feat: add Deep Sea alternative hunting area
- Add Deep Sea location to navigation map - Create DeepSeaHuntingScene with dark atmosphere - Add deep ocean transition visuals - Bioluminescent particles and giant shadows Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
This commit is contained in:
@@ -4,6 +4,7 @@ import ShipDeckScene from './scenes/ShipDeckScene.js';
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import MapScene from './scenes/MapScene.js';
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import TransitionScene from './scenes/TransitionScene.js';
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import HuntingScene from './scenes/HuntingScene.js';
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import DeepSeaHuntingScene from './scenes/DeepSeaHuntingScene.js';
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const config = {
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type: Phaser.AUTO,
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@@ -11,7 +12,7 @@ const config = {
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height: 600,
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parent: 'game-container',
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backgroundColor: '#2d5f8e',
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scene: [IntroScene, ShipDeckScene, MapScene, TransitionScene, HuntingScene],
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scene: [IntroScene, ShipDeckScene, MapScene, TransitionScene, HuntingScene, DeepSeaHuntingScene],
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physics: {
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default: 'arcade',
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arcade: {
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142
src/scenes/DeepSeaHuntingScene.js
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142
src/scenes/DeepSeaHuntingScene.js
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@@ -0,0 +1,142 @@
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import Phaser from 'phaser';
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import { fontSize } from '../utils/responsive.js';
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import { createFullscreenButton } from '../utils/fullscreen.js';
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export default class DeepSeaHuntingScene extends Phaser.Scene {
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constructor() {
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super({ key: 'DeepSeaHuntingScene' });
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}
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init(data) {
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this.inventory = data.inventory || { whaleOil: 0, fuel: 100, penguins: 0 };
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this.whalesHunted = 0;
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}
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create() {
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// Dark deep ocean background
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this.add.rectangle(400, 300, 800, 600, 0x0a1a2a);
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// Create atmospheric effects
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this.createDeepOceanAtmosphere();
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// UI elements
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this.createHUD();
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this.createInstructions();
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// Fullscreen button
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createFullscreenButton(this);
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// Show initial message
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this.showMessage('Deep Sea Hunting - Coming Soon! Click RETURN to go back.');
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}
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createDeepOceanAtmosphere() {
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// Gradient darkness
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for (let i = 0; i < 6; i++) {
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const alpha = 0.05 + i * 0.03;
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this.add.rectangle(400, 500 - i * 80, 800, 100, 0x000000, alpha);
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}
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// Subtle waves
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const graphics = this.add.graphics();
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graphics.lineStyle(2, 0x1a3a5a, 0.3);
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for (let i = 0; i < 8; i++) {
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const y = 80 + i * 70;
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graphics.beginPath();
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for (let x = 0; x < 800; x += 30) {
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const waveY = y + Math.sin((x + i * 50) * 0.012) * 8;
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if (x === 0) {
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graphics.moveTo(x, waveY);
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} else {
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graphics.lineTo(x, waveY);
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}
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}
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graphics.strokePath();
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}
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// Bioluminescent particles
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for (let i = 0; i < 20; i++) {
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const x = Math.random() * 800;
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const y = 100 + Math.random() * 400;
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const particle = this.add.circle(x, y, 2 + Math.random() * 2, 0x4a9fff, 0.5);
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this.tweens.add({
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targets: particle,
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alpha: { from: 0.5, to: 0.1 },
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y: y - 30,
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duration: 3000 + Math.random() * 2000,
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yoyo: true,
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repeat: -1,
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ease: 'Sine.inOut'
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});
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}
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// Giant shadow placeholder
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const shadow = this.add.ellipse(400, 350, 250, 100, 0x000000, 0.4);
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this.tweens.add({
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targets: shadow,
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x: 450,
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y: 370,
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scaleX: 1.1,
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scaleY: 0.9,
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duration: 5000,
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yoyo: true,
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repeat: -1,
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ease: 'Sine.inOut'
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});
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}
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createHUD() {
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// HUD background
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const hudBg = this.add.rectangle(400, 30, 780, 50, 0x000000, 0.7);
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hudBg.setStrokeStyle(2, 0x4a9fff);
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// Stats
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this.statsText = this.add.text(20, 15, '', {
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fontSize: fontSize(16),
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fill: '#4a9fff'
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});
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// Return button
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const returnBtn = this.add.rectangle(750, 30, 80, 35, 0x1a3a5a);
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returnBtn.setInteractive({ useHandCursor: true });
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returnBtn.setStrokeStyle(2, 0x4a9fff);
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const returnText = this.add.text(750, 30, 'RETURN', {
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fontSize: fontSize(14),
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fill: '#4a9fff'
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}).setOrigin(0.5);
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returnBtn.on('pointerdown', () => {
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this.returnToMap();
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});
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this.updateStats();
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}
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updateStats() {
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this.statsText.setText([
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`Fuel: ${this.inventory.fuel}/100`,
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`Oil: ${this.inventory.whaleOil}/50`,
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`Leviathans: ${this.whalesHunted}`
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]);
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}
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createInstructions() {
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this.messageText = this.add.text(400, 570, '', {
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fontSize: fontSize(16),
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fill: '#4a9fff',
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backgroundColor: '#000000',
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padding: { x: 10, y: 5 }
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}).setOrigin(0.5);
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}
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showMessage(text) {
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this.messageText.setText(text);
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}
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returnToMap() {
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this.scene.start('MapScene', { inventory: this.inventory });
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}
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}
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@@ -46,6 +46,11 @@ export default class MapScene extends Phaser.Scene {
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'Return to port to resupply fuel and sell whale oil.',
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() => this.goToPort());
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// Deep Sea - Alternative hunting area
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this.createLocation(550, 150, 'DEEP\nSEA', 0x0a2a4a,
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'Treacherous deep waters. Giant whales lurk in the abyss...',
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() => this.goToDeepSea());
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// Inventory display
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this.createInventoryDisplay();
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@@ -212,4 +217,14 @@ export default class MapScene extends Phaser.Scene {
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nextScene: 'MapScene' // Will change to 'PortScene' when implemented
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});
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}
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goToDeepSea() {
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// Sailing is free - fuel is only for cooking
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this.scene.start('TransitionScene', {
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inventory: this.inventory,
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destination: 'deepsea',
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fuelCost: 0,
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nextScene: 'DeepSeaHuntingScene'
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});
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}
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}
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@@ -125,6 +125,12 @@ export default class TransitionScene extends Phaser.Scene {
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description: 'The familiar harbor comes into view. Seagulls circle overhead.\nYou can already smell the taverns and hear the merchants haggling.\nTime to resupply and sell your cargo.',
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backgroundColor: 0x654321,
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visualType: 'harbor'
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},
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'deepsea': {
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title: 'Descending into the Deep Sea',
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description: 'The waters grow dark and cold. Your ship ventures into uncharted depths.\nMassive shadows move beneath the surface. The crew whispers of leviathans.\nOnly the bravest—or most foolish—hunt here...',
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backgroundColor: 0x0a1a2a,
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visualType: 'deep_ocean'
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}
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};
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@@ -147,6 +153,9 @@ export default class TransitionScene extends Phaser.Scene {
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case 'harbor':
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this.createHarbor();
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break;
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case 'deep_ocean':
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this.createDeepOcean();
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break;
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default:
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this.createOcean();
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break;
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@@ -305,4 +314,74 @@ export default class TransitionScene extends Phaser.Scene {
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graphics.strokePath();
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}
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}
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createDeepOcean() {
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// Dark, eerie deep ocean atmosphere
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// Gradient effect with darker rectangles
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for (let i = 0; i < 6; i++) {
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const alpha = 0.1 + i * 0.05;
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this.add.rectangle(400, 50 + i * 50, 800, 50, 0x000000, alpha);
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}
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// Subtle dark waves
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const graphics = this.add.graphics();
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graphics.lineStyle(2, 0x1a3a5a, 0.4);
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for (let i = 0; i < 6; i++) {
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const y = 80 + i * 50;
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graphics.beginPath();
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for (let x = 0; x < 800; x += 25) {
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const waveY = y + Math.sin((x + i * 40) * 0.015) * 12;
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if (x === 0) {
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graphics.moveTo(x, waveY);
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} else {
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graphics.lineTo(x, waveY);
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}
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}
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graphics.strokePath();
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}
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// Massive shadows lurking below
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for (let i = 0; i < 2; i++) {
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const x = 200 + i * 400;
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const y = 200 + Math.random() * 80;
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// Giant whale shadow
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const shadow = this.add.ellipse(x, y, 200, 80, 0x000000, 0.3);
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// Slow, ominous movement
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this.tweens.add({
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targets: shadow,
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x: x + 30,
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y: y + 15,
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scaleX: 1.1,
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duration: 4000,
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yoyo: true,
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repeat: -1,
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ease: 'Sine.inOut'
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});
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}
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// Bioluminescent particles
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for (let i = 0; i < 15; i++) {
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const x = Math.random() * 800;
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const y = Math.random() * 300;
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const particle = this.add.circle(x, y, 2, 0x4a9fff, 0.6);
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this.tweens.add({
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targets: particle,
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alpha: { from: 0.6, to: 0.1 },
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y: y - 20,
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duration: 2000 + Math.random() * 2000,
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yoyo: true,
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repeat: -1,
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ease: 'Sine.inOut'
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});
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}
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// Ship silhouette at top
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this.add.rectangle(100, 60, 70, 35, 0x1a1a1a, 0.8);
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this.add.polygon(100, 45, [0, 0, -35, 30, 35, 30], 0x2a2a2a, 0.8);
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}
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}
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