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A game menu replaces the HTML panel: living background, detail pane, save cards - #2317
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pr:sweep counted every `statusCheckRollup` row, so an attempt from a superseded push could name a red on a PR that was green. - `scripts/pr-sweep.ts` judges each armed PR's rollup through `judgeChecks`: one row per check name, on the head commit, so an older attempt or a same-commit cancelled duplicate cannot read as red. - Three verdicts, one line per PR: `RED` naming each real failing check with its URL, `wait` with `still running: N of M (run <id>)`, or `ok`. A check cancelled on every attempt is a re-run rather than a red, because nothing is broken. - Same job as before: one `gh pr list`, non-zero exit while any armed PR is really red. - `package.json`: the script is now `pr:sweep`, the name `AGENTS.md` and the script's own usage line already used; `bun run pr:sweep` failed with "Script not found" before this. Root cause: the sweep trusted a flat list of attempts where each check name can appear once per workflow run, so the last attempt to finish was not necessarily the one that decided. Verification: - `bun test scripts/pr-sweep.test.ts` - pass, 12 tests: #2330's real 42-row, 21-name rollup reads clean; a failing current check is RED and named; #2322's cancelled-then-skipped jobs ask for a re-run; a failure from a superseded push says nothing. - `bun run verify:fast` - pass - `bun run check-types` - pass, 28 stages - `bun run pr:sweep` against the live repo - pass, prints `1 open PR(s), 0 armed` Phantom check over the 102 open and last-100 merged PRs, old logic vs new: old named 4 reds, 3 of them phantom (#2287, #2252, #2235 named `quick`/`ci` failure while the newer attempt on the same PR passed and it merged), and 10 green merged PRs read as `wait` from cancelled rows alone. #2330's real rollup now prints `ok`; #2317 (open) stays RED on `types`, `test (g)` and `ci`.
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…e panel menu GameMenu/GamePauseMenu render over a living background with a token-sized logo, animated verbs and a detail pane per verb; ContinuePane, NewCharacterPane, SaveSlotsPane, CreditsPane and shrinkCapture cover the panes a front-end needs. The document scroll is locked so the surface is exactly the viewport. Adds a runnable demo (game-menu) and a Chrome test for viewport overflow, slot card metadata, Continue-newest, confirmed delete and full keyboard reach.
… the runner registry imports without Vite
- A cursor resting over a row no longer selects it on open.
- initialId changes move the selection instead of remounting the menu.
- switchSlot(slot, { flush: false }) lets Continue load a save without writing over it.
- Save thumbnails and commander names live in the save document, so a slot card still shows them after a reload.
- The dev runner's registry and environment import outside Vite, so the demo has a test.
… and the registry test needs no window
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A game menu replaces the panel-plus-text-rows front-end: full-bleed surface over the live scene, a logo, animated verbs, a detail pane per verb, and save slots as cards.
GameMenu/GamePauseMenu(@jgengine/react/gameMenu):position: fixedsurface with the document scroll locked, tint/vignette over the live scene or drifting art, logo sized by--jg-menu-logo-size, focus rail that slides with a generated selection tick, a detail pane per verb, reduced-motion aware.@jgengine/react/gameMenuSaves):ContinuePane,NewCharacterPane,SaveSlotsPane(cards with a captured thumbnail, character, playtime, progress, timestamp, two-press delete, Continue newest),CreditsPane.shrinkCapture(@jgengine/react/saveThumbnail) turns a canvas frame into a card thumbnail.switchSlot(slot, { flush: false })(@jgengine/core) opens a save without writing the live state over it, so Continue cannot clobber the save it resumes.agent/lane-main-menu): its wordmark, verbs, keeps and pause. The keep document carries the commander name and a captured frame.Verification:
bun run verify:fast13/13;bun --cwd=packages/react run testpass;bun run genpass;bun run check-hud-tokenspass;bun run check-stateful-ratchetpass.Played round trip in Beacon Bastion (headless Chrome, live scene): new defense → named "Mara Vell" → play → pause → save → reload → Continue resumes her; the slot card shows her name,
< 1m played, GOLD/LIVES/WAVE and a captured thumbnail of the keep. Screenshots:.scratch/evidence/beacon-roundtrip-{new,saved,continue,keeps,resumed}.png.Menu captures over the live scene, play mode, at 1600x900 and 1024x640:
beacon-menu-*,beacon-keeps-*,beacon-pause-*in.scratch/evidence.Gap:
shooton this base has no WebGL-renderer or flat-frame guard (that lane has not landed here), so scene presence is shown by the shots themselves. Save thumbnails read the canvas throughSceneCaptureBinding+shrinkCapture; the shell canvas must keep its drawing buffer (preserveDrawingBuffer) for that read, which Beacon's shots confirm works.