Add zone-specific arena theming with dynamic background colors and walking shimmer effects

This commit is contained in:
Brian Fertig 2026-03-08 13:59:23 -06:00
parent c66b05e5e0
commit b7691350e8
2 changed files with 137 additions and 11 deletions

View File

@ -5,7 +5,7 @@ const PROXIMITY_SHARD_PX = 250; // travel distance for proximity explosion
const DEATH_SHARD_PX = 200; // travel distance for on-death explosion const DEATH_SHARD_PX = 200; // travel distance for on-death explosion
const SHARD_COUNT = 8; const SHARD_COUNT = 8;
const SHARD_SPEED = 360; // px/s baseline (overridden per explosion type) const SHARD_SPEED = 360; // px/s baseline (overridden per explosion type)
const SHARD_DAMAGE = 15; const SHARD_DAMAGE = 25;
const SHARD_DURATION = 700; // ms until shards disappear const SHARD_DURATION = 700; // ms until shards disappear
const SHARD_HIT_RADIUS = 18; // px — how close a shard must be to damage player const SHARD_HIT_RADIUS = 18; // px — how close a shard must be to damage player
const TICK_MS = 16; const TICK_MS = 16;
@ -118,6 +118,7 @@ export class BomberEnemy extends BaseEnemy {
elapsed += TICK_MS; elapsed += TICK_MS;
const dt = TICK_MS / 1000; const dt = TICK_MS / 1000;
const fade = Math.max(0, 1 - elapsed / SHARD_DURATION); const fade = Math.max(0, 1 - elapsed / SHARD_DURATION);
const enemies = scene.waveManager.enemies;
for (const shard of shards) { for (const shard of shards) {
if (!shard.alive) continue; if (!shard.alive) continue;
@ -139,6 +140,21 @@ export class BomberEnemy extends BaseEnemy {
} }
} }
// Enemy hit (friendly fire)
let hitEnemy = false;
for (const enemy of enemies) {
if (!enemy.active) continue;
const d = Phaser.Math.Distance.Between(shard.obj.x, shard.obj.y, enemy.x, enemy.y);
if (d < SHARD_HIT_RADIUS + enemy.radius) {
enemy.takeDamage(SHARD_DAMAGE);
shard.alive = false;
shard.obj.destroy();
hitEnemy = true;
break;
}
}
if (hitEnemy) continue;
// Interior barrier hit // Interior barrier hit
if (barriers?.destroyInteriorBarrierAt(shard.obj.x, shard.obj.y)) { if (barriers?.destroyInteriorBarrierAt(shard.obj.x, shard.obj.y)) {
shard.alive = false; shard.alive = false;

View File

@ -7,6 +7,16 @@ import { SkillTreeUI } from '../ui/SkillTreeUI.js';
import { Reticle } from '../ui/Reticle.js'; import { Reticle } from '../ui/Reticle.js';
import { BarrierManager } from '../systems/BarrierManager.js'; import { BarrierManager } from '../systems/BarrierManager.js';
const ZONE_PALETTE = [
null, // index 0 unused
{ bg: 0x111118, grid: 0x222233, gridAlpha: 0.50, border: 0x334466, shimmer: null }, // zone 1 — dark blue-grey (unchanged)
{ bg: 0x080d28, grid: 0x1a3488, gridAlpha: 0.70, border: 0x2255dd, shimmer: 0x00eeff }, // zone 2 — deep navy
{ bg: 0x0e0828, grid: 0x2a1888, gridAlpha: 0.70, border: 0x6633cc, shimmer: 0x8833ff }, // zone 3 — indigo
{ bg: 0x160828, grid: 0x420aaa, gridAlpha: 0.70, border: 0x9922dd, shimmer: 0xff00ff }, // zone 4 — deep violet
{ bg: 0x1e0820, grid: 0x5a0e55, gridAlpha: 0.70, border: 0xcc22aa, shimmer: 0xff2266 }, // zone 5 — dark magenta
{ bg: 0x1e0e06, grid: 0x552208, gridAlpha: 0.70, border: 0xdd5511, shimmer: 0xff7700 }, // zone 6 — burnt amber
];
export class GameScene extends Phaser.Scene { export class GameScene extends Phaser.Scene {
constructor() { constructor() {
super({ key: 'GameScene' }); super({ key: 'GameScene' });
@ -69,6 +79,9 @@ export class GameScene extends Phaser.Scene {
this._frozen = false; this._frozen = false;
this._waitingForExit = false; this._waitingForExit = false;
this._pulseEffects = []; this._pulseEffects = [];
this._shimmers = [];
this._shimmerTimer = 0;
this._shimmerSpawnMs = 1500;
this.events.on('wave-start', () => this.sound.play('sfx-enemy-wave', { volume: 0.5 })); this.events.on('wave-start', () => this.sound.play('sfx-enemy-wave', { volume: 0.5 }));
this.events.on('zone-waves-complete', () => this._startZoneExit()); this.events.on('zone-waves-complete', () => this._startZoneExit());
@ -111,18 +124,107 @@ export class GameScene extends Phaser.Scene {
} }
_drawArena(W, H) { _drawArena(W, H) {
// Dark background this._arenaBg = this.add.rectangle(W / 2, H / 2, W, H, 0x111118);
this.add.rectangle(W / 2, H / 2, W, H, 0x111118); this._arenaGrid = this.add.graphics();
const z1 = ZONE_PALETTE[1];
this._drawArenaGrid(z1.grid, z1.gridAlpha, z1.border);
}
// Grid lines for depth cue _drawArenaGrid(gridColor, gridAlpha, borderColor) {
const g = this.add.graphics(); const W = this.scale.width;
g.lineStyle(1, 0x222233, 0.5); const H = this.scale.height;
for (let x = 0; x <= W; x += 80) { g.lineBetween(x, 0, x, H); } this._arenaGrid.clear();
for (let y = 0; y <= H; y += 80) { g.lineBetween(0, y, W, y); } this._arenaGrid.lineStyle(1, gridColor, gridAlpha);
for (let x = 0; x <= W; x += 80) { this._arenaGrid.lineBetween(x, 0, x, H); }
for (let y = 0; y <= H; y += 80) { this._arenaGrid.lineBetween(0, y, W, y); }
this._arenaGrid.lineStyle(3, borderColor, 1);
this._arenaGrid.strokeRect(2, 2, W - 4, H - 4);
}
// Arena border _updateArenaColors(zoneNum) {
g.lineStyle(3, 0x334466, 1); const palette = ZONE_PALETTE[zoneNum] ?? ZONE_PALETTE[ZONE_PALETTE.length - 1];
g.strokeRect(2, 2, W - 4, H - 4); this._arenaBg.setFillStyle(palette.bg);
this._drawArenaGrid(palette.grid, palette.gridAlpha, palette.border);
}
_spawnShimmer() {
const zoneNum = this.waveManager.zoneNum;
if (zoneNum < 2) return;
if (this._shimmers.length >= 2) return;
const palette = ZONE_PALETTE[Math.min(zoneNum, ZONE_PALETTE.length - 1)];
if (!palette?.shimmer) return;
const COLS = Math.floor(this.scale.width / 80);
const ROWS = Math.floor(this.scale.height / 80);
const col = Phaser.Math.Between(0, COLS - 1);
const row = Phaser.Math.Between(0, ROWS - 1);
const rect = this.add.rectangle(
col * 80 + 40, row * 80 + 40, 80, 80, palette.shimmer, 0
).setDepth(1);
this._shimmers.push({
rect, col, row,
stepTimer: 0,
stepMs: Phaser.Math.Between(250, 400),
stepsLeft: Phaser.Math.Between(5, 9),
phase: 'fadein',
phaseTimer: 0,
});
}
_updateShimmers(delta) {
if (this.waveManager.zoneNum < 2) return;
this._shimmerTimer += delta;
if (this._shimmerTimer >= this._shimmerSpawnMs) {
this._shimmerTimer = 0;
this._shimmerSpawnMs = Phaser.Math.Between(3000, 6000);
this._spawnShimmer();
}
const COLS = Math.floor(this.scale.width / 80);
const ROWS = Math.floor(this.scale.height / 80);
const TARGET_ALPHA = 0.22;
const FADE_IN_MS = 150;
const FADE_OUT_MS = 350;
this._shimmers = this._shimmers.filter(s => {
s.phaseTimer += delta;
if (s.phase === 'fadein') {
s.rect.fillAlpha = Math.min(1, s.phaseTimer / FADE_IN_MS) * TARGET_ALPHA;
if (s.phaseTimer >= FADE_IN_MS) {
s.phase = 'walk';
s.phaseTimer = 0;
s.stepTimer = 0;
}
} else if (s.phase === 'walk') {
s.stepTimer += delta;
if (s.stepTimer >= s.stepMs) {
s.stepTimer = 0;
s.stepsLeft--;
if (s.stepsLeft <= 0) {
s.phase = 'fadeout';
s.phaseTimer = 0;
} else {
const dirs = [[-1, 0], [1, 0], [0, -1], [0, 1]];
const [dc, dr] = dirs[Phaser.Math.Between(0, 3)];
s.col = Phaser.Math.Clamp(s.col + dc, 0, COLS - 1);
s.row = Phaser.Math.Clamp(s.row + dr, 0, ROWS - 1);
s.rect.setPosition(s.col * 80 + 40, s.row * 80 + 40);
s.stepMs = Phaser.Math.Between(250, 400);
}
}
} else if (s.phase === 'fadeout') {
s.rect.fillAlpha = Math.max(0, (1 - s.phaseTimer / FADE_OUT_MS)) * TARGET_ALPHA;
if (s.phaseTimer >= FADE_OUT_MS) {
s.rect.destroy();
return false;
}
}
return true;
});
} }
update(time, delta) { update(time, delta) {
@ -138,6 +240,7 @@ export class GameScene extends Phaser.Scene {
this._checkEnemyProjectileHits(); this._checkEnemyProjectileHits();
this._pruneEnemyProjectiles(); this._pruneEnemyProjectiles();
this._updatePulseEffects(delta); this._updatePulseEffects(delta);
this._updateShimmers(delta);
if (this._waitingForExit) this._checkPlayerExit(); if (this._waitingForExit) this._checkPlayerExit();
} }
@ -330,6 +433,11 @@ export class GameScene extends Phaser.Scene {
this.waveManager.startNextZone(); this.waveManager.startNextZone();
// Set up barriers AFTER zone index is incremented so we read the new zone's config // Set up barriers AFTER zone index is incremented so we read the new zone's config
if (this.waveManager.currentZone) this._setupBarriers(); if (this.waveManager.currentZone) this._setupBarriers();
this._updateArenaColors(this.waveManager.zoneNum);
this._shimmers.forEach(s => s.rect?.destroy());
this._shimmers = [];
this._shimmerTimer = 0;
this._shimmerSpawnMs = 1500;
} }
// ── Level up ─────────────────────────────────────────────────────────────── // ── Level up ───────────────────────────────────────────────────────────────
@ -395,5 +503,7 @@ export class GameScene extends Phaser.Scene {
this._bgMusic = null; this._bgMusic = null;
this._enemyProjectiles = []; this._enemyProjectiles = [];
this._pulseEffects = []; this._pulseEffects = [];
this._shimmers?.forEach(s => s.rect?.destroy());
this._shimmers = [];
} }
} }