Revert "Selectable backgrounds with live preview in settings"
This reverts commit 8cfe0b8a30.
This commit is contained in:
@@ -1,19 +0,0 @@
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/**
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* Selectable backgrounds. Each `texture` is generated procedurally in
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* BootScene.createBackgroundTextures and used as a tiling tileSprite.
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* All patterns are designed to tile vertically so the parallax scroll is seamless.
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*/
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export const BACKGROUNDS = [
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{ id: 'grid', name: 'Grid', texture: 'bg_grid' },
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{ id: 'hex', name: 'Hex Nodes', texture: 'bg_hex' },
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{ id: 'starfield', name: 'Starfield', texture: 'bg_starfield' },
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{ id: 'synthwave', name: 'Synthwave', texture: 'bg_synthwave' },
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{ id: 'circuit', name: 'Circuit', texture: 'bg_circuit' },
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{ id: 'void', name: 'Void', texture: 'bg_void' },
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];
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export const DEFAULT_BACKGROUND = 'grid';
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export function getBackground(id) {
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return BACKGROUNDS.find((b) => b.id === id) || BACKGROUNDS[0];
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}
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@@ -18,150 +18,10 @@ export class BootScene extends Scene {
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create() {
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this.createBackgrounds();
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this.createBackgroundTextures();
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this.createParticleTextures();
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this.scene.start('MenuScene');
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}
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// Generates a texture via an off-screen graphics buffer.
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_tex(key, w, h, draw) {
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const g = this.make.graphics({ x: 0, y: 0, add: false });
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draw(g);
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g.generateTexture(key, w, h);
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g.destroy();
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}
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createBackgroundTextures() {
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const S = 256;
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// 1) Grid — Monad blockchain grid (default look, larger so kept as bg_grid)
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this._tex('bg_grid', S, S, (g) => {
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g.fillStyle(0x0f001f, 1);
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g.fillRect(0, 0, S, S);
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g.lineStyle(1, 0x2e0059, 0.4);
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for (let i = 0; i <= S; i += 32) {
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g.moveTo(i, 0); g.lineTo(i, S);
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g.moveTo(0, i); g.lineTo(S, i);
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}
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g.strokePath();
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// node dots at some intersections (deterministic -> tiles)
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g.fillStyle(0x7c3aed, 0.35);
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for (let x = 0; x <= S; x += 64) {
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for (let y = 0; y <= S; y += 64) {
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if (((x + y) / 64) % 2 === 0) g.fillCircle(x, y, 2);
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}
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}
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});
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// 2) Hex Nodes — honeycomb
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this._tex('bg_hex', S, S, (g) => {
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g.fillStyle(0x0d0420, 1);
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g.fillRect(0, 0, S, S);
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const r = 22;
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const w = Math.sqrt(3) * r;
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const vSpace = 1.5 * r;
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g.lineStyle(1.5, 0x6d28d9, 0.30);
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for (let row = -1, ry = 0; ry < S + r; row++, ry = row * vSpace) {
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const offset = (row % 2 === 0) ? 0 : w / 2;
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for (let cx = -w; cx < S + w; cx += w) {
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this._hex(g, cx + offset, ry, r);
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}
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}
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// accent glow nodes
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g.fillStyle(0xa855f7, 0.25);
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for (let row = 0, ry = 0; ry < S; row += 2, ry = row * vSpace) {
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for (let cx = 0; cx < S; cx += w * 2) g.fillCircle(cx, ry, 2.5);
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}
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});
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// 3) Starfield — deep space
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this._tex('bg_starfield', S, S, (g) => {
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g.fillStyle(0x070016, 1);
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g.fillRect(0, 0, S, S);
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// faint distant dust
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const dust = [0x1a0b3a, 0x12082b];
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for (let i = 0; i < 26; i++) {
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g.fillStyle(Phaser.Utils.Array.GetRandom(dust), 0.5);
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g.fillCircle(Phaser.Math.Between(0, S), Phaser.Math.Between(0, S), Phaser.Math.Between(20, 55));
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}
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// stars
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const cols = [0xffffff, 0xd8b4fe, 0x93c5fd, 0xa855f7];
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for (let i = 0; i < 150; i++) {
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g.fillStyle(Phaser.Utils.Array.GetRandom(cols), Phaser.Math.FloatBetween(0.35, 1));
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g.fillCircle(Phaser.Math.Between(0, S), Phaser.Math.Between(0, S), Phaser.Math.FloatBetween(0.6, 1.8));
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}
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// a few bright glows
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for (let i = 0; i < 5; i++) {
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const x = Phaser.Math.Between(0, S); const y = Phaser.Math.Between(0, S);
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g.fillStyle(0xffffff, 0.18); g.fillCircle(x, y, 6);
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g.fillStyle(0xffffff, 0.9); g.fillCircle(x, y, 1.6);
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}
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});
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// 4) Synthwave — neon horizontal grid
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this._tex('bg_synthwave', S, S, (g) => {
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g.fillStyle(0x0a0118, 1);
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g.fillRect(0, 0, S, S);
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// vertical faint lines
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g.lineStyle(1, 0x3b0764, 0.5);
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for (let x = 0; x <= S; x += 32) { g.moveTo(x, 0); g.lineTo(x, S); }
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g.strokePath();
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// neon horizontal lines, alternating magenta/cyan
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for (let y = 0; y <= S; y += 28) {
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const cyan = (y / 28) % 2 === 0;
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const col = cyan ? 0x00e5ff : 0xff2d95;
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g.lineStyle(3, col, 0.10); g.beginPath(); g.moveTo(0, y); g.lineTo(S, y); g.strokePath();
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g.lineStyle(1, col, 0.55); g.beginPath(); g.moveTo(0, y); g.lineTo(S, y); g.strokePath();
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}
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});
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// 5) Circuit — PCB traces
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this._tex('bg_circuit', S, S, (g) => {
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g.fillStyle(0x04120e, 1);
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g.fillRect(0, 0, S, S);
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g.lineStyle(1, 0x0f766e, 0.45);
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for (let i = 0; i <= S; i += 32) { g.moveTo(i, 0); g.lineTo(i, S); g.moveTo(0, i); g.lineTo(S, i); }
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g.strokePath();
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// brighter trace accents (deterministic checker -> tiles)
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g.lineStyle(2, 0x10b981, 0.5);
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for (let x = 0; x < S; x += 32) {
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for (let y = 0; y < S; y += 32) {
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if (((x / 32) + (y / 32)) % 3 === 0) { g.beginPath(); g.moveTo(x, y); g.lineTo(x + 32, y); g.strokePath(); }
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if (((x / 32) + (y / 32)) % 4 === 0) { g.beginPath(); g.moveTo(x, y); g.lineTo(x, y + 32); g.strokePath(); }
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}
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}
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// solder nodes
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g.fillStyle(0x34d399, 0.8);
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for (let x = 0; x <= S; x += 32) {
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for (let y = 0; y <= S; y += 32) {
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if (((x + y) / 32) % 2 === 0) g.fillCircle(x, y, 2);
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}
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}
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});
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// 6) Void — minimal dark
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this._tex('bg_void', S, S, (g) => {
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g.fillStyle(0x060010, 1);
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g.fillRect(0, 0, S, S);
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g.fillStyle(0x1b1036, 0.6);
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for (let x = 24; x < S; x += 48) {
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for (let y = 24; y < S; y += 48) g.fillCircle(x, y, 1);
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}
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});
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}
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_hex(g, cx, cy, r) {
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g.beginPath();
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for (let i = 0; i < 6; i++) {
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const a = Math.PI / 180 * (60 * i - 90);
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const px = cx + r * Math.cos(a);
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const py = cy + r * Math.sin(a);
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if (i === 0) g.moveTo(px, py); else g.lineTo(px, py);
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}
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g.closePath();
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g.strokePath();
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}
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createParticleTextures() {
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// All white so emitters can tint per-use. Keep textures tiny.
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@@ -199,6 +59,37 @@ export class BootScene extends Scene {
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}
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createBackgrounds() {
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const gridW = 512;
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const gridH = 512;
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const gridGraphics = this.make.graphics({ x: 0, y: 0, add: false });
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// Deep purple background
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gridGraphics.fillStyle(0x0f001f, 1);
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gridGraphics.fillRect(0, 0, gridW, gridH);
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// Grid lines
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gridGraphics.lineStyle(1, 0x2e0059, 0.35);
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for (let i = 0; i <= gridW; i += 32) {
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gridGraphics.moveTo(i, 0);
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gridGraphics.lineTo(i, gridH);
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}
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for (let i = 0; i <= gridH; i += 32) {
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gridGraphics.moveTo(0, i);
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gridGraphics.lineTo(gridW, i);
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}
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gridGraphics.strokePath();
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// Some accent hexagons / blockchain nodes
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gridGraphics.lineStyle(1, 0x581c87, 0.2);
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for (let i = 0; i < 8; i++) {
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const hx = Phaser.Math.Between(20, gridW - 20);
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const hy = Phaser.Math.Between(20, gridH - 20);
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const size = Phaser.Math.Between(6, 14);
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gridGraphics.strokeCircle(hx, hy, size);
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}
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gridGraphics.generateTexture('gridBg', gridW, gridH);
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// Star / particle texture
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const sGfx = this.make.graphics({ x: 0, y: 0, add: false });
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sGfx.fillStyle(0xffffff, 0.9);
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@@ -2,7 +2,6 @@ import { Scene } from 'phaser';
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import { sound } from '../managers/SoundManager.js';
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import { createButton } from '../utils/ui.js';
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import { todaySeed } from '../utils/random.js';
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import { currentBgTexture } from '../utils/background.js';
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export class GameOverScene extends Scene {
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constructor() {
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@@ -29,7 +28,7 @@ export class GameOverScene extends Scene {
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create() {
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const { width, height } = this.scale;
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this.add.tileSprite(width / 2, height / 2, width, height, currentBgTexture());
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this.add.tileSprite(width / 2, height / 2, width, height, 'gridBg');
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const naddie = this.add.image(width / 2, height * 0.22, 'player_dead').setScale(0.32);
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this.tweens.add({ targets: naddie, angle: -10, duration: 2000, yoyo: true, repeat: -1, ease: 'Sine.easeInOut' });
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@@ -10,7 +10,6 @@ import { StatsManager } from '../managers/StatsManager.js';
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import { sound } from '../managers/SoundManager.js';
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import { storage, KEYS } from '../utils/storage.js';
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import { rng } from '../utils/random.js';
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import { currentBgTexture } from '../utils/background.js';
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import { GAME_WIDTH, GAME_HEIGHT, SCORE, PHYSICS } from '../config/game.config.js';
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export class GameScene extends Scene {
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@@ -30,7 +29,7 @@ export class GameScene extends Scene {
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// Seed gameplay RNG so a given seed produces a reproducible run (Daily).
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rng.seed(this.seed);
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this.bg = this.add.tileSprite(GAME_WIDTH / 2, GAME_HEIGHT / 2, GAME_WIDTH, GAME_HEIGHT, currentBgTexture())
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this.bg = this.add.tileSprite(GAME_WIDTH / 2, GAME_HEIGHT / 2, GAME_WIDTH, GAME_HEIGHT, 'gridBg')
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.setScrollFactor(0)
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.setDepth(-10);
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@@ -6,7 +6,6 @@ import { ParticleManager } from '../managers/ParticleManager.js';
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import { createButton } from '../utils/ui.js';
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import { storage, KEYS } from '../utils/storage.js';
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import { todaySeed } from '../utils/random.js';
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import { currentBgTexture, currentBackground, setBackground, BACKGROUNDS } from '../utils/background.js';
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export class MenuScene extends Scene {
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constructor() {
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@@ -16,7 +15,7 @@ export class MenuScene extends Scene {
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create() {
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const { width, height } = this.scale;
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this.menuBg = this.add.tileSprite(width / 2, height / 2, width, height, currentBgTexture());
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this.add.tileSprite(width / 2, height / 2, width, height, 'gridBg');
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this.add.text(width / 2, height * 0.16, 'NADDIE JUMP', {
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fontFamily: '"Press Start 2P", monospace',
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@@ -252,15 +251,15 @@ export class MenuScene extends Scene {
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showSettings() {
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const { width, height } = this.scale;
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const m = this._openModal('SETTINGS', 620);
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const m = this._openModal('SETTINGS', 460);
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const cx = width / 2;
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const cy = height / 2;
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let baseY = height / 2 - 130;
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// Volume stepper
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m.add(this.add.text(cx, cy - 230, 'VOLUME', {
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m.add(this.add.text(cx, baseY, 'VOLUME', {
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fontFamily: '"Press Start 2P", monospace', fontSize: '11px', color: '#d8b4fe',
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}).setOrigin(0.5));
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const volText = this.add.text(cx, cy - 200, `${Math.round(sound.getVolume() * 100)}%`, {
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const volText = this.add.text(cx, baseY + 34, `${Math.round(sound.getVolume() * 100)}%`, {
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fontFamily: '"Press Start 2P", monospace', fontSize: '13px', color: '#ffd700',
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}).setOrigin(0.5);
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m.add(volText);
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@@ -271,56 +270,27 @@ export class MenuScene extends Scene {
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volText.setText(`${Math.round(sound.getVolume() * 100)}%`);
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sound.click();
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};
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const volMinus = createButton(this, cx - 90, cy - 200, '-', () => stepVol(-0.1), { width: 44, height: 36, fontSize: '16px' });
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const volPlus = createButton(this, cx + 90, cy - 200, '+', () => stepVol(0.1), { width: 44, height: 36, fontSize: '16px' });
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m.add(volMinus.bg); m.add(volMinus.label);
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m.add(volPlus.bg); m.add(volPlus.label);
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m.add(createButton(this, cx - 90, baseY + 34, '-', () => stepVol(-0.1), { width: 44, height: 36, fontSize: '14px' }).bg);
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m.add(createButton(this, cx + 90, baseY + 34, '+', () => stepVol(0.1), { width: 44, height: 36, fontSize: '14px' }).bg);
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// Particle quality toggle
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m.add(this.add.text(cx, cy - 150, 'PARTICLE QUALITY', {
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baseY += 96;
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m.add(this.add.text(cx, baseY, 'PARTICLE QUALITY', {
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fontFamily: '"Press Start 2P", monospace', fontSize: '11px', color: '#d8b4fe',
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}).setOrigin(0.5));
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const currentQ = () => storage.getItem(KEYS.particleQuality, ParticleManager.resolveQuality(this));
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const qBtn = createButton(this, cx, cy - 120, currentQ().toUpperCase(), () => {
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const qBtn = createButton(this, cx, baseY + 34, currentQ().toUpperCase(), () => {
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const next = currentQ() === 'low' ? 'high' : 'low';
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storage.setItem(KEYS.particleQuality, next);
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qBtn.label.setText(next.toUpperCase());
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sound.click();
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}, { width: 160, height: 36, fontSize: '12px' });
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}, { width: 160, height: 38, fontSize: '12px' });
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m.add(qBtn.bg); m.add(qBtn.label);
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// Background selector with live preview
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m.add(this.add.text(cx, cy - 72, 'BACKGROUND', {
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fontFamily: '"Press Start 2P", monospace', fontSize: '11px', color: '#d8b4fe',
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}).setOrigin(0.5));
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let bgIndex = Math.max(0, BACKGROUNDS.findIndex((b) => b.id === currentBackground().id));
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const preview = this.add.tileSprite(cx, cy - 8, 280, 90, BACKGROUNDS[bgIndex].texture).setDepth(102);
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m.elements.push(preview);
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const frame = this.add.rectangle(cx, cy - 8, 284, 94).setStrokeStyle(2, 0xa855f7);
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m.add(frame);
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const bgName = this.add.text(cx, cy + 58, BACKGROUNDS[bgIndex].name.toUpperCase(), {
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fontFamily: '"Press Start 2P", monospace', fontSize: '11px', color: '#ffd700',
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}).setOrigin(0.5);
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m.add(bgName);
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const applyBg = (dir) => {
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bgIndex = (bgIndex + dir + BACKGROUNDS.length) % BACKGROUNDS.length;
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const bg = BACKGROUNDS[bgIndex];
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setBackground(bg.id);
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preview.setTexture(bg.texture);
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bgName.setText(bg.name.toUpperCase());
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if (this.menuBg) this.menuBg.setTexture(bg.texture);
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sound.click();
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};
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const bgPrev = createButton(this, cx - 125, cy + 58, '<', () => applyBg(-1), { width: 40, height: 36, fontSize: '16px' });
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const bgNext = createButton(this, cx + 125, cy + 58, '>', () => applyBg(1), { width: 40, height: 36, fontSize: '16px' });
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m.add(bgPrev.bg); m.add(bgPrev.label);
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m.add(bgNext.bg); m.add(bgNext.label);
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// Reset progress (two-step confirm)
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baseY += 96;
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let armed = false;
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const resetBtn = createButton(this, cx, cy + 130, 'RESET PROGRESS', () => {
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const resetBtn = createButton(this, cx, baseY + 10, 'RESET PROGRESS', () => {
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if (!armed) {
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armed = true;
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resetBtn.label.setText('TAP AGAIN!');
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@@ -332,7 +302,7 @@ export class MenuScene extends Scene {
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storage.removeItem(KEYS.achievements);
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resetBtn.label.setText('DONE');
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sound.click();
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}, { width: 240, height: 40, fontSize: '12px', bgColor: 0x581c87, hoverColor: 0x7e22ce });
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}, { width: 240, height: 42, fontSize: '12px', bgColor: 0x581c87, hoverColor: 0x7e22ce });
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m.add(resetBtn.bg); m.add(resetBtn.label);
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}
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@@ -1,17 +0,0 @@
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import { storage, KEYS } from './storage.js';
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import { BACKGROUNDS, DEFAULT_BACKGROUND, getBackground } from '../config/backgrounds.js';
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export function currentBackground() {
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const id = storage.getItem(KEYS.background, DEFAULT_BACKGROUND);
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return getBackground(id);
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}
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export function currentBgTexture() {
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return currentBackground().texture;
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}
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export function setBackground(id) {
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storage.setItem(KEYS.background, id);
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}
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export { BACKGROUNDS, getBackground };
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@@ -11,7 +11,6 @@ export const KEYS = {
|
||||
tutorialSeen: 'naddie_tutorial_seen',
|
||||
achievements: 'naddie_achievements_v1',
|
||||
particleQuality: 'naddie_particle_quality',
|
||||
background: 'naddie_background',
|
||||
stats: 'naddie_stats_v1',
|
||||
dailyPrefix: 'naddie_daily_',
|
||||
};
|
||||
|
||||
Reference in New Issue
Block a user