feat: add Worlds 2-3, patch persistence, and zoom controls

- World 2 (Filtros): 8 levels teaching filters, resonance, LFO modulation, acid bass
- World 3 (Envelopes): 8 levels teaching VCA, ADSR, pluck, tremolo, full synth lead
- Star-based world unlock system (12 stars for W2, 24 for W3)
- Level patch persistence: auto-saves player patches, restores on revisit
- Google Maps-style zoom controls (+/−/reset) in both puzzle and sandbox views
- Multi-world navigation in GameApp and WorldMap
- Target audio now supports filter chain for World 2 levels

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
Jose Luis
2026-03-21 02:28:36 +01:00
parent 00c4ec8e00
commit 41d993183f
9 changed files with 1292 additions and 95 deletions

View File

@@ -1,18 +1,20 @@
/**
* gameState.js — Game progress persistence
* Tracks completed levels, stars earned, and unlocks
* Tracks completed levels, stars earned, unlocks, and saved patches per level
*/
const STORAGE_KEY = 'synthquest-progress';
const PATCHES_KEY = 'synthquest-patches';
const defaultProgress = {
currentWorld: 'w1',
completedLevels: {}, // { levelId: { stars: 3, bestTime: 12.5 } }
completedLevels: {}, // { levelId: { stars: 3 } }
unlockedWorlds: ['w1'],
totalStars: 0,
};
let _progress = null;
let _patches = null; // { levelId: { modules, connections } }
export function loadProgress() {
if (_progress) return _progress;
@@ -50,15 +52,56 @@ export function getLevelProgress(levelId) {
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 };
_patches = {};
saveProgress();
savePatches();
}
// ==================== Level patch persistence ====================
function loadPatches() {
if (_patches) return _patches;
try {
const raw = localStorage.getItem(PATCHES_KEY);
_patches = raw ? JSON.parse(raw) : {};
} catch {
_patches = {};
}
return _patches;
}
function savePatches() {
if (!_patches) return;
try {
localStorage.setItem(PATCHES_KEY, JSON.stringify(_patches));
} catch {}
}
export function saveLevelPatch(levelId, modules, connections) {
const patches = loadPatches();
patches[levelId] = {
modules: modules.map(m => ({ id: m.id, type: m.type, x: m.x, y: m.y, params: { ...m.params } })),
connections: connections.map(c => ({ ...c })),
savedAt: Date.now(),
};
savePatches();
}
export function getLevelPatch(levelId) {
const patches = loadPatches();
return patches[levelId] || null;
}
export function clearLevelPatch(levelId) {
const patches = loadPatches();
delete patches[levelId];
savePatches();
}