export class VialDisplay { constructor(scene, x, y, label, fillColor, borderColor) { this.scene = scene; this.baseX = x; this.baseY = y; this.label = label; this.fillColor = fillColor; this.borderColor = borderColor; this.VIAL_W = 62; this.VIAL_H = 370; this.MAX = 2000; this.currentAmount = 0; this._shakeTween = null; this._shakeApplied = 0; // last threshold at which shake was started this._won = false; this._build(); } _build() { const { scene, baseX, baseY, VIAL_W, VIAL_H, fillColor, borderColor } = this; const R = VIAL_W / 2; // radius for rounded top cap this.container = scene.add.container(baseX, baseY); // Dark glass interior const glassBg = scene.add.graphics(); glassBg.fillStyle(0x060214, 0.95); glassBg.fillRoundedRect(-VIAL_W / 2, 0, VIAL_W, VIAL_H, { tl: R, tr: R, bl: 6, br: 6 }); this.container.add(glassBg); // Fill graphic — redrawn dynamically this.fillGfx = scene.add.graphics(); this.container.add(this.fillGfx); // Glass border rendered on top of fill so it stays crisp const border = scene.add.graphics(); border.lineStyle(3, borderColor, 0.9); border.strokeRoundedRect(-VIAL_W / 2, 0, VIAL_W, VIAL_H, { tl: R, tr: R, bl: 6, br: 6 }); // Outer glow ring border.lineStyle(10, borderColor, 0.18); border.strokeRoundedRect(-VIAL_W / 2 - 5, -5, VIAL_W + 10, VIAL_H + 10, { tl: R + 5, tr: R + 5, bl: 10, br: 10 }); // Left-side glass highlight border.lineStyle(2, 0xffffff, 0.22); border.beginPath(); border.moveTo(-VIAL_W / 2 + 6, R + 6); border.lineTo(-VIAL_W / 2 + 6, VIAL_H - 12); border.strokePath(); this.container.add(border); // Tick marks at $500, $1000, $1500, $2000 const ticks = scene.add.graphics(); [500, 1000, 1500, 2000].forEach(amt => { const ty = VIAL_H - (amt / this.MAX) * VIAL_H; ticks.lineStyle(amt === 2000 ? 2 : 1, borderColor, amt === 2000 ? 0.6 : 0.25); ticks.beginPath(); ticks.moveTo(-VIAL_W / 2 + 4, ty); ticks.lineTo( VIAL_W / 2 - 4, ty); ticks.strokePath(); const lbl = scene.add.text(VIAL_W / 2 + 7, ty, `$${amt}`, { fontSize: amt === 2000 ? '12px' : '10px', fontFamily: 'Georgia, serif', color: amt === 2000 ? '#ffd700' : '#4a5a6a', }).setOrigin(0, 0.5); this.container.add(lbl); }); this.container.add(ticks); // Floating amount text shown just above the fill surface this.amtText = scene.add.text(0, VIAL_H - 6, '$0', { fontSize: '11px', fontFamily: 'Georgia, serif', fontStyle: 'bold', color: '#ffffff', stroke: '#000000', strokeThickness: 2, }).setOrigin(0.5, 1).setAlpha(0); this.container.add(this.amtText); // Vial label below this.container.add( scene.add.text(0, VIAL_H + 14, this.label, { fontSize: '15px', fontFamily: 'Georgia, serif', color: '#c8a87e', stroke: '#000000', strokeThickness: 2, }).setOrigin(0.5, 0) ); // Goal text this.container.add( scene.add.text(0, VIAL_H + 36, 'GOAL: $2,000', { fontSize: '10px', fontFamily: 'Georgia, serif', color: '#3a4a5a', }).setOrigin(0.5, 0) ); } _drawFill(amount) { const { VIAL_W, VIAL_H, MAX, fillColor } = this; const capped = Math.min(amount, MAX); const fillH = (capped / MAX) * VIAL_H; this.fillGfx.clear(); if (fillH < 2) { this.amtText.setAlpha(0); return; } const fillY = VIAL_H - fillH; const R = VIAL_W / 2; // Main fill body this.fillGfx.fillStyle(fillColor, 0.88); if (fillY < R) { // Near the rounded top — match the cap shape this.fillGfx.fillRoundedRect(-VIAL_W / 2 + 3, fillY, VIAL_W - 6, fillH, { tl: R - 3, tr: R - 3, bl: 4, br: 4 }); } else { this.fillGfx.fillRoundedRect(-VIAL_W / 2 + 3, fillY, VIAL_W - 6, fillH, 4); } // Bright liquid surface shimmer this.fillGfx.fillStyle(0xffffff, 0.38); this.fillGfx.fillRoundedRect(-VIAL_W / 2 + 5, fillY, VIAL_W - 10, 5, 3); // Reposition floating amount label just above the surface this.amtText.setY(Math.max(fillY - 4, 4)); this.amtText.setAlpha(1); this.amtText.setText(`$${Math.round(capped)}`); } /** * Animate mini coins flying from world position (fromX, fromY) into the vial, * then animate the fill rising to targetAmount. */ animateUpdate(targetAmount, fromX, fromY, onComplete) { const scene = this.scene; const toAmount = Math.min(targetAmount, this.MAX); if (toAmount <= this.currentAmount || this._won) { if (onComplete) onComplete(); return; } const aimX = this.baseX; const aimY = this.baseY + this.VIAL_H * 0.78; const numCoins = Phaser.Math.Between(5, 8); let landed = 0; for (let i = 0; i < numCoins; i++) { const coin = scene.add.graphics(); coin.fillStyle(this.fillColor, 1); coin.fillCircle(0, 0, 7); coin.lineStyle(1.5, 0xffffff, 0.5); coin.strokeCircle(0, 0, 7); coin.setPosition(fromX + Phaser.Math.Between(-14, 14), fromY); coin.setScale(0.1).setAlpha(0); scene.tweens.add({ targets: coin, alpha: 1, scale: 1, duration: 140, delay: i * 80, ease: 'Back.easeOut', onComplete: () => { scene.tweens.add({ targets: coin, x: aimX + Phaser.Math.Between(-6, 6), y: aimY, scale: 0.3, alpha: 0.7, duration: 480 + i * 50, ease: 'Cubic.easeIn', onComplete: () => { coin.destroy(); if (++landed === numCoins) this._animateFill(toAmount, onComplete); }, }); }, }); } } _animateFill(toAmount, onComplete) { const scene = this.scene; const proxy = { value: this.currentAmount }; scene.tweens.add({ targets: proxy, value: toAmount, duration: 1100, ease: 'Cubic.easeOut', onUpdate: () => { this.currentAmount = proxy.value; this._drawFill(proxy.value); // Start shaking the first time the fill crosses $1500 if (proxy.value >= 1500 && this._shakeApplied < 1500) { this._shakeApplied = 1500; this._applyShake(1500); } }, onComplete: () => { this.currentAmount = toAmount; this._drawFill(toAmount); // Update shake to final intensity if (toAmount >= 1500) this._applyShake(toAmount); if (toAmount >= this.MAX && !this._won) { this._won = true; this._celebrateWin(); } if (onComplete) onComplete(); }, }); } _applyShake(amount) { if (amount < 1500) return; if (this._shakeTween) { this._shakeTween.stop(); this._shakeTween = null; this.container.setX(this.baseX); } const pct = Math.min((amount - 1500) / 500, 1); const intensity = 3 + pct * 15; // 3px at $1500 → 18px at $2000 const speed = Math.max(22, 100 - pct * 82); // 100ms → 18ms (faster = more frantic) this._shakeTween = this.scene.tweens.add({ targets: this.container, x: { from: this.baseX - intensity, to: this.baseX + intensity }, duration: speed, yoyo: true, repeat: -1, ease: 'Sine.easeInOut', }); } _celebrateWin() { const scene = this.scene; // Stop shaking and snap back to position if (this._shakeTween) { this._shakeTween.stop(); this._shakeTween = null; } this.container.setX(this.baseX); // Rapid flash on the fill scene.tweens.add({ targets: this.fillGfx, alpha: { from: 1, to: 0.1 }, duration: 90, yoyo: true, repeat: 7, }); // Expanding burst ring from vial center const burst = scene.add.graphics(); burst.lineStyle(6, this.borderColor, 1); burst.strokeCircle(0, 0, 20); burst.setPosition(this.baseX, this.baseY + this.VIAL_H / 2); scene.tweens.add({ targets: burst, scaleX: 6, scaleY: 6, alpha: 0, duration: 700, ease: 'Cubic.easeOut', onComplete: () => burst.destroy(), }); // Winner badge punches in above the vial const badge = scene.add.text(this.baseX, this.baseY - 22, '✦ FULL ✦', { fontSize: '16px', fontFamily: 'Georgia, serif', fontStyle: 'bold', color: '#ffd700', stroke: '#000000', strokeThickness: 3, shadow: { offsetX: 0, offsetY: 0, color: '#ffd700', blur: 14, fill: true }, }).setOrigin(0.5, 0.5).setAlpha(0).setScale(0.3); scene.tweens.add({ targets: badge, alpha: 1, scale: 1, y: this.baseY - 40, duration: 500, ease: 'Back.easeOut', }); scene.game.events.emit('vial-winner', { winner: this.label }); } }