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:
Thomas Richter
2026-02-05 00:29:32 +01:00
parent f2be8ca3d0
commit 3328269499
4 changed files with 238 additions and 1 deletions

View File

@@ -125,6 +125,12 @@ export default class TransitionScene extends Phaser.Scene {
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.',
backgroundColor: 0x654321,
visualType: 'harbor'
},
'deepsea': {
title: 'Descending into the Deep Sea',
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...',
backgroundColor: 0x0a1a2a,
visualType: 'deep_ocean'
}
};
@@ -147,6 +153,9 @@ export default class TransitionScene extends Phaser.Scene {
case 'harbor':
this.createHarbor();
break;
case 'deep_ocean':
this.createDeepOcean();
break;
default:
this.createOcean();
break;
@@ -305,4 +314,74 @@ export default class TransitionScene extends Phaser.Scene {
graphics.strokePath();
}
}
createDeepOcean() {
// Dark, eerie deep ocean atmosphere
// Gradient effect with darker rectangles
for (let i = 0; i < 6; i++) {
const alpha = 0.1 + i * 0.05;
this.add.rectangle(400, 50 + i * 50, 800, 50, 0x000000, alpha);
}
// Subtle dark waves
const graphics = this.add.graphics();
graphics.lineStyle(2, 0x1a3a5a, 0.4);
for (let i = 0; i < 6; i++) {
const y = 80 + i * 50;
graphics.beginPath();
for (let x = 0; x < 800; x += 25) {
const waveY = y + Math.sin((x + i * 40) * 0.015) * 12;
if (x === 0) {
graphics.moveTo(x, waveY);
} else {
graphics.lineTo(x, waveY);
}
}
graphics.strokePath();
}
// Massive shadows lurking below
for (let i = 0; i < 2; i++) {
const x = 200 + i * 400;
const y = 200 + Math.random() * 80;
// Giant whale shadow
const shadow = this.add.ellipse(x, y, 200, 80, 0x000000, 0.3);
// Slow, ominous movement
this.tweens.add({
targets: shadow,
x: x + 30,
y: y + 15,
scaleX: 1.1,
duration: 4000,
yoyo: true,
repeat: -1,
ease: 'Sine.inOut'
});
}
// Bioluminescent particles
for (let i = 0; i < 15; i++) {
const x = Math.random() * 800;
const y = Math.random() * 300;
const particle = this.add.circle(x, y, 2, 0x4a9fff, 0.6);
this.tweens.add({
targets: particle,
alpha: { from: 0.6, to: 0.1 },
y: y - 20,
duration: 2000 + Math.random() * 2000,
yoyo: true,
repeat: -1,
ease: 'Sine.inOut'
});
}
// Ship silhouette at top
this.add.rectangle(100, 60, 70, 35, 0x1a1a1a, 0.8);
this.add.polygon(100, 45, [0, 0, -35, 30, 35, 30], 0x2a2a2a, 0.8);
}
}