Initial commit: Whale hunting adventure game
- Set up Phaser 3 game framework with Vite - Created ship deck scene with interactive objects - Implemented navigation map with destination selection - Added transition screens for travel between locations - Inventory system for tracking fuel, whale oil, and penguins - Three destination types: hunting grounds, Antarctic islands, and port 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
This commit is contained in:
26
src/main.js
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26
src/main.js
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import Phaser from 'phaser';
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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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const config = {
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type: Phaser.AUTO,
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width: 800,
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height: 600,
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parent: 'game-container',
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backgroundColor: '#2d5f8e',
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scene: [ShipDeckScene, MapScene, TransitionScene],
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physics: {
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default: 'arcade',
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arcade: {
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gravity: { y: 0 },
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debug: false
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}
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},
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scale: {
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mode: Phaser.Scale.FIT,
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autoCenter: Phaser.Scale.CENTER_BOTH
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}
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};
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const game = new Phaser.Game(config);
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198
src/scenes/MapScene.js
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198
src/scenes/MapScene.js
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import Phaser from 'phaser';
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export default class MapScene extends Phaser.Scene {
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constructor() {
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super({ key: 'MapScene' });
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}
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init(data) {
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// Receive inventory data from previous scene
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this.inventory = data.inventory || { whaleOil: 0, fuel: 100, penguins: 0 };
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}
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create() {
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// Ocean background
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this.add.rectangle(400, 300, 800, 600, 0x1e5a8e);
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// Title
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this.add.text(400, 30, 'Navigation Map - Choose Your Destination', {
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fontSize: '24px',
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fill: '#fff',
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fontStyle: 'bold'
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}).setOrigin(0.5);
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// Draw some decorative waves
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this.drawWaves();
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// Current position marker (The Ship)
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this.createLocation(400, 300, 'SHIP', 0x8B4513,
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'Your current position. Click to return to ship deck.',
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() => this.returnToShip());
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// Hunting Grounds
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this.createLocation(250, 200, 'HUNTING\nGROUNDS', 0x2d5f8e,
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'Rich waters where whales gather. Dangerous but profitable!',
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() => this.goToHunting());
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// Antarctic Island (for penguins)
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this.createLocation(600, 450, 'ANTARCTIC\nISLAND', 0xE0E0E0,
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'Cold, desolate islands inhabited by penguins...',
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() => this.goToAntarctic());
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// Port
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this.createLocation(150, 500, 'PORT', 0x654321,
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'Return to port to resupply fuel and sell whale oil.',
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() => this.goToPort());
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// Inventory display
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this.createInventoryDisplay();
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// Message box
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this.createMessageBox();
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this.showMessage('Select a destination. Watch your fuel levels!');
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// Close map button
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const closeButton = this.add.rectangle(750, 50, 80, 40, 0x8B0000);
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closeButton.setInteractive({ useHandCursor: true });
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closeButton.setStrokeStyle(2, 0xffffff);
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this.add.text(750, 50, 'CLOSE', {
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fontSize: '16px',
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fill: '#fff'
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}).setOrigin(0.5);
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closeButton.on('pointerdown', () => {
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this.returnToShip();
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});
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}
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drawWaves() {
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// Decorative wave lines
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const graphics = this.add.graphics();
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graphics.lineStyle(2, 0x4a90c4, 0.5);
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for (let i = 0; i < 10; i++) {
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const y = 100 + i * 50;
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graphics.beginPath();
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for (let x = 0; x < 800; x += 20) {
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const waveY = y + Math.sin((x + i * 30) * 0.02) * 10;
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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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}
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createLocation(x, y, name, color, description, onClick) {
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// Location marker
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const marker = this.add.circle(x, y, 30, color);
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marker.setInteractive({ useHandCursor: true });
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marker.setStrokeStyle(3, 0xffffff);
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// Location name
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const text = this.add.text(x, y, name, {
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fontSize: '12px',
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fill: '#fff',
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fontStyle: 'bold',
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align: 'center'
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}).setOrigin(0.5);
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// Hover effect
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marker.on('pointerover', () => {
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marker.setScale(1.1);
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this.showMessage(description);
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});
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marker.on('pointerout', () => {
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marker.setScale(1);
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});
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marker.on('pointerdown', onClick);
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}
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createInventoryDisplay() {
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const panel = this.add.rectangle(80, 80, 140, 100, 0x000000, 0.8);
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panel.setStrokeStyle(2, 0xffffff);
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this.inventoryText = this.add.text(20, 40, '', {
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fontSize: '14px',
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fill: '#fff'
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});
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this.updateInventoryDisplay();
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}
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updateInventoryDisplay() {
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this.inventoryText.setText([
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'Inventory:',
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`Fuel: ${this.inventory.fuel}`,
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`Oil: ${this.inventory.whaleOil}`,
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`Penguins: ${this.inventory.penguins}`
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]);
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}
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createMessageBox() {
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this.messageBox = this.add.rectangle(400, 560, 760, 60, 0x000000, 0.8);
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this.messageBox.setStrokeStyle(2, 0xcccccc);
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this.messageText = this.add.text(400, 560, '', {
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fontSize: '16px',
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fill: '#fff',
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wordWrap: { width: 740 },
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align: 'center'
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}).setOrigin(0.5);
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}
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showMessage(message) {
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this.messageText.setText(message);
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}
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returnToShip() {
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this.scene.start('ShipDeckScene', { inventory: this.inventory });
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}
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goToHunting() {
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if (this.inventory.fuel < 20) {
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this.showMessage('Not enough fuel to reach the hunting grounds! You need at least 20 units.');
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return;
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}
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// Go to transition scene, then to map (hunting scene not yet implemented)
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this.scene.start('TransitionScene', {
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inventory: this.inventory,
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destination: 'hunting',
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fuelCost: 20,
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nextScene: 'MapScene' // Will change to 'HuntingScene' when implemented
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});
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}
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goToAntarctic() {
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if (this.inventory.fuel < 30) {
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this.showMessage('Not enough fuel to reach Antarctic islands! You need at least 30 units.');
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return;
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}
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// Go to transition scene, then to map (antarctic scene not yet implemented)
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this.scene.start('TransitionScene', {
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inventory: this.inventory,
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destination: 'antarctic',
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fuelCost: 30,
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nextScene: 'MapScene' // Will change to 'AntarcticScene' when implemented
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});
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}
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goToPort() {
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if (this.inventory.fuel < 10) {
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this.showMessage('Not enough fuel to return to port! You need at least 10 units. Consider... alternatives.');
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return;
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}
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// Go to transition scene, then to map (port scene not yet implemented)
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this.scene.start('TransitionScene', {
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inventory: this.inventory,
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destination: 'port',
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fuelCost: 10,
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nextScene: 'MapScene' // Will change to 'PortScene' when implemented
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});
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}
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}
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165
src/scenes/ShipDeckScene.js
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165
src/scenes/ShipDeckScene.js
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import Phaser from 'phaser';
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export default class ShipDeckScene extends Phaser.Scene {
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constructor() {
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super({ key: 'ShipDeckScene' });
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this.inventory = {
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whaleOil: 0,
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fuel: 100,
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penguins: 0
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};
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}
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init(data) {
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// Receive inventory data when returning from other scenes
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if (data && data.inventory) {
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this.inventory = data.inventory;
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}
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}
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create() {
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// Background - ship deck
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this.add.rectangle(400, 300, 800, 600, 0x8B4513);
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this.add.text(400, 30, 'Ship Deck - The Whaling Vessel', {
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fontSize: '24px',
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fill: '#fff'
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}).setOrigin(0.5);
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// Create interactive areas
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this.createDeck();
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this.createBarrels();
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this.createWheel();
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this.createInventoryDisplay();
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this.createMessageBox();
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// Instructions
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this.add.text(400, 560, 'Click on objects to interact', {
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fontSize: '16px',
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fill: '#ffff99'
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}).setOrigin(0.5);
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}
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createDeck() {
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// Ship deck planks
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for (let i = 0; i < 8; i++) {
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this.add.rectangle(400, 200 + i * 30, 700, 25, 0x654321)
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.setStrokeStyle(2, 0x3d2817);
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}
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}
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createBarrels() {
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// Fuel barrel
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const fuelBarrel = this.add.rectangle(150, 350, 60, 80, 0x8B0000);
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fuelBarrel.setInteractive({ useHandCursor: true });
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fuelBarrel.setStrokeStyle(3, 0x000000);
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this.add.text(150, 350, 'FUEL', {
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fontSize: '12px',
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fill: '#fff'
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}).setOrigin(0.5);
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fuelBarrel.on('pointerdown', () => {
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this.showMessage(`Fuel barrel: ${this.inventory.fuel} units remaining. This keeps the ship running.`);
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});
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// Whale oil barrel
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const oilBarrel = this.add.rectangle(250, 350, 60, 80, 0x4B4B00);
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oilBarrel.setInteractive({ useHandCursor: true });
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oilBarrel.setStrokeStyle(3, 0x000000);
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this.add.text(250, 350, 'OIL', {
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fontSize: '12px',
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fill: '#fff'
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}).setOrigin(0.5);
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oilBarrel.on('pointerdown', () => {
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this.showMessage(`Whale oil: ${this.inventory.whaleOil} barrels. Your precious cargo!`);
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});
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// Penguin cage (dark humor ahead)
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const penguinCage = this.add.rectangle(650, 350, 80, 80, 0x333333);
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penguinCage.setInteractive({ useHandCursor: true });
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penguinCage.setStrokeStyle(3, 0x000000);
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this.add.text(650, 350, '🐧', {
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fontSize: '32px'
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}).setOrigin(0.5);
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penguinCage.on('pointerdown', () => {
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if (this.inventory.penguins > 0) {
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this.showMessage(`${this.inventory.penguins} penguins. They're... emergency fuel. Dark times call for dark measures.`);
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} else {
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this.showMessage('Empty penguin cage. Should we catch some for... fuel?');
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}
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});
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}
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createWheel() {
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// Ship's wheel
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const wheel = this.add.circle(550, 200, 40, 0x8B4513);
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wheel.setInteractive({ useHandCursor: true });
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wheel.setStrokeStyle(4, 0x654321);
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// Wheel spokes
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for (let i = 0; i < 8; i++) {
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const angle = (i * 45) * Math.PI / 180;
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const x1 = 550 + Math.cos(angle) * 15;
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const y1 = 200 + Math.sin(angle) * 15;
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const x2 = 550 + Math.cos(angle) * 35;
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const y2 = 200 + Math.sin(angle) * 35;
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this.add.line(0, 0, x1, y1, x2, y2, 0x654321).setLineWidth(3);
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}
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wheel.on('pointerdown', () => {
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// Open the map scene
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this.scene.start('MapScene', { inventory: this.inventory });
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});
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}
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createInventoryDisplay() {
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// Inventory panel
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const panel = this.add.rectangle(80, 80, 140, 100, 0x000000, 0.7);
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panel.setStrokeStyle(2, 0xffffff);
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this.inventoryText = this.add.text(20, 40, '', {
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fontSize: '14px',
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fill: '#fff'
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});
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this.updateInventoryDisplay();
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}
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updateInventoryDisplay() {
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this.inventoryText.setText([
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'Inventory:',
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`Fuel: ${this.inventory.fuel}`,
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`Oil: ${this.inventory.whaleOil}`,
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`Penguins: ${this.inventory.penguins}`
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]);
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}
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createMessageBox() {
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// Message display area
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this.messageBox = this.add.rectangle(400, 500, 760, 80, 0x000000, 0.8);
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this.messageBox.setStrokeStyle(2, 0xcccccc);
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this.messageText = this.add.text(400, 500, 'Welcome aboard! Click around to explore the ship.', {
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fontSize: '16px',
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fill: '#fff',
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wordWrap: { width: 740 },
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align: 'center'
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}).setOrigin(0.5);
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}
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showMessage(message) {
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this.messageText.setText(message);
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}
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// Helper method to modify inventory (for future use)
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addToInventory(item, amount) {
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if (this.inventory.hasOwnProperty(item)) {
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this.inventory[item] += amount;
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this.updateInventoryDisplay();
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}
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}
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}
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282
src/scenes/TransitionScene.js
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282
src/scenes/TransitionScene.js
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import Phaser from 'phaser';
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export default class TransitionScene extends Phaser.Scene {
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constructor() {
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super({ key: 'TransitionScene' });
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}
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init(data) {
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// Receive data about the destination
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this.inventory = data.inventory || { whaleOil: 0, fuel: 100, penguins: 0 };
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this.destination = data.destination || 'unknown';
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this.fuelCost = data.fuelCost || 0;
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this.returnScene = data.returnScene || 'MapScene';
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this.nextScene = data.nextScene || 'MapScene';
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}
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create() {
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// Get destination-specific content
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const content = this.getDestinationContent(this.destination);
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// Background based on destination
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this.add.rectangle(400, 300, 800, 600, content.backgroundColor);
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// Add destination-specific visual elements
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this.createDestinationVisuals(this.destination, content);
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// Journey text container
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const textBox = this.add.rectangle(400, 450, 700, 200, 0x000000, 0.85);
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textBox.setStrokeStyle(3, 0xffffff);
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// Destination title
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this.add.text(400, 360, content.title, {
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fontSize: '32px',
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fill: '#ffffff',
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fontStyle: 'bold',
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stroke: '#000000',
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||||
strokeThickness: 4
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||||
}).setOrigin(0.5);
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||||
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||||
// Journey description
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this.add.text(400, 430, content.description, {
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fontSize: '18px',
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||||
fill: '#ffffff',
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||||
align: 'center',
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||||
wordWrap: { width: 660 }
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||||
}).setOrigin(0.5);
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||||
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// Fuel cost display
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this.add.text(400, 500, `Fuel consumed: ${this.fuelCost} units`, {
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fontSize: '16px',
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fill: '#ffff00'
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}).setOrigin(0.5);
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||||
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||||
// Continue button
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||||
const continueBtn = this.add.rectangle(400, 540, 200, 50, 0x2d5f8e);
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||||
continueBtn.setInteractive({ useHandCursor: true });
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continueBtn.setStrokeStyle(3, 0xffffff);
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||||
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||||
const btnText = this.add.text(400, 540, 'CONTINUE', {
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fontSize: '20px',
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||||
fill: '#fff',
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||||
fontStyle: 'bold'
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||||
}).setOrigin(0.5);
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||||
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||||
// Hover effect
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||||
continueBtn.on('pointerover', () => {
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continueBtn.setFillStyle(0x4a90c4);
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||||
});
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||||
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||||
continueBtn.on('pointerout', () => {
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continueBtn.setFillStyle(0x2d5f8e);
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||||
});
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||||
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||||
continueBtn.on('pointerdown', () => {
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// Deduct fuel
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this.inventory.fuel -= this.fuelCost;
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||||
// Proceed to next scene
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||||
this.scene.start(this.nextScene, { inventory: this.inventory });
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||||
});
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||||
}
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||||
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||||
getDestinationContent(destination) {
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const destinations = {
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'hunting': {
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||||
title: 'Approaching the Hunting Grounds',
|
||||
description: 'Your vessel cuts through the icy waters. The crew prepares the harpoons.\nIn the distance, spouts of water mark the presence of whales.\nThe hunt is about to begin...',
|
||||
backgroundColor: 0x1e3a5f,
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||||
visualType: 'ocean_whales'
|
||||
},
|
||||
'antarctic': {
|
||||
title: 'Arriving at Antarctic Island',
|
||||
description: 'The ship navigates through floating ice. A desolate, frozen island emerges.\nThousands of penguins waddle along the rocky shores.\nYour crew exchanges uneasy glances. They know why you\'re here...',
|
||||
backgroundColor: 0x4a5f7f,
|
||||
visualType: 'ice_penguins'
|
||||
},
|
||||
'port': {
|
||||
title: 'Returning to Port',
|
||||
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'
|
||||
}
|
||||
};
|
||||
|
||||
return destinations[destination] || {
|
||||
title: 'Traveling...',
|
||||
description: 'Your journey continues across the vast ocean.',
|
||||
backgroundColor: 0x2d5f8e,
|
||||
visualType: 'ocean'
|
||||
};
|
||||
}
|
||||
|
||||
createDestinationVisuals(destination, content) {
|
||||
switch (content.visualType) {
|
||||
case 'ocean_whales':
|
||||
this.createOceanWithWhales();
|
||||
break;
|
||||
case 'ice_penguins':
|
||||
this.createIceWithPenguins();
|
||||
break;
|
||||
case 'harbor':
|
||||
this.createHarbor();
|
||||
break;
|
||||
default:
|
||||
this.createOcean();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
createOceanWithWhales() {
|
||||
// Ocean waves
|
||||
this.createOcean();
|
||||
|
||||
// Whale spouts in the distance
|
||||
for (let i = 0; i < 3; i++) {
|
||||
const x = 150 + i * 250;
|
||||
const y = 150 + Math.random() * 100;
|
||||
|
||||
// Whale body (barely visible)
|
||||
this.add.ellipse(x, y + 20, 60, 30, 0x2a2a2a, 0.6);
|
||||
|
||||
// Water spout
|
||||
const spout = this.add.triangle(
|
||||
x, y,
|
||||
0, 0,
|
||||
-8, -30,
|
||||
8, -30,
|
||||
0x87CEEB, 0.7
|
||||
);
|
||||
|
||||
// Animate spout
|
||||
this.tweens.add({
|
||||
targets: spout,
|
||||
alpha: { from: 0.7, to: 0.2 },
|
||||
y: y - 10,
|
||||
duration: 1000,
|
||||
yoyo: true,
|
||||
repeat: -1,
|
||||
ease: 'Sine.inOut'
|
||||
});
|
||||
}
|
||||
|
||||
// Ship silhouette
|
||||
this.add.rectangle(700, 280, 80, 40, 0x654321);
|
||||
this.add.polygon(700, 260, [0, 0, -40, 40, 40, 40], 0x8B4513);
|
||||
}
|
||||
|
||||
createIceWithPenguins() {
|
||||
// Icy background effects
|
||||
for (let i = 0; i < 20; i++) {
|
||||
const x = Math.random() * 800;
|
||||
const y = Math.random() * 300;
|
||||
const size = 5 + Math.random() * 10;
|
||||
this.add.circle(x, y, size, 0xE0E0E0, 0.3);
|
||||
}
|
||||
|
||||
// Ice floes
|
||||
this.add.ellipse(200, 250, 150, 80, 0xF0F0F0);
|
||||
this.add.ellipse(500, 200, 120, 70, 0xE8E8E8);
|
||||
this.add.ellipse(650, 270, 100, 60, 0xF5F5F5);
|
||||
|
||||
// Penguins on ice floes
|
||||
const penguinPositions = [
|
||||
{x: 180, y: 240}, {x: 200, y: 245}, {x: 220, y: 238},
|
||||
{x: 490, y: 195}, {x: 510, y: 200},
|
||||
{x: 645, y: 265}
|
||||
];
|
||||
|
||||
penguinPositions.forEach(pos => {
|
||||
// Penguin body
|
||||
this.add.ellipse(pos.x, pos.y, 12, 18, 0x000000);
|
||||
this.add.ellipse(pos.x, pos.y + 2, 8, 12, 0xFFFFFF);
|
||||
// Penguin eyes
|
||||
this.add.circle(pos.x - 2, pos.y - 4, 1.5, 0xFFFFFF);
|
||||
this.add.circle(pos.x + 2, pos.y - 4, 1.5, 0xFFFFFF);
|
||||
});
|
||||
|
||||
// Ship in the background
|
||||
this.add.rectangle(100, 100, 60, 30, 0x654321, 0.7);
|
||||
this.add.polygon(100, 85, [0, 0, -30, 30, 30, 30], 0x8B4513, 0.7);
|
||||
}
|
||||
|
||||
createHarbor() {
|
||||
// Harbor water
|
||||
this.add.rectangle(400, 400, 800, 400, 0x2d5f8e);
|
||||
|
||||
// Dock
|
||||
this.add.rectangle(400, 320, 700, 60, 0x654321);
|
||||
for (let i = 0; i < 10; i++) {
|
||||
this.add.rectangle(100 + i * 70, 320, 50, 55, 0x4a3621);
|
||||
}
|
||||
|
||||
// Buildings in background
|
||||
const buildings = [
|
||||
{x: 100, y: 180, w: 80, h: 120, color: 0x8B4513},
|
||||
{x: 220, y: 200, w: 100, h: 100, color: 0x654321},
|
||||
{x: 360, y: 170, w: 90, h: 130, color: 0x8B6914},
|
||||
{x: 490, y: 190, w: 110, h: 110, color: 0x654321},
|
||||
{x: 640, y: 180, w: 95, h: 120, color: 0x8B4513}
|
||||
];
|
||||
|
||||
buildings.forEach(b => {
|
||||
this.add.rectangle(b.x, b.y, b.w, b.h, b.color);
|
||||
this.add.rectangle(b.x, b.y, b.w, b.h).setStrokeStyle(2, 0x000000);
|
||||
// Windows
|
||||
for (let i = 0; i < 3; i++) {
|
||||
for (let j = 0; j < 2; j++) {
|
||||
this.add.rectangle(
|
||||
b.x - b.w/4 + j * b.w/2,
|
||||
b.y - b.h/3 + i * b.h/3,
|
||||
10, 12, 0xFFDD44
|
||||
);
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
// Barrels on dock
|
||||
for (let i = 0; i < 5; i++) {
|
||||
this.add.circle(150 + i * 120, 310, 15, 0x8B0000);
|
||||
}
|
||||
|
||||
// Seagulls
|
||||
for (let i = 0; i < 3; i++) {
|
||||
const x = 200 + i * 200;
|
||||
const y = 80 + Math.random() * 40;
|
||||
const bird = this.add.text(x, y, 'v', {
|
||||
fontSize: '20px',
|
||||
fill: '#ffffff'
|
||||
});
|
||||
|
||||
this.tweens.add({
|
||||
targets: bird,
|
||||
x: x + 50,
|
||||
y: y - 20,
|
||||
duration: 2000 + Math.random() * 1000,
|
||||
yoyo: true,
|
||||
repeat: -1,
|
||||
ease: 'Sine.inOut'
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
createOcean() {
|
||||
// Simple ocean waves
|
||||
const graphics = this.add.graphics();
|
||||
graphics.lineStyle(3, 0x4a90c4, 0.7);
|
||||
|
||||
for (let i = 0; i < 8; i++) {
|
||||
const y = 100 + i * 40;
|
||||
graphics.beginPath();
|
||||
for (let x = 0; x < 800; x += 20) {
|
||||
const waveY = y + Math.sin((x + i * 30) * 0.03) * 15;
|
||||
if (x === 0) {
|
||||
graphics.moveTo(x, waveY);
|
||||
} else {
|
||||
graphics.lineTo(x, waveY);
|
||||
}
|
||||
}
|
||||
graphics.strokePath();
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user