import * as Phaser from 'phaser'; import { GAME_HEIGHT, GAME_WIDTH, COLORS } from '../config.js'; import { auth } from '../services/auth.js'; export default class PreloadScene extends Phaser.Scene { constructor() { super('Preload'); } preload() { const w = GAME_WIDTH; const h = GAME_HEIGHT; const barWidth = 600; const bg = this.add.rectangle(w / 2, h / 2, barWidth + 8, 28, COLORS.panel) .setStrokeStyle(2, COLORS.accent); const bar = this.add.rectangle(w / 2 - barWidth / 2, h / 2, 0, 20, COLORS.accent) .setOrigin(0, 0.5); this.add.text(w / 2, h / 2 - 60, 'Loading…', { fontFamily: '"Julius Sans One"', fontSize: '32px', color: COLORS.textHex, }).setOrigin(0.5); this.load.on('progress', (p) => bar.width = barWidth * p); this.load.on('complete', () => { bg.destroy(); bar.destroy(); }); this.load.spritesheet('opponents', 'assets/images/opponents.png', { frameWidth: 300, frameHeight: 300, }); // Forbidden Island tiles: 2 cols (dry, flooded) × 24 rows. Row i → dry frame // 2i, flooded frame 2i+1 (see IslandData.TILE_FRAME_ROW). this.load.spritesheet('forbiddenisland-tiles', 'assets/images/forbiddenisland-tiles.png', { frameWidth: 200, frameHeight: 200, }); // Forbidden Island Treasure-deck cards: 4 cols × 2 rows of 320×420 cells. // Frame order documented in IslandData.CARD_FRAME. this.load.spritesheet('forbiddenisland-cards', 'assets/images/forbiddenisland-cards.png', { frameWidth: 320, frameHeight: 420, }); this.load.spritesheet('cardbacks', 'assets/images/cardbacks.png', { frameWidth: 320, frameHeight: 420, }); this.load.spritesheet('catan-cards', 'assets/images/catancards.png', { frameWidth: 270, frameHeight: 390, }); this.load.spritesheet('catan-tiles', 'assets/images/catantiles.png', { frameWidth: 312, frameHeight: 312, }); this.load.image('risk-board', 'assets/images/risk-board.png'); this.load.image('catan-robber', 'assets/images/catan-robber.png'); this.load.image('catan-pirate', 'assets/images/catan-pirate.png'); this.load.image('bg-menu', 'assets/images/background-menu.png'); this.load.image('bg-room', 'assets/images/background-room.png'); this.load.image('bg-casino', 'assets/images/background-casino.png'); this.load.image('bg-jewelquest-battle', 'assets/images/background-jewelquest.png'); this.load.image('main-title', 'assets/images/main-title.png'); this.load.json('playfields', 'data/playfields.json'); this.load.json('colored-playfields', 'data/colored-playfields.json'); this.load.json('card-backs', 'data/card-backs.json'); this.load.json('music', 'data/music.json'); this.load.json('rushhour', 'data/rushhour.json'); this.load.json('puddingmonsters', 'data/puddingmonsters.json'); this.load.json('shift-artwork', 'data/shift-artwork.json'); this.load.json('slots-artwork', 'data/slots-artwork.json'); this.load.json('blockfighter', 'data/blockfighter.json'); this.load.json('jewelquest', 'data/jewelquest.json'); this.load.json('zuma', 'data/zuma.json'); this.load.json('dotlink', 'data/dotlink.json'); this.load.json('katamino', 'data/katamino.json'); this.load.json('bookwork', 'data/bookwork.json'); this.load.json('spireclimb-artwork', 'data/spireclimb-artwork.json'); this.load.json('jumble', 'data/jumble.json'); this.load.image('spireclimb-act1', 'assets/images/spireclimb-act1.png'); this.load.image('spireclimb-act2', 'assets/images/spireclimb-act2.png'); this.load.image('spireclimb-act3', 'assets/images/spireclimb-act3.png'); this.load.audio('sfx-water-splash', 'assets/fx/water-splash.mp3'); this.load.audio('sfx-water-sink', 'assets/fx/water-sink.mp3'); this.load.audio('sfx-water-raise', 'assets/fx/water-raise.mp3'); this.load.audio('sfx-water-dry', 'assets/fx/water-dry.mp3'); this.load.audio('sfx-card-deal', 'assets/fx/card-deal.mp3'); this.load.audio('sfx-card-deal-8bit', 'assets/fx/8bit-card.mp3'); this.load.audio('sfx-card-place', 'assets/fx/card-place.mp3'); this.load.audio('sfx-card-show', 'assets/fx/card-show.mp3'); this.load.audio('sfx-card-show-8bit', 'assets/fx/8bit-select.mp3'); this.load.audio('sfx-card-shuffle', 'assets/fx/card-shuffle.mp3'); this.load.audio('sfx-coins', 'assets/fx/coins.mp3'); this.load.audio('sfx-purchase', 'assets/fx/purchase.mp3'); this.load.audio('sfx-casino-blackjack', 'assets/fx/casino-blackjack.mp3'); this.load.audio('sfx-casino-lose', 'assets/fx/casino-lose.mp3'); this.load.audio('sfx-casino-lose-8bit', 'assets/fx/8bit-lose.mp3'); this.load.audio('sfx-casino-win', 'assets/fx/casino-win.mp3'); this.load.audio('sfx-casino-win-8bit', 'assets/fx/8bit-win.mp3'); this.load.audio('sfx-chip-bet', 'assets/fx/chip-bet.mp3'); this.load.audio('sfx-dice-roll', 'assets/fx/dice-roll.mp3'); this.load.audio('sfx-bingo-balls', 'assets/fx/bingo-balls.mp3'); this.load.audio('sfx-pencil-write', 'assets/fx/pencil-write.mp3'); this.load.audio('sfx-piece-click', 'assets/fx/piece-click.mp3'); this.load.audio('sfx-mastermind-glitch-1', 'assets/fx/mastermind-glitch-01.mp3'); this.load.audio('sfx-mastermind-glitch-2', 'assets/fx/mastermind-glitch-02.mp3'); this.load.audio('sfx-mastermind-place', 'assets/fx/mastermind-place.mp3'); this.load.audio('sfx-mastermind-access-granted', 'assets/fx/mastermind-access-granted.mp3'); this.load.audio('sfx-mastermind-access-denied', 'assets/fx/mastermind-access-denied.mp3'); this.load.audio('sfx-mastermind-color', 'assets/fx/mastermind-color.mp3'); this.load.audio('sfx-mastermind-match', 'assets/fx/mastermind-match.mp3'); this.load.audio('sfx-mastermind-calculate', 'assets/fx/mastermind-calculate.mp3'); this.load.audio('sfx-roulette', 'assets/fx/roulette.mp3'); this.load.audio('sfx-battleship-hit', 'assets/fx/battleship-hit.mp3'); this.load.audio('sfx-battleship-miss', 'assets/fx/battleship-miss.mp3'); this.load.audio('sfx-battleship-launch', 'assets/fx/battleship-launch.mp3'); this.load.audio('sfx-victory-short', 'assets/fx/victory-short.mp3'); this.load.audio('sfx-sword-hit', 'assets/fx/sword-hit.mp3'); this.load.audio('sfx-sword-slice', 'assets/fx/sword-slice.mp3'); this.load.audio('sfx-scifi-launch', 'assets/fx/scifi-launch.mp3'); this.load.audio('sfx-scifi-explode', 'assets/fx/scifi-explode.mp3'); this.load.audio('sfx-scifi-riser', 'assets/fx/scifi-riser.mp3'); this.load.audio('sfx-scifi-reveal', 'assets/fx/scifi-reveal.mp3'); this.load.audio('sfx-scifi-woosh', 'assets/fx/scifi-woosh.mp3'); this.load.audio('sfx-scifi-plink', 'assets/fx/scifi-plink.mp3'); this.load.audio('sfx-scifi-plonk', 'assets/fx/scifi-plonk.mp3'); this.load.audio('sfx-8bit-select', 'assets/fx/8bit-select.mp3'); this.load.audio('sfx-8bit-activate', 'assets/fx/8bit-activate.mp3'); this.load.audio('sfx-8bit-action', 'assets/fx/8bit-action.mp3'); this.load.audio('sfx-8bit-move', 'assets/fx/8bit-move.mp3'); this.load.audio('sfx-squish', 'assets/fx/squish.mp3'); this.load.audio('sfx-squash', 'assets/fx/squash.mp3'); this.load.audio('sfx-woosh', 'assets/fx/woosh.mp3'); this.load.spritesheet('jello-items', 'assets/images/jello-items.png', { frameWidth: 132, frameHeight: 132 }); this.load.audio('sfx-jello-monsters','assets/fx/jello-monsters.mp3'); this.load.audio('sfx-countdown-tick', 'assets/fx/countdown-01.mp3'); this.load.audio('sfx-countdown-go', 'assets/fx/countdown-02.mp3'); this.load.audio('sfx-ui-pick', 'assets/fx/ui-pick.mp3'); this.load.audio('sfx-ui-activate', 'assets/fx/ui-activate.mp3'); this.load.audio('sfx-ui-flip', 'assets/fx/ui-flip.mp3'); this.load.audio('sfx-ui-place', 'assets/fx/ui-place.mp3'); this.load.audio('sfx-ui-chime', 'assets/fx/ui-chime.mp3'); this.load.audio('sfx-gem-match-1', 'assets/fx/gem-01.mp3'); this.load.audio('sfx-gem-match-2', 'assets/fx/gem-02.mp3'); this.load.audio('sfx-gem-match-4', 'assets/fx/gem-04.mp3'); this.load.audio('sfx-gem-match-5', 'assets/fx/gem-05.mp3'); this.load.audio('sfx-gem-chain', 'assets/fx/gem-chain.mp3'); this.load.audio('sfx-gem-drop', 'assets/fx/gem-drop.mp3'); this.load.audio('sfx-gem-big-drop','assets/fx/gem-big-drop.mp3'); this.load.audio('sfx-firework', 'assets/fx/firework.mp3'); this.load.spritesheet('catan-special-cards', 'assets/images/catan-special-cards.png', { frameWidth: 270, frameHeight: 390 }); // Dominion card art. One 270×390 cell per card (art fills the top ~60%; // the title/icon band is drawn at runtime). Optional — the scene falls back // to procedural placeholders when the sheet is absent. this.load.spritesheet('dominion-cards', 'assets/images/dominioncards.png', { frameWidth: 270, frameHeight: 390 }); // Prosperity expansion art (frame order documented in expansions/prosperity.js). // Optional — same procedural fallback applies when the sheet is absent. this.load.spritesheet('dominion-prosperity', 'assets/images/dominion-prosperity.png', { frameWidth: 270, frameHeight: 390 }); // Prosperity token sprites (1 VP, 5 VP, Gold) — 150×150 each. this.load.spritesheet('dominion-tokens', 'assets/images/dominion-tokens.png', { frameWidth: 150, frameHeight: 150 }); // Splendor: 28 frames at 270×390. 0-14 = tier×bonus backgrounds, 15-24 = nobles, 25-27 = deck backs. // Frame order documented in SplendorData.js. Optional — vectors are drawn when absent. this.load.spritesheet('splendor-cards', 'assets/images/splendor-cards.png', { frameWidth: 270, frameHeight: 390 }); // Splendor gems: 6 frames at 64×64. white(0) blue(1) green(2) red(3) black(4) gold(5). this.load.spritesheet('splendor-gems', 'assets/images/splendor-gems.png', { frameWidth: 64, frameHeight: 64 }); // Azul tiles: 6 frames at 96×96. blue(0) yellow(1) red(2) black(3) white(4) first-player(5). // Frame order documented in AzulData.js. A placeholder sheet ships; vectors draw when absent. this.load.spritesheet('azul-tiles', 'assets/images/azul-tiles.png', { frameWidth: 96, frameHeight: 96 }); this.load.spritesheet('ttr-cards', 'assets/images/tickettoride-cards.png', { frameWidth: 270, frameHeight: 390 }); this.load.spritesheet('gofish-cards', 'assets/images/gofish-cards.png', { frameWidth: 270, frameHeight: 390 }); this.load.spritesheet('oldmaid-cards', 'assets/images/oldmaid-cards.png', { frameWidth: 270, frameHeight: 390 }); this.load.spritesheet('tab-icons', 'assets/images/tab-icons.png', { frameWidth: 128, frameHeight: 128 }); this.load.spritesheet('game-icons', 'assets/images/game-icons.png', { frameWidth: 44, frameHeight: 44 }); // Labyrinth. Tile backgrounds: frame 0 = movable, 1 = fixed (corridors are // drawn in code). Treasure overlays & cards share the treasure index as // their frame. All optional — the scene draws vector fallbacks when absent. this.load.spritesheet('labyrinth-tiles', 'assets/images/labyrinth-tiles.png', { frameWidth: 200, frameHeight: 200 }); this.load.spritesheet('labyrinth-treasures', 'assets/images/labyrinth-treasures.png', { frameWidth: 100, frameHeight: 100 }); this.load.spritesheet('labyrinth-cards', 'assets/images/labyrinth-cards.png', { frameWidth: 270, frameHeight: 390 }); // Stratego unit art: 12 transparent frames (0=Flag, 1..10=rank, 11=Bomb), // 6 cols × 2 rows. Optional — the scene draws vector glyphs when absent. this.load.spritesheet('stratego-pieces', 'assets/images/stratego-pieces.png', { frameWidth: 140, frameHeight: 140 }); // Monopoly pawns: 4 frames (one per seat) at 80×80. Optional — falls back to colored circles. this.load.spritesheet('monopoly-pawns', 'assets/images/monopoly-pawns.png', { frameWidth: 80, frameHeight: 80 }); // Monopoly card art: frame 0 = Chance, frame 1 = Community Chest, at 200×300. this.load.spritesheet('monopoly-cards', 'assets/images/monopoly-cards.png', { frameWidth: 200, frameHeight: 300 }); // Mahjong Match tile-label overlays (128×178 transparent PNGs). The White // Dragon has no art — the scene draws its traditional empty frame. const mahjongLabels = [ ...Array.from({ length: 9 }, (_, i) => `bamboo${i + 1}`), ...Array.from({ length: 9 }, (_, i) => `circle${i + 1}`), ...Array.from({ length: 15 }, (_, i) => `pinyin${i + 1}`), 'orchid', 'peony', 'chrysanthemum', 'lotus', 'spring', 'summer', 'fall', 'winter', ]; for (const name of mahjongLabels) { this.load.image(`mahjong-${name}`, `assets/images/mahjong/${name}.png`); } this.load.audio('sfx-monopoly-purchase', 'assets/fx/monopoly-purchase.mp3'); this.load.audio('sfx-monopoly-expense', 'assets/fx/monopoly-expense.mp3'); this.load.audio('sfx-monopoly-pay', 'assets/fx/monopoly-pay.mp3'); this.load.audio('sfx-monopoly-paid', 'assets/fx/monopoly-paid.mp3'); } async create() { // Collect all image assets that need loading from JSON configs const pfd = this.cache.json.get('playfields'); const cbd = this.cache.json.get('card-backs'); const shiftArt = this.cache.json.get('shift-artwork'); const slotsArt = this.cache.json.get('slots-artwork'); const toLoad = [ ...(pfd?.playfields ?? []).filter((pf) => pf.path && !this.textures.exists(pf.key)), ...(cbd?.cardBacks ?? []).filter((cb) => cb.path && !this.textures.exists(cb.key)), ...(shiftArt?.artwork ?? []).filter((a) => a.path && a.key && !this.textures.exists(a.key)), ...(slotsArt?.artwork ?? []).filter((a) => a.path && a.key && !this.textures.exists(a.key)), ]; // Spire Climb drop-in spritesheets (card art + creature art). Only loaded // once the artist sets a `path` in /data/spireclimb-artwork.json; until then // the game renders cards/creatures procedurally. const scArt = this.cache.json.get('spireclimb-artwork'); const scSheets = [scArt?.cardSheet, scArt?.creatureSheet, ...Object.values(scArt?.playerSheets || {})] .filter((s) => s && s.path && s.key && !this.textures.exists(s.key)); if (toLoad.length > 0 || scSheets.length > 0) { for (const asset of toLoad) this.load.image(asset.key, asset.path); for (const s of scSheets) this.load.spritesheet(s.key, s.path, { frameWidth: s.frameWidth, frameHeight: s.frameHeight }); await new Promise((resolve) => { this.load.once('complete', resolve); this.load.start(); }); } // Warm the handwritten Scrabble notepad font so its first paint isn't a // fallback face. Best effort — never block startup on it. try { await Promise.race([document.fonts.load('48px YummyCupcakes'), new Promise(r => setTimeout(r, 1500))]); } catch { /* ignore */ } await auth.refresh(); this.scene.start('Landing'); } }