feat: add SynthQuest game mode with World 1 (Waves) — 8 puzzle levels

Gamified synth learning inspired by Turing Complete. Progressive puzzle
system teaches oscillators, waveforms, frequency, and mixing through
hands-on module patching. Includes world map, level progression with
3-star rating, target audio playback, solution validation, and
localStorage persistence. Sandbox mode still accessible via button.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
Jose Luis
2026-03-21 02:04:26 +01:00
parent d0755413f3
commit 08206e996e
10 changed files with 1500 additions and 3 deletions

64
src/game/gameState.js Normal file
View File

@@ -0,0 +1,64 @@
/**
* gameState.js — Game progress persistence
* Tracks completed levels, stars earned, and unlocks
*/
const STORAGE_KEY = 'synthquest-progress';
const defaultProgress = {
currentWorld: 'w1',
completedLevels: {}, // { levelId: { stars: 3, bestTime: 12.5 } }
unlockedWorlds: ['w1'],
totalStars: 0,
};
let _progress = null;
export function loadProgress() {
if (_progress) return _progress;
try {
const raw = localStorage.getItem(STORAGE_KEY);
_progress = raw ? { ...defaultProgress, ...JSON.parse(raw) } : { ...defaultProgress };
} catch {
_progress = { ...defaultProgress };
}
return _progress;
}
export function saveProgress() {
if (!_progress) return;
_progress.totalStars = Object.values(_progress.completedLevels)
.reduce((sum, l) => sum + (l.stars || 0), 0);
try {
localStorage.setItem(STORAGE_KEY, JSON.stringify(_progress));
} catch {}
}
export function completeLevel(levelId, stars) {
const p = loadProgress();
const existing = p.completedLevels[levelId];
if (!existing || stars > existing.stars) {
p.completedLevels[levelId] = { stars, completedAt: Date.now() };
}
saveProgress();
}
export function getLevelProgress(levelId) {
const p = loadProgress();
return p.completedLevels[levelId] || null;
}
export function isLevelUnlocked(levelId, worldLevels) {
const p = loadProgress();
// First level is always unlocked
const idx = worldLevels.findIndex(l => l.id === levelId);
if (idx === 0) return true;
// Previous level must have at least 1 star
const prevId = worldLevels[idx - 1]?.id;
return prevId && p.completedLevels[prevId]?.stars >= 1;
}
export function resetProgress() {
_progress = { ...defaultProgress };
saveProgress();
}