diff --git a/src/scenes/PreloadScene.js b/src/scenes/PreloadScene.js index 936da4440..25f3a7258 100644 --- a/src/scenes/PreloadScene.js +++ b/src/scenes/PreloadScene.js @@ -394,21 +394,25 @@ class PreloadScene extends Phaser.Scene { percentText.destroy(); title.destroy(); zombie.destroy(); - bg.destroy(); + bg.destroy(); // Ensure bg is destroyed here + console.log('✅ PreloadScene: Assets loaded!'); + window.gameState.currentScene = 'PreloadScene'; + + // ✅ Starting main menu (StoryScene) + this.time.delayedCall(500, () => { + console.log('🎮 Starting StoryScene (Main Menu)...'); + this.scene.start('StoryScene'); // ← MAIN MENU + }); } }); }); } create() { - console.log('✅ PreloadScene: Assets loaded!'); - window.gameState.currentScene = 'PreloadScene'; - - // ✅ Starting DEMO SCENE ENHANCED! - this.time.delayedCall(500, () => { - console.log('🎮 Starting DemoSceneEnhanced...'); - this.scene.start('DemoSceneEnhanced'); // ← DEMO! - }); + // The actual scene start logic has been moved to the 'load.on(complete)' callback + // to ensure all assets are fully loaded and the loading bar has faded out. + // This 'create' method now primarily serves as a placeholder or for any + // immediate setup that doesn't depend on asset loading completion. } processPlayerSpritesheet() {