diff --git a/src/main.js b/src/main.js index 7d1abee..48460bc 100644 --- a/src/main.js +++ b/src/main.js @@ -1486,7 +1486,7 @@ class RoomScene extends PlayableLevelScene { create() { const room = ROOM_BY_ID.get(this.roomId) ?? ROOM_BY_ID.get('living') const skin = ROOM_SKINS[room.id] ?? ROOM_SKINS.living - const worldWidth = 3100 + const worldWidth = 2250 const wallTop = 170 const floorTop = 1015 const floorBottom = 1515 @@ -1533,7 +1533,7 @@ class RoomScene extends PlayableLevelScene { // Break the long room into visible bays without blocking movement. graphics.lineStyle(5, 0xd7b4c6, 0.42) - for (let x = 760; x < worldWidth; x += 760) { + for (let x = 720; x < worldWidth; x += 720) { graphics.lineBetween(x, wallTop + 20, x, floorTop - 10) } @@ -1547,14 +1547,14 @@ class RoomScene extends PlayableLevelScene { // A couple of simple depth markers so scrolling reads immediately. graphics.fillStyle(0xffffff, 0.30) - graphics.fillRoundedRect(1040, 760, 360, 190, 24) - graphics.fillRoundedRect(2150, 690, 420, 250, 24) + graphics.fillRoundedRect(900, 760, 330, 190, 24) + graphics.fillRoundedRect(1540, 700, 360, 235, 24) this.createLevelPlayer( 470, groundY, { left: 110, right: worldWidth - 110 }, - 0.68 + 0.58 ) this.configureSideScroller(worldWidth) @@ -1575,7 +1575,7 @@ class RoofScene extends PlayableLevelScene { } create() { - const worldWidth = 2900 + const worldWidth = 2200 const groundY = 1370 const roofTop = 830 const roofBottom = 1515 @@ -1616,7 +1616,7 @@ class RoofScene extends PlayableLevelScene { 500, groundY, { left: 120, right: worldWidth - 120 }, - 0.64 + 0.56 ) this.configureSideScroller(worldWidth) @@ -1648,7 +1648,7 @@ const game = new Phaser.Game({ }) window.__DOLLHOUSE__ = { - version: '0.12.1', + version: '0.12.2', game, async resetAll() { await clearGameState()