diff --git a/src/main.js b/src/main.js
index 37f90c9..af0747d 100644
--- a/src/main.js
+++ b/src/main.js
@@ -32,54 +32,47 @@ window.addEventListener('appinstalled', () => {
installWrap.hidden = true
})
-const WIDTH = 960
+const WIDTH = 1122
+const HEIGHT = 1402
-// Match the Phaser logical height to the usable browser/PWA viewport.
-// This keeps the same 960-wide room geometry while allowing the five
-// floors to expand vertically on phones instead of letterboxing a 4:3 game.
-const VIEWPORT_W = Math.max(
- 320,
- Math.round(window.visualViewport?.width ?? window.innerWidth)
-)
-const VIEWPORT_H = Math.max(
- 480,
- Math.round(window.visualViewport?.height ?? window.innerHeight)
-)
-const HEIGHT = Math.max(
- 720,
- Math.min(1600, Math.round(WIDTH * VIEWPORT_H / VIEWPORT_W))
-)
+// Native geometry measured from the approved 1122×1402 house shell.
+// Phaser fits this coordinate system to the device; the shell is no longer
+// stretched to a device-dependent room grid.
+const LEFT_X = 88
+const BANK_W = 379
+const RIGHT_X = 654
+
+const TOWER_X = 438
+const TOWER_W = 244
+const TOWER_CENTER_X = TOWER_X + TOWER_W / 2
+
+// Functional lift lives inside the wider decorative tower.
+const ELEVATOR_X = 507
+const ELEVATOR_W = 108
+
+const FLOOR_SLOTS = [
+ { y: 234, h: 179 },
+ { y: 451, h: 186 },
+ { y: 675, h: 184 },
+ { y: 896, h: 180 },
+ { y: 1112, h: 169 }
+]
+const FLOOR_COUNT = FLOOR_SLOTS.length
+const SHELL_BEAM_Y = [432, 656, 877, 1094]
+
+const HOUSE_TOP = FLOOR_SLOTS[0].y
+const HOUSE_BOTTOM = FLOOR_SLOTS[FLOOR_COUNT - 1].y + FLOOR_SLOTS[FLOOR_COUNT - 1].h
+const STATUS_Y = 1352
-const HOUSE_TOP = 74
-const BOTTOM_UI_H = 72
-const HOUSE_BOTTOM_PAD = 28
-const LEFT_X = 50
-const BANK_W = 350
-const ELEVATOR_GAP = 20
-const ELEVATOR_W = 120
-const ELEVATOR_X = LEFT_X + BANK_W + ELEVATOR_GAP
-const RIGHT_X = ELEVATOR_X + ELEVATOR_W + ELEVATOR_GAP
-const FLOOR_GAP = 8
-const FLOOR_COUNT = 5
-const FLOOR_H = Math.floor(
- (
- HEIGHT -
- HOUSE_TOP -
- BOTTOM_UI_H -
- HOUSE_BOTTOM_PAD -
- FLOOR_GAP * (FLOOR_COUNT - 1)
- ) / FLOOR_COUNT
-)
-const STATUS_Y = HEIGHT - 36
const ELEVATOR_CAR_W = 82
-const ELEVATOR_CAR_H = Math.min(104, Math.max(74, Math.round(FLOOR_H * 0.36)))
-const ELEVATOR_OPENING_W = 72
-const ELEVATOR_OPENING_H = Math.min(96, Math.max(68, Math.round(FLOOR_H * 0.34)))
+const ELEVATOR_CAR_H = 90
+const ELEVATOR_OPENING_W = 78
+const ELEVATOR_OPENING_H = 82
const PLAYER_DRAG_FOLLOW = 0.18
-const PLAYER_DRAG_OFFSET_Y = 42
+const PLAYER_DRAG_OFFSET_Y = 50
const ROOM_HOLD_MS = 520
-const ROOM_HOLD_MOVE_TOLERANCE = 18
+const ROOM_HOLD_MOVE_TOLERANCE = 21
const PLAYER_STATE = {
IDLE: 'idle',
@@ -148,12 +141,17 @@ const ROOM_SKINS = {
}
function floorY(floor) {
- return HOUSE_TOP + floor * (FLOOR_H + FLOOR_GAP)
+ return FLOOR_SLOTS[floor].y
+}
+
+function floorHeight(floor) {
+ return FLOOR_SLOTS[floor].h
}
function makeRoom(id, name, floor, side, color) {
const x = side === 'left' ? LEFT_X : RIGHT_X
const y = floorY(floor)
+ const height = floorHeight(floor)
return {
id,
@@ -164,11 +162,11 @@ function makeRoom(id, name, floor, side, color) {
x,
y,
width: BANK_W,
- height: FLOOR_H,
+ height,
walkBand: {
- minY: y + Math.round(FLOOR_H * 0.62),
- maxY: y + FLOOR_H - 10,
- homeY: y + Math.round(FLOOR_H * 0.82)
+ minY: y + Math.round(height * 0.60),
+ maxY: y + height - 10,
+ homeY: y + Math.round(height * 0.82)
}
}
}
@@ -189,7 +187,7 @@ const ROOMS = [
const ROOM_BY_ID = new Map(ROOMS.map((room) => [room.id, room]))
function elevatorStopY(room) {
- return room.y + Math.round(FLOOR_H / 2)
+ return room.y + Math.round(room.height / 2)
}
function elevatorEntry(room) {
@@ -224,9 +222,9 @@ function cropTexture(scene, sourceKey, key, rect) {
}
function buildElevatorSvg() {
- const shaftHeight = FLOOR_COUNT * FLOOR_H + (FLOOR_COUNT - 1) * FLOOR_GAP
- const openings = Array.from({ length: FLOOR_COUNT }, (_, floor) => {
- const centerY = floor * (FLOOR_H + FLOOR_GAP) + FLOOR_H / 2
+ const shaftHeight = HOUSE_BOTTOM - HOUSE_TOP
+ const openings = FLOOR_SLOTS.map((slot) => {
+ const centerY = slot.y + slot.h / 2 - HOUSE_TOP
const y = centerY - ELEVATOR_OPENING_H / 2
return `
@@ -246,7 +244,7 @@ function buildElevatorSvg() {
text-anchor="middle"
dominant-baseline="middle"
font-family="Arial, sans-serif"
- font-size="28"
+ font-size="26"
fill="#f28fb3"
>♥
`
@@ -260,30 +258,31 @@ function buildElevatorSvg() {
viewBox="0 0 ${ELEVATOR_W} ${shaftHeight}"
>
${openings}
`
}
+
class HouseScene extends Phaser.Scene {
constructor() {
super('House')
@@ -403,21 +402,15 @@ class HouseScene extends Phaser.Scene {
const graphics = this.add.graphics().setDepth(0)
graphics.fillStyle(0xfffbfd, 1)
- graphics.fillRoundedRect(
- 28,
- HOUSE_TOP - 18,
- 904,
- FLOOR_COUNT * FLOOR_H + (FLOOR_COUNT - 1) * FLOOR_GAP + 36,
- 24
- )
+ graphics.fillRect(36, 220, 1050, HOUSE_BOTTOM - 220)
for (const room of ROOMS) {
const skin = ROOM_SKINS[room.id]
const inset = 7
const sideInset = Math.round(room.width * 0.20)
const wallTop = room.y + 9
- const backTop = room.y + Math.max(14, Math.round(FLOOR_H * 0.08))
- const horizonY = room.y + Math.round(FLOOR_H * 0.60)
+ const backTop = room.y + Math.max(14, Math.round(room.height * 0.08))
+ const horizonY = room.y + Math.round(room.height * 0.60)
const bottomY = room.y + room.height - 8
const left = room.x + inset
const right = room.x + room.width - inset
@@ -550,106 +543,73 @@ class HouseScene extends Phaser.Scene {
}
}
- this.add.text(
- WIDTH / 2,
- 48,
- 'Drag her to walk • press & hold a room to ride the lift',
- {
- fontFamily: 'Arial Rounded MT Bold, ui-rounded, sans-serif',
- fontSize: '15px',
- color: '#6d4c61'
- }
- ).setOrigin(0.5).setDepth(100)
}
buildHouseShell() {
const shellDepth = 7
const towerDepth = 8
- const stackHeight = FLOOR_COUNT * FLOOR_H + (FLOOR_COUNT - 1) * FLOOR_GAP
- const stackBottom = HOUSE_TOP + stackHeight
- const leftOuterX = LEFT_X - 10
- const rightOuterX = RIGHT_X + BANK_W + 10
- const leftBankCenter = LEFT_X + BANK_W / 2
- const rightBankCenter = RIGHT_X + BANK_W / 2
- const towerCenterX = ELEVATOR_X + ELEVATOR_W / 2
-
- // Full roof artwork keeps its native proportions instead of being cropped
- // from a stretched master sheet.
- this.add.image(WIDTH / 2, HOUSE_TOP + 8, 'shell-roof')
- .setOrigin(0.5, 1)
- .setDisplaySize(1000, 116)
+ this.add.image(WIDTH / 2, 0, 'shell-roof')
+ .setOrigin(0.5, 0)
+ .setDisplaySize(1122, 242)
.setDepth(shellDepth)
- // The center tower is independent from the moving elevator shaft/car.
- // The functional shaft renders above this trim so animation remains clear.
- this.add.image(towerCenterX, HOUSE_TOP - 34, 'shell-tower')
+ this.add.image(TOWER_CENTER_X, 0, 'shell-tower')
.setOrigin(0.5, 0)
- .setDisplaySize(206, stackHeight + 92)
+ .setDisplaySize(TOWER_W, HEIGHT)
.setDepth(towerDepth)
- // Build the outside frame from one clean repeatable post segment per room.
+ const leftOuterX = 60.5
+ const rightOuterX = WIDTH - 60.5
+
for (let floor = 0; floor < FLOOR_COUNT; floor += 1) {
- const segmentY = floorY(floor) + FLOOR_H / 2
+ const slot = FLOOR_SLOTS[floor]
+ const segmentY = slot.y + slot.h / 2
this.add.image(leftOuterX, segmentY, 'shell-post-seg')
- .setDisplaySize(34, FLOOR_H + 8)
+ .setDisplaySize(65, slot.h)
.setDepth(shellDepth)
this.add.image(rightOuterX, segmentY, 'shell-post-seg')
- .setDisplaySize(34, FLOOR_H + 8)
+ .setDisplaySize(65, slot.h)
.setFlipX(true)
.setDepth(shellDepth)
}
- // Joints and beams stay at natural floor boundaries regardless of viewport.
- for (let floor = 0; floor < FLOOR_COUNT - 1; floor += 1) {
- const beamY = floorY(floor) + FLOOR_H + FLOOR_GAP / 2
- const bracketY = floorY(floor) + FLOOR_H - 1
+ for (let floor = 0; floor < SHELL_BEAM_Y.length; floor += 1) {
+ const beamY = SHELL_BEAM_Y[floor]
- this.add.image(leftOuterX, beamY, 'shell-post-joint')
- .setDisplaySize(42, 28)
+ this.add.image(273, beamY, 'shell-beam-left')
+ .setDisplaySize(410, 66)
.setDepth(shellDepth + 1)
- this.add.image(rightOuterX, beamY, 'shell-post-joint')
- .setDisplaySize(42, 28)
+ this.add.image(843, beamY, 'shell-beam-right')
+ .setDisplaySize(414, 66)
+ .setDepth(shellDepth + 1)
+
+ this.add.image(62.5, beamY - 12, 'shell-post-joint')
+ .setDisplaySize(77, 55)
+ .setDepth(shellDepth + 2)
+
+ this.add.image(WIDTH - 62.5, beamY - 12, 'shell-post-joint')
+ .setDisplaySize(77, 55)
.setFlipX(true)
- .setDepth(shellDepth + 1)
-
- this.add.image(leftBankCenter, beamY, 'shell-beam-left')
- .setDisplaySize(BANK_W + 24, 27)
- .setDepth(shellDepth + 1)
-
- this.add.image(rightBankCenter, beamY, 'shell-beam-right')
- .setDisplaySize(BANK_W + 24, 27)
- .setDepth(shellDepth + 1)
-
- this.add.image(LEFT_X + BANK_W + 3, bracketY, 'shell-bracket-left')
- .setOrigin(1, 0)
- .setDisplaySize(20, 22)
- .setDepth(shellDepth + 1)
-
- this.add.image(RIGHT_X - 3, bracketY, 'shell-bracket-left')
- .setOrigin(0, 0)
- .setFlipX(true)
- .setDisplaySize(20, 22)
- .setDepth(shellDepth + 1)
+ .setDepth(shellDepth + 2)
}
- // Split foundations leave the tower/plinth free to define the centre.
- this.add.image(leftBankCenter, stackBottom + 7, 'shell-foundation-left')
- .setOrigin(0.5, 0)
- .setDisplaySize(BANK_W + 54, 48)
+ this.add.image(0, 1240, 'shell-foundation-left')
+ .setOrigin(0, 0)
+ .setDisplaySize(462, 162)
.setDepth(shellDepth + 1)
- this.add.image(rightBankCenter, stackBottom + 7, 'shell-foundation-right')
- .setOrigin(0.5, 0)
- .setDisplaySize(BANK_W + 54, 48)
+ this.add.image(660, 1240, 'shell-foundation-right')
+ .setOrigin(0, 0)
+ .setDisplaySize(462, 162)
.setDepth(shellDepth + 1)
}
buildElevator() {
- const shaftHeight = FLOOR_COUNT * FLOOR_H + (FLOOR_COUNT - 1) * FLOOR_GAP
+ const shaftHeight = HOUSE_BOTTOM - HOUSE_TOP
this.add.image(ELEVATOR_X + ELEVATOR_W / 2, HOUSE_TOP, 'elevator-shaft')
.setOrigin(0.5, 0)
@@ -690,7 +650,7 @@ class HouseScene extends Phaser.Scene {
padding: { x: 16, y: 8 }
}).setOrigin(0.5).setDepth(1000)
- this.resetButton = this.add.text(892, STATUS_Y, 'Reset', {
+ this.resetButton = this.add.text(1044, STATUS_Y, 'Reset', {
fontFamily: 'Arial Rounded MT Bold, ui-rounded, sans-serif',
fontSize: '14px',
color: '#7a526b',
@@ -951,7 +911,7 @@ class HouseScene extends Phaser.Scene {
1
)
- this.player.setScale(Phaser.Math.Linear(0.29, 0.34, t))
+ this.player.setScale(Phaser.Math.Linear(0.34, 0.40, t))
this.player.setDepth(300 + room.floor)
}
@@ -1237,13 +1197,13 @@ class HouseScene extends Phaser.Scene {
dy /= length
this.player.x = Phaser.Math.Clamp(
- this.player.x + dx * 190 * delta / 1000,
+ this.player.x + dx * 220 * delta / 1000,
room.x + 26,
room.x + room.width - 26
)
this.player.y = Phaser.Math.Clamp(
- this.player.y + dy * 72 * delta / 1000,
+ this.player.y + dy * 84 * delta / 1000,
room.walkBand.minY,
room.walkBand.maxY
)
@@ -1268,7 +1228,7 @@ const game = new Phaser.Game({
},
scale: {
mode: Phaser.Scale.FIT,
- autoCenter: Phaser.Scale.CENTER_BOTH,
+ autoCenter: Phaser.Scale.CENTER_HORIZONTALLY,
width: WIDTH,
height: HEIGHT
},
@@ -1279,7 +1239,7 @@ const game = new Phaser.Game({
})
window.__DOLLHOUSE__ = {
- version: '0.7.1',
+ version: '0.8.0',
game,
async resetAll() {
await clearGameState()