190 lines
6.4 KiB
JavaScript
190 lines
6.4 KiB
JavaScript
import { GameState } from '../state/GameState.js';
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import { SlotMachine } from '../objects/SlotMachine.js';
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import { WinAnimation } from '../objects/WinAnimation.js';
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import { LossAnimation } from '../objects/LossAnimation.js';
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import { VialDisplay } from '../objects/VialDisplay.js';
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export default class GameScene extends Phaser.Scene {
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constructor() {
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super({ key: 'GameScene' });
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}
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create() {
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// Background gradient-ish
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const bg = this.add.graphics();
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bg.fillGradientStyle(0x1a0a2e, 0x1a0a2e, 0x2a0a4e, 0x2a0a4e, 1);
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bg.fillRect(0, 0, 1600, 900);
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// Decorative stars — floating, twinkling, pulsing
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const starColors = [0xffffff, 0xffffff, 0xffffff, 0xffe8a0, 0xd0c8ff];
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for (let i = 0; i < 70; i++) {
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const x = Phaser.Math.Between(0, 1600);
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const y = Phaser.Math.Between(120, 760);
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const r = Phaser.Math.Between(1, 3);
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const baseAlpha = Phaser.Math.FloatBetween(0.2, 0.75);
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const color = starColors[Math.floor(Math.random() * starColors.length)];
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const starGfx = this.add.graphics();
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starGfx.fillStyle(color, 1);
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starGfx.fillCircle(0, 0, r);
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starGfx.setPosition(x, y);
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starGfx.setAlpha(baseAlpha);
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// Gentle drift — each star wanders a small random distance
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this.tweens.add({
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targets: starGfx,
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x: x + Phaser.Math.Between(-18, 18),
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y: y + Phaser.Math.Between(-12, 12),
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duration: Phaser.Math.Between(3500, 8000),
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yoyo: true,
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repeat: -1,
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ease: 'Sine.easeInOut',
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delay: Phaser.Math.Between(0, 5000),
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});
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// Twinkle — alpha fades in and out independently
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this.tweens.add({
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targets: starGfx,
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alpha: { from: baseAlpha * 0.15, to: baseAlpha },
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duration: Phaser.Math.Between(600, 2800),
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yoyo: true,
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repeat: -1,
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ease: 'Sine.easeInOut',
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delay: Phaser.Math.Between(0, 3000),
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});
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// Scale pulse — grows and shrinks on its own rhythm
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this.tweens.add({
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targets: starGfx,
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scale: Phaser.Math.FloatBetween(1.4, 3.2),
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duration: Phaser.Math.Between(1200, 4500),
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yoyo: true,
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repeat: -1,
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ease: 'Sine.easeInOut',
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delay: Phaser.Math.Between(0, 4000),
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});
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}
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// Title above the machine
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this.add.text(710, 150, 'VIRTUE SLOTS', {
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fontSize: '42px',
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fontFamily: 'Georgia, serif',
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color: '#ffd700',
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stroke: '#5a3000',
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strokeThickness: 4,
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shadow: { offsetX: 2, offsetY: 2, color: '#000', blur: 6, fill: true }
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}).setOrigin(0.5, 0.5);
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this.add.text(710, 195, '✝ May Fortune Favor the Faithful ✝', {
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fontSize: '18px',
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fontFamily: 'Georgia, serif',
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color: '#c8a87e',
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alpha: 0.8
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}).setOrigin(0.5, 0.5);
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// Slot machine at center of play area
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this.slotMachine = new SlotMachine(this, 710, 490);
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this.winAnim = new WinAnimation();
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this.lossAnim = new LossAnimation();
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// ── Right section: The Reckoning vials ──────────────────────────────────
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// Panel vertically centered in play area (y=100–790), with ~87px right margin
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const sectionBg = this.add.graphics();
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sectionBg.fillStyle(0x0c0620, 0.65);
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sectionBg.fillRoundedRect(1085, 202, 428, 488, 14);
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sectionBg.lineStyle(1, 0xffd700, 0.3);
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sectionBg.strokeRoundedRect(1085, 202, 428, 488, 14);
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this.add.text(1299, 220, 'THE RECKONING', {
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fontSize: '13px', fontFamily: 'Georgia, serif',
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color: '#c8a87e', letterSpacing: 5,
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}).setOrigin(0.5, 0.5);
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this.add.text(1299, 238, 'First to $2,000 wins', {
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fontSize: '10px', fontFamily: 'Georgia, serif', color: '#4a5a6a',
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}).setOrigin(0.5, 0.5);
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this.add.text(1295, 443, 'VS', {
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fontSize: '20px', fontFamily: 'Georgia, serif', fontStyle: 'bold',
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color: '#2a1a4a', stroke: '#000000', strokeThickness: 3,
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}).setOrigin(0.5, 0.5);
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this.lordVial = new VialDisplay(this, 1193, 258, 'The Lord', 0xffd700, 0xc8a87e);
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this.sinVial = new VialDisplay(this, 1398, 258, 'Sin', 0xff4444, 0xff6666);
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// Keyboard: Space to spin
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this.input.keyboard.on('keydown-SPACE', () => this._triggerSpin());
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// Listen for spin button events from UIScene via global event bus
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this.game.events.on('spin', () => this._triggerSpin(), this);
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}
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_triggerSpin() {
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if (GameState.spinning) return;
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if (GameState.playerFunds < GameState.spinCost) {
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this.game.events.emit('insufficient-funds');
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return;
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}
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GameState.playerFunds -= GameState.spinCost;
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GameState.spinning = true;
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this.game.events.emit('funds-updated');
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this.slotMachine.spin((result) => this._handleResult(result));
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}
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_handleResult({ win, symbols, payout }) {
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if (win) {
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const playerGain = Math.round(payout * 0.6);
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const lordGain = payout - playerGain;
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this.game.events.emit('win', { playerGain, lordGain, symbol: symbols[0] });
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// Resolve UI box positions from UIScene
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const uiScene = this.scene.get('UIScene');
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const playerBox = uiScene ? uiScene.getPlayerBoxCenter() : { x: 267, y: 60 };
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const lordBox = uiScene ? uiScene.getLordBoxCenter() : { x: 800, y: 60 };
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this.winAnim.play(
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this,
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this.slotMachine.getCenterX(),
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this.slotMachine.getCenterY(),
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playerBox,
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lordBox,
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symbols[0],
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() => {
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GameState.playerFunds += playerGain;
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GameState.lordFunds += lordGain;
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this.game.events.emit('funds-updated');
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this.lordVial.animateUpdate(GameState.lordFunds, lordBox.x, 115, () => {
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GameState.spinning = false;
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this.game.events.emit('spin-complete');
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});
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}
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);
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} else {
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this.game.events.emit('loss', { sinAdded: GameState.spinCost });
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const uiScene = this.scene.get('UIScene');
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const sinBox = uiScene ? uiScene.getSinBoxCenter() : { x: 1333, y: 60 };
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this.lossAnim.play(
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uiScene || this,
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this.slotMachine.getCenterX(),
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this.slotMachine.getCenterY(),
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sinBox,
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() => {
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GameState.sinTotal += GameState.spinCost;
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this.game.events.emit('funds-updated');
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this.sinVial.animateUpdate(GameState.sinTotal, sinBox.x, 115, () => {
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GameState.spinning = false;
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this.game.events.emit('spin-complete');
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});
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}
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);
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}
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}
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}
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