Add whale hunting mini-game with crosshair mechanics

- Created HuntingScene with mouse and keyboard controls
- Crosshair can be controlled by mouse or WASD/Arrow keys
- TAB key toggles between control modes
- Whales spawn and swim across screen from both directions
- Harpoon shooting mechanic (click or SPACE)
- Collision detection and whale hit animations
- Whale oil rewards (+1 per successful hunt)
- HUD displays fuel, oil, and whales hunted
- Return to map button
- Updated MapScene to transition to HuntingScene

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
This commit is contained in:
Thomas Richter
2025-12-15 03:29:26 +01:00
parent 4190170f1f
commit ee45c9015c
3 changed files with 409 additions and 3 deletions

405
src/scenes/HuntingScene.js Normal file
View File

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import Phaser from 'phaser';
export default class HuntingScene extends Phaser.Scene {
constructor() {
super({ key: 'HuntingScene' });
}
init(data) {
this.inventory = data.inventory || { whaleOil: 0, fuel: 100, penguins: 0 };
this.whalesHunted = 0;
this.harpoons = [];
this.whales = [];
this.crosshairX = 400;
this.crosshairY = 300;
this.crosshairSpeed = 5;
this.useKeyboard = false; // Toggle between mouse and keyboard
}
create() {
// Ocean background
this.add.rectangle(400, 300, 800, 600, 0x1e5a8e);
this.createOceanWaves();
// UI elements
this.createHUD();
this.createCrosshair();
this.createInstructions();
// Spawn whales periodically
this.time.addEvent({
delay: 3000,
callback: this.spawnWhale,
callbackScope: this,
loop: true
});
// Spawn initial whale
this.spawnWhale();
// Input setup
this.setupInput();
// Message display
this.showMessage('Hunt whales! Click or press SPACE to shoot harpoon.');
}
update() {
// Update crosshair position based on input mode
if (this.useKeyboard) {
this.updateCrosshairKeyboard();
} else {
this.updateCrosshairMouse();
}
// Update crosshair sprite position
this.crosshair.setPosition(this.crosshairX, this.crosshairY);
// Update harpoons
this.updateHarpoons();
// Update whales
this.updateWhales();
// Check collisions
this.checkCollisions();
}
setupInput() {
// Keyboard controls
this.cursors = this.input.keyboard.createCursorKeys();
this.wasd = this.input.keyboard.addKeys({
up: Phaser.Input.Keyboard.KeyCodes.W,
down: Phaser.Input.Keyboard.KeyCodes.S,
left: Phaser.Input.Keyboard.KeyCodes.A,
right: Phaser.Input.Keyboard.KeyCodes.D
});
this.spaceKey = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.SPACE);
this.tabKey = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.TAB);
// Mouse click to shoot
this.input.on('pointerdown', (pointer) => {
if (!this.useKeyboard) {
this.shootHarpoon();
}
});
// Space to shoot when using keyboard
this.spaceKey.on('down', () => {
this.shootHarpoon();
});
// Tab to toggle control mode
this.tabKey.on('down', () => {
this.useKeyboard = !this.useKeyboard;
this.controlModeText.setText(`Controls: ${this.useKeyboard ? 'KEYBOARD' : 'MOUSE'} (TAB to switch)`);
if (this.useKeyboard) {
this.input.setDefaultCursor('default');
} else {
this.input.setDefaultCursor('none');
}
});
// Start with mouse control (hide cursor)
this.input.setDefaultCursor('none');
}
updateCrosshairMouse() {
this.crosshairX = this.input.x;
this.crosshairY = this.input.y;
}
updateCrosshairKeyboard() {
// Arrow keys or WASD
if (this.cursors.left.isDown || this.wasd.left.isDown) {
this.crosshairX -= this.crosshairSpeed;
}
if (this.cursors.right.isDown || this.wasd.right.isDown) {
this.crosshairX += this.crosshairSpeed;
}
if (this.cursors.up.isDown || this.wasd.up.isDown) {
this.crosshairY -= this.crosshairSpeed;
}
if (this.cursors.down.isDown || this.wasd.down.isDown) {
this.crosshairY += this.crosshairSpeed;
}
// Keep within bounds
this.crosshairX = Phaser.Math.Clamp(this.crosshairX, 0, 800);
this.crosshairY = Phaser.Math.Clamp(this.crosshairY, 0, 600);
}
createCrosshair() {
const graphics = this.add.graphics();
graphics.lineStyle(3, 0xff0000, 1);
// Crosshair lines
graphics.beginPath();
graphics.moveTo(-20, 0);
graphics.lineTo(-5, 0);
graphics.moveTo(5, 0);
graphics.lineTo(20, 0);
graphics.moveTo(0, -20);
graphics.lineTo(0, -5);
graphics.moveTo(0, 5);
graphics.lineTo(0, 20);
graphics.strokePath();
// Center circle
graphics.lineStyle(2, 0xff0000, 1);
graphics.strokeCircle(0, 0, 3);
// Convert to texture and create sprite
graphics.generateTexture('crosshair', 40, 40);
graphics.destroy();
this.crosshair = this.add.sprite(400, 300, 'crosshair');
this.crosshair.setDepth(100);
}
createOceanWaves() {
const graphics = this.add.graphics();
graphics.lineStyle(2, 0x4a90c4, 0.5);
for (let i = 0; i < 12; i++) {
const y = 50 + i * 50;
graphics.beginPath();
for (let x = 0; x < 800; x += 20) {
const waveY = y + Math.sin((x + i * 30) * 0.02) * 10;
if (x === 0) {
graphics.moveTo(x, waveY);
} else {
graphics.lineTo(x, waveY);
}
}
graphics.strokePath();
}
}
createHUD() {
// HUD background
const hudBg = this.add.rectangle(400, 30, 780, 50, 0x000000, 0.7);
hudBg.setStrokeStyle(2, 0xffffff);
// Stats
this.statsText = this.add.text(20, 15, '', {
fontSize: '16px',
fill: '#fff'
});
// Control mode indicator
this.controlModeText = this.add.text(400, 15, 'Controls: MOUSE (TAB to switch)', {
fontSize: '16px',
fill: '#ffff00'
}).setOrigin(0.5, 0);
// Return button
const returnBtn = this.add.rectangle(750, 30, 80, 35, 0x8B0000);
returnBtn.setInteractive({ useHandCursor: true });
returnBtn.setStrokeStyle(2, 0xffffff);
this.add.text(750, 30, 'RETURN', {
fontSize: '14px',
fill: '#fff'
}).setOrigin(0.5);
returnBtn.on('pointerdown', () => {
this.returnToMap();
});
this.updateStats();
}
updateStats() {
this.statsText.setText([
`Fuel: ${this.inventory.fuel}`,
`Oil: ${this.inventory.whaleOil}`,
`Whales: ${this.whalesHunted}`
]);
}
createInstructions() {
this.messageText = this.add.text(400, 570, '', {
fontSize: '16px',
fill: '#fff',
backgroundColor: '#000000',
padding: { x: 10, y: 5 }
}).setOrigin(0.5);
}
showMessage(text) {
this.messageText.setText(text);
}
spawnWhale() {
// Random position and direction
const fromLeft = Math.random() > 0.5;
const x = fromLeft ? -50 : 850;
const y = 150 + Math.random() * 300;
const direction = fromLeft ? 1 : -1;
const speed = 1 + Math.random() * 1.5;
// Create whale body
const whale = this.add.container(x, y);
// Whale shape
const body = this.add.ellipse(0, 0, 80, 40, 0x2a2a2a);
const tail = this.add.triangle(
direction > 0 ? -45 : 45, 0,
0, -15,
0, 15,
direction > 0 ? -20 : 20, 0,
0x1a1a1a
);
const fin = this.add.triangle(
direction > 0 ? 20 : -20, -5,
direction > 0 ? 10 : -10, -25,
direction > 0 ? 30 : -30, -5,
0x1a1a1a
);
whale.add([body, tail, fin]);
whale.setData('direction', direction);
whale.setData('speed', speed);
whale.setData('alive', true);
whale.setData('bodyWidth', 80);
whale.setData('bodyHeight', 40);
// Flip if moving right
if (direction > 0) {
whale.setScale(-1, 1);
}
this.whales.push(whale);
}
updateWhales() {
for (let i = this.whales.length - 1; i >= 0; i--) {
const whale = this.whales[i];
if (!whale.getData('alive')) {
continue;
}
// Move whale
const direction = whale.getData('direction');
const speed = whale.getData('speed');
whale.x += direction * speed;
// Remove if off screen
if (whale.x < -100 || whale.x > 900) {
whale.destroy();
this.whales.splice(i, 1);
}
}
}
shootHarpoon() {
// Create harpoon at crosshair position
const harpoon = this.add.rectangle(this.crosshairX, this.crosshairY, 4, 20, 0x8B4513);
harpoon.setData('speed', 8);
harpoon.setData('active', true);
this.harpoons.push(harpoon);
// Sound effect simulation (flash)
const flash = this.add.circle(this.crosshairX, this.crosshairY, 10, 0xffff00, 0.8);
this.tweens.add({
targets: flash,
alpha: 0,
scale: 2,
duration: 200,
onComplete: () => flash.destroy()
});
}
updateHarpoons() {
for (let i = this.harpoons.length - 1; i >= 0; i--) {
const harpoon = this.harpoons[i];
if (!harpoon.getData('active')) {
continue;
}
// Move harpoon up
harpoon.y -= harpoon.getData('speed');
// Remove if off screen
if (harpoon.y < -20) {
harpoon.destroy();
this.harpoons.splice(i, 1);
}
}
}
checkCollisions() {
for (let h = this.harpoons.length - 1; h >= 0; h--) {
const harpoon = this.harpoons[h];
if (!harpoon.getData('active')) {
continue;
}
for (let w = this.whales.length - 1; w >= 0; w--) {
const whale = this.whales[w];
if (!whale.getData('alive')) {
continue;
}
// Simple collision detection
const distance = Phaser.Math.Distance.Between(
harpoon.x, harpoon.y,
whale.x, whale.y
);
if (distance < 40) {
// Hit!
this.hitWhale(whale, harpoon);
break;
}
}
}
}
hitWhale(whale, harpoon) {
whale.setData('alive', false);
harpoon.setData('active', false);
// Whale death animation
this.tweens.add({
targets: whale,
alpha: 0,
y: whale.y + 50,
angle: 90,
duration: 1000,
onComplete: () => {
whale.destroy();
}
});
// Remove harpoon
harpoon.destroy();
// Reward
this.inventory.whaleOil += 1;
this.whalesHunted++;
this.updateStats();
// Show success message
this.showMessage(`Whale hunted! +1 Whale Oil (Total: ${this.inventory.whaleOil})`);
// Success flash
const flash = this.add.rectangle(400, 300, 800, 600, 0xffffff, 0.3);
this.tweens.add({
targets: flash,
alpha: 0,
duration: 300,
onComplete: () => flash.destroy()
});
}
returnToMap() {
this.scene.start('MapScene', { inventory: this.inventory });
}
}