Files
whalehunting/src/scenes/DeepSeaHuntingScene.js
2026-02-05 19:33:30 +01:00

285 lines
8.6 KiB
JavaScript

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;
this.currentWhale = null;
}
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);
// Spawn first whale
this.spawnWhale();
// Show initial message
this.showMessage('The leviathan approaches... Watch the depths!');
}
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'
});
}
}
spawnWhale() {
// Get random entry and exit points on different edges
const edges = ['top', 'bottom', 'left', 'right'];
const entryEdge = edges[Math.floor(Math.random() * edges.length)];
// Pick a different edge for exit
const exitEdges = edges.filter(e => e !== entryEdge);
const exitEdge = exitEdges[Math.floor(Math.random() * exitEdges.length)];
const entry = this.getEdgePoint(entryEdge);
const exit = this.getEdgePoint(exitEdge);
// Calculate angle for whale rotation
const angle = Phaser.Math.Angle.Between(entry.x, entry.y, exit.x, exit.y);
// Create whale container
const whale = this.add.container(entry.x, entry.y);
// Whale body (large deep sea whale)
const body = this.add.ellipse(0, 0, 180, 70, 0x1a2a3a);
body.setStrokeStyle(2, 0x2a4a6a);
body.disableInteractive();
// Whale underbelly
const belly = this.add.ellipse(0, 10, 140, 40, 0x2a3a4a);
// Tail
const tail = this.add.triangle(-100, 0, 0, -35, 0, 35, -50, 0, 0x1a2a3a);
// Dorsal fin
const dorsalFin = this.add.triangle(20, -25, 0, 0, 30, 0, 15, -30, 0x1a2a3a);
// Eye (bioluminescent glow)
const eyeGlow = this.add.circle(60, -10, 12, 0x4a9fff, 0.3);
const eye = this.add.circle(60, -10, 6, 0x6abfff);
// Add glow effect to eye
this.tweens.add({
targets: eyeGlow,
alpha: { from: 0.3, to: 0.6 },
scale: { from: 1, to: 1.3 },
duration: 1000,
yoyo: true,
repeat: -1,
ease: 'Sine.inOut'
});
whale.add([tail, body, belly, dorsalFin, eyeGlow, eye]);
whale.setRotation(angle);
whale.setDepth(10);
this.currentWhale = whale;
// Subtle bobbing animation during movement
this.tweens.add({
targets: whale,
scaleY: { from: 1, to: 1.05 },
duration: 800,
yoyo: true,
repeat: -1,
ease: 'Sine.inOut'
});
// Create curved path from entry to exit
const path = new Phaser.Curves.Path(entry.x, entry.y);
// Calculate midpoint and perpendicular offset for curve
const midX = (entry.x + exit.x) / 2;
const midY = (entry.y + exit.y) / 2;
// Create perpendicular offset for natural swimming curve
const dx = exit.x - entry.x;
const dy = exit.y - entry.y;
const dist = Math.sqrt(dx * dx + dy * dy);
// Perpendicular direction (normalized)
const perpX = -dy / dist;
const perpY = dx / dist;
// Random curve amplitude (positive or negative for variety)
const curveAmount = (Math.random() > 0.5 ? 1 : -1) * (80 + Math.random() * 120);
// Control points for smooth S-curve
const ctrl1X = entry.x + dx * 0.25 + perpX * curveAmount;
const ctrl1Y = entry.y + dy * 0.25 + perpY * curveAmount;
const ctrl2X = entry.x + dx * 0.75 - perpX * curveAmount * 0.7;
const ctrl2Y = entry.y + dy * 0.75 - perpY * curveAmount * 0.7;
// Add cubic bezier curve
path.cubicBezierTo(exit.x, exit.y, ctrl1X, ctrl1Y, ctrl2X, ctrl2Y);
// Store path progress
const pathData = { t: 0 };
// Animate along curved path
this.tweens.add({
targets: pathData,
t: 1,
duration: 15000,
ease: 'Sine.inOut',
onUpdate: () => {
const point = path.getPoint(pathData.t);
const tangent = path.getTangent(pathData.t);
whale.setPosition(point.x, point.y);
whale.setRotation(Math.atan2(tangent.y, tangent.x));
},
onComplete: () => {
this.onWhaleExit(whale);
}
});
}
getEdgePoint(edge) {
const margin = 100; // How far off-screen to spawn
const padding = 100; // Padding from corners
switch (edge) {
case 'top':
return {
x: padding + Math.random() * (800 - padding * 2),
y: -margin
};
case 'bottom':
return {
x: padding + Math.random() * (800 - padding * 2),
y: 600 + margin
};
case 'left':
return {
x: -margin,
y: padding + Math.random() * (600 - padding * 2)
};
case 'right':
return {
x: 800 + margin,
y: padding + Math.random() * (600 - padding * 2)
};
}
}
onWhaleExit(whale) {
// Destroy the whale
whale.destroy();
this.currentWhale = null;
// Respawn after 2 seconds
this.time.delayedCall(2000, () => {
this.spawnWhale();
});
}
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 });
}
}