airship-phaser/src/game-v4.js

980 lines
33 KiB
JavaScript

import Phaser from 'phaser';
import './style.css';
import airshipSheetUrl from './assets/airships.svg?url';
import explosionSheetUrl from './assets/explosions.svg?url';
import { airshipLog, registerDebugSnapshot } from './diagnostics.js';
import {
DEFAULT_DEFAULT_PIRATE_SHOT_DAMAGE,
PLAYER_MAX_HULL,
normalizePlayerDamage,
reducePlayerProjectileHits,
resolveTaggedProjectile,
} from './game-logic.js';
import {
pirateDesiredHeading,
pirateRosterForWave,
pirateSpeedForRange,
separationVector,
} from './pirate-ai.js';
const WORLD_SIZE = 2400;
const PLAYER_MAX_SPEED = 180;
const PLAYER_REVERSE_SPEED = -55;
const PLAYER_ACCELERATION = 92;
const PLAYER_BRAKE = 118;
const PLAYER_TURN_RATE = 76;
const PLAYER_COAST_DRAG = 0.992;
const HELM_DEAD_ZONE = 0.1;
const HELM_STEER_CURVE = 1.18;
const PLAYER_BROADSIDE_RELOAD_MS = 850;
const SHOT_SPEED = 520;
const SHOT_LIFETIME = 900;
const PIRATE_FALLBACK_MAX_HULL = 120;
const MAX_PIRATES = 6;
const HUD_PUBLISH_INTERVAL_MS = 50;
const AUTO_RESET_MS = 2200;
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');
}
init() {
this.playerSpeed = 0;
this.playerHull = PLAYER_MAX_HULL;
this.gameState = 'playing';
this.lastPlayerShot = { port: -Infinity, starboard: -Infinity };
this.playerBroadsideReloadMs = PLAYER_BROADSIDE_RELOAD_MS;
this.helmVector = { x: 0, y: 0 };
this.pendingPlayerHits = [];
this.playerHitSequence = 0;
this.lastDiagnosticsAt = -Infinity;
this.lastHudPublishAt = -Infinity;
this.wave = 1;
this.defeated = 0;
airshipLog('scene:init', {
hull: this.playerHull,
wave: this.wave,
});
}
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.pirates = this.physics.add.group();
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.pirates, this.hitPirate, null, this);
this.physics.add.overlap(this.pirateShots, this.player, this.hitPlayer, null, this);
registerDebugSnapshot(() => ({
gameState: this.gameState,
playerHull: this.playerHull,
playerSpeed: this.playerSpeed,
pendingPlayerHits: this.pendingPlayerHits?.length || 0,
activePirates: this.pirates?.countActive?.(true) || 0,
playerShots: this.playerShots?.countActive?.(true) || 0,
pirateShots: this.pirateShots?.countActive?.(true) || 0,
wave: this.wave,
defeated: this.defeated,
now: this.time?.now ?? null,
player: this.player ? {
x: Math.round(this.player.x),
y: Math.round(this.player.y),
angle: Math.round(this.player.angle),
active: this.player.active,
visible: this.player.visible,
hasBody: Boolean(this.player.body),
} : null,
}));
airshipLog('scene:create', {
hull: this.playerHull,
wave: this.wave,
worldSize: WORLD_SIZE,
});
this.cursors = this.input.keyboard.createCursorKeys();
this.handleHelmVector = (event) => {
this.helmVector.x = clamp(Number(event.detail?.x) || 0, -1, 1);
this.helmVector.y = clamp(Number(event.detail?.y) || 0, -1, 1);
};
window.addEventListener('airship:helm-vector', this.handleHelmVector);
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.createHud();
this.scale.on('resize', this.layoutHud, this);
this.events.once(Phaser.Scenes.Events.SHUTDOWN, () => {
this.scale.off('resize', this.layoutHud, this);
registerDebugSnapshot(null);
window.removeEventListener('airship:helm-vector', this.handleHelmVector);
airshipLog('scene:shutdown', {
gameState: this.gameState,
hull: this.playerHull,
wave: this.wave,
defeated: this.defeated,
});
});
this.layoutHud({ width: this.scale.width, height: this.scale.height });
this.spawnWave();
}
createHud() {
this.mobileHudActive = !window.matchMedia('(hover: hover) and (pointer: fine)').matches;
const fixedText = (x, y, text, style = {}) => this.add.text(x, y, text, {
fontFamily: 'monospace',
color: '#e8f2f7',
...style,
}).setScrollFactor(0).setDepth(31);
this.hudGraphics = this.add.graphics().setScrollFactor(0).setDepth(30);
this.brandText = fixedText(14, 10, 'ARROWSTACK // SPARROW', {
fontSize: '10px',
color: '#8cd3ff',
});
this.speedText = fixedText(14, 29, '', {
fontSize: '16px',
color: '#ffffff',
});
this.headingText = fixedText(this.scale.width / 2, 10, '', {
fontSize: '17px',
color: '#d8ecff',
align: 'center',
}).setOrigin(0.5, 0);
this.waveText = fixedText(this.scale.width / 2, 32, '', {
fontSize: '11px',
color: '#8cd3ff',
align: 'center',
}).setOrigin(0.5, 0);
this.combatText = fixedText(this.scale.width - 76, 11, '', {
fontSize: '10px',
color: '#c8d6df',
align: 'right',
lineSpacing: 2,
}).setOrigin(1, 0);
this.playerHullLabel = fixedText(14, 55, '', {
fontSize: '10px',
color: '#a7f0c1',
});
this.enemyHullLabel = fixedText(this.scale.width - 14, 55, '', {
fontSize: '10px',
color: '#ffb8b8',
align: 'right',
}).setOrigin(1, 0);
this.status = fixedText(this.scale.width / 2, 102, '', {
fontSize: '15px',
color: '#ffffff',
backgroundColor: '#071018dd',
padding: { x: 14, y: 8 },
align: 'center',
}).setOrigin(0.5, 0);
this.controlsHint = fixedText(this.scale.width / 2, this.scale.height - 22, 'ARROWS move • Q/E broadside • SPACE brake • R restart', {
fontSize: '10px',
color: '#91a8b7',
backgroundColor: '#07101899',
padding: { x: 8, y: 4 },
}).setOrigin(0.5, 1);
if (this.mobileHudActive) {
for (const item of [
this.hudGraphics,
this.brandText,
this.speedText,
this.headingText,
this.waveText,
this.combatText,
this.playerHullLabel,
this.enemyHullLabel,
this.status,
this.controlsHint,
]) {
item?.setVisible(false);
}
}
}
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,
});
}
}
spawnWave() {
const roster = pirateRosterForWave(this.wave, MAX_PIRATES);
const count = roster.length;
airshipLog('wave:spawn', {
wave: this.wave,
count,
classes: roster.map(({ key }) => key),
});
this.status.setText(`WAVE ${this.wave}\n${count} PIRATE${count === 1 ? '' : 'S'}`);
for (let i = 0; i < count; i++) {
const angle = (Math.PI * 2 * i / count) + Phaser.Math.FloatBetween(-0.25, 0.25);
const radius = Phaser.Math.Between(500, 760);
const x = clamp(this.player.x + Math.cos(angle) * radius, 120, WORLD_SIZE - 120);
const y = clamp(this.player.y + Math.sin(angle) * radius, 120, WORLD_SIZE - 120);
this.spawnPirate(x, y, angle, roster[i]);
}
this.time.delayedCall(900, () => {
if (this.gameState === 'playing') this.status.setText('');
});
}
spawnPirate(x, y, angle, pirateClass) {
const pirate = this.pirates.create(x, y, 'airships', 4);
pirate.setDepth(6).setCollideWorldBounds(true).setDisplaySize(pirateClass.displaySize, pirateClass.displaySize);
pirate.body.setAllowGravity(false);
pirate.body.setSize(46, 58, true);
pirate.angle = normalizeDegrees(Phaser.Math.RadToDeg(angle) + 90);
pirate.setData('class', pirateClass.key);
pirate.setData('classLabel', pirateClass.label);
pirate.setData('hull', pirateClass.hull);
pirate.setData('maxHull', pirateClass.hull);
pirate.setData('speed', pirateClass.speed);
pirate.setData('turnRate', pirateClass.turnRate);
pirate.setData('reloadMs', pirateClass.reloadMs);
pirate.setData('projectileDamage', pirateClass.projectileDamage);
pirate.setData('preferredRange', pirateClass.preferredRange);
pirate.setData('retreatRange', pirateClass.retreatRange);
pirate.setData('broadsideRange', pirateClass.broadsideRange);
pirate.setData('broadsideError', pirateClass.broadsideError);
pirate.setData('lastShot', this.time.now + Phaser.Math.Between(-700, 300));
pirate.play('pirate-idle');
return pirate;
}
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);
const hadQueuedPlayerHit = this.pendingPlayerHits.length > 0;
if (this.gameState !== 'playing') {
if (Phaser.Input.Keyboard.JustDown(this.keys.restart)) this.scene.restart();
const hudState = this.buildHudState();
if (!this.mobileHudActive) this.drawHud(hudState);
this.publishHudState(hudState, true);
return;
}
this.processPlayerHits();
this.validateLivePlayerState();
if (this.gameState !== 'playing') {
const hudState = this.buildHudState();
if (!this.mobileHudActive) this.drawHud(hudState);
this.publishHudState(hudState, true);
return;
}
if (this.time.now - this.lastDiagnosticsAt >= 1000) {
this.lastDiagnosticsAt = this.time.now;
airshipLog('scene:heartbeat', {
gameState: this.gameState,
hull: this.playerHull,
pendingHits: this.pendingPlayerHits.length,
activePirates: this.pirates?.countActive?.(true) || 0,
playerShots: this.playerShots?.countActive?.(true) || 0,
pirateShots: this.pirateShots?.countActive?.(true) || 0,
wave: this.wave,
now: this.time.now,
}, 'debug');
}
this.updatePlayer(dt, deltaMs);
this.updatePirates(dt);
this.updateProjectiles();
this.drawWeaponArcs();
this.checkGameState();
const hudState = this.buildHudState();
if (!this.mobileHudActive) this.drawHud(hudState);
this.publishHudState(hudState, hadQueuedPlayerHit);
if (hadQueuedPlayerHit) {
airshipLog('combat:post-hit-frame-complete', {
gameState: this.gameState,
hull: this.playerHull,
playerActive: this.player?.active ?? null,
playerVisible: this.player?.visible ?? null,
bodyEnabled: this.player?.body?.enable ?? null,
velocityX: this.player?.body?.velocity?.x ?? null,
velocityY: this.player?.body?.velocity?.y ?? null,
now: this.time.now,
});
}
}
updatePlayer(dt, deltaMs) {
if (!this.player?.body) return;
const rawHelmX = Math.abs(this.helmVector.x) > HELM_DEAD_ZONE ? this.helmVector.x : 0;
const helmX = Math.sign(rawHelmX) * Math.pow(Math.abs(rawHelmX), HELM_STEER_CURVE);
const helmY = Math.abs(this.helmVector.y) > HELM_DEAD_ZONE ? this.helmVector.y : 0;
const throttleForward = this.cursors.up.isDown ? 1 : Math.max(0, -helmY);
const throttleReverse = this.cursors.down.isDown ? 1 : Math.max(0, helmY);
if (throttleForward > 0) this.playerSpeed += PLAYER_ACCELERATION * throttleForward * dt;
if (throttleReverse > 0) this.playerSpeed -= PLAYER_BRAKE * throttleReverse * dt;
if (this.keys.stop.isDown) this.playerSpeed *= Math.pow(0.025, dt);
if (throttleForward === 0 && throttleReverse === 0 && !this.keys.stop.isDown) {
this.playerSpeed *= Math.pow(PLAYER_COAST_DRAG, 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;
const keyboardTurn = (this.cursors.right.isDown ? 1 : 0) - (this.cursors.left.isDown ? 1 : 0);
const turnInput = keyboardTurn || helmX;
this.player.angle += PLAYER_TURN_RATE * turnStrength * directionSign * turnInput * 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);
}
updatePirates(dt) {
const pirates = this.pirates.getChildren();
for (const pirate of pirates) {
if (!pirate.active || !pirate.body) continue;
const dx = this.player.x - pirate.x;
const dy = this.player.y - pirate.y;
const distance = Math.hypot(dx, dy);
const bearing = bearingTo(pirate, this.player);
const preferredRange = pirate.getData('preferredRange') || 335;
const retreatRange = pirate.getData('retreatRange') || 210;
const turnRate = pirate.getData('turnRate') || 52;
const baseSpeed = pirate.getData('speed') || 118;
let desiredHeading = pirateDesiredHeading({
bearing,
currentHeading: pirate.angle,
distance,
preferredRange,
retreatRange,
});
const separation = separationVector(pirate, pirates);
if (separation.x || separation.y) {
const desiredRad = degToRad(desiredHeading - 90);
const steerX = Math.cos(desiredRad) + separation.x * 1.15;
const steerY = Math.sin(desiredRad) + separation.y * 1.15;
desiredHeading = normalizeDegrees(Math.atan2(steerY, steerX) * 180 / Math.PI + 90);
}
const delta = signedAngleDelta(desiredHeading, pirate.angle);
pirate.angle += clamp(delta, -turnRate * dt, turnRate * dt);
const speed = pirateSpeedForRange({
distance,
preferredRange,
retreatRange,
baseSpeed,
});
const h = headingRad(pirate);
pirate.setVelocity(Math.cos(h) * speed, Math.sin(h) * speed);
const relative = signedAngleDelta(bearing, pirate.angle);
const broadsideError = Math.abs(Math.abs(relative) - 90);
const lastShot = pirate.getData('lastShot') || 0;
const broadsideRange = pirate.getData('broadsideRange') || 420;
const broadsideTolerance = pirate.getData('broadsideError') || 38;
const reloadMs = pirate.getData('reloadMs') || 1650;
const projectileDamage = pirate.getData('projectileDamage') || DEFAULT_PIRATE_SHOT_DAMAGE;
if (distance < broadsideRange && broadsideError < broadsideTolerance && this.time.now - lastShot > reloadMs) {
const side = relative >= 0 ? 1 : -1;
this.fireBroadside(pirate, side, this.pirateShots, 'pirate-shot', projectileDamage, 0.9);
pirate.setData('lastShot', this.time.now);
}
}
}
playerBroadside(side) {
const broadside = side < 0 ? 'port' : 'starboard';
if (this.time.now - this.lastPlayerShot[broadside] < this.playerBroadsideReloadMs) return;
this.fireBroadside(this.player, side, this.playerShots, 'player-shot', 16, 1.0);
this.lastPlayerShot[broadside] = this.time.now;
}
fireBroadside(ship, side, group, texture, projectileDamage, velocityScale) {
if (!ship?.body) return;
const actor = group === this.pirateShots ? 'pirate' : 'player';
const base = headingRad(ship) + side * Math.PI / 2;
airshipLog('combat:broadside-fired', {
actor,
side: side < 0 ? 'port' : 'starboard',
damage: projectileDamage,
x: Math.round(ship.x),
y: Math.round(ship.y),
angle: Math.round(ship.angle),
}, 'debug');
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', projectileDamage);
shot.setData('projectileOwner', actor);
if (actor === 'pirate') shot.setData('playerHitQueued', false);
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(first, second) {
if (this.gameState !== 'playing') return;
const shot = resolveTaggedProjectile(first, second, 'player');
const pirate = shot === first ? second : first;
if (!shot?.active || !pirate?.active || pirate === this.player) return;
const damage = shot.getData('damage') || 10;
const { x, y } = shot;
shot.destroy();
this.spawnExplosion(x, y, 0.32);
const previousHull = pirate.getData('hull') || pirate.getData('maxHull') || PIRATE_FALLBACK_MAX_HULL;
const hull = Math.max(0, previousHull - damage);
pirate.setData('hull', hull);
airshipLog('combat:pirate-hit', {
damage,
hullBefore: previousHull,
hullAfter: hull,
});
if (hull <= 0) {
this.spawnExplosion(pirate.x, pirate.y, 1.25);
pirate.destroy();
this.defeated += 1;
if (this.pirates.countActive(true) === 0) {
this.wave += 1;
this.playerHull = Math.min(PLAYER_MAX_HULL, this.playerHull + 15);
this.status.setText('WAVE CLEARED\n+15 HULL');
this.time.delayedCall(1100, () => {
if (this.gameState === 'playing' && this.pirates.countActive(true) === 0) this.spawnWave();
});
}
return;
}
this.flashShip(pirate, 0xffcccc);
}
hitPlayer(first, second) {
if (this.gameState !== 'playing') return;
const shot = resolveTaggedProjectile(first, second, 'pirate');
if (!shot?.active || shot === this.player) {
airshipLog('combat:player-hit-rejected', {
firstOwner: first?.getData?.('projectileOwner') ?? null,
secondOwner: second?.getData?.('projectileOwner') ?? null,
firstIsPlayer: first === this.player,
secondIsPlayer: second === this.player,
}, 'warn');
return;
}
if (shot.getData('playerHitQueued')) return;
const damage = normalizePlayerDamage(shot.getData('damage'), DEFAULT_PIRATE_SHOT_DAMAGE);
// The overlap callback only records a verified pirate projectile.
// Hull mutation and projectile destruction happen on the next scene update,
// outside the Arcade Physics callback.
shot.setData('playerHitQueued', true);
this.pendingPlayerHits.push({
shot,
damage,
x: shot.x,
y: shot.y,
});
airshipLog('combat:player-hit-queued', {
damage,
pendingHits: this.pendingPlayerHits.length,
shotAgeMs: this.time.now - (shot.getData('bornAt') || this.time.now),
hull: this.playerHull,
});
}
processPlayerHits() {
if (!this.pendingPlayerHits.length || this.gameState !== 'playing') return;
const hits = this.pendingPlayerHits;
this.pendingPlayerHits = [];
const beforeHull = this.playerHull;
const playerStateBefore = {
active: this.player?.active ?? null,
visible: this.player?.visible ?? null,
bodyEnabled: this.player?.body?.enable ?? null,
velocityX: this.player?.body?.velocity?.x ?? null,
velocityY: this.player?.body?.velocity?.y ?? null,
gameState: this.gameState,
};
const result = reducePlayerProjectileHits({
hull: this.playerHull,
hits,
maxHull: PLAYER_MAX_HULL,
fallbackDamage: DEFAULT_PIRATE_SHOT_DAMAGE,
});
this.playerHull = result.hull;
const { totalDamage, appliedHits, gameOver } = result;
for (const impact of hits) {
const shot = impact.shot;
if (
shot !== this.player
&& shot?.active
&& shot?.getData?.('projectileOwner') === 'pirate'
) {
shot.destroy();
}
}
if (appliedHits > 0) {
try {
for (const impact of hits) {
this.spawnExplosion(impact.x, impact.y, 0.32);
}
this.playerHitSequence += 1;
this.playPlayerHitReaction(totalDamage);
airshipLog('combat:player-hit-fx', {
impacts: hits.length,
scale: 0.32,
}, 'debug');
} catch (error) {
airshipLog('combat:player-hit-fx-error', {
message: error?.message || String(error),
}, 'error');
}
}
airshipLog('combat:player-hit-processed', {
queuedHits: hits.length,
appliedHits,
ignoredHits: 0,
damage: totalDamage,
hullBefore: beforeHull,
hullAfter: this.playerHull,
gameOver,
now: this.time.now,
playerStateBefore,
playerStateAfter: {
active: this.player?.active ?? null,
visible: this.player?.visible ?? null,
bodyEnabled: this.player?.body?.enable ?? null,
velocityX: this.player?.body?.velocity?.x ?? null,
velocityY: this.player?.body?.velocity?.y ?? null,
gameState: this.gameState,
},
}, gameOver ? 'warn' : 'info');
if (gameOver) this.finishGame();
}
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();
});
}
playPlayerHitReaction(damage = DEFAULT_PIRATE_SHOT_DAMAGE) {
if (!this.player?.active) return;
this.player.setTint(0xffd7d7);
this.time.delayedCall(110, () => {
if (this.player?.active && this.gameState === 'playing') this.player.clearTint();
});
this.cameras.main.shake(120, clamp(0.0035 + damage * 0.00055, 0.004, 0.012));
}
validateLivePlayerState() {
if (this.gameState !== 'playing' || this.playerHull <= 0 || !this.player) return;
const issues = [];
if (!this.player.active) issues.push('inactive');
if (!this.player.visible) issues.push('hidden');
if (this.player.alpha !== 1) issues.push('alpha');
if (!this.player.body) issues.push('body-missing');
else if (!this.player.body.enable) issues.push('body-disabled');
if (issues.length > 0) {
airshipLog('player:live-state-invalid', {
issues,
hull: this.playerHull,
active: this.player.active,
visible: this.player.visible,
alpha: this.player.alpha,
bodyEnabled: this.player.body?.enable ?? null,
}, 'warn');
}
}
buildHudState() {
const player = this.player;
if (!player) return null;
const activePirates = (this.pirates?.getChildren?.() || []).filter((pirate) => pirate?.active);
const { pirate: nearest, range } = this.nearestPirate();
const now = this.time?.now ?? 0;
const reloadReady = (side) => clamp(
(now - (this.lastPlayerShot?.[side] ?? -Infinity)) / Math.max(1, this.playerBroadsideReloadMs),
0,
1,
);
return {
gameState: this.gameState,
speed: this.playerSpeed,
heading: normalizeDegrees(player.angle),
wave: this.wave,
hostiles: activePirates.length,
kills: this.defeated,
player: {
hull: this.playerHull,
maxHull: PLAYER_MAX_HULL,
hitSequence: this.playerHitSequence,
},
target: nearest ? {
hull: nearest.getData('hull') || 0,
maxHull: nearest.getData('maxHull') || PIRATE_FALLBACK_MAX_HULL,
name: nearest.getData('classLabel') || 'PIRATE',
range,
} : null,
reload: {
port: reloadReady('port'),
starboard: reloadReady('starboard'),
},
radar: activePirates.slice(0, 10).map((pirate) => ({
dx: (pirate.x - player.x) / 900,
dy: (pirate.y - player.y) / 900,
})),
status: this.status?.text || '',
};
}
publishHudState(state = this.buildHudState(), force = false) {
if (!this.mobileHudActive || !state) return;
const now = this.time?.now ?? 0;
if (!force && now - this.lastHudPublishAt < HUD_PUBLISH_INTERVAL_MS) return;
this.lastHudPublishAt = now;
window.dispatchEvent(new CustomEvent('airship:hud-state', { detail: state }));
}
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();
}
}
nearestPirate() {
let nearest = null;
let nearestRange = Infinity;
for (const pirate of this.pirates.getChildren()) {
if (!pirate.active) continue;
const range = Math.hypot(this.player.x - pirate.x, this.player.y - pirate.y);
if (range < nearestRange) {
nearest = pirate;
nearestRange = range;
}
}
return { pirate: nearest, range: nearestRange };
}
drawHud(state = this.buildHudState()) {
if (!state) return;
const width = this.scale.width;
const compact = width < 700;
const target = state.target;
const playerHull = state.player?.hull ?? PLAYER_MAX_HULL;
const playerMaxHull = state.player?.maxHull ?? PLAYER_MAX_HULL;
const nearestHull = target?.hull ?? 0;
const nearestMaxHull = target?.maxHull ?? PIRATE_FALLBACK_MAX_HULL;
const nearestClass = target?.name || 'PIRATE';
const rangeText = target && Number.isFinite(target.range) ? `${target.range.toFixed(0)}m` : '--';
this.speedText.setText(`${Math.abs(state.speed || 0).toFixed(0)} ${state.speed < 0 ? 'REV' : 'FWD'}`);
this.headingText.setText(`${(state.heading || 0).toFixed(0).padStart(3, '0')}°`);
this.waveText.setText(`WAVE ${state.wave} • ${state.hostiles} HOSTILE${state.hostiles === 1 ? '' : 'S'}`);
this.combatText.setText(compact
? `K ${state.kills}\n${rangeText}`
: `DEFEATED ${state.kills}\nRANGE ${rangeText}`);
this.playerHullLabel.setText(`SPARROW ${playerHull}/${playerMaxHull}`);
this.enemyHullLabel.setText(target
? `${nearestClass} ${nearestHull}/${nearestMaxHull}`
: `WAVE ${state.wave} CLEAR`);
const side = 14;
const gap = 14;
const barY = compact ? 75 : 72;
const barHeight = compact ? 8 : 10;
const barWidth = (width - side * 2 - gap) / 2;
const enemyX = side + barWidth + gap;
this.hudGraphics.clear();
this.hudGraphics.fillStyle(0x071018, 0.78);
this.hudGraphics.fillRect(0, 0, width, compact ? 96 : 98);
this.hudGraphics.lineStyle(1, 0x8cd3ff, 0.15);
this.hudGraphics.lineBetween(0, compact ? 96 : 98, width, compact ? 96 : 98);
this.hudGraphics.fillStyle(0x17232d, 0.95);
this.hudGraphics.fillRoundedRect(side, barY, barWidth, barHeight, 4);
this.hudGraphics.fillRoundedRect(enemyX, barY, barWidth, barHeight, 4);
this.hudGraphics.fillStyle(0x61c98b, 1);
this.hudGraphics.fillRoundedRect(side, barY, barWidth * (playerHull / playerMaxHull), barHeight, 4);
if (target) {
this.hudGraphics.fillStyle(0xd65757, 1);
this.hudGraphics.fillRoundedRect(enemyX, barY, barWidth * (nearestHull / nearestMaxHull), barHeight, 4);
}
}
checkGameState() {
if (this.playerHull <= 0) this.finishGame();
}
finishGame() {
if (this.gameState !== 'playing') return;
airshipLog('game:finish', {
hull: this.playerHull,
wave: this.wave,
defeated: this.defeated,
pendingHits: this.pendingPlayerHits?.length || 0,
}, 'warn');
this.gameState = 'lost';
this.player.setVelocity(0, 0);
this.playerShots.clear(true, true);
this.pirateShots.clear(true, true);
for (const pirate of this.pirates.getChildren()) {
if (pirate?.body) pirate.setVelocity(0, 0);
}
this.spawnExplosion(this.player.x, this.player.y, 1.35);
this.player.setVisible(false);
this.status.setText('SHIP DESTROYED\nRestarting in 2s...');
this.time.delayedCall(AUTO_RESET_MS, () => {
this.scene.restart();
});
}
layoutHud(gameSize) {
const width = gameSize.width;
const height = gameSize.height;
const compact = width < 700;
if (this.headingText) this.headingText.setPosition(width / 2, 9);
if (this.waveText) this.waveText.setPosition(width / 2, 32);
if (this.combatText) this.combatText.setPosition(width - (compact ? 76 : 14), 11);
if (this.enemyHullLabel) this.enemyHullLabel.setPosition(width - 14, compact ? 57 : 54);
if (this.playerHullLabel) this.playerHullLabel.setPosition(14, compact ? 57 : 54);
if (this.status) this.status.setPosition(width / 2, compact ? 104 : 108);
if (this.controlsHint) {
this.controlsHint.setPosition(width / 2, height - 12);
this.controlsHint.setVisible(!compact);
}
}
}
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,
});