import Phaser from 'phaser'; import './style.css'; import airshipSheetUrl from './assets/airships.svg?url'; import explosionSheetUrl from './assets/explosions.svg?url'; const WORLD_SIZE = 2400; const PLAYER_MAX_SPEED = 180; const PLAYER_REVERSE_SPEED = -55; const PLAYER_ACCELERATION = 85; const PLAYER_BRAKE = 110; const PLAYER_TURN_RATE = 72; const PIRATE_SPEED = 118; const PIRATE_TURN_RATE = 52; const SHOT_SPEED = 520; const SHOT_LIFETIME = 900; const PLAYER_MAX_HULL = 100; const PIRATE_MAX_HULL = 120; const clamp = (v, min, max) => Math.max(min, Math.min(max, v)); const degToRad = (deg) => deg * Math.PI / 180; const normalizeDegrees = (deg) => ((deg % 360) + 360) % 360; const signedAngleDelta = (target, current) => { let delta = normalizeDegrees(target) - normalizeDegrees(current); if (delta > 180) delta -= 360; if (delta < -180) delta += 360; return delta; }; const bearingTo = (from, to) => normalizeDegrees(Math.atan2(to.y - from.y, to.x - from.x) * 180 / Math.PI + 90); const headingRad = (ship) => degToRad(ship.angle - 90); class GameScene extends Phaser.Scene { constructor() { super('game'); this.playerSpeed = 0; this.playerHull = PLAYER_MAX_HULL; this.pirateHull = PIRATE_MAX_HULL; this.gameState = 'playing'; this.lastPlayerShot = 0; this.lastPirateShot = 0; } preload() { this.load.spritesheet('airships', airshipSheetUrl, { frameWidth: 64, frameHeight: 64, }); this.load.spritesheet('explosions', explosionSheetUrl, { frameWidth: 64, frameHeight: 64, }); } create() { this.physics.world.setBounds(0, 0, WORLD_SIZE, WORLD_SIZE); this.drawWorld(); this.createTextures(); this.createAnimations(); this.player = this.physics.add.sprite(1200, 1550, 'airships', 0); this.player.setDepth(6).setCollideWorldBounds(true).setDisplaySize(74, 74); this.player.body.setAllowGravity(false); this.player.body.setSize(42, 56, true); this.player.play('player-idle'); this.pirate = this.physics.add.sprite(1200, 800, 'airships', 4); this.pirate.setDepth(6).setCollideWorldBounds(true).setDisplaySize(78, 78); this.pirate.body.setAllowGravity(false); this.pirate.body.setSize(46, 58, true); this.pirate.angle = 180; this.pirate.play('pirate-idle'); this.playerShots = this.physics.add.group(); this.pirateShots = this.physics.add.group(); this.arcGraphics = this.add.graphics().setDepth(4); this.physics.add.overlap(this.playerShots, this.pirate, this.hitPirate, null, this); this.physics.add.overlap(this.pirateShots, this.player, this.hitPlayer, null, this); this.cursors = this.input.keyboard.createCursorKeys(); this.keys = this.input.keyboard.addKeys({ firePort: Phaser.Input.Keyboard.KeyCodes.Q, fireStarboard: Phaser.Input.Keyboard.KeyCodes.E, stop: Phaser.Input.Keyboard.KeyCodes.SPACE, restart: Phaser.Input.Keyboard.KeyCodes.R, }); this.cameras.main.setBounds(0, 0, WORLD_SIZE, WORLD_SIZE); this.cameras.main.startFollow(this.player, true, 0.08, 0.08); this.cameras.main.setZoom(1.12); this.title = this.add.text(18, 16, 'ARROWSTACK AIRSHIP', { fontFamily: 'monospace', fontSize: '12px', color: '#8cd3ff', }).setScrollFactor(0).setDepth(30); this.hud = this.add.text(18, 42, '', { fontFamily: 'monospace', fontSize: '14px', color: '#e8f2f7', backgroundColor: '#071018cc', padding: { x: 12, y: 10 }, lineSpacing: 4, }).setScrollFactor(0).setDepth(30); this.status = this.add.text(this.scale.width / 2, 22, '', { fontFamily: 'monospace', fontSize: '18px', color: '#ffffff', backgroundColor: '#071018dd', padding: { x: 16, y: 10 }, align: 'center', }).setOrigin(0.5, 0).setScrollFactor(0).setDepth(31); this.healthGraphics = this.add.graphics().setScrollFactor(0).setDepth(30); this.healthLabels = { player: this.add.text(18, this.scale.height - 64, 'SPARROW', { fontFamily: 'monospace', fontSize: '12px', color: '#d8ecff', }).setScrollFactor(0).setDepth(31), pirate: this.add.text(this.scale.width - 18, this.scale.height - 64, 'CUTLASS PIRATE', { fontFamily: 'monospace', fontSize: '12px', color: '#ffd0d0', }).setOrigin(1, 0).setScrollFactor(0).setDepth(31), }; this.scale.on('resize', this.layoutHud, this); this.layoutHud({ width: this.scale.width, height: this.scale.height }); } createAnimations() { if (!this.anims.exists('player-idle')) { this.anims.create({ key: 'player-idle', frames: this.anims.generateFrameNumbers('airships', { start: 0, end: 3 }), frameRate: 5, repeat: -1, }); } if (!this.anims.exists('pirate-idle')) { this.anims.create({ key: 'pirate-idle', frames: this.anims.generateFrameNumbers('airships', { start: 4, end: 7 }), frameRate: 5, repeat: -1, }); } if (!this.anims.exists('impact-explosion')) { this.anims.create({ key: 'impact-explosion', frames: this.anims.generateFrameNumbers('explosions', { start: 0, end: 5 }), frameRate: 18, repeat: 0, }); } } drawWorld() { const bg = this.add.graphics(); bg.fillStyle(0x132335, 1); bg.fillRect(0, 0, WORLD_SIZE, WORLD_SIZE); bg.lineStyle(1, 0x8db3cc, 0.08); for (let x = 0; x <= WORLD_SIZE; x += 100) bg.lineBetween(x, 0, x, WORLD_SIZE); for (let y = 0; y <= WORLD_SIZE; y += 100) bg.lineBetween(0, y, WORLD_SIZE, y); const clouds = this.add.graphics(); for (let i = 0; i < 46; i++) { const x = Phaser.Math.Between(80, WORLD_SIZE - 80); const y = Phaser.Math.Between(80, WORLD_SIZE - 80); const r = Phaser.Math.Between(24, 62); clouds.fillStyle(0xbcd2df, Phaser.Math.FloatBetween(0.025, 0.08)); clouds.fillCircle(x, y, r); clouds.fillCircle(x + r * 0.55, y + 8, r * 0.7); clouds.fillCircle(x - r * 0.45, y + 5, r * 0.6); } const island = this.add.graphics(); island.fillStyle(0x5d694e, 1); island.fillEllipse(430, 480, 230, 150); island.fillStyle(0xa18a62, 1); island.fillEllipse(430, 470, 190, 105); island.fillStyle(0x283827, 1); island.fillCircle(390, 440, 18); island.fillCircle(455, 450, 14); island.fillCircle(490, 425, 12); const island2 = this.add.graphics(); island2.fillStyle(0x5d694e, 1); island2.fillEllipse(1940, 1840, 260, 165); island2.fillStyle(0xa18a62, 1); island2.fillEllipse(1940, 1830, 210, 112); } createTextures() { const playerShot = this.make.graphics({ x: 0, y: 0, add: false }); playerShot.fillStyle(0xffd36a, 1); playerShot.fillCircle(5, 5, 5); playerShot.lineStyle(1, 0xfff0b0, 1); playerShot.strokeCircle(5, 5, 4); playerShot.generateTexture('player-shot', 10, 10); playerShot.destroy(); const pirateShot = this.make.graphics({ x: 0, y: 0, add: false }); pirateShot.fillStyle(0xff6b62, 1); pirateShot.fillCircle(5, 5, 5); pirateShot.lineStyle(1, 0xffb0aa, 1); pirateShot.strokeCircle(5, 5, 4); pirateShot.generateTexture('pirate-shot', 10, 10); pirateShot.destroy(); } update(_time, deltaMs) { const dt = Math.min(deltaMs / 1000, 0.05); if (this.gameState !== 'playing') { if (Phaser.Input.Keyboard.JustDown(this.keys.restart)) this.scene.restart(); this.drawHud(); return; } this.updatePlayer(dt, deltaMs); this.updatePirate(dt); this.updateProjectiles(); this.drawWeaponArcs(); this.drawHud(); this.checkGameState(); } updatePlayer(dt, deltaMs) { if (!this.player?.body) return; if (this.cursors.up.isDown) this.playerSpeed += PLAYER_ACCELERATION * dt; if (this.cursors.down.isDown) this.playerSpeed -= PLAYER_BRAKE * dt; if (this.keys.stop.isDown) this.playerSpeed *= Math.pow(0.025, dt); if (!this.cursors.up.isDown && !this.cursors.down.isDown && !this.keys.stop.isDown) { this.playerSpeed *= Math.pow(0.985, deltaMs / 16.667); } this.playerSpeed = clamp(this.playerSpeed, PLAYER_REVERSE_SPEED, PLAYER_MAX_SPEED); const turnStrength = clamp(Math.abs(this.playerSpeed) / 100, 0.28, 1); const directionSign = this.playerSpeed < 0 ? -1 : 1; if (this.cursors.left.isDown) this.player.angle -= PLAYER_TURN_RATE * turnStrength * directionSign * dt; if (this.cursors.right.isDown) this.player.angle += PLAYER_TURN_RATE * turnStrength * directionSign * dt; const h = headingRad(this.player); this.player.setVelocity(Math.cos(h) * this.playerSpeed, Math.sin(h) * this.playerSpeed); if (Phaser.Input.Keyboard.JustDown(this.keys.firePort)) this.playerBroadside(-1); if (Phaser.Input.Keyboard.JustDown(this.keys.fireStarboard)) this.playerBroadside(1); } updatePirate(dt) { if (!this.pirate.active) return; const dx = this.player.x - this.pirate.x; const dy = this.player.y - this.pirate.y; const distance = Math.hypot(dx, dy); const bearing = bearingTo(this.pirate, this.player); let desiredHeading = bearing; if (distance < 360) { const optionA = normalizeDegrees(bearing + 90); const optionB = normalizeDegrees(bearing - 90); desiredHeading = Math.abs(signedAngleDelta(optionA, this.pirate.angle)) < Math.abs(signedAngleDelta(optionB, this.pirate.angle)) ? optionA : optionB; } const delta = signedAngleDelta(desiredHeading, this.pirate.angle); this.pirate.angle += clamp(delta, -PIRATE_TURN_RATE * dt, PIRATE_TURN_RATE * dt); const speed = distance > 430 ? PIRATE_SPEED : distance < 210 ? 72 : 96; const h = headingRad(this.pirate); this.pirate.setVelocity(Math.cos(h) * speed, Math.sin(h) * speed); const relative = signedAngleDelta(bearing, this.pirate.angle); const broadsideError = Math.abs(Math.abs(relative) - 90); if (distance < 420 && broadsideError < 38 && this.time.now - this.lastPirateShot > 1650) { const side = relative >= 0 ? 1 : -1; this.fireBroadside(this.pirate, side, this.pirateShots, 'pirate-shot', 12, 0.9); this.lastPirateShot = this.time.now; } } playerBroadside(side) { if (this.time.now - this.lastPlayerShot < 850) return; this.fireBroadside(this.player, side, this.playerShots, 'player-shot', 16, 1.0); this.lastPlayerShot = this.time.now; } fireBroadside(ship, side, group, texture, damage, velocityScale) { const base = headingRad(ship) + side * Math.PI / 2; const offsets = [-7, 0, 7]; for (const offset of offsets) { const angle = base + degToRad(offset); const x = ship.x + Math.cos(base) * 34; const y = ship.y + Math.sin(base) * 34; const shot = group.create(x, y, texture); shot.setDepth(8); shot.body.setAllowGravity(false); shot.setData('bornAt', this.time.now); shot.setData('damage', damage); shot.setVelocity( Math.cos(angle) * SHOT_SPEED * velocityScale + ship.body.velocity.x * 0.25, Math.sin(angle) * SHOT_SPEED * velocityScale + ship.body.velocity.y * 0.25, ); } } hitPirate(shot) { if (!shot.active || this.gameState !== 'playing') return; const damage = shot.getData('damage') || 10; const { x, y } = shot; shot.destroy(); this.spawnExplosion(x, y, 0.7); this.pirateHull = Math.max(0, this.pirateHull - damage); this.flashShip(this.pirate, 0xffcccc); } hitPlayer(shot) { if (!shot.active || this.gameState !== 'playing') return; const damage = shot.getData('damage') || 10; const { x, y } = shot; shot.destroy(); this.spawnExplosion(x, y, 0.7); this.playerHull = Math.max(0, this.playerHull - damage); this.flashShip(this.player, 0xffcccc); } spawnExplosion(x, y, scale = 1) { const fx = this.add.sprite(x, y, 'explosions', 0).setDepth(20).setScale(scale); fx.play('impact-explosion'); fx.once(Phaser.Animations.Events.ANIMATION_COMPLETE, () => fx.destroy()); } flashShip(ship, tint) { ship.setTint(tint); this.time.delayedCall(90, () => { if (ship.active) ship.clearTint(); }); } updateProjectiles() { for (const group of [this.playerShots, this.pirateShots]) { for (const shot of group.getChildren()) { if (!shot.active) continue; if (this.time.now - shot.getData('bornAt') > SHOT_LIFETIME) shot.destroy(); } } } drawWeaponArcs() { this.arcGraphics.clear(); if (this.gameState !== 'playing') return; const radius = 190; const forward = headingRad(this.player); this.arcGraphics.lineStyle(2, 0xffc857, 0.28); for (const side of [-1, 1]) { const center = forward + side * Math.PI / 2; this.arcGraphics.beginPath(); this.arcGraphics.arc(this.player.x, this.player.y, radius, center - Math.PI / 4, center + Math.PI / 4); this.arcGraphics.strokePath(); } } drawHud() { const heading = normalizeDegrees(this.player.angle); const range = Math.hypot(this.player.x - this.pirate.x, this.player.y - this.pirate.y); this.hud.setText([ `speed ${Math.abs(this.playerSpeed).toFixed(0).padStart(3, ' ')} ${this.playerSpeed < 0 ? 'REV' : 'FWD'}`, `heading ${heading.toFixed(0).padStart(3, ' ')}°`, `pirate ${range.toFixed(0).padStart(4, ' ')}m`, '', '↑ / ↓ throttle / reverse', '← / → steer', 'Q port broadside', 'E starboard broadside', 'SPACE brake', ]); const w = this.scale.width; const h = this.scale.height; const barWidth = Math.min(280, w * 0.32); const barHeight = 16; const y = h - 38; this.healthGraphics.clear(); this.healthGraphics.fillStyle(0x071018, 0.85); this.healthGraphics.fillRect(18, y, barWidth, barHeight); this.healthGraphics.fillRect(w - 18 - barWidth, y, barWidth, barHeight); this.healthGraphics.fillStyle(0x61c98b, 1); this.healthGraphics.fillRect(18, y, barWidth * (this.playerHull / PLAYER_MAX_HULL), barHeight); this.healthGraphics.fillStyle(0xd65757, 1); this.healthGraphics.fillRect(w - 18 - barWidth, y, barWidth * (this.pirateHull / PIRATE_MAX_HULL), barHeight); this.healthLabels.player.setText(`SPARROW ${this.playerHull}/${PLAYER_MAX_HULL}`); this.healthLabels.pirate.setText(`CUTLASS PIRATE ${this.pirateHull}/${PIRATE_MAX_HULL}`); } checkGameState() { if (this.pirateHull <= 0) this.finishGame('won'); else if (this.playerHull <= 0) this.finishGame('lost'); } finishGame(result) { this.gameState = result; this.player.setVelocity(0, 0); this.pirate.setVelocity(0, 0); this.playerShots.clear(true, true); this.pirateShots.clear(true, true); if (result === 'won') { this.spawnExplosion(this.pirate.x, this.pirate.y, 1.25); this.pirate.setTint(0x555555); this.status.setText('PIRATE DISABLED\nYou win\n\nPress R to restart'); } else { this.spawnExplosion(this.player.x, this.player.y, 1.25); this.player.setTint(0x555555); this.status.setText('YOUR SHIP IS DISABLED\nYou lose\n\nPress R to restart'); } } layoutHud(gameSize) { const width = gameSize.width; const height = gameSize.height; if (this.status) this.status.setPosition(width / 2, 22); if (this.healthLabels) { this.healthLabels.player.setPosition(18, height - 64); this.healthLabels.pirate.setPosition(width - 18, height - 64); } } } new Phaser.Game({ type: Phaser.AUTO, parent: 'game', width: window.innerWidth, height: window.innerHeight, backgroundColor: '#132335', physics: { default: 'arcade', arcade: { debug: false }, }, scale: { mode: Phaser.Scale.RESIZE, autoCenter: Phaser.Scale.CENTER_BOTH, }, scene: GameScene, });