Phase B: new content — daily challenge, enemies, platform, settings, stats
B1 Seeded RNG + Daily Challenge - utils/random.js wraps Phaser seedable RND (Between/frac are NOT seedable) - All gameplay spawning (PlatformManager, Platform, Enemy) uses seeded rng - GameScene reads mode/seed in init and seeds the run; daily shows a HUD badge and keeps a per-day best (daily_<YYYYMMDD>); MenuScene DAILY button; GameOver RETRY preserves mode and shows today's best - Verified: same seed -> identical layout, different seed -> different B2 New content - Enemy mev_bot: homing chaser that eases toward the player (unlock >1500) - Platform reorg: phantom, semi-transparent, vanishes shortly after landing (unlock >600); no power-ups on breaking/reorg; SPAWN_RATES + UNLOCK config - Verified spawn distribution at high difficulty includes all new types B3 Settings - SoundManager gains volume (persisted); MenuScene SETTINGS overlay with volume stepper, particle-quality Low/High toggle, two-step reset progress B4 Stats - StatsManager tracks lifetime games/jumps/stomps/blocks/best combo, flushed at game over; MenuScene STATS overlay; hooks in GameScene/ScoreManager B5 Difficulty tuning via UNLOCK thresholds and rebalanced spawn rates Functionally verified in-browser via eval (no console errors, deterministic daily, content spawns, particles emit). Visual screenshot unavailable in the headless preview because the hidden tab pauses Phaser's loop.
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@@ -13,9 +13,10 @@ export const PLATFORM_GAP_MIN = 60;
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export const PLATFORM_GAP_MAX = 120;
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export const SPAWN_RATES = {
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stable: 0.60,
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moving: 0.20,
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breaking: 0.15,
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stable: 0.55,
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moving: 0.18,
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breaking: 0.12,
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reorg: 0.10,
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genesis: 0.05,
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};
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@@ -37,6 +38,13 @@ export const DIFFICULTY = {
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maxEnemyRate: 0.30,
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};
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// Height (px climbed) at which harder content starts appearing.
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export const UNLOCK = {
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reorg: 600,
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failedTx: 800,
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mevBot: 1500,
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};
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export const SCORE = {
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basePoints: 10,
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genesisBonus: 50,
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