Keep whale swimming within visible area
- Added proper boundary margins (60px) for whale size and bobbing - Clamps whale position to bounds when hitting edges - Uses Math.abs() for reliable direction reversal - Properly flips whale sprite when bouncing - Bounds: X: 60-740, Y: 120-550 - Whale can no longer escape off screen 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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@@ -329,8 +329,10 @@ export default class HuntingScene extends Phaser.Scene {
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}
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// Swimming movement
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const swimSpeedX = whale.getData('swimSpeedX');
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const swimSpeedY = whale.getData('swimSpeedY');
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let swimSpeedX = whale.getData('swimSpeedX');
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let swimSpeedY = whale.getData('swimSpeedY');
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// Update position with swimming
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whale.x += swimSpeedX;
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whale.y += swimSpeedY;
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@@ -339,19 +341,36 @@ export default class HuntingScene extends Phaser.Scene {
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bobTime += 0.02;
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whale.setData('bobTime', bobTime);
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const bobOffsetX = Math.sin(bobTime) * 15; // Reduced from 30 since we're swimming
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const bobOffsetY = Math.cos(bobTime * 0.7) * 10; // Reduced from 20
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const bobOffsetX = Math.sin(bobTime) * 15;
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const bobOffsetY = Math.cos(bobTime * 0.7) * 10;
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whale.x += bobOffsetX;
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whale.y += bobOffsetY;
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// Bounce off screen edges
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if (whale.x < 50 || whale.x > 750) {
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whale.setData('swimSpeedX', -swimSpeedX);
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whale.setScale(whale.scaleX * -1, whale.scaleY); // Flip whale
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// Keep whale within visible bounds
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const margin = 60; // Account for whale size and bobbing
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const minX = margin;
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const maxX = 800 - margin;
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const minY = 120;
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const maxY = 550;
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// Bounce off screen edges and clamp position
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if (whale.x < minX) {
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whale.x = minX;
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whale.setData('swimSpeedX', Math.abs(swimSpeedX)); // Swim right
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whale.setScale(-Math.abs(whale.scaleX), whale.scaleY); // Face right
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} else if (whale.x > maxX) {
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whale.x = maxX;
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whale.setData('swimSpeedX', -Math.abs(swimSpeedX)); // Swim left
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whale.setScale(Math.abs(whale.scaleX), whale.scaleY); // Face left
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}
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if (whale.y < 100 || whale.y > 550) {
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whale.setData('swimSpeedY', -swimSpeedY);
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if (whale.y < minY) {
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whale.y = minY;
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whale.setData('swimSpeedY', Math.abs(swimSpeedY)); // Swim down
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} else if (whale.y > maxY) {
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whale.y = maxY;
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whale.setData('swimSpeedY', -Math.abs(swimSpeedY)); // Swim up
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}
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// Update opacity based on diving
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