Selectable backgrounds with live preview in settings

- 6 procedural, vertically-tiling backgrounds generated in BootScene:
  Grid, Hex Nodes, Starfield, Synthwave, Circuit, Void
- config/backgrounds.js registry + utils/background.js helper; selection
  persisted via storage (KEYS.background)
- Menu / Game / GameOver use the selected background texture
- Settings overlay gains a BACKGROUND selector: in-panel live preview tile
  + < name > cycling, updates the menu background live and persists choice
- Fix: stepper/arrow buttons now add both bg and label to the modal so the
  -, +, <, > glyphs render above the panel
This commit is contained in:
2026-06-01 01:10:40 +07:00
parent 6f5b4d83f7
commit 8cfe0b8a30
7 changed files with 225 additions and 47 deletions

19
src/config/backgrounds.js Normal file
View File

@@ -0,0 +1,19 @@
/**
* Selectable backgrounds. Each `texture` is generated procedurally in
* BootScene.createBackgroundTextures and used as a tiling tileSprite.
* All patterns are designed to tile vertically so the parallax scroll is seamless.
*/
export const BACKGROUNDS = [
{ id: 'grid', name: 'Grid', texture: 'bg_grid' },
{ id: 'hex', name: 'Hex Nodes', texture: 'bg_hex' },
{ id: 'starfield', name: 'Starfield', texture: 'bg_starfield' },
{ id: 'synthwave', name: 'Synthwave', texture: 'bg_synthwave' },
{ id: 'circuit', name: 'Circuit', texture: 'bg_circuit' },
{ id: 'void', name: 'Void', texture: 'bg_void' },
];
export const DEFAULT_BACKGROUND = 'grid';
export function getBackground(id) {
return BACKGROUNDS.find((b) => b.id === id) || BACKGROUNDS[0];
}

View File

@@ -18,10 +18,150 @@ export class BootScene extends Scene {
create() {
this.createBackgrounds();
this.createBackgroundTextures();
this.createParticleTextures();
this.scene.start('MenuScene');
}
// Generates a texture via an off-screen graphics buffer.
_tex(key, w, h, draw) {
const g = this.make.graphics({ x: 0, y: 0, add: false });
draw(g);
g.generateTexture(key, w, h);
g.destroy();
}
createBackgroundTextures() {
const S = 256;
// 1) Grid — Monad blockchain grid (default look, larger so kept as bg_grid)
this._tex('bg_grid', S, S, (g) => {
g.fillStyle(0x0f001f, 1);
g.fillRect(0, 0, S, S);
g.lineStyle(1, 0x2e0059, 0.4);
for (let i = 0; i <= S; i += 32) {
g.moveTo(i, 0); g.lineTo(i, S);
g.moveTo(0, i); g.lineTo(S, i);
}
g.strokePath();
// node dots at some intersections (deterministic -> tiles)
g.fillStyle(0x7c3aed, 0.35);
for (let x = 0; x <= S; x += 64) {
for (let y = 0; y <= S; y += 64) {
if (((x + y) / 64) % 2 === 0) g.fillCircle(x, y, 2);
}
}
});
// 2) Hex Nodes — honeycomb
this._tex('bg_hex', S, S, (g) => {
g.fillStyle(0x0d0420, 1);
g.fillRect(0, 0, S, S);
const r = 22;
const w = Math.sqrt(3) * r;
const vSpace = 1.5 * r;
g.lineStyle(1.5, 0x6d28d9, 0.30);
for (let row = -1, ry = 0; ry < S + r; row++, ry = row * vSpace) {
const offset = (row % 2 === 0) ? 0 : w / 2;
for (let cx = -w; cx < S + w; cx += w) {
this._hex(g, cx + offset, ry, r);
}
}
// accent glow nodes
g.fillStyle(0xa855f7, 0.25);
for (let row = 0, ry = 0; ry < S; row += 2, ry = row * vSpace) {
for (let cx = 0; cx < S; cx += w * 2) g.fillCircle(cx, ry, 2.5);
}
});
// 3) Starfield — deep space
this._tex('bg_starfield', S, S, (g) => {
g.fillStyle(0x070016, 1);
g.fillRect(0, 0, S, S);
// faint distant dust
const dust = [0x1a0b3a, 0x12082b];
for (let i = 0; i < 26; i++) {
g.fillStyle(Phaser.Utils.Array.GetRandom(dust), 0.5);
g.fillCircle(Phaser.Math.Between(0, S), Phaser.Math.Between(0, S), Phaser.Math.Between(20, 55));
}
// stars
const cols = [0xffffff, 0xd8b4fe, 0x93c5fd, 0xa855f7];
for (let i = 0; i < 150; i++) {
g.fillStyle(Phaser.Utils.Array.GetRandom(cols), Phaser.Math.FloatBetween(0.35, 1));
g.fillCircle(Phaser.Math.Between(0, S), Phaser.Math.Between(0, S), Phaser.Math.FloatBetween(0.6, 1.8));
}
// a few bright glows
for (let i = 0; i < 5; i++) {
const x = Phaser.Math.Between(0, S); const y = Phaser.Math.Between(0, S);
g.fillStyle(0xffffff, 0.18); g.fillCircle(x, y, 6);
g.fillStyle(0xffffff, 0.9); g.fillCircle(x, y, 1.6);
}
});
// 4) Synthwave — neon horizontal grid
this._tex('bg_synthwave', S, S, (g) => {
g.fillStyle(0x0a0118, 1);
g.fillRect(0, 0, S, S);
// vertical faint lines
g.lineStyle(1, 0x3b0764, 0.5);
for (let x = 0; x <= S; x += 32) { g.moveTo(x, 0); g.lineTo(x, S); }
g.strokePath();
// neon horizontal lines, alternating magenta/cyan
for (let y = 0; y <= S; y += 28) {
const cyan = (y / 28) % 2 === 0;
const col = cyan ? 0x00e5ff : 0xff2d95;
g.lineStyle(3, col, 0.10); g.beginPath(); g.moveTo(0, y); g.lineTo(S, y); g.strokePath();
g.lineStyle(1, col, 0.55); g.beginPath(); g.moveTo(0, y); g.lineTo(S, y); g.strokePath();
}
});
// 5) Circuit — PCB traces
this._tex('bg_circuit', S, S, (g) => {
g.fillStyle(0x04120e, 1);
g.fillRect(0, 0, S, S);
g.lineStyle(1, 0x0f766e, 0.45);
for (let i = 0; i <= S; i += 32) { g.moveTo(i, 0); g.lineTo(i, S); g.moveTo(0, i); g.lineTo(S, i); }
g.strokePath();
// brighter trace accents (deterministic checker -> tiles)
g.lineStyle(2, 0x10b981, 0.5);
for (let x = 0; x < S; x += 32) {
for (let y = 0; y < S; y += 32) {
if (((x / 32) + (y / 32)) % 3 === 0) { g.beginPath(); g.moveTo(x, y); g.lineTo(x + 32, y); g.strokePath(); }
if (((x / 32) + (y / 32)) % 4 === 0) { g.beginPath(); g.moveTo(x, y); g.lineTo(x, y + 32); g.strokePath(); }
}
}
// solder nodes
g.fillStyle(0x34d399, 0.8);
for (let x = 0; x <= S; x += 32) {
for (let y = 0; y <= S; y += 32) {
if (((x + y) / 32) % 2 === 0) g.fillCircle(x, y, 2);
}
}
});
// 6) Void — minimal dark
this._tex('bg_void', S, S, (g) => {
g.fillStyle(0x060010, 1);
g.fillRect(0, 0, S, S);
g.fillStyle(0x1b1036, 0.6);
for (let x = 24; x < S; x += 48) {
for (let y = 24; y < S; y += 48) g.fillCircle(x, y, 1);
}
});
}
_hex(g, cx, cy, r) {
g.beginPath();
for (let i = 0; i < 6; i++) {
const a = Math.PI / 180 * (60 * i - 90);
const px = cx + r * Math.cos(a);
const py = cy + r * Math.sin(a);
if (i === 0) g.moveTo(px, py); else g.lineTo(px, py);
}
g.closePath();
g.strokePath();
}
createParticleTextures() {
// All white so emitters can tint per-use. Keep textures tiny.
@@ -59,37 +199,6 @@ export class BootScene extends Scene {
}
createBackgrounds() {
const gridW = 512;
const gridH = 512;
const gridGraphics = this.make.graphics({ x: 0, y: 0, add: false });
// Deep purple background
gridGraphics.fillStyle(0x0f001f, 1);
gridGraphics.fillRect(0, 0, gridW, gridH);
// Grid lines
gridGraphics.lineStyle(1, 0x2e0059, 0.35);
for (let i = 0; i <= gridW; i += 32) {
gridGraphics.moveTo(i, 0);
gridGraphics.lineTo(i, gridH);
}
for (let i = 0; i <= gridH; i += 32) {
gridGraphics.moveTo(0, i);
gridGraphics.lineTo(gridW, i);
}
gridGraphics.strokePath();
// Some accent hexagons / blockchain nodes
gridGraphics.lineStyle(1, 0x581c87, 0.2);
for (let i = 0; i < 8; i++) {
const hx = Phaser.Math.Between(20, gridW - 20);
const hy = Phaser.Math.Between(20, gridH - 20);
const size = Phaser.Math.Between(6, 14);
gridGraphics.strokeCircle(hx, hy, size);
}
gridGraphics.generateTexture('gridBg', gridW, gridH);
// Star / particle texture
const sGfx = this.make.graphics({ x: 0, y: 0, add: false });
sGfx.fillStyle(0xffffff, 0.9);

View File

@@ -2,6 +2,7 @@ import { Scene } from 'phaser';
import { sound } from '../managers/SoundManager.js';
import { createButton } from '../utils/ui.js';
import { todaySeed } from '../utils/random.js';
import { currentBgTexture } from '../utils/background.js';
export class GameOverScene extends Scene {
constructor() {
@@ -28,7 +29,7 @@ export class GameOverScene extends Scene {
create() {
const { width, height } = this.scale;
this.add.tileSprite(width / 2, height / 2, width, height, 'gridBg');
this.add.tileSprite(width / 2, height / 2, width, height, currentBgTexture());
const naddie = this.add.image(width / 2, height * 0.22, 'player_dead').setScale(0.32);
this.tweens.add({ targets: naddie, angle: -10, duration: 2000, yoyo: true, repeat: -1, ease: 'Sine.easeInOut' });

View File

@@ -10,6 +10,7 @@ import { StatsManager } from '../managers/StatsManager.js';
import { sound } from '../managers/SoundManager.js';
import { storage, KEYS } from '../utils/storage.js';
import { rng } from '../utils/random.js';
import { currentBgTexture } from '../utils/background.js';
import { GAME_WIDTH, GAME_HEIGHT, SCORE, PHYSICS } from '../config/game.config.js';
export class GameScene extends Scene {
@@ -29,7 +30,7 @@ export class GameScene extends Scene {
// Seed gameplay RNG so a given seed produces a reproducible run (Daily).
rng.seed(this.seed);
this.bg = this.add.tileSprite(GAME_WIDTH / 2, GAME_HEIGHT / 2, GAME_WIDTH, GAME_HEIGHT, 'gridBg')
this.bg = this.add.tileSprite(GAME_WIDTH / 2, GAME_HEIGHT / 2, GAME_WIDTH, GAME_HEIGHT, currentBgTexture())
.setScrollFactor(0)
.setDepth(-10);

View File

@@ -6,6 +6,7 @@ import { ParticleManager } from '../managers/ParticleManager.js';
import { createButton } from '../utils/ui.js';
import { storage, KEYS } from '../utils/storage.js';
import { todaySeed } from '../utils/random.js';
import { currentBgTexture, currentBackground, setBackground, BACKGROUNDS } from '../utils/background.js';
export class MenuScene extends Scene {
constructor() {
@@ -15,7 +16,7 @@ export class MenuScene extends Scene {
create() {
const { width, height } = this.scale;
this.add.tileSprite(width / 2, height / 2, width, height, 'gridBg');
this.menuBg = this.add.tileSprite(width / 2, height / 2, width, height, currentBgTexture());
this.add.text(width / 2, height * 0.16, 'NADDIE JUMP', {
fontFamily: '"Press Start 2P", monospace',
@@ -251,15 +252,15 @@ export class MenuScene extends Scene {
showSettings() {
const { width, height } = this.scale;
const m = this._openModal('SETTINGS', 460);
const m = this._openModal('SETTINGS', 620);
const cx = width / 2;
let baseY = height / 2 - 130;
const cy = height / 2;
// Volume stepper
m.add(this.add.text(cx, baseY, 'VOLUME', {
m.add(this.add.text(cx, cy - 230, 'VOLUME', {
fontFamily: '"Press Start 2P", monospace', fontSize: '11px', color: '#d8b4fe',
}).setOrigin(0.5));
const volText = this.add.text(cx, baseY + 34, `${Math.round(sound.getVolume() * 100)}%`, {
const volText = this.add.text(cx, cy - 200, `${Math.round(sound.getVolume() * 100)}%`, {
fontFamily: '"Press Start 2P", monospace', fontSize: '13px', color: '#ffd700',
}).setOrigin(0.5);
m.add(volText);
@@ -270,27 +271,56 @@ export class MenuScene extends Scene {
volText.setText(`${Math.round(sound.getVolume() * 100)}%`);
sound.click();
};
m.add(createButton(this, cx - 90, baseY + 34, '-', () => stepVol(-0.1), { width: 44, height: 36, fontSize: '14px' }).bg);
m.add(createButton(this, cx + 90, baseY + 34, '+', () => stepVol(0.1), { width: 44, height: 36, fontSize: '14px' }).bg);
const volMinus = createButton(this, cx - 90, cy - 200, '-', () => stepVol(-0.1), { width: 44, height: 36, fontSize: '16px' });
const volPlus = createButton(this, cx + 90, cy - 200, '+', () => stepVol(0.1), { width: 44, height: 36, fontSize: '16px' });
m.add(volMinus.bg); m.add(volMinus.label);
m.add(volPlus.bg); m.add(volPlus.label);
// Particle quality toggle
baseY += 96;
m.add(this.add.text(cx, baseY, 'PARTICLE QUALITY', {
m.add(this.add.text(cx, cy - 150, 'PARTICLE QUALITY', {
fontFamily: '"Press Start 2P", monospace', fontSize: '11px', color: '#d8b4fe',
}).setOrigin(0.5));
const currentQ = () => storage.getItem(KEYS.particleQuality, ParticleManager.resolveQuality(this));
const qBtn = createButton(this, cx, baseY + 34, currentQ().toUpperCase(), () => {
const qBtn = createButton(this, cx, cy - 120, currentQ().toUpperCase(), () => {
const next = currentQ() === 'low' ? 'high' : 'low';
storage.setItem(KEYS.particleQuality, next);
qBtn.label.setText(next.toUpperCase());
sound.click();
}, { width: 160, height: 38, fontSize: '12px' });
}, { width: 160, height: 36, fontSize: '12px' });
m.add(qBtn.bg); m.add(qBtn.label);
// Background selector with live preview
m.add(this.add.text(cx, cy - 72, 'BACKGROUND', {
fontFamily: '"Press Start 2P", monospace', fontSize: '11px', color: '#d8b4fe',
}).setOrigin(0.5));
let bgIndex = Math.max(0, BACKGROUNDS.findIndex((b) => b.id === currentBackground().id));
const preview = this.add.tileSprite(cx, cy - 8, 280, 90, BACKGROUNDS[bgIndex].texture).setDepth(102);
m.elements.push(preview);
const frame = this.add.rectangle(cx, cy - 8, 284, 94).setStrokeStyle(2, 0xa855f7);
m.add(frame);
const bgName = this.add.text(cx, cy + 58, BACKGROUNDS[bgIndex].name.toUpperCase(), {
fontFamily: '"Press Start 2P", monospace', fontSize: '11px', color: '#ffd700',
}).setOrigin(0.5);
m.add(bgName);
const applyBg = (dir) => {
bgIndex = (bgIndex + dir + BACKGROUNDS.length) % BACKGROUNDS.length;
const bg = BACKGROUNDS[bgIndex];
setBackground(bg.id);
preview.setTexture(bg.texture);
bgName.setText(bg.name.toUpperCase());
if (this.menuBg) this.menuBg.setTexture(bg.texture);
sound.click();
};
const bgPrev = createButton(this, cx - 125, cy + 58, '<', () => applyBg(-1), { width: 40, height: 36, fontSize: '16px' });
const bgNext = createButton(this, cx + 125, cy + 58, '>', () => applyBg(1), { width: 40, height: 36, fontSize: '16px' });
m.add(bgPrev.bg); m.add(bgPrev.label);
m.add(bgNext.bg); m.add(bgNext.label);
// Reset progress (two-step confirm)
baseY += 96;
let armed = false;
const resetBtn = createButton(this, cx, baseY + 10, 'RESET PROGRESS', () => {
const resetBtn = createButton(this, cx, cy + 130, 'RESET PROGRESS', () => {
if (!armed) {
armed = true;
resetBtn.label.setText('TAP AGAIN!');
@@ -302,7 +332,7 @@ export class MenuScene extends Scene {
storage.removeItem(KEYS.achievements);
resetBtn.label.setText('DONE');
sound.click();
}, { width: 240, height: 42, fontSize: '12px', bgColor: 0x581c87, hoverColor: 0x7e22ce });
}, { width: 240, height: 40, fontSize: '12px', bgColor: 0x581c87, hoverColor: 0x7e22ce });
m.add(resetBtn.bg); m.add(resetBtn.label);
}

17
src/utils/background.js Normal file
View File

@@ -0,0 +1,17 @@
import { storage, KEYS } from './storage.js';
import { BACKGROUNDS, DEFAULT_BACKGROUND, getBackground } from '../config/backgrounds.js';
export function currentBackground() {
const id = storage.getItem(KEYS.background, DEFAULT_BACKGROUND);
return getBackground(id);
}
export function currentBgTexture() {
return currentBackground().texture;
}
export function setBackground(id) {
storage.setItem(KEYS.background, id);
}
export { BACKGROUNDS, getBackground };

View File

@@ -11,6 +11,7 @@ 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_',
};