Refactor death pulse effect to BaseEnemy with per-enemy color customization

This commit is contained in:
Brian Fertig 2026-03-08 09:24:12 -06:00
parent d0b7b79af0
commit b17cb86c55
4 changed files with 20 additions and 39 deletions

View File

@ -1,7 +1,5 @@
import { BaseEnemy } from './BaseEnemy.js';
const GRID = 80;
export class ChaseEnemy extends BaseEnemy {
constructor(scene, x, y, player) {
super(scene, x, y, player, {
@ -12,6 +10,7 @@ export class ChaseEnemy extends BaseEnemy {
xp: 15,
contactDamage: 12,
});
this._deathPulseColor = 0x00ff44;
}
update(delta) {
@ -24,43 +23,7 @@ export class ChaseEnemy extends BaseEnemy {
}
_die() {
this._gridDeathPulse(this.x, this.y);
this._gridDeathPulse();
super._die();
}
_gridDeathPulse(px, py) {
const scene = this.scene;
const W = scene.scale.width;
const H = scene.scale.height;
const col = Math.floor(px / GRID);
const row = Math.floor(py / GRID);
const makeTile = (c, r, alpha) => {
if (c < 0 || r < 0 || c * GRID >= W || r * GRID >= H) return null;
return scene.add.rectangle(
c * GRID + GRID / 2,
r * GRID + GRID / 2,
GRID, GRID, 0x00ff44, alpha,
).setDepth(2);
};
const center = makeTile(col, row, 0.55);
// Pre-create adjacent tiles but hide them until ADJ_MS elapses
const adjacents = [];
[[-1, 0], [1, 0], [0, -1], [0, 1]].forEach(([dc, dr]) => {
const t = makeTile(col + dc, row + dr, 0.38);
if (t) { t.setVisible(false); adjacents.push(t); }
});
scene._pulseEffects.push({
center,
adjacents,
elapsed: 0,
adjSpawned: false,
ADJ_MS: 80,
FADE_MS: 120,
END_MS: 400,
});
}
}

View File

@ -18,6 +18,12 @@ export class ShooterEnemy extends BaseEnemy {
});
this._shootTimer = SHOOT_INTERVAL * Math.random(); // stagger first shot
this.projectiles = scene.add.group();
this._deathPulseColor = 0x9900ff;
}
_die() {
this._gridDeathPulse();
super._die();
}
update(delta) {

View File

@ -19,6 +19,12 @@ export class SprayerEnemy extends BaseEnemy {
});
this._shootTimer = SHOOT_INTERVAL * Math.random();
this.projectiles = scene.add.group();
this._deathPulseColor = 0x00ffcc;
}
_die() {
this._gridDeathPulse();
super._die();
}
update(delta) {

View File

@ -13,6 +13,12 @@ export class SwarmerEnemy extends BaseEnemy {
// Slight random offset so swarms don't stack perfectly
this._offsetAngle = Math.random() * Math.PI * 2;
this._wobble = Math.random() * 0.5;
this._deathPulseColor = 0xff2222;
}
_die() {
this._gridDeathPulse();
super._die();
}
update(delta) {