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)
This commit is contained in:
parent
ebe387f5fe
commit
57c9d85864
|
|
@ -52,10 +52,10 @@ export default class BingoGame extends Phaser.Scene {
|
|||
}
|
||||
|
||||
init(data) {
|
||||
this.gameDef = data.game;
|
||||
this.gameDef = data.game;
|
||||
this.opponents = data.opponents ?? [];
|
||||
this.playfield = data.playfield ?? null;
|
||||
this.cardBack = data.cardBack ?? null;
|
||||
this.cardBack = data.cardBack ?? null;
|
||||
|
||||
this.activeOpponents = this.opponents.slice(0, 10);
|
||||
this.buyIn = 50;
|
||||
|
|
@ -109,7 +109,7 @@ export default class BingoGame extends Phaser.Scene {
|
|||
const len = Math.hypot(dx, dy) || 1;
|
||||
// Tangential force (scaled by spin level) circulates the balls like a spun cage.
|
||||
const fx = ((-dy / len) * SPIN_FORCE + (Math.random() - 0.5) * 0.0003) * lvl;
|
||||
const fy = (( dx / len) * SPIN_FORCE + (Math.random() - 0.5) * 0.0003) * lvl;
|
||||
const fy = ((dx / len) * SPIN_FORCE + (Math.random() - 0.5) * 0.0003) * lvl;
|
||||
Body.applyForce(b, b.position, { x: fx, y: fy });
|
||||
}
|
||||
ball.view.x = b.position.x;
|
||||
|
|
@ -145,8 +145,8 @@ export default class BingoGame extends Phaser.Scene {
|
|||
buildDrumVisual() {
|
||||
const g = this.add.graphics().setDepth(D.drum);
|
||||
g.fillStyle(0x000000, 0.4); g.fillCircle(DRUM_X + 6, DRUM_Y + 10, DRUM_R + CAGE_TH);
|
||||
g.fillStyle(0x3d1f08, 1); g.fillCircle(DRUM_X, DRUM_Y, DRUM_R + CAGE_TH); // wood ring
|
||||
g.fillStyle(0x07060a, 1); g.fillCircle(DRUM_X, DRUM_Y, DRUM_R + 2); // interior
|
||||
g.fillStyle(0x3d1f08, 1); g.fillCircle(DRUM_X, DRUM_Y, DRUM_R + CAGE_TH); // wood ring
|
||||
g.fillStyle(0x07060a, 1); g.fillCircle(DRUM_X, DRUM_Y, DRUM_R + 2); // interior
|
||||
|
||||
const glass = this.add.graphics().setDepth(D.ball + 1);
|
||||
glass.lineStyle(6, COLORS.accent, 0.9); glass.strokeCircle(DRUM_X, DRUM_Y, DRUM_R);
|
||||
|
|
@ -203,7 +203,7 @@ export default class BingoGame extends Phaser.Scene {
|
|||
// Cream white background behind the card (letters + grid)
|
||||
const cardBg = this.add.graphics().setDepth(D.card - 1);
|
||||
cardBg.fillStyle(0xe4e2b3, 0.95);
|
||||
cardBg.fillRoundedRect(CARD_CX - 310, 400 - 330, 620, 660, 5);
|
||||
cardBg.fillRoundedRect(CARD_CX - 310, 400 - 330, 620, 660, 15);
|
||||
|
||||
for (let c = 0; c < 5; c++) {
|
||||
this.add.text(colX(c), HEADER_Y, LETTERS[c], {
|
||||
|
|
@ -348,7 +348,7 @@ export default class BingoGame extends Phaser.Scene {
|
|||
buildCalledBoard() {
|
||||
// Cream white background behind the called numbers board
|
||||
const boardBg = this.add.graphics().setDepth(D.board - 1);
|
||||
boardBg.fillStyle(0xecebe7, 0.95);
|
||||
boardBg.fillStyle(0x000000, 0.95);
|
||||
boardBg.fillRoundedRect(970 - 490, 892 - 150, 980, 300, 5);
|
||||
|
||||
this.add.text(CB_LETTER_X - 24, 762, 'Called Numbers', {
|
||||
|
|
|
|||
Loading…
Reference in New Issue