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A game menu replaces the HTML panel: living background, detail pane, save cards - #2317

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Noisemaker111 merged 7 commits into
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agent/lane-main-menu
Oct 24, 2026
Merged

Noisemaker111 merged 7 commits into
betafrom
agent/lane-main-menu

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@Noisemaker111 Noisemaker111 commented Oct 24, 2026 •

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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: fixed surface 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.
  • Panes (@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.
  • Beacon Bastion adopts the menu (games repo, branch 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:fast 13/13; bun --cwd=packages/react run test pass; bun run gen pass; bun run check-hud-tokens pass; bun run check-stateful-ratchet pass.

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: shoot on 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 through SceneCaptureBinding + shrinkCapture; the shell canvas must keep its drawing buffer (preserveDrawingBuffer) for that read, which Beacon's shots confirm works.

Noisemaker111 added a commit that referenced this pull request Oct 24, 2026
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`.
…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.
@Noisemaker111
Noisemaker111 merged commit c522c3e into beta Oct 24, 2026
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