Add alien‑ship warp‑out effect and bullet ownership handling

- Added `warpOut()` to `AlienShip` with spin‑shrink animation and black‑hole ring visual.
- Modified `spawnAlienBullet` to pass the firing ship to `Bullet`.
- Extended `Bullet` constructor with `ownerEntity` to store the originating `AlienShip`.
- Updated collision callbacks in `GameScene` to trigger `warpOut()` on the owning ship when its bullet hits the player or when the player collides with an alien, and to remove the ship from the alien list.
- Fixed overlap order for alien bullets vs. player.

These changes give alien ships a dramatic disappearance animation and ensure proper cleanup after collisions.
This commit is contained in:
Brian Fertig 2026-02-20 22:16:39 -07:00
parent 9ac607d2e7
commit 33d340ef10
3 changed files with 78 additions and 6 deletions

View File

@ -37,13 +37,75 @@ export default class AlienShip {
if (time - this.lastFired > ALIEN_FIRE_RATE) { if (time - this.lastFired > ALIEN_FIRE_RATE) {
this.lastFired = time; this.lastFired = time;
const angle = Phaser.Math.RadToDeg(Math.atan2(dy, dx)); const angle = Phaser.Math.RadToDeg(Math.atan2(dy, dx));
this.scene.spawnAlienBullet(this.sprite.x, this.sprite.y, angle); this.scene.spawnAlienBullet(this.sprite.x, this.sprite.y, angle, this);
} }
// Wrap around screen // Wrap around screen
this.scene.physics.world.wrap(this.sprite, 40); this.scene.physics.world.wrap(this.sprite, 40);
} }
warpOut() {
if (!this.alive) return;
this.alive = false;
this.sprite.body.setVelocity(0, 0);
const scene = this.scene;
const x = this.sprite.x;
const y = this.sprite.y;
// Spin and shrink the sprite into the singularity
scene.tweens.add({
targets: this.sprite,
scaleX: 0,
scaleY: 0,
angle: this.sprite.angle + 720,
duration: 500,
ease: 'Cubic.In',
onComplete: () => {
if (this.sprite && this.sprite.active) this.sprite.destroy();
}
});
// Black-hole ring effect
const gfx = scene.add.graphics();
const counter = { t: 0 };
scene.tweens.add({
targets: counter,
t: 1,
duration: 650,
onUpdate: () => {
const t = counter.t;
gfx.clear();
// Ring expands 0→38px over first 30%, then collapses 38→0px
const r = t < 0.3
? (t / 0.3) * 38
: ((1 - t) / 0.7) * 38;
if (r < 1) return;
const a = Math.max(0, 1 - t * 0.7);
// Dark singularity core
gfx.fillStyle(0x000000, a);
gfx.fillCircle(x, y, r * 0.55);
// Outer cyan ring
gfx.lineStyle(3, 0x00ffff, a);
gfx.strokeCircle(x, y, r);
// Inner white ring
gfx.lineStyle(1, 0xffffff, a * 0.6);
gfx.strokeCircle(x, y, r * 0.55);
// Rotating distortion spokes
const off = t * Math.PI * 6;
for (let i = 0; i < 6; i++) {
const ang = (i / 6) * Math.PI * 2 + off;
gfx.lineStyle(1, 0x88ffff, a * 0.7);
gfx.beginPath();
gfx.moveTo(x + Math.cos(ang) * r * 0.55, y + Math.sin(ang) * r * 0.55);
gfx.lineTo(x + Math.cos(ang) * r, y + Math.sin(ang) * r);
gfx.strokePath();
}
},
onComplete: () => gfx.destroy()
});
}
destroy() { destroy() {
if (!this.alive) return; if (!this.alive) return;
this.alive = false; this.alive = false;

View File

@ -3,9 +3,10 @@ const ALIEN_BULLET_SPEED = 350; // pixels/sec noticeably slower than player
const BULLET_LIFETIME = 1800; // ms const BULLET_LIFETIME = 1800; // ms
export default class Bullet { export default class Bullet {
constructor(scene, x, y, angle, owner, group) { constructor(scene, x, y, angle, owner, group, ownerEntity = null) {
this.scene = scene; this.scene = scene;
this.owner = owner; // 'player' or 'alien' this.owner = owner; // 'player' or 'alien'
this.ownerEntity = ownerEntity; // AlienShip instance that fired this bullet, or null
this.alive = true; this.alive = true;
const textureKey = owner === 'player' ? 'bullet' : 'alien_bullet'; const textureKey = owner === 'player' ? 'bullet' : 'alien_bullet';

View File

@ -140,7 +140,7 @@ export default class GameScene extends Phaser.Scene {
this.onPlayerBulletHitAlien, null, this this.onPlayerBulletHitAlien, null, this
); );
this.physics.add.overlap( this.physics.add.overlap(
this.alienBulletsGroup, this.player.sprite, this.player.sprite, this.alienBulletsGroup,
this.onAlienBulletHitPlayer, null, this this.onAlienBulletHitPlayer, null, this
); );
this.physics.add.overlap( this.physics.add.overlap(
@ -239,9 +239,9 @@ export default class GameScene extends Phaser.Scene {
); );
} }
spawnAlienBullet(x, y, angle) { spawnAlienBullet(x, y, angle, ownerShip = null) {
this.alienBullets.push( this.alienBullets.push(
new Bullet(this, x, y, angle, 'alien', this.alienBulletsGroup) new Bullet(this, x, y, angle, 'alien', this.alienBulletsGroup, ownerShip)
); );
} }
@ -276,14 +276,20 @@ export default class GameScene extends Phaser.Scene {
this.playerBullets = this.playerBullets.filter(b => b !== bullet); this.playerBullets = this.playerBullets.filter(b => b !== bullet);
} }
onAlienBulletHitPlayer(alienBulletSprite, playerSprite) { onAlienBulletHitPlayer(playerSprite, alienBulletSprite) {
if (!alienBulletSprite.active) return; if (!alienBulletSprite.active) return;
const bullet = alienBulletSprite.gameEntity; const bullet = alienBulletSprite.gameEntity;
if (!bullet || !bullet.alive) return; if (!bullet || !bullet.alive) return;
const ownerShip = bullet.ownerEntity;
bullet.destroy(); bullet.destroy();
this.alienBullets = this.alienBullets.filter(b => b !== bullet); this.alienBullets = this.alienBullets.filter(b => b !== bullet);
this.handlePlayerHit(); this.handlePlayerHit();
if (ownerShip && ownerShip.alive) {
ownerShip.warpOut();
this.aliens = this.aliens.filter(a => a !== ownerShip);
}
} }
onPlayerHitAsteroid(playerSprite, asteroidSprite) { onPlayerHitAsteroid(playerSprite, asteroidSprite) {
@ -297,7 +303,10 @@ export default class GameScene extends Phaser.Scene {
if (!alienSprite.active) return; if (!alienSprite.active) return;
const alien = alienSprite.gameEntity; const alien = alienSprite.gameEntity;
if (!alien || !alien.alive) return; if (!alien || !alien.alive) return;
this.handlePlayerHit(); this.handlePlayerHit();
alien.warpOut();
this.aliens = this.aliens.filter(a => a !== alien);
} }
handlePlayerHit() { handlePlayerHit() {