135 lines
4.4 KiB
JavaScript
135 lines
4.4 KiB
JavaScript
// 360 degrees per 2 seconds = 180 deg/sec
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const ROTATION_SPEED = 180;
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// Acceleration in pixels/sec² when thrusting
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const THRUST_ACCEL = 200;
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// Drag in pixels/sec² when coasting (slow deceleration)
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const DRAG = 35;
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const MAX_SPEED = 420;
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const FIRE_RATE = 280; // ms between shots
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// Nose is 24px ahead of sprite center in texture-local space
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const NOSE_OFFSET = 24;
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const INVINCIBLE_DURATION = 3000; // ms
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export default class Player {
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constructor(scene, x, y) {
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this.scene = scene;
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this.alive = true;
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// Texture is 64x32; ship nose points right (angle=0)
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this.sprite = scene.physics.add.sprite(x, y, 'player');
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this.sprite.body.setAllowGravity(false);
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this.sprite.body.setDrag(DRAG, DRAG);
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// Hitbox: circle radius 13 centered at texture center (32,16)
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this.sprite.body.setCircle(13, 19, 3);
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// Start pointing up (-90°)
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this.angle = -90;
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this.sprite.angle = this.angle;
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this.spaceKey = scene.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.SPACE);
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this.aKey = scene.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.A);
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this.lastFired = 0;
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this.invincible = false;
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this.invincibleUntil = 0;
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}
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update(time, delta) {
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if (!this.alive) return;
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const dt = delta / 1000;
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// Invincibility flicker
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if (this.invincible) {
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if (time > this.invincibleUntil) {
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this.invincible = false;
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this.sprite.setAlpha(1);
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} else {
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this.sprite.setAlpha(Math.sin(time / 80) > 0 ? 1 : 0.15);
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}
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}
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// Rotate toward mouse cursor
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const pointer = this.scene.input.activePointer;
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const world = this.scene.cameras.main.getWorldPoint(pointer.x, pointer.y);
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const targetAngle = Phaser.Math.RadToDeg(
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Math.atan2(world.y - this.sprite.y, world.x - this.sprite.x)
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);
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const maxRot = ROTATION_SPEED * dt;
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const diff = Phaser.Math.Angle.ShortestBetween(this.angle, targetAngle);
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this.angle += Phaser.Math.Clamp(diff, -maxRot, maxRot);
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this.sprite.angle = this.angle;
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// Thrust on left mouse button
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const thrusting = pointer.leftButtonDown();
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if (thrusting) {
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const rad = Phaser.Math.DegToRad(this.angle);
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this.sprite.body.velocity.x += Math.cos(rad) * THRUST_ACCEL * dt;
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this.sprite.body.velocity.y += Math.sin(rad) * THRUST_ACCEL * dt;
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this.sprite.setTexture('player_thrust');
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} else {
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this.sprite.setTexture('player');
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}
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// Cap total speed
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const speed = this.sprite.body.speed;
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if (speed > MAX_SPEED) {
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this.sprite.body.velocity.scale(MAX_SPEED / speed);
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}
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// Wrap around screen
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this.scene.physics.world.wrap(this.sprite, 30);
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// Fire: hold key fires at fixed rate
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if (this.spaceKey.isDown || this.aKey.isDown) {
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if (time - this.lastFired > FIRE_RATE) {
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this.lastFired = time;
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const rad = Phaser.Math.DegToRad(this.angle);
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this.scene.spawnPlayerBullet(
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this.sprite.x + Math.cos(rad) * NOSE_OFFSET,
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this.sprite.y + Math.sin(rad) * NOSE_OFFSET,
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this.angle
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);
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}
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}
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}
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// Returns true if the hit should count (not invincible)
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hit() {
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return !this.invincible;
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}
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// Hide the ship and go invincible immediately – call before delaying respawn
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die() {
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this.alive = false;
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this.sprite.setActive(false).setVisible(false);
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this.sprite.body.setVelocity(0, 0);
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// Go invincible right away so no further collision callbacks count
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this.invincible = true;
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this.invincibleUntil = this.scene.time.now + 99999;
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}
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makeInvincible() {
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this.invincible = true;
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this.invincibleUntil = this.scene.time.now + INVINCIBLE_DURATION;
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this.sprite.setAlpha(1);
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}
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respawn(x, y) {
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this.alive = true;
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this.sprite.setPosition(x, y);
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this.sprite.body.setVelocity(0, 0);
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this.sprite.setActive(true).setVisible(true);
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this.angle = -90;
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this.sprite.angle = this.angle;
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this.makeInvincible();
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}
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destroy() {
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this.alive = false;
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if (this.sprite && this.sprite.active) {
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this.sprite.destroy();
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}
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}
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}
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