217 lines
6.8 KiB
JavaScript

import Phaser from 'phaser';
import './style.css';
const WORLD_SIZE = 2400;
const MAX_FORWARD_SPEED = 180;
const MAX_REVERSE_SPEED = -55;
const ACCELERATION = 85;
const BRAKE = 110;
const TURN_RATE = 72;
const BROADSIDE_SPEED = 520;
class GameScene extends Phaser.Scene {
constructor() {
super('game');
this.speed = 0;
}
create() {
this.physics.world.setBounds(0, 0, WORLD_SIZE, WORLD_SIZE);
this.drawWorld();
this.createTextures();
this.ship = this.physics.add.image(WORLD_SIZE / 2, WORLD_SIZE / 2, 'ship');
this.ship.setDepth(5);
this.ship.setCollideWorldBounds(true);
this.ship.body.setAllowGravity(false);
this.projectiles = this.physics.add.group();
this.arcGraphics = this.add.graphics().setDepth(4);
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,
});
this.cameras.main.setBounds(0, 0, WORLD_SIZE, WORLD_SIZE);
this.cameras.main.startFollow(this.ship, true, 0.08, 0.08);
this.cameras.main.setZoom(1.15);
this.hud = this.add.text(18, 18, '', {
fontFamily: 'monospace',
fontSize: '15px',
color: '#e8f2ff',
backgroundColor: '#071018cc',
padding: { x: 12, y: 10 },
lineSpacing: 4,
}).setScrollFactor(0).setDepth(20);
this.title = this.add.text(18, 18, 'ARROWSTACK AIRSHIP', {
fontFamily: 'monospace',
fontSize: '12px',
color: '#8cd3ff',
}).setScrollFactor(0).setDepth(21);
this.hud.y = 42;
}
drawWorld() {
const background = this.add.graphics();
background.fillStyle(0x132335, 1);
background.fillRect(0, 0, WORLD_SIZE, WORLD_SIZE);
background.lineStyle(1, 0x8db3cc, 0.08);
for (let x = 0; x <= WORLD_SIZE; x += 100) background.lineBetween(x, 0, x, WORLD_SIZE);
for (let y = 0; y <= WORLD_SIZE; y += 100) background.lineBetween(0, y, WORLD_SIZE, y);
const clouds = this.add.graphics();
for (let i = 0; i < 42; i++) {
const x = Phaser.Math.Between(80, WORLD_SIZE - 80);
const y = Phaser.Math.Between(80, WORLD_SIZE - 80);
const radius = Phaser.Math.Between(25, 65);
clouds.fillStyle(0xbcd2df, Phaser.Math.FloatBetween(0.025, 0.09));
clouds.fillCircle(x, y, radius);
clouds.fillCircle(x + radius * 0.6, y + 8, radius * 0.7);
clouds.fillCircle(x - radius * 0.5, y + 5, radius * 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);
}
createTextures() {
const ship = this.make.graphics({ x: 0, y: 0, add: false });
ship.fillStyle(0xd8a65f, 1);
ship.fillTriangle(32, 2, 8, 62, 56, 62);
ship.fillStyle(0x715438, 1);
ship.fillRect(17, 31, 30, 20);
ship.fillStyle(0xe8dfc7, 1);
ship.fillEllipse(32, 24, 42, 16);
ship.lineStyle(2, 0x201914, 0.8);
ship.strokeTriangle(32, 2, 8, 62, 56, 62);
ship.generateTexture('ship', 64, 68);
ship.destroy();
const shot = this.make.graphics({ x: 0, y: 0, add: false });
shot.fillStyle(0xffd36a, 1);
shot.fillCircle(5, 5, 5);
shot.generateTexture('shot', 10, 10);
shot.destroy();
}
update(_time, deltaMs) {
const dt = deltaMs / 1000;
if (this.cursors.up.isDown) this.speed += ACCELERATION * dt;
if (this.cursors.down.isDown) this.speed -= BRAKE * dt;
if (this.keys.stop.isDown) this.speed *= Math.pow(0.025, dt);
if (!this.cursors.up.isDown && !this.cursors.down.isDown && !this.keys.stop.isDown) {
this.speed *= Math.pow(0.985, deltaMs / 16.667);
}
this.speed = Phaser.Math.Clamp(this.speed, MAX_REVERSE_SPEED, MAX_FORWARD_SPEED);
const turnStrength = Phaser.Math.Clamp(Math.abs(this.speed) / 100, 0.28, 1);
const directionSign = this.speed < 0 ? -1 : 1;
if (this.cursors.left.isDown) this.ship.angle -= TURN_RATE * turnStrength * directionSign * dt;
if (this.cursors.right.isDown) this.ship.angle += TURN_RATE * turnStrength * directionSign * dt;
const heading = Phaser.Math.DegToRad(this.ship.angle - 90);
this.ship.setVelocity(Math.cos(heading) * this.speed, Math.sin(heading) * this.speed);
if (Phaser.Input.Keyboard.JustDown(this.keys.firePort)) this.fireBroadside(-1);
if (Phaser.Input.Keyboard.JustDown(this.keys.fireStarboard)) this.fireBroadside(1);
this.drawWeaponArcs();
this.cleanupProjectiles();
const normalisedHeading = Phaser.Math.Angle.NormalizeDegrees(this.ship.angle);
this.hud.setText([
`speed ${Math.abs(this.speed).toFixed(0).padStart(3, ' ')} ${this.speed < 0 ? 'REV' : 'FWD'}`,
`heading ${normalisedHeading.toFixed(0).padStart(3, ' ')}°`,
'',
'↑ / ↓ throttle / reverse',
'← / → steer',
'Q port broadside',
'E starboard broadside',
'SPACE brake',
]);
}
fireBroadside(side) {
const broadsideAngle = Phaser.Math.DegToRad(this.ship.angle - 90 + side * 90);
const muzzleOffset = 34;
const x = this.ship.x + Math.cos(broadsideAngle) * muzzleOffset;
const y = this.ship.y + Math.sin(broadsideAngle) * muzzleOffset;
const shot = this.projectiles.create(x, y, 'shot');
shot.setDepth(6);
shot.body.setAllowGravity(false);
shot.setData('bornAt', this.time.now);
shot.setVelocity(
Math.cos(broadsideAngle) * BROADSIDE_SPEED + this.ship.body.velocity.x * 0.3,
Math.sin(broadsideAngle) * BROADSIDE_SPEED + this.ship.body.velocity.y * 0.3,
);
this.tweens.add({
targets: shot,
alpha: 0.15,
duration: 700,
ease: 'Quad.easeIn',
});
}
cleanupProjectiles() {
for (const shot of this.projectiles.getChildren()) {
if (!shot.active) continue;
if (this.time.now - shot.getData('bornAt') > 800) shot.destroy();
}
}
drawWeaponArcs() {
const g = this.arcGraphics;
g.clear();
const radius = 190;
const base = Phaser.Math.DegToRad(this.ship.angle - 90);
g.lineStyle(2, 0xffc857, 0.28);
g.beginPath();
g.arc(this.ship.x, this.ship.y, radius, base + Phaser.Math.DegToRad(-135), base + Phaser.Math.DegToRad(-45));
g.strokePath();
g.beginPath();
g.arc(this.ship.x, this.ship.y, radius, base + Phaser.Math.DegToRad(45), base + Phaser.Math.DegToRad(135));
g.strokePath();
}
}
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,
});