phase 6: scene flow — Cradle, Death, Fractal scenes + run integration
- Add CradleScene (Spore Cradle): school selection UI with spore particles - Add DeathScene: body decomposes into real elements with labels - Add FractalScene: WebGL Mandelbrot/Julia shader + canvas fallback - Integrate RunState into GameScene: phase management, escalation, crisis - Give starting kit from chosen school on run start - Player death triggers DeathScene → FractalScene → CradleScene loop - Track element/creature discoveries during gameplay - Chemical Plague crisis: tinted overlay, player damage, neutralization - BootScene loads meta from IndexedDB, goes to CradleScene - Update version to v0.6.0 Co-authored-by: Cursor <cursoragent@cursor.com>
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@@ -1,7 +1,10 @@
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import Phaser from 'phaser';
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import { BootScene } from './scenes/BootScene';
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import { CradleScene } from './scenes/CradleScene';
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import { GameScene } from './scenes/GameScene';
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import { UIScene } from './scenes/UIScene';
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import { DeathScene } from './scenes/DeathScene';
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import { FractalScene } from './scenes/FractalScene';
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export const GAME_WIDTH = 1280;
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export const GAME_HEIGHT = 720;
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@@ -12,7 +15,7 @@ export const gameConfig: Phaser.Types.Core.GameConfig = {
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height: GAME_HEIGHT,
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backgroundColor: '#0a0a0a',
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parent: document.body,
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scene: [BootScene, GameScene, UIScene],
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scene: [BootScene, CradleScene, GameScene, UIScene, DeathScene, FractalScene],
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physics: {
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default: 'arcade',
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arcade: {
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