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

@@ -4,6 +4,7 @@ import ShipDeckScene from './scenes/ShipDeckScene.js';
import MapScene from './scenes/MapScene.js';
import TransitionScene from './scenes/TransitionScene.js';
import HuntingScene from './scenes/HuntingScene.js';
import DeepSeaHuntingScene from './scenes/DeepSeaHuntingScene.js';
const config = {
type: Phaser.AUTO,
@@ -11,7 +12,7 @@ const config = {
height: 600,
parent: 'game-container',
backgroundColor: '#2d5f8e',
scene: [IntroScene, ShipDeckScene, MapScene, TransitionScene, HuntingScene],
scene: [IntroScene, ShipDeckScene, MapScene, TransitionScene, HuntingScene, DeepSeaHuntingScene],
physics: {
default: 'arcade',
arcade: {

View File

@@ -0,0 +1,142 @@
import Phaser from 'phaser';
import { fontSize } from '../utils/responsive.js';
import { createFullscreenButton } from '../utils/fullscreen.js';
export default class DeepSeaHuntingScene extends Phaser.Scene {
constructor() {
super({ key: 'DeepSeaHuntingScene' });
}
init(data) {
this.inventory = data.inventory || { whaleOil: 0, fuel: 100, penguins: 0 };
this.whalesHunted = 0;
}
create() {
// Dark deep ocean background
this.add.rectangle(400, 300, 800, 600, 0x0a1a2a);
// Create atmospheric effects
this.createDeepOceanAtmosphere();
// UI elements
this.createHUD();
this.createInstructions();
// Fullscreen button
createFullscreenButton(this);
// Show initial message
this.showMessage('Deep Sea Hunting - Coming Soon! Click RETURN to go back.');
}
createDeepOceanAtmosphere() {
// Gradient darkness
for (let i = 0; i < 6; i++) {
const alpha = 0.05 + i * 0.03;
this.add.rectangle(400, 500 - i * 80, 800, 100, 0x000000, alpha);
}
// Subtle waves
const graphics = this.add.graphics();
graphics.lineStyle(2, 0x1a3a5a, 0.3);
for (let i = 0; i < 8; i++) {
const y = 80 + i * 70;
graphics.beginPath();
for (let x = 0; x < 800; x += 30) {
const waveY = y + Math.sin((x + i * 50) * 0.012) * 8;
if (x === 0) {
graphics.moveTo(x, waveY);
} else {
graphics.lineTo(x, waveY);
}
}
graphics.strokePath();
}
// Bioluminescent particles
for (let i = 0; i < 20; i++) {
const x = Math.random() * 800;
const y = 100 + Math.random() * 400;
const particle = this.add.circle(x, y, 2 + Math.random() * 2, 0x4a9fff, 0.5);
this.tweens.add({
targets: particle,
alpha: { from: 0.5, to: 0.1 },
y: y - 30,
duration: 3000 + Math.random() * 2000,
yoyo: true,
repeat: -1,
ease: 'Sine.inOut'
});
}
// Giant shadow placeholder
const shadow = this.add.ellipse(400, 350, 250, 100, 0x000000, 0.4);
this.tweens.add({
targets: shadow,
x: 450,
y: 370,
scaleX: 1.1,
scaleY: 0.9,
duration: 5000,
yoyo: true,
repeat: -1,
ease: 'Sine.inOut'
});
}
createHUD() {
// HUD background
const hudBg = this.add.rectangle(400, 30, 780, 50, 0x000000, 0.7);
hudBg.setStrokeStyle(2, 0x4a9fff);
// Stats
this.statsText = this.add.text(20, 15, '', {
fontSize: fontSize(16),
fill: '#4a9fff'
});
// Return button
const returnBtn = this.add.rectangle(750, 30, 80, 35, 0x1a3a5a);
returnBtn.setInteractive({ useHandCursor: true });
returnBtn.setStrokeStyle(2, 0x4a9fff);
const returnText = this.add.text(750, 30, 'RETURN', {
fontSize: fontSize(14),
fill: '#4a9fff'
}).setOrigin(0.5);
returnBtn.on('pointerdown', () => {
this.returnToMap();
});
this.updateStats();
}
updateStats() {
this.statsText.setText([
`Fuel: ${this.inventory.fuel}/100`,
`Oil: ${this.inventory.whaleOil}/50`,
`Leviathans: ${this.whalesHunted}`
]);
}
createInstructions() {
this.messageText = this.add.text(400, 570, '', {
fontSize: fontSize(16),
fill: '#4a9fff',
backgroundColor: '#000000',
padding: { x: 10, y: 5 }
}).setOrigin(0.5);
}
showMessage(text) {
this.messageText.setText(text);
}
returnToMap() {
this.scene.start('MapScene', { inventory: this.inventory });
}
}

View File

@@ -46,6 +46,11 @@ export default class MapScene extends Phaser.Scene {
'Return to port to resupply fuel and sell whale oil.',
() => this.goToPort());
// Deep Sea - Alternative hunting area
this.createLocation(550, 150, 'DEEP\nSEA', 0x0a2a4a,
'Treacherous deep waters. Giant whales lurk in the abyss...',
() => this.goToDeepSea());
// Inventory display
this.createInventoryDisplay();
@@ -212,4 +217,14 @@ export default class MapScene extends Phaser.Scene {
nextScene: 'MapScene' // Will change to 'PortScene' when implemented
});
}
goToDeepSea() {
// Sailing is free - fuel is only for cooking
this.scene.start('TransitionScene', {
inventory: this.inventory,
destination: 'deepsea',
fuelCost: 0,
nextScene: 'DeepSeaHuntingScene'
});
}
}

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);
}
}