vinylgauntlet/public
type-two e11a201d75 Attract mode: 6-page cab loop using the idle attract + villain art
The title screen now cycles every 7s like a real cabinet:
  0 SELECT   — logo + portrait class cards (playable page, maze visible behind)
  1 STORY    — the closing-down shop painting + the last-night premise
  2 BESTIARY — 8 grunts with names ("they are not here for the music")
  3 BOSSES   — the 5 unkillables ("the airhorn does not work on everything")
  4 ARCHIVE  — the descending-staircase painting + the White Label
  5 SCORES   — hall of fame, or "NO NAMES ON THE WALL YET"

Any key or tap snaps back to page 0; keys 1-4 start the game from any page, so
the attract loop never costs you a coin. Info pages get a dimmed backdrop and
label backgrounds so art reads instead of fighting the maze behind it.

Wires up attract_shop + attract_archive (generated in batch 3, never used).

Bug caught while verifying: the backdrop was pushed into 5 page arrays, but the
per-page visibility loop sets each object true for its page then false again for
every later page — last write wins, so it never appeared. Shared objects can't
live in the page arrays; it's toggled explicitly in showAttract now.

Verified: full 0-1-2-3-4-5-0 cycle runs unattended, any-key returns to select,
1-4 starts from any page with the right class sprite, no console errors.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-25 23:23:54 +10:00
..
promo Art pass: wall variants, floor decals, per-class sprites, 2 idle villains 2026-07-25 22:56:22 +10:00
sprites Attract mode: 6-page cab loop using the idle attract + villain art 2026-07-25 23:23:54 +10:00
tunes.json Tier 3: bosses, warehouse+festival themes, portrait title screen 2026-07-16 19:27:34 +10:00