167 lines
5.3 KiB
JavaScript
167 lines
5.3 KiB
JavaScript
const ALIEN_SPEED = 130; // pixels/sec
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const ALIEN_FIRE_RATE = 2500; // ms between shots
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export default class AlienShip {
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constructor(scene, x, y, group) {
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this.scene = scene;
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this.alive = true;
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this.sprite = scene.physics.add.sprite(x, y, 'alien');
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group.add(this.sprite);
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this.sprite.gameEntity = this;
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this.sprite.body.setAllowGravity(false);
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// Circular hitbox: texture is 64x48, use radius 20 centered at (32,24)
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this.sprite.body.setCircle(20, 12, 4);
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this.lastFired = 0;
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}
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update(time, player) {
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if (!this.alive) return;
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if (!player || !player.alive || !player.sprite.active) return;
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// Move toward player
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const dx = player.sprite.x - this.sprite.x;
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const dy = player.sprite.y - this.sprite.y;
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const dist = Math.sqrt(dx * dx + dy * dy);
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if (dist > 5) {
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this.sprite.setVelocity(
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(dx / dist) * ALIEN_SPEED,
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(dy / dist) * ALIEN_SPEED
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);
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}
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// Fire at player periodically
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if (time - this.lastFired > ALIEN_FIRE_RATE) {
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this.lastFired = time;
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const angle = Phaser.Math.RadToDeg(Math.atan2(dy, dx));
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this.scene.spawnAlienBullet(this.sprite.x, this.sprite.y, angle, this);
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}
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// Wrap around screen
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this.scene.physics.world.wrap(this.sprite, 40);
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}
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warpOut() {
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if (!this.alive) return;
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this.alive = false;
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this.sprite.body.setVelocity(0, 0);
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const scene = this.scene;
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const x = this.sprite.x;
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const y = this.sprite.y;
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// Spin and shrink the sprite into the singularity
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scene.tweens.add({
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targets: this.sprite,
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scaleX: 0,
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scaleY: 0,
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angle: this.sprite.angle + 720,
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duration: 500,
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ease: 'Cubic.In',
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onComplete: () => {
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if (this.sprite && this.sprite.active) this.sprite.destroy();
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}
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});
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// Black-hole ring effect
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const gfx = scene.add.graphics();
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const counter = { t: 0 };
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scene.tweens.add({
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targets: counter,
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t: 1,
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duration: 650,
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onUpdate: () => {
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const t = counter.t;
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gfx.clear();
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// Ring expands 0→38px over first 30%, then collapses 38→0px
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const r = t < 0.3
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? (t / 0.3) * 38
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: ((1 - t) / 0.7) * 38;
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if (r < 1) return;
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const a = Math.max(0, 1 - t * 0.7);
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// Dark singularity core
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gfx.fillStyle(0x000000, a);
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gfx.fillCircle(x, y, r * 0.55);
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// Outer cyan ring
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gfx.lineStyle(3, 0x00ffff, a);
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gfx.strokeCircle(x, y, r);
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// Inner white ring
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gfx.lineStyle(1, 0xffffff, a * 0.6);
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gfx.strokeCircle(x, y, r * 0.55);
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// Rotating distortion spokes
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const off = t * Math.PI * 6;
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for (let i = 0; i < 6; i++) {
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const ang = (i / 6) * Math.PI * 2 + off;
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gfx.lineStyle(1, 0x88ffff, a * 0.7);
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gfx.beginPath();
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gfx.moveTo(x + Math.cos(ang) * r * 0.55, y + Math.sin(ang) * r * 0.55);
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gfx.lineTo(x + Math.cos(ang) * r, y + Math.sin(ang) * r);
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gfx.strokePath();
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}
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},
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onComplete: () => gfx.destroy()
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});
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}
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explode() {
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if (!this.alive) return;
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this.alive = false;
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this.sprite.body.setVelocity(0, 0);
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const scene = this.scene;
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const x = this.sprite.x;
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const y = this.sprite.y;
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// Brief cyan flash before implosion
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this.sprite.setTint(0x00ffff);
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scene.time.delayedCall(60, () => {
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if (this.sprite && this.sprite.active) this.sprite.clearTint();
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});
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// Phase 1 (0–400ms): sprite collapses and spins 360°
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scene.tweens.add({
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targets: this.sprite,
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scaleX: 0,
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scaleY: 0,
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angle: this.sprite.angle + 360,
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duration: 400,
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ease: 'Cubic.In',
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onComplete: () => {
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if (this.sprite && this.sprite.active) this.sprite.destroy();
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}
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});
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// Phase 2 (200–700ms): cyan shockwave ring expands and fades
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scene.time.delayedCall(200, () => {
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const gfx = scene.add.graphics();
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gfx.setDepth(5);
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const counter = { t: 0 };
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scene.tweens.add({
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targets: counter,
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t: 1,
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duration: 500,
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onUpdate: () => {
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const t = counter.t;
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gfx.clear();
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const radius = t * 120;
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if (radius < 1) return;
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gfx.lineStyle(3, 0x00ffff, Math.max(0, 1 - t));
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gfx.strokeCircle(x, y, radius);
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},
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onComplete: () => gfx.destroy()
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});
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});
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}
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destroy() {
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if (!this.alive) return;
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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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