feat: implement Smash TV-style zone exit mechanic

Adds a new "zone exit" phase that triggers after all waves in a zone are cleared:
- Listens for `zone-waves-complete` event to start the exit sequence.
- Displays blinking arrows on all screen edges and a "ZONE CLEARED" prompt.
- Disables world bounds to allow the player to walk off-screen.
- Detects when the player crosses an edge and triggers a transition:
  - Shows a white flash animation.
  - Respawns the player on the opposite edge, maintaining their lateral position.
  - Re-enables world bounds and starts the next zone via `WaveManager.startNextZone()`.

Refactors `WaveManager` to defer zone advancement until the player exits, ensuring a smoother flow between zones.
This commit is contained in:
Brian Fertig 2026-03-07 15:14:15 -07:00
parent ea0a95c4e5
commit ea501968e3
4 changed files with 138 additions and 13 deletions

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@ -49,6 +49,9 @@ export class GameScene extends Phaser.Scene {
this._levelUpPending = false;
this._frozen = false;
this._waitingForExit = false;
this.events.on('zone-waves-complete', () => this._startZoneExit());
this.waveManager.start();
}
@ -78,6 +81,8 @@ export class GameScene extends Phaser.Scene {
this._checkBulletHits();
this._checkEnemyProjectileHits();
this._pruneEnemyProjectiles();
if (this._waitingForExit) this._checkPlayerExit();
}
_checkBulletHits() {
@ -114,6 +119,123 @@ export class GameScene extends Phaser.Scene {
this._enemyProjectiles = this._enemyProjectiles.filter(p => p?.active);
}
// ── Zone exit (Smash TV style) ─────────────────────────────────────────────
_startZoneExit() {
this._waitingForExit = true;
// Let the player walk off any edge
this.player.sprite.body.setCollideWorldBounds(false);
this._showExitArrows();
}
_showExitArrows() {
const W = this.scale.width;
const H = this.scale.height;
const g = this.add.graphics();
g.setDepth(15);
this._exitArrowsGfx = g;
const ARROW_W = 30; // triangle base half-width
const ARROW_D = 28; // triangle depth (pointing direction)
const MARGIN = 18; // gap from screen edge to arrow tip
const drawUp = (cx, tipY) => g.fillTriangle(cx - ARROW_W, tipY + ARROW_D, cx + ARROW_W, tipY + ARROW_D, cx, tipY);
const drawDown = (cx, tipY) => g.fillTriangle(cx - ARROW_W, tipY - ARROW_D, cx + ARROW_W, tipY - ARROW_D, cx, tipY);
const drawLeft = (tipX, cy) => g.fillTriangle(tipX + ARROW_D, cy - ARROW_W, tipX + ARROW_D, cy + ARROW_W, tipX, cy);
const drawRight = (tipX, cy) => g.fillTriangle(tipX - ARROW_D, cy - ARROW_W, tipX - ARROW_D, cy + ARROW_W, tipX, cy);
// Three arrows per edge
const xPositions = [W * 0.25, W * 0.5, W * 0.75];
const yPositions = [H * 0.25, H * 0.5, H * 0.75];
g.fillStyle(0xffffff, 1);
xPositions.forEach(cx => {
drawUp(cx, MARGIN);
drawDown(cx, H - MARGIN);
});
yPositions.forEach(cy => {
drawLeft(MARGIN, cy);
drawRight(W - MARGIN, cy);
});
// Blink the arrows
this._exitArrowsTween = this.tweens.add({
targets: g,
alpha: 0.1,
duration: 350,
yoyo: true,
repeat: -1,
ease: 'Sine.easeInOut',
});
// "Zone cleared" prompt
this._exitText = this.add.text(W / 2, 60, 'ZONE CLEARED — EXIT THROUGH ANY DOOR', {
fontSize: '20px',
fill: '#ffdd44',
fontStyle: 'bold',
stroke: '#000000',
strokeThickness: 4,
}).setOrigin(0.5).setDepth(15);
this.tweens.add({
targets: this._exitText,
alpha: 0,
duration: 400,
yoyo: true,
repeat: -1,
});
}
_hideExitArrows() {
this._exitArrowsTween?.stop();
this._exitArrowsGfx?.destroy();
this._exitText?.destroy();
this._exitArrowsGfx = null;
this._exitText = null;
}
_checkPlayerExit() {
const W = this.scale.width;
const H = this.scale.height;
const px = this.player.x;
const py = this.player.y;
if (px < -24) this._doZoneTransition('left');
else if (px > W + 24) this._doZoneTransition('right');
else if (py < -24) this._doZoneTransition('top');
else if (py > H + 24) this._doZoneTransition('bottom');
}
_doZoneTransition(direction) {
this._waitingForExit = false;
this._hideExitArrows();
const W = this.scale.width;
const H = this.scale.height;
// Respawn player on the opposite edge, same lateral position
const px = Phaser.Math.Clamp(this.player.x, 48, W - 48);
const py = Phaser.Math.Clamp(this.player.y, 48, H - 48);
const spawnX = direction === 'left' ? W - 48 : direction === 'right' ? 48 : px;
const spawnY = direction === 'top' ? H - 48 : direction === 'bottom' ? 48 : py;
// White flash
const flash = this.add.rectangle(W / 2, H / 2, W, H, 0xffffff).setDepth(50);
this.tweens.add({
targets: flash,
alpha: 0,
duration: 300,
onComplete: () => flash.destroy(),
});
this.player.sprite.setPosition(spawnX, spawnY);
this.player.sprite.body.setCollideWorldBounds(true);
this.waveManager.startNextZone();
}
// ── Level up ───────────────────────────────────────────────────────────────
_showLevelUp(level) {
if (this._levelUpPending) return;
this._levelUpPending = true;
@ -161,6 +283,8 @@ export class GameScene extends Phaser.Scene {
shutdown() {
this.events.removeAllListeners();
this._hideExitArrows();
this._waitingForExit = false;
this.player?.destroy();
this.waveManager?.reset();
this.hud?.destroy();

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@ -80,26 +80,27 @@ export class WaveManager {
this.waveIndex++;
if (this.waveIndex >= this.currentZone.waves.length) {
// Zone complete
this.waveIndex = 0;
this.zoneIndex++;
if (this.zoneIndex >= this.zones.length) {
this.scene.events.emit('victory');
return;
}
// All waves cleared — let the player exit to trigger next zone
this.scene.events.emit('zone-clear', { zone: this.zoneNum });
this.scene.time.delayedCall(2500, () => {
this.active = true;
this._spawnWave();
});
this.scene.events.emit('zone-waves-complete');
} else {
this.active = true;
this._spawnWave();
}
}
/** Called by GameScene after the player exits the screen. */
startNextZone() {
this.waveIndex = 0;
this.zoneIndex++;
if (this.zoneIndex >= this.zones.length) {
this.scene.events.emit('victory');
return;
}
this.active = true;
this._spawnWave();
}
reset() {
this.enemies.forEach(e => { if (e.active) e.destroy(); });
this.enemies = [];