Fold the menu into the title screen, and stop the theme restarting
The menu stage was the same logo on the same backdrop with two buttons, so it read as the title screen failing to advance. The buttons move onto the title screen in place of the control list, which is the tutorial's job now. Death no longer reloads the page. The reload was an honest full reset, but it also tore down the AudioContext — so the theme restarted from silence every time you died, when it should carry straight on from the death summary into the title screen. restartRun() puts G, P, O, ball and score back from a structuredClone taken at module load (all plain data, so the clone is the whole job and a field added later is covered for free), and the two modules with timers of their own reset themselves: every zombies array plus spawnT/moanT/ mgTick, and input's held keys and half-finished drags, which would otherwise be inherited by the next run's first frame. The overlay is hidden rather than removed so it can come straight back, which needs its own [hidden] rule to beat the display:grid on #intro. The theme starts on the first tap and never restarts: loopBed's beds.has guard already makes every later menuMusic() a no-op. Verified: one background-music fetch across launch -> run -> death -> title -> second run, and a full second run through the transition after the in-place reset. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
1 parent
2d4fa79258
commit
d3aabc4bd6
7 files changed
+114
-74
No files matched your search
@@ -103,6 +103,20 @@ export const G = {
|
||||
logShow: false, // tap the scoreboard to toggle the on-screen miss-log dump
|
||||
};
|
||||
|
||||
// A pristine deep copy of every mutable bag, taken at module load before anything can touch them.
|
||||
// This is what replaced `location.reload()` on death: the reload was an honest full reset, but it
|
||||
// also tore down the AudioContext, so the menu theme restarted from silence every time you died.
|
||||
// Everything above is plain data — primitives, nulls, small arrays and {} — so a structured clone
|
||||
// is the whole job.
|
||||
const PRISTINE = structuredClone({ G, P, O, ball, score });
|
||||
export function resetState() {
|
||||
const p = structuredClone(PRISTINE);
|
||||
Object.assign(G, p.G); Object.assign(P, p.P); Object.assign(O, p.O);
|
||||
Object.assign(ball, p.ball); Object.assign(score, p.score);
|
||||
G.hp = G.hpMax = TUNE.playerHp; // re-read: the T panel may have moved it since boot
|
||||
crowd.cheer = 0;
|
||||
}
|
||||
|
||||
export const other = s => s === 'P' ? 'O' : 'P';
|
||||
export const deuceSide = () => (score.pts[0] + score.pts[1]) % 2 === 0; // even points → deuce (right) side
|
||||
|
||||
|
||||
Reference in new issue
Block a user