Scale Phaser to native dollhouse shell proportions
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fc99c2e2af
commit
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256
src/main.js
256
src/main.js
@ -32,54 +32,47 @@ window.addEventListener('appinstalled', () => {
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installWrap.hidden = true
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})
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const WIDTH = 960
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const WIDTH = 1122
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const HEIGHT = 1402
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// Match the Phaser logical height to the usable browser/PWA viewport.
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// This keeps the same 960-wide room geometry while allowing the five
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// floors to expand vertically on phones instead of letterboxing a 4:3 game.
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const VIEWPORT_W = Math.max(
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320,
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Math.round(window.visualViewport?.width ?? window.innerWidth)
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)
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const VIEWPORT_H = Math.max(
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480,
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Math.round(window.visualViewport?.height ?? window.innerHeight)
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)
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const HEIGHT = Math.max(
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720,
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Math.min(1600, Math.round(WIDTH * VIEWPORT_H / VIEWPORT_W))
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)
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// Native geometry measured from the approved 1122×1402 house shell.
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// Phaser fits this coordinate system to the device; the shell is no longer
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// stretched to a device-dependent room grid.
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const LEFT_X = 88
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const BANK_W = 379
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const RIGHT_X = 654
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const TOWER_X = 438
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const TOWER_W = 244
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const TOWER_CENTER_X = TOWER_X + TOWER_W / 2
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// Functional lift lives inside the wider decorative tower.
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const ELEVATOR_X = 507
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const ELEVATOR_W = 108
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const FLOOR_SLOTS = [
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{ y: 234, h: 179 },
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{ y: 451, h: 186 },
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{ y: 675, h: 184 },
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{ y: 896, h: 180 },
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{ y: 1112, h: 169 }
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]
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const FLOOR_COUNT = FLOOR_SLOTS.length
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const SHELL_BEAM_Y = [432, 656, 877, 1094]
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const HOUSE_TOP = FLOOR_SLOTS[0].y
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const HOUSE_BOTTOM = FLOOR_SLOTS[FLOOR_COUNT - 1].y + FLOOR_SLOTS[FLOOR_COUNT - 1].h
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const STATUS_Y = 1352
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const HOUSE_TOP = 74
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const BOTTOM_UI_H = 72
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const HOUSE_BOTTOM_PAD = 28
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const LEFT_X = 50
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const BANK_W = 350
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const ELEVATOR_GAP = 20
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const ELEVATOR_W = 120
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const ELEVATOR_X = LEFT_X + BANK_W + ELEVATOR_GAP
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const RIGHT_X = ELEVATOR_X + ELEVATOR_W + ELEVATOR_GAP
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const FLOOR_GAP = 8
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const FLOOR_COUNT = 5
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const FLOOR_H = Math.floor(
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(
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HEIGHT -
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HOUSE_TOP -
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BOTTOM_UI_H -
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HOUSE_BOTTOM_PAD -
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FLOOR_GAP * (FLOOR_COUNT - 1)
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) / FLOOR_COUNT
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)
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const STATUS_Y = HEIGHT - 36
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const ELEVATOR_CAR_W = 82
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const ELEVATOR_CAR_H = Math.min(104, Math.max(74, Math.round(FLOOR_H * 0.36)))
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const ELEVATOR_OPENING_W = 72
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const ELEVATOR_OPENING_H = Math.min(96, Math.max(68, Math.round(FLOOR_H * 0.34)))
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const ELEVATOR_CAR_H = 90
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const ELEVATOR_OPENING_W = 78
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const ELEVATOR_OPENING_H = 82
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const PLAYER_DRAG_FOLLOW = 0.18
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const PLAYER_DRAG_OFFSET_Y = 42
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const PLAYER_DRAG_OFFSET_Y = 50
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const ROOM_HOLD_MS = 520
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const ROOM_HOLD_MOVE_TOLERANCE = 18
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const ROOM_HOLD_MOVE_TOLERANCE = 21
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const PLAYER_STATE = {
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IDLE: 'idle',
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@ -148,12 +141,17 @@ const ROOM_SKINS = {
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}
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function floorY(floor) {
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return HOUSE_TOP + floor * (FLOOR_H + FLOOR_GAP)
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return FLOOR_SLOTS[floor].y
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}
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function floorHeight(floor) {
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return FLOOR_SLOTS[floor].h
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}
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function makeRoom(id, name, floor, side, color) {
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const x = side === 'left' ? LEFT_X : RIGHT_X
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const y = floorY(floor)
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const height = floorHeight(floor)
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return {
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id,
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@ -164,11 +162,11 @@ function makeRoom(id, name, floor, side, color) {
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x,
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y,
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width: BANK_W,
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height: FLOOR_H,
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height,
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walkBand: {
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minY: y + Math.round(FLOOR_H * 0.62),
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maxY: y + FLOOR_H - 10,
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homeY: y + Math.round(FLOOR_H * 0.82)
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minY: y + Math.round(height * 0.60),
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maxY: y + height - 10,
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homeY: y + Math.round(height * 0.82)
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}
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}
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}
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@ -189,7 +187,7 @@ const ROOMS = [
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const ROOM_BY_ID = new Map(ROOMS.map((room) => [room.id, room]))
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function elevatorStopY(room) {
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return room.y + Math.round(FLOOR_H / 2)
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return room.y + Math.round(room.height / 2)
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}
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function elevatorEntry(room) {
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@ -224,9 +222,9 @@ function cropTexture(scene, sourceKey, key, rect) {
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}
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function buildElevatorSvg() {
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const shaftHeight = FLOOR_COUNT * FLOOR_H + (FLOOR_COUNT - 1) * FLOOR_GAP
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const openings = Array.from({ length: FLOOR_COUNT }, (_, floor) => {
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const centerY = floor * (FLOOR_H + FLOOR_GAP) + FLOOR_H / 2
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const shaftHeight = HOUSE_BOTTOM - HOUSE_TOP
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const openings = FLOOR_SLOTS.map((slot) => {
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const centerY = slot.y + slot.h / 2 - HOUSE_TOP
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const y = centerY - ELEVATOR_OPENING_H / 2
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return `
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@ -246,7 +244,7 @@ function buildElevatorSvg() {
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text-anchor="middle"
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dominant-baseline="middle"
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font-family="Arial, sans-serif"
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font-size="28"
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font-size="26"
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fill="#f28fb3"
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>♥</text>
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`
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@ -260,30 +258,31 @@ function buildElevatorSvg() {
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viewBox="0 0 ${ELEVATOR_W} ${shaftHeight}"
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>
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<rect
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x="5"
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y="2"
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width="${ELEVATOR_W - 10}"
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height="${shaftHeight - 4}"
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rx="16"
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fill="#dfe8f1"
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x="4"
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y="1"
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width="${ELEVATOR_W - 8}"
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height="${shaftHeight - 2}"
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rx="14"
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fill="#f7fbff"
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stroke="#9aaabd"
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stroke-width="5"
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stroke-width="4"
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/>
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<rect
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x="16"
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y="10"
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width="${ELEVATOR_W - 32}"
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height="${shaftHeight - 20}"
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rx="12"
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fill="#f7fbff"
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x="12"
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y="8"
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width="${ELEVATOR_W - 24}"
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height="${shaftHeight - 16}"
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rx="10"
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fill="#fffafb"
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stroke="#c6d1de"
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stroke-width="3"
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stroke-width="2"
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/>
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${openings}
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</svg>
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`
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}
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class HouseScene extends Phaser.Scene {
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constructor() {
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super('House')
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@ -403,21 +402,15 @@ class HouseScene extends Phaser.Scene {
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const graphics = this.add.graphics().setDepth(0)
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graphics.fillStyle(0xfffbfd, 1)
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graphics.fillRoundedRect(
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28,
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HOUSE_TOP - 18,
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904,
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FLOOR_COUNT * FLOOR_H + (FLOOR_COUNT - 1) * FLOOR_GAP + 36,
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24
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)
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graphics.fillRect(36, 220, 1050, HOUSE_BOTTOM - 220)
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for (const room of ROOMS) {
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const skin = ROOM_SKINS[room.id]
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const inset = 7
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const sideInset = Math.round(room.width * 0.20)
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const wallTop = room.y + 9
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const backTop = room.y + Math.max(14, Math.round(FLOOR_H * 0.08))
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const horizonY = room.y + Math.round(FLOOR_H * 0.60)
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const backTop = room.y + Math.max(14, Math.round(room.height * 0.08))
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const horizonY = room.y + Math.round(room.height * 0.60)
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const bottomY = room.y + room.height - 8
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const left = room.x + inset
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const right = room.x + room.width - inset
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@ -550,106 +543,73 @@ class HouseScene extends Phaser.Scene {
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}
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}
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this.add.text(
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WIDTH / 2,
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48,
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'Drag her to walk • press & hold a room to ride the lift',
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{
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fontFamily: 'Arial Rounded MT Bold, ui-rounded, sans-serif',
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fontSize: '15px',
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color: '#6d4c61'
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}
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).setOrigin(0.5).setDepth(100)
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}
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buildHouseShell() {
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const shellDepth = 7
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const towerDepth = 8
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const stackHeight = FLOOR_COUNT * FLOOR_H + (FLOOR_COUNT - 1) * FLOOR_GAP
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const stackBottom = HOUSE_TOP + stackHeight
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const leftOuterX = LEFT_X - 10
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const rightOuterX = RIGHT_X + BANK_W + 10
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const leftBankCenter = LEFT_X + BANK_W / 2
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const rightBankCenter = RIGHT_X + BANK_W / 2
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const towerCenterX = ELEVATOR_X + ELEVATOR_W / 2
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// Full roof artwork keeps its native proportions instead of being cropped
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// from a stretched master sheet.
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this.add.image(WIDTH / 2, HOUSE_TOP + 8, 'shell-roof')
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.setOrigin(0.5, 1)
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.setDisplaySize(1000, 116)
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this.add.image(WIDTH / 2, 0, 'shell-roof')
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.setOrigin(0.5, 0)
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.setDisplaySize(1122, 242)
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.setDepth(shellDepth)
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// The center tower is independent from the moving elevator shaft/car.
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// The functional shaft renders above this trim so animation remains clear.
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this.add.image(towerCenterX, HOUSE_TOP - 34, 'shell-tower')
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this.add.image(TOWER_CENTER_X, 0, 'shell-tower')
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.setOrigin(0.5, 0)
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.setDisplaySize(206, stackHeight + 92)
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.setDisplaySize(TOWER_W, HEIGHT)
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.setDepth(towerDepth)
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// Build the outside frame from one clean repeatable post segment per room.
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const leftOuterX = 60.5
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const rightOuterX = WIDTH - 60.5
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for (let floor = 0; floor < FLOOR_COUNT; floor += 1) {
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const segmentY = floorY(floor) + FLOOR_H / 2
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const slot = FLOOR_SLOTS[floor]
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const segmentY = slot.y + slot.h / 2
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this.add.image(leftOuterX, segmentY, 'shell-post-seg')
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.setDisplaySize(34, FLOOR_H + 8)
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.setDisplaySize(65, slot.h)
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.setDepth(shellDepth)
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this.add.image(rightOuterX, segmentY, 'shell-post-seg')
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.setDisplaySize(34, FLOOR_H + 8)
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.setDisplaySize(65, slot.h)
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.setFlipX(true)
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.setDepth(shellDepth)
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}
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// Joints and beams stay at natural floor boundaries regardless of viewport.
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for (let floor = 0; floor < FLOOR_COUNT - 1; floor += 1) {
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const beamY = floorY(floor) + FLOOR_H + FLOOR_GAP / 2
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const bracketY = floorY(floor) + FLOOR_H - 1
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for (let floor = 0; floor < SHELL_BEAM_Y.length; floor += 1) {
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const beamY = SHELL_BEAM_Y[floor]
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this.add.image(leftOuterX, beamY, 'shell-post-joint')
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.setDisplaySize(42, 28)
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this.add.image(273, beamY, 'shell-beam-left')
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.setDisplaySize(410, 66)
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.setDepth(shellDepth + 1)
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this.add.image(rightOuterX, beamY, 'shell-post-joint')
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.setDisplaySize(42, 28)
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this.add.image(843, beamY, 'shell-beam-right')
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.setDisplaySize(414, 66)
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.setDepth(shellDepth + 1)
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this.add.image(62.5, beamY - 12, 'shell-post-joint')
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.setDisplaySize(77, 55)
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.setDepth(shellDepth + 2)
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this.add.image(WIDTH - 62.5, beamY - 12, 'shell-post-joint')
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.setDisplaySize(77, 55)
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.setFlipX(true)
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.setDepth(shellDepth + 1)
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this.add.image(leftBankCenter, beamY, 'shell-beam-left')
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.setDisplaySize(BANK_W + 24, 27)
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.setDepth(shellDepth + 1)
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this.add.image(rightBankCenter, beamY, 'shell-beam-right')
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.setDisplaySize(BANK_W + 24, 27)
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.setDepth(shellDepth + 1)
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this.add.image(LEFT_X + BANK_W + 3, bracketY, 'shell-bracket-left')
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.setOrigin(1, 0)
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.setDisplaySize(20, 22)
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.setDepth(shellDepth + 1)
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this.add.image(RIGHT_X - 3, bracketY, 'shell-bracket-left')
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.setOrigin(0, 0)
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.setFlipX(true)
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.setDisplaySize(20, 22)
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.setDepth(shellDepth + 1)
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.setDepth(shellDepth + 2)
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}
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// Split foundations leave the tower/plinth free to define the centre.
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this.add.image(leftBankCenter, stackBottom + 7, 'shell-foundation-left')
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.setOrigin(0.5, 0)
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.setDisplaySize(BANK_W + 54, 48)
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this.add.image(0, 1240, 'shell-foundation-left')
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.setOrigin(0, 0)
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.setDisplaySize(462, 162)
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.setDepth(shellDepth + 1)
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this.add.image(rightBankCenter, stackBottom + 7, 'shell-foundation-right')
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.setOrigin(0.5, 0)
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.setDisplaySize(BANK_W + 54, 48)
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this.add.image(660, 1240, 'shell-foundation-right')
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.setOrigin(0, 0)
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.setDisplaySize(462, 162)
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.setDepth(shellDepth + 1)
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}
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buildElevator() {
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const shaftHeight = FLOOR_COUNT * FLOOR_H + (FLOOR_COUNT - 1) * FLOOR_GAP
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const shaftHeight = HOUSE_BOTTOM - HOUSE_TOP
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this.add.image(ELEVATOR_X + ELEVATOR_W / 2, HOUSE_TOP, 'elevator-shaft')
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.setOrigin(0.5, 0)
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@ -690,7 +650,7 @@ class HouseScene extends Phaser.Scene {
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padding: { x: 16, y: 8 }
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}).setOrigin(0.5).setDepth(1000)
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this.resetButton = this.add.text(892, STATUS_Y, 'Reset', {
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this.resetButton = this.add.text(1044, STATUS_Y, 'Reset', {
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fontFamily: 'Arial Rounded MT Bold, ui-rounded, sans-serif',
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fontSize: '14px',
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color: '#7a526b',
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@ -951,7 +911,7 @@ class HouseScene extends Phaser.Scene {
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1
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)
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this.player.setScale(Phaser.Math.Linear(0.29, 0.34, t))
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this.player.setScale(Phaser.Math.Linear(0.34, 0.40, t))
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this.player.setDepth(300 + room.floor)
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}
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@ -1237,13 +1197,13 @@ class HouseScene extends Phaser.Scene {
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dy /= length
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this.player.x = Phaser.Math.Clamp(
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this.player.x + dx * 190 * delta / 1000,
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this.player.x + dx * 220 * delta / 1000,
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room.x + 26,
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room.x + room.width - 26
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)
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this.player.y = Phaser.Math.Clamp(
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this.player.y + dy * 72 * delta / 1000,
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this.player.y + dy * 84 * delta / 1000,
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room.walkBand.minY,
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room.walkBand.maxY
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)
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@ -1268,7 +1228,7 @@ const game = new Phaser.Game({
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},
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scale: {
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mode: Phaser.Scale.FIT,
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autoCenter: Phaser.Scale.CENTER_BOTH,
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autoCenter: Phaser.Scale.CENTER_HORIZONTALLY,
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width: WIDTH,
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height: HEIGHT
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},
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@ -1279,7 +1239,7 @@ const game = new Phaser.Game({
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})
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window.__DOLLHOUSE__ = {
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version: '0.7.1',
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version: '0.8.0',
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game,
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async resetAll() {
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await clearGameState()
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