Files
whalehunting/src/scenes/HuntingScene.js
Thomas Richter 5946172728 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>
2025-12-15 12:20:47 +01:00

620 lines
19 KiB
JavaScript

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.currentWhale = null;
this.crosshairX = 400;
this.crosshairY = 300;
this.crosshairSpeed = 5;
this.crosshairShakeAmount = 2; // Pixels of shake
this.crosshairShakeTime = 0; // Timer for smooth shake oscillation
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 single whale
this.spawnWhale();
// Input setup
this.setupInput();
// Setup ocean movement (camera sway)
this.setupOceanMovement();
// 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 with smooth shake
this.crosshairShakeTime += 0.15; // Increment for smooth oscillation
const shakeX = Math.sin(this.crosshairShakeTime * 3) * this.crosshairShakeAmount;
const shakeY = Math.cos(this.crosshairShakeTime * 2.5) * this.crosshairShakeAmount;
this.crosshair.setPosition(this.crosshairX + shakeX, this.crosshairY + shakeY);
// Update harpoons
this.updateHarpoons();
// Update whale
this.updateWhale();
// 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);
this.crosshair.setScrollFactor(0); // Fixed to screen, ignores camera movement
}
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 (fixed to screen, ignores camera movement)
const hudBg = this.add.rectangle(400, 30, 780, 50, 0x000000, 0.7);
hudBg.setStrokeStyle(2, 0xffffff);
hudBg.setScrollFactor(0);
// Stats (fixed to screen)
this.statsText = this.add.text(20, 15, '', {
fontSize: '16px',
fill: '#fff'
});
this.statsText.setScrollFactor(0);
// Control mode indicator (fixed to screen)
this.controlModeText = this.add.text(400, 15, 'Controls: MOUSE (TAB to switch)', {
fontSize: '16px',
fill: '#ffff00'
}).setOrigin(0.5, 0);
this.controlModeText.setScrollFactor(0);
// Return button (fixed to screen)
const returnBtn = this.add.rectangle(750, 30, 80, 35, 0x8B0000);
returnBtn.setInteractive({ useHandCursor: true });
returnBtn.setStrokeStyle(2, 0xffffff);
returnBtn.setScrollFactor(0);
const returnText = this.add.text(750, 30, 'RETURN', {
fontSize: '14px',
fill: '#fff'
}).setOrigin(0.5);
returnText.setScrollFactor(0);
returnBtn.on('pointerdown', () => {
this.returnToMap();
});
this.updateStats();
}
updateStats() {
this.statsText.setText([
`Fuel: ${this.inventory.fuel}/100`,
`Oil: ${this.inventory.whaleOil}/50`,
`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);
this.messageText.setScrollFactor(0); // Fixed to screen
}
showMessage(text) {
this.messageText.setText(text);
}
spawnWhale() {
// Don't spawn if there's already a whale
if (this.currentWhale && this.currentWhale.getData('alive')) {
return;
}
// Spawn randomly all over the screen
const x = 100 + Math.random() * 600; // 100-700 (across screen with margins)
const y = 150 + Math.random() * 350; // 150-500 (across screen with margins)
const direction = Math.random() > 0.5 ? 1 : -1;
// 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
);
// Health bar background
const healthBg = this.add.rectangle(0, -35, 60, 6, 0x000000);
// Health bar (will be updated as whale takes damage)
const healthBar = this.add.rectangle(0, -35, 60, 6, 0x00ff00);
whale.add([body, tail, fin, healthBg, healthBar]);
whale.setData('direction', direction);
whale.setData('alive', true);
whale.setData('health', 3); // Requires 3 hits
whale.setData('maxHealth', 3);
whale.setData('bodyWidth', 80);
whale.setData('bodyHeight', 40);
whale.setData('healthBar', healthBar);
whale.setData('bobTime', 0); // Timer for bobbing animation
// Swimming movement
whale.setData('swimSpeedX', direction * (0.2 + Math.random() * 0.3)); // 0.2-0.5 speed
whale.setData('swimSpeedY', (Math.random() - 0.5) * 0.15); // Slight vertical drift
// Diving mechanics
whale.setData('diving', false);
whale.setData('diveTimer', 0);
whale.setData('nextDiveTime', 3 + Math.random() * 4); // Dive every 3-7 seconds
// Flip if moving right
if (direction > 0) {
whale.setScale(-1, 1);
}
this.currentWhale = whale;
}
updateWhale() {
if (!this.currentWhale) {
return;
}
const whale = this.currentWhale;
if (!whale.getData('alive')) {
return;
}
// Update dive timer
let diveTimer = whale.getData('diveTimer');
diveTimer += 0.016; // ~60fps
whale.setData('diveTimer', diveTimer);
// Handle diving behavior
const diving = whale.getData('diving');
const nextDiveTime = whale.getData('nextDiveTime');
if (!diving && diveTimer >= nextDiveTime) {
// Start diving
this.startDive(whale);
} else if (diving && diveTimer >= nextDiveTime + 2) {
// Resurface after 2 seconds
this.endDive(whale);
}
// Swimming movement
let swimSpeedX = whale.getData('swimSpeedX');
let swimSpeedY = whale.getData('swimSpeedY');
// Update position with swimming
whale.x += swimSpeedX;
whale.y += swimSpeedY;
// Bobbing animation (on top of swimming)
let bobTime = whale.getData('bobTime');
bobTime += 0.02;
whale.setData('bobTime', bobTime);
const bobOffsetX = Math.sin(bobTime) * 15;
const bobOffsetY = Math.cos(bobTime * 0.7) * 10;
whale.x += bobOffsetX;
whale.y += bobOffsetY;
// Keep whale within visible bounds
const margin = 60; // Account for whale size and bobbing
const minX = margin;
const maxX = 800 - margin;
const minY = 120;
const maxY = 550;
// Bounce off screen edges and clamp position
if (whale.x < minX) {
whale.x = minX;
whale.setData('swimSpeedX', Math.abs(swimSpeedX)); // Swim right
whale.setScale(-Math.abs(whale.scaleX), whale.scaleY); // Face right
} else if (whale.x > maxX) {
whale.x = maxX;
whale.setData('swimSpeedX', -Math.abs(swimSpeedX)); // Swim left
whale.setScale(Math.abs(whale.scaleX), whale.scaleY); // Face left
}
if (whale.y < minY) {
whale.y = minY;
whale.setData('swimSpeedY', Math.abs(swimSpeedY)); // Swim down
} else if (whale.y > maxY) {
whale.y = maxY;
whale.setData('swimSpeedY', -Math.abs(swimSpeedY)); // Swim up
}
// Update opacity based on diving
if (diving) {
whale.alpha = Math.max(0.2, whale.alpha - 0.05);
}
}
startDive(whale) {
whale.setData('diving', true);
this.showMessage('Whale is diving!');
}
endDive(whale) {
whale.setData('diving', false);
whale.setData('diveTimer', 0);
whale.setData('nextDiveTime', 3 + Math.random() * 4); // Next dive in 3-7 seconds
whale.alpha = 1; // Full opacity
this.showMessage('Whale surfaced!');
}
shootHarpoon() {
// Create harpoon at crosshair position (fixed to screen)
const harpoon = this.add.rectangle(this.crosshairX, this.crosshairY, 4, 20, 0x8B4513);
harpoon.setData('speed', 8);
harpoon.setData('active', true);
harpoon.setScrollFactor(0); // Fixed to screen
this.harpoons.push(harpoon);
// Sound effect simulation (flash) - fixed to screen
const flash = this.add.circle(this.crosshairX, this.crosshairY, 10, 0xffff00, 0.8);
flash.setScrollFactor(0);
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() {
if (!this.currentWhale || !this.currentWhale.getData('alive')) {
return;
}
const whale = this.currentWhale;
// Can't hit whale while diving
if (whale.getData('diving')) {
return;
}
for (let h = this.harpoons.length - 1; h >= 0; h--) {
const harpoon = this.harpoons[h];
if (!harpoon.getData('active')) {
continue;
}
// Collision detection accounting for camera offset
// Harpoon is in screen space (scrollFactor 0)
// Whale is in world space, so convert to screen space
const whaleScreenX = whale.x - this.cameras.main.scrollX;
const whaleScreenY = whale.y - this.cameras.main.scrollY;
const distance = Phaser.Math.Distance.Between(
harpoon.x, harpoon.y,
whaleScreenX, whaleScreenY
);
if (distance < 40) {
// Hit!
this.hitWhale(whale, harpoon);
break;
}
}
}
hitWhale(whale, harpoon) {
harpoon.setData('active', false);
harpoon.destroy();
// Reduce whale health
let health = whale.getData('health');
health -= 1;
whale.setData('health', health);
// Update health bar
const healthBar = whale.getData('healthBar');
const maxHealth = whale.getData('maxHealth');
const healthPercent = health / maxHealth;
healthBar.setDisplaySize(60 * healthPercent, 6);
// Change health bar color based on health
if (healthPercent > 0.6) {
healthBar.setFillStyle(0x00ff00); // Green
} else if (healthPercent > 0.3) {
healthBar.setFillStyle(0xffff00); // Yellow
} else {
healthBar.setFillStyle(0xff0000); // Red
}
// Hit flash effect
const hitFlash = this.add.circle(whale.x, whale.y, 50, 0xff0000, 0.6);
this.tweens.add({
targets: hitFlash,
alpha: 0,
scale: 1.5,
duration: 300,
onComplete: () => hitFlash.destroy()
});
// Whale damaged animation (shake)
this.tweens.add({
targets: whale,
x: whale.x + 5,
yoyo: true,
repeat: 2,
duration: 50
});
if (health <= 0) {
// Whale is dead!
this.killWhale(whale);
} else {
// Whale is still alive
this.showMessage(`Hit! Whale health: ${health}/${maxHealth}`);
}
}
killWhale(whale) {
whale.setData('alive', false);
// Check if enough fuel to process the whale
if (this.inventory.fuel < 2) {
// Not enough fuel to cook the oil!
this.tweens.add({
targets: whale,
alpha: 0,
y: whale.y + 50,
duration: 1000,
onComplete: () => {
whale.destroy();
this.currentWhale = null;
// Spawn new whale
this.time.delayedCall(1500, () => {
this.spawnWhale();
});
}
});
this.showMessage('Whale killed but no fuel to process it! Need 2 fuel to cook whale oil.');
return;
}
// Whale death animation
this.tweens.add({
targets: whale,
alpha: 0,
y: whale.y + 50,
angle: 90,
duration: 1000,
onComplete: () => {
whale.destroy();
this.currentWhale = null;
// Spawn new whale after delay
this.time.delayedCall(1500, () => {
this.spawnWhale();
});
}
});
// Consume fuel for processing
this.inventory.fuel -= 2;
// Reward
this.inventory.whaleOil += 1;
this.whalesHunted++;
this.updateStats();
// Show success message
this.showMessage(`Whale killed! +1 Whale Oil, -2 Fuel (Oil: ${this.inventory.whaleOil}, Fuel: ${this.inventory.fuel})`);
// Success flash (fixed to screen)
const flash = this.add.rectangle(400, 300, 800, 600, 0xffffff, 0.3);
flash.setScrollFactor(0);
this.tweens.add({
targets: flash,
alpha: 0,
duration: 300,
onComplete: () => flash.destroy()
});
}
setupOceanMovement() {
// Create continuous camera sway to simulate ocean movement
// This makes the whole scene move as if on a rocking ship
// Initial camera position offset
this.cameraTime = 0;
// Store this in the update loop by creating a timer
this.time.addEvent({
delay: 16, // ~60fps
callback: () => {
this.cameraTime += 0.1; // Faster oscillation (~1 second period)
// Smooth sine wave movement for natural ocean sway
const swayX = Math.sin(this.cameraTime) * 25; // 25 pixels horizontal sway
const swayY = Math.cos(this.cameraTime * 0.6) * 18; // 18 pixels vertical sway
// Apply to camera scroll
this.cameras.main.scrollX = swayX;
this.cameras.main.scrollY = swayY;
},
loop: true
});
}
returnToMap() {
// Restore default cursor before leaving
this.input.setDefaultCursor('default');
this.scene.start('MapScene', { inventory: this.inventory });
}
}