a
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* no-op (its createPlayPromise gate only fires on the first start) —
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* `resume()` (setPaused(false)) is what actually restarts it. And a
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* paused <video> keeps showing its last frame, so the shop clip —
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* painted over the surface loop — must be hidden, not just paused.
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*/
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leaveShop() {
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this.shopMode = false;
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this.shopVideo?.pause();
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this.shopVideo?.setVisible(false); // its frozen last frame would cover the surface
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this.surfaceVideo?.resume(); // resumes where it paused (no surface clip → the plate)
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this.actionBar?.setLabel('shop', this.shopLabel(false)); // the slot is back to SHOP
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}
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/**
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* The SHOP slot's label for the given state (data/actionbar.json →
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* surface.buttons: `label` out, `labelActive` in), with plain fallbacks
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* if the config entry is missing.
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*/
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shopLabel(inShop) {
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const buttons = config.get('actionbar.surface.buttons');
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const b = Array.isArray(buttons) ? buttons.find((x) => x && x.id === 'shop') : null;
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const active = b?.labelActive ?? 'Leave Shop';
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const base = b?.label ?? 'Shop';
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return inShop ? String(active) : String(base);
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}
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/**
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* The console note — this scene's small cousin of GameScene.consoleToast:
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* an accent glyph + console-caps line, top-center, fading in, holding,
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* fading out. One at a time (a new note replaces an old one). SHOP
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* feedback lives here.
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*/
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consoleNote(label, { glyph = '\u25b8', glyphColor, durationMs = 2400 } = {}) {
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if (Array.isArray(this.noteG)) {
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for (const g of this.noteG) g.destroy();
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this.noteG = null;
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}
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const fam = fontStack('body');
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const g1 = this.add
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.text(0, 0, glyph, {
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fontFamily: fam,
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fontSize: '13px',
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color: glyphColor ?? toCss(themeColor('neon', 0x00e5ff)),
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})
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.setOrigin(0, 0.5)
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.setScrollFactor(0); // UI — pinned to the screen
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const g2 = this.add
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.text(0, 0, String(label ?? '').toUpperCase(), {
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fontFamily: fam,
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fontSize: '11px',
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color: toCss(themeColor('dim', 0x7d92c4)),
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letterSpacing: 2,
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})
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.setOrigin(0, 0.5)
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.setScrollFactor(0); // UI — pinned to the screen
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const total = g1.width + 10 + g2.width;
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const x0 = this.scale.width / 2 - total / 2;
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const yy = this.scale.height / 2 - 75; // the flight world's console slot
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g1.setPosition(x0, yy).setDepth(60).setAlpha(0);
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g2.setPosition(x0 + g1.width + 10, yy).setDepth(60).setAlpha(0);
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this.noteG = [g1, g2];
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this.tweens.add({ targets: this.noteG, alpha: 1, duration: 180, ease: 'Sine.easeOut' });
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this.time.delayedCall(durationMs, () => {
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if (!Array.isArray(this.noteG)) return;
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const [a, b] = this.noteG;
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this.noteG = null;
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this.tweens.add({
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targets: [a, b],
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alpha: 0,
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duration: 350,
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onComplete: () => {
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a.destroy();
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b.destroy();
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},
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});
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});
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}
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// ------------------------------------------------------------------
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// HUD (upper-left) — the planet's name + type + tether level
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// ------------------------------------------------------------------
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/**
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* The upper-left HUD, built with the looping surface clip and alive
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* exactly as long as that clip runs (destroyHud on take-off/shutdown):
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*
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* ESHKAELURA ← the planet's name — Ethnocentric
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* Home World, Tether Level 1 ← the body face (Centauri)
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*
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* The name takes the SAME shade the menu's game title uses
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* (data/menu.json → colors.title, falling back to the theme's ink) with
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* a black stroke behind it, so it holds over any clip regardless of
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* what the video shows beneath it. Both lines decode in with the
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* shared scramble (js/utils/Decode.js) — the name first, the line
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* beneath it after (the dossier's pacing, GameScene.createSystemHud).
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*/
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buildHud() {
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const hud = config.section('landing.hud', {});
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const X = hud.marginX ?? 24;
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const Y = hud.marginY ?? 20;
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const name = String(this.planetName ?? '').toUpperCase();
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this.hudName = this.add
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.text(X, Y, '', {
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fontFamily: fontStack('header'), // Ethnocentric — the theme's header face
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fontSize: `${hud.nameFontSize ?? 32}px`,
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color: toCss(config.get('menu.colors.title') ?? themeColor('ink', 0xeaf6ff)),
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stroke: toCss(hud.nameStroke ?? '#000000'),
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strokeThickness: hud.nameStrokeWidth ?? 4,
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letterSpacing: hud.nameLetterSpacing ?? 2,
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})
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.setOrigin(0, 0)
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.setScrollFactor(0) // UI: pinned to the screen
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.setDepth(60); // above the deck (50) / sub-bar — it never overlaps them
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const parts = [];
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if (this.planetType) parts.push(this.planetType);
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parts.push(`Tether Level ${this.tetherLevel}`);
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const line = parts.join(', ');
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this.hudLine = this.add
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.text(X, Y + this.hudName.height + (hud.lineGap ?? 10), '', {
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fontFamily: fontStack('body'), // Centauri — the theme's body face
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fontSize: `${hud.lineFontSize ?? 16}px`,
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color: toCss(hud.lineColor ?? themeColor('dim', 0x7d92c4)),
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stroke: toCss(hud.lineStroke ?? '#000000'),
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strokeThickness: hud.lineStrokeWidth ?? 2,
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letterSpacing: hud.lineLetterSpacing ?? 1,
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})
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.setOrigin(0, 0)
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.setScrollFactor(0) // UI: pinned to the screen
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.setDepth(60);
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// The decode timeline — updateHud() drives it from the scene's
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// update() (the engine loop time, same base as the dossier's).
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this.hudLines = [
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{ text: this.hudName, value: name, delay: 140, dur: decodeDur(name.length), settled: false },
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{ text: this.hudLine, value: line, delay: 420, dur: decodeDur(line.length), settled: false },
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];
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this.hudT0 = null; // anchored on the first update frame (the clock is stale in create())
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}
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/** Per-frame: the HUD's decode (driven from update() with the loop time). */
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updateHud(time) {
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if (!this.hudLines) return;
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if (this.hudT0 === null) {
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this.hudT0 = time;
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for (const ln of this.hudLines) ln.dec = new ScrambleDecode(ln.value, time + ln.delay, ln.dur);
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}
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let done = true;
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for (const ln of this.hudLines) {
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if (ln.settled) continue;
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if (!ln.dec.started(time)) {
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done = false;
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continue;
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}
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ln.text.setText(ln.dec.display(time));
|
||
if (ln.dec.finished(time)) ln.settled = true;
|
||
else done = false;
|
||
}
|
||
if (done) this.hudLines = null; // the text holds — stop the per-frame churn
|
||
}
|
||
|
||
/** The HUD belongs to the surface stage — the take-off clip owns the screen. */
|
||
destroyHud() {
|
||
this.hudName?.destroy();
|
||
this.hudLine?.destroy();
|
||
this.hudName = null;
|
||
this.hudLine = null;
|
||
this.hudLines = null;
|
||
this.hudT0 = null;
|
||
}
|
||
|
||
buildDeck() {
|
||
// The surface deck: same bar, different slots — Shop for Research,
|
||
// Take Off left of Menu (data/actionbar.json → surface.buttons).
|
||
const deckButtons = config.get('actionbar.surface.buttons');
|
||
this.actionBar = new ActionBar(this, {
|
||
onAction: (id) => this.deckAction(id),
|
||
buttons: Array.isArray(deckButtons) ? deckButtons : undefined,
|
||
});
|
||
|
||
// The MENU button keeps the GameScene's save system. The run's state
|
||
// is in the paused GameScene beneath us — SavePanel captures from it
|
||
// (stateScene) and a confirmed load stages the restore there.
|
||
this.saveManager = new SaveManager(); // the localStorage bank
|
||
this.menuSubBar = new MenuSubBar(this, {
|
||
anchor: this.menuAnchor(),
|
||
onAction: (id) => this.subBarAction(id),
|
||
});
|
||
this.savePanel = new SavePanel(this, {
|
||
// Load confirmed: the restore is staged — hand back to the menu
|
||
// (its New Game is the "start" the staged restore rides on).
|
||
onLoadComplete: () => this.returnToMenu(),
|
||
stateScene: this.gameScene ?? this,
|
||
});
|
||
|
||
// ESC — topmost open thing first (mirror of GameScene.escAction).
|
||
this.input.keyboard?.on('keydown-ESC', () => this.escAction());
|
||
|
||
// Clicks: outside the sub-bar, close it. (No click-to-fly on the
|
||
// surface — the world is a backdrop.)
|
||
this.input.on('pointerdown', (pointer) => this.onPointerDown(pointer));
|
||
}
|
||
|
||
// ------------------------------------------------------------------
|
||
// Deck behavior
|
||
// ------------------------------------------------------------------
|
||
|
||
/**
|
||
* The deck's button presses (ActionBar → onAction). SHOP swaps the
|
||
* looping surface clip for the world's shop clip (and back); BUILD /
|
||
* SHIP are seams for the surface economy (data/builds.json plugs in
|
||
* later); TAKE OFF goes back to the ship; MENU is the save door.
|
||
*/
|
||
deckAction(id) {
|
||
if (id === 'shop') {
|
||
this.toggleShop();
|
||
return;
|
||
}
|
||
if (id === 'menu') {
|
||
this.menuAction();
|
||
return;
|
||
}
|
||
if (id === 'takeoff') {
|
||
this.takeOff();
|
||
return;
|
||
}
|
||
console.info(`[orbit] surface deck: ${id} — ${this.planetName}`);
|
||
}
|
||
|
||
/** The MENU button: fold the sub-bar up / fold it back down. */
|
||
menuAction() {
|
||
if (config.get('save.subBar.enabled', true) !== true) return;
|
||
if (this.savePanel && this.savePanel.isOpen) {
|
||
this.savePanel.close();
|
||
return;
|
||
}
|
||
if (this.menuSubBar && this.menuSubBar.isOpen) {
|
||
this.menuSubBar.close();
|
||
return;
|
||
}
|
||
// Load Game is live only when the bank holds at least one save.
|
||
this.menuSubBar.setDisabled('load', !this.saveManager.hasAny());
|
||
this.menuSubBar.open();
|
||
}
|
||
|
||
/** The sub-bar's button presses (MenuSubBar → onAction). */
|
||
subBarAction(id) {
|
||
if (id === 'save') {
|
||
this.savePanel.show('save');
|
||
return;
|
||
}
|
||
if (id === 'load') {
|
||
if (this.saveManager.hasAny()) this.savePanel.show('load');
|
||
return;
|
||
}
|
||
if (id === 'mainMenu') {
|
||
this.returnToMenu();
|
||
return;
|
||
}
|
||
}
|
||
|
||
/** ESC: confirm dialog → save pop-up → sub-bar. */
|
||
escAction() {
|
||
if (this.savePanel) {
|
||
if (this.savePanel.confirm.isOpen) {
|
||
this.savePanel.confirm.cancel();
|
||
return;
|
||
}
|
||
if (this.savePanel.isOpen) {
|
||
this.savePanel.close();
|
||
return;
|
||
}
|
||
}
|
||
if (this.menuSubBar && this.menuSubBar.isOpen) this.menuSubBar.close();
|
||
}
|
||
|
||
/**
|
||
* TAKE OFF — leave the surface. The world's one-shot take-off clip
|
||
* (`takeoff`) plays first, then the scene stops and the sleeping
|
||
* GameScene wakes — the run resumes exactly where the ship left it.
|
||
* No clip for this world → leave immediately.
|
||
*/
|
||
takeOff() {
|
||
this.savePanel?.close();
|
||
this.menuSubBar?.dismiss();
|
||
if (this.takeoffVideo) return; // the take-off clip is already in flight
|
||
if (this.hasVideo(this.takeoffKey)) {
|
||
this.playTakeoff();
|
||
return;
|
||
}
|
||
this.finishTakeoff();
|
||
}
|
||
|
||
/**
|
||
* Stage 3 — the one-shot take-off clip, then back to the flight world.
|
||
* Same shape as the landing stage (full-screen clip, no deck over it),
|
||
* and the same two guards: a clip that never starts, or goes silent
|
||
* past duration + margin, must not hold the run.
|
||
*/
|
||
playTakeoff() {
|
||
// The deck + loop clip + HUD belong to the surface stage — the clip
|
||
// owns the screen (same "no UI mid-flight" rule as the landing stage).
|
||
this.actionBar?.setVisible(false);
|
||
this.destroyHud();
|
||
if (this.surfaceVideo) {
|
||
this.destroyVideo(this.surfaceVideo); // the opaque clip hides it — free the decoder
|
||
this.surfaceVideo = null;
|
||
}
|
||
if (this.shopVideo) {
|
||
this.destroyVideo(this.shopVideo); // same — the take-off clip owns the screen
|
||
this.shopVideo = null;
|
||
}
|
||
this.shopMode = false;
|
||
|
||
const v = this.add.video(0, 0, this.takeoffKey).setOrigin(0.5).setDepth(20);
|
||
this.attachClip(v);
|
||
this.takeoffVideo = v;
|
||
v.play();
|
||
v.on('complete', () => this.finishTakeoff()); // played once → back to the ship
|
||
v.on('error', () => this.finishTakeoff()); // broken clip → don't strand the player
|
||
|
||
const el = v.video;
|
||
const playing = () => !!el && (el.currentTime > 0.1 || !el.paused);
|
||
this.time.delayedCall(5000, () => {
|
||
if (this.takeoffVideo === v && !playing()) this.finishTakeoff();
|
||
});
|
||
const durS = Number(el && el.duration);
|
||
if (Number.isFinite(durS) && durS > 0) {
|
||
this.time.delayedCall(durS * 1000 + 5000, () => {
|
||
if (this.takeoffVideo === v) this.finishTakeoff();
|
||
});
|
||
}
|
||
}
|
||
|
||
/**
|
||
* The surface's music (data/music.json → frames[this.planetFrame]): a
|
||
* loop that runs from the start of the landing sequence to the end of
|
||
* the takeoff clip. One loop per world (the shared voice's isPlaying
|
||
* guard); no-ops when music is disabled or the frame has no track.
|
||
*/
|
||
setSurfaceMusic(on) {
|
||
if (on) playMusicOn(this, this.musicSpec);
|
||
else stopMusicOn(this, this.musicSpec);
|
||
}
|
||
|
||
/** Take-off clip done (or bailed out) — back to the flight world. */
|
||
finishTakeoff() {
|
||
if (this.takeoffDone) return;
|
||
this.takeoffDone = true;
|
||
this.setSurfaceMusic(false); // the takeoff clip ends — the hum ends with it
|
||
this.destroyVideo(this.takeoffVideo);
|
||
this.takeoffVideo = null;
|
||
this.scene.stop('SurfaceScene');
|
||
this.scene.wake('GameScene');
|
||
}
|
||
|
||
/** Return to the main menu (the sub-bar's last button). */
|
||
returnToMenu() {
|
||
this.savePanel?.close();
|
||
this.menuSubBar?.dismiss();
|
||
this.scene.start('MenuScene');
|
||
}
|
||
|
||
onPointerDown(pointer) {
|
||
if (this.savePanel?.isOpen) return; // the modal scrim owns the click
|
||
if (this.menuSubBar?.isOpen) {
|
||
if (this.menuSubBar.contains(pointer.x, pointer.y)) return;
|
||
this.menuSubBar.close();
|
||
return;
|
||
}
|
||
if (this.actionBar?.contains(pointer.x, pointer.y)) return;
|
||
// A click on the surface itself — the seam for surface interactions.
|
||
}
|
||
|
||
// ------------------------------------------------------------------
|
||
// Plumbing
|
||
// ------------------------------------------------------------------
|
||
|
||
/** The sub-bar's anchor: the MENU button's center + top edge. */
|
||
menuAnchor() {
|
||
const menuSlot = this.actionBar?.slots?.find((s) => s.id === 'menu');
|
||
if (menuSlot) {
|
||
return {
|
||
x: menuSlot.slot.x,
|
||
y: menuSlot.slot.y - this.actionBar.style.bh / 2,
|
||
w: this.actionBar.style.bw,
|
||
};
|
||
}
|
||
// Deck missing (dev): a virtual button at the bottom right.
|
||
return { x: this.scale.width - 96, y: this.scale.height - 58, w: 120 };
|
||
}
|
||
|
||
hasVideo(key) {
|
||
const c = this.cache?.video;
|
||
return !!(c && typeof c.has === 'function' && c.has(key));
|
||
}
|
||
|
||
/**
|
||
* Cover-fit a clip to the screen and keep it that way.
|
||
*
|
||
* v4 quirk: the video object's bookkeeping size (width/height, and even
|
||
* frame.realWidth) is a placeholder until the first presented frame
|
||
* lands — sizing against it (setDisplaySize divides by that width) ends
|
||
* up ~3.4× too big, because the frame swap preserves the SCALE, not the
|
||
* size. That's how the clips rendered heavily zoomed in. So:
|
||
* - fit now with the best known dimensions (a placeholder-free guess),
|
||
* - re-fit on 'created', which fires on the first presented frame and
|
||
* carries the clip's true (w, h) — after that, frame × scale is
|
||
* authoritative and stable for the clip's whole life.
|
||
*/
|
||
attachClip(v) {
|
||
v.setVolume(this.clipVolume());
|
||
this.fitCover(v);
|
||
v.on('created', (vv, w, h) => {
|
||
if (vv === v) this.fitCover(vv, w, h);
|
||
});
|
||
}
|
||
|
||
/** Cover-scale: the clip fills the screen, cropping whatever overflows. */
|
||
fitCover(v, iw = 0, ih = 0) {
|
||
const el = v.video;
|
||
const vw = iw || (el && (el.videoWidth || el.width)) || (v.frame && v.frame.realWidth) || 864;
|
||
const vh = ih || (el && (el.videoHeight || el.height)) || (v.frame && v.frame.realHeight) || 480;
|
||
const W = this.scale.width;
|
||
const H = this.scale.height;
|
||
const s = Math.max(W / vw, H / vh);
|
||
v.setPosition(W / 2, H / 2);
|
||
v.setScale(s);
|
||
}
|
||
|
||
clipVolume() {
|
||
return Math.max(0, Math.min(1, Number(config.get('landing.volume', 1))));
|
||
}
|
||
|
||
resolveUrl(file) {
|
||
if (!file) return null;
|
||
if (/^(https?:)?\/\//.test(file)) return file; // absolute — use as-is
|
||
const base = String(config.get('landing.videoBase', 'assets/videos/'));
|
||
return (base.endsWith('/') ? base : `${base}/`) + file;
|
||
}
|
||
|
||
destroyVideo(v) {
|
||
if (!v) return;
|
||
try {
|
||
v.off();
|
||
v.stop(false);
|
||
v.destroy();
|
||
} catch {
|
||
/* already gone */
|
||
}
|
||
}
|
||
|
||
update(time, delta) {
|
||
this.time.update(time, delta);
|
||
this.tweens.update();
|
||
this.actionBar?.update(time, delta);
|
||
this.menuSubBar?.update(time, delta);
|
||
this.savePanel?.update(time);
|
||
this.updateHud(time); // the upper-left name/type decode (surface stage only)
|
||
}
|
||
|
||
shutdown() {
|
||
this.setSurfaceMusic(false); // the hum can't outlive the scene
|
||
this.destroyVideo(this.landVideo);
|
||
this.destroyVideo(this.surfaceVideo);
|
||
this.destroyVideo(this.takeoffVideo);
|
||
this.destroyVideo(this.shopVideo);
|
||
this.landVideo = null;
|
||
this.surfaceVideo = null;
|
||
this.takeoffVideo = null;
|
||
this.shopVideo = null;
|
||
this.shopMode = false;
|
||
if (Array.isArray(this.noteG)) {
|
||
for (const g of this.noteG) g.destroy();
|
||
this.noteG = null;
|
||
}
|
||
this.destroyHud();
|
||
this.actionBar?.destroy();
|
||
this.menuSubBar?.destroy();
|
||
this.savePanel?.destroy();
|
||
this.actionBar = null;
|
||
this.menuSubBar = null;
|
||
this.savePanel = null;
|
||
this.backdrop?.destroy();
|
||
this.backdrop = null;
|
||
}
|
||
}
|