fix(bingo): adjust visual styling and formatting
- Update player card background border radius from 5 to 15 for smoother corners - Change called numbers board background color from cream to black for better contrast - Remove unnecessary whitespace in `init()` and physics calculation lines (code cleanup)
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@ -52,10 +52,10 @@ export default class BingoGame extends Phaser.Scene {
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}
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}
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init(data) {
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init(data) {
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this.gameDef = data.game;
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this.gameDef = data.game;
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this.opponents = data.opponents ?? [];
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this.opponents = data.opponents ?? [];
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this.playfield = data.playfield ?? null;
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this.playfield = data.playfield ?? null;
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this.cardBack = data.cardBack ?? null;
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this.cardBack = data.cardBack ?? null;
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this.activeOpponents = this.opponents.slice(0, 10);
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this.activeOpponents = this.opponents.slice(0, 10);
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this.buyIn = 50;
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this.buyIn = 50;
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@ -109,7 +109,7 @@ export default class BingoGame extends Phaser.Scene {
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const len = Math.hypot(dx, dy) || 1;
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const len = Math.hypot(dx, dy) || 1;
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// Tangential force (scaled by spin level) circulates the balls like a spun cage.
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// Tangential force (scaled by spin level) circulates the balls like a spun cage.
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const fx = ((-dy / len) * SPIN_FORCE + (Math.random() - 0.5) * 0.0003) * lvl;
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const fx = ((-dy / len) * SPIN_FORCE + (Math.random() - 0.5) * 0.0003) * lvl;
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const fy = (( dx / len) * SPIN_FORCE + (Math.random() - 0.5) * 0.0003) * lvl;
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const fy = ((dx / len) * SPIN_FORCE + (Math.random() - 0.5) * 0.0003) * lvl;
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Body.applyForce(b, b.position, { x: fx, y: fy });
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Body.applyForce(b, b.position, { x: fx, y: fy });
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}
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}
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ball.view.x = b.position.x;
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ball.view.x = b.position.x;
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@ -145,8 +145,8 @@ export default class BingoGame extends Phaser.Scene {
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buildDrumVisual() {
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buildDrumVisual() {
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const g = this.add.graphics().setDepth(D.drum);
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const g = this.add.graphics().setDepth(D.drum);
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g.fillStyle(0x000000, 0.4); g.fillCircle(DRUM_X + 6, DRUM_Y + 10, DRUM_R + CAGE_TH);
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g.fillStyle(0x000000, 0.4); g.fillCircle(DRUM_X + 6, DRUM_Y + 10, DRUM_R + CAGE_TH);
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g.fillStyle(0x3d1f08, 1); g.fillCircle(DRUM_X, DRUM_Y, DRUM_R + CAGE_TH); // wood ring
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g.fillStyle(0x3d1f08, 1); g.fillCircle(DRUM_X, DRUM_Y, DRUM_R + CAGE_TH); // wood ring
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g.fillStyle(0x07060a, 1); g.fillCircle(DRUM_X, DRUM_Y, DRUM_R + 2); // interior
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g.fillStyle(0x07060a, 1); g.fillCircle(DRUM_X, DRUM_Y, DRUM_R + 2); // interior
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const glass = this.add.graphics().setDepth(D.ball + 1);
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const glass = this.add.graphics().setDepth(D.ball + 1);
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glass.lineStyle(6, COLORS.accent, 0.9); glass.strokeCircle(DRUM_X, DRUM_Y, DRUM_R);
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glass.lineStyle(6, COLORS.accent, 0.9); glass.strokeCircle(DRUM_X, DRUM_Y, DRUM_R);
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@ -203,7 +203,7 @@ export default class BingoGame extends Phaser.Scene {
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// Cream white background behind the card (letters + grid)
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// Cream white background behind the card (letters + grid)
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const cardBg = this.add.graphics().setDepth(D.card - 1);
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const cardBg = this.add.graphics().setDepth(D.card - 1);
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cardBg.fillStyle(0xe4e2b3, 0.95);
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cardBg.fillStyle(0xe4e2b3, 0.95);
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cardBg.fillRoundedRect(CARD_CX - 310, 400 - 330, 620, 660, 5);
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cardBg.fillRoundedRect(CARD_CX - 310, 400 - 330, 620, 660, 15);
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for (let c = 0; c < 5; c++) {
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for (let c = 0; c < 5; c++) {
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this.add.text(colX(c), HEADER_Y, LETTERS[c], {
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this.add.text(colX(c), HEADER_Y, LETTERS[c], {
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@ -348,7 +348,7 @@ export default class BingoGame extends Phaser.Scene {
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buildCalledBoard() {
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buildCalledBoard() {
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// Cream white background behind the called numbers board
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// Cream white background behind the called numbers board
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const boardBg = this.add.graphics().setDepth(D.board - 1);
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const boardBg = this.add.graphics().setDepth(D.board - 1);
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boardBg.fillStyle(0xecebe7, 0.95);
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boardBg.fillStyle(0x000000, 0.95);
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boardBg.fillRoundedRect(970 - 490, 892 - 150, 980, 300, 5);
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boardBg.fillRoundedRect(970 - 490, 892 - 150, 980, 300, 5);
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this.add.text(CB_LETTER_X - 24, 762, 'Called Numbers', {
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this.add.text(CB_LETTER_X - 24, 762, 'Called Numbers', {
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