fix: update images, and tank logic
This commit is contained in:
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assets/tanks/panzer_IV_top_turret.png
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@@ -9600,6 +10172,16 @@
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48
package-lock.json
generated
48
package-lock.json
generated
@@ -15,6 +15,7 @@
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@@ -10130,6 +10168,16 @@
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@@ -19,6 +19,7 @@
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"jest": "^29.7.0",
|
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|
||||
@@ -39,7 +39,7 @@ const ICE_FRICTION_MULTIPLIER = 0.3;
|
||||
|
||||
/** Maximum turret rotation in degrees per second.
|
||||
* Game design cap (slower than real 26°/sec electric for deliberate gameplay). */
|
||||
const TURRET_MAX_ROTATION = 15;
|
||||
const TURRET_MAX_ROTATION = 20;
|
||||
|
||||
/** Hand-crank rotation rate when in Last Stand mode (zero fuel).
|
||||
* Historical: 1.9°/sec for the L/48. */
|
||||
|
||||
@@ -18,7 +18,7 @@ export const shells = {
|
||||
apcbc: {
|
||||
id: 'apcbc',
|
||||
name: 'PzGr 39',
|
||||
velocity: 900,
|
||||
velocity: 3000,
|
||||
penetration: 100,
|
||||
splash: 0,
|
||||
supply: 87,
|
||||
@@ -28,7 +28,7 @@ export const shells = {
|
||||
apcr: {
|
||||
id: 'apcr',
|
||||
name: 'PzGr 40',
|
||||
velocity: 1200,
|
||||
velocity: 3500,
|
||||
penetration: 140,
|
||||
splash: 0,
|
||||
supply: 6,
|
||||
@@ -38,7 +38,7 @@ export const shells = {
|
||||
he: {
|
||||
id: 'he',
|
||||
name: 'Sprgr 34',
|
||||
velocity: 700,
|
||||
velocity: 2900,
|
||||
penetration: 30,
|
||||
splash: 60,
|
||||
supply: 20,
|
||||
@@ -48,7 +48,7 @@ export const shells = {
|
||||
heat: {
|
||||
id: 'heat',
|
||||
name: 'Gr 39 HL',
|
||||
velocity: 800,
|
||||
velocity: 3000,
|
||||
penetration: 90,
|
||||
splash: 15,
|
||||
supply: 10,
|
||||
|
||||
@@ -16,6 +16,9 @@ export class Tank extends Phaser.Physics.Arcade.Sprite {
|
||||
|
||||
// Center the anchor so rotation happens around the tank's center, not top-left
|
||||
this.setOrigin(0.5, 0.5);
|
||||
this.setDepth(1);
|
||||
this.setDisplaySize(96, 64); // Scale the hull to 32x48 pixels
|
||||
this.setRotation(90 * Math.PI / 180); // Facing right (0 radians) by default
|
||||
|
||||
this._inputForward = 0; // W/S: -1 (reverse) to 1 (forward)
|
||||
this._inputRotate = 0; // A/D: -1 (left) to 1 (right)
|
||||
|
||||
@@ -18,11 +18,13 @@ function normalizeAngle(deg) {
|
||||
*/
|
||||
export class Turret {
|
||||
/**
|
||||
* @param {Phaser.Scene} scene — The current Phaser scene context
|
||||
* @param {object} hull — Tank hull with { x, y, angle (deg) }
|
||||
* @param {number} x — initial x position
|
||||
* @param {number} y — initial y position
|
||||
*/
|
||||
constructor(hull, x, y) {
|
||||
constructor(scene, hull, x, y) {
|
||||
this.scene = scene; // Saved scene reference to access the GameObject factory
|
||||
this.hull = hull;
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
@@ -30,6 +32,14 @@ export class Turret {
|
||||
this.rotation = 0; // radians
|
||||
this.active = true;
|
||||
this.visible = true;
|
||||
this.create();
|
||||
}
|
||||
|
||||
create() {
|
||||
this._turretGfx = this.scene.add.image(this.x, this.y, 'turret');
|
||||
this._turretGfx.setDisplaySize(70, 50);
|
||||
this._turretGfx.setDepth(5);
|
||||
this._turretGfx.setOrigin(0.65, 0.5) // Ensures rotation happens around the center point
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -40,6 +50,8 @@ export class Turret {
|
||||
* @param {number} targetAngle — mouse cursor angle in degrees (world space)
|
||||
*/
|
||||
update(delta, targetAngle) {
|
||||
if (!this.active) return;
|
||||
|
||||
// Position: follow hull center
|
||||
this.x = this.hull.x;
|
||||
this.y = this.hull.y;
|
||||
@@ -61,6 +73,10 @@ export class Turret {
|
||||
// Keep angle in [0, 360) range
|
||||
this.angle = ((this.angle % 360) + 360) % 360;
|
||||
this.rotation = this.angle * DEG_TO_RAD;
|
||||
|
||||
// Sync Phaser visual sprite properties with logic tracking variables
|
||||
this._turretGfx.setPosition(this.x, this.y);
|
||||
this._turretGfx.setAngle(this.getWorldAngle() + 90); // +90 to align with sprite orientation
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -74,5 +90,8 @@ export class Turret {
|
||||
destroy() {
|
||||
this.active = false;
|
||||
this.visible = false;
|
||||
if (this._turretGfx) {
|
||||
this._turretGfx.destroy(); // Safely clean up the visual asset from the scene
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -70,13 +70,7 @@ export class MainGame extends Phaser.Scene {
|
||||
console.log('[IR:MainGame] create() started');
|
||||
|
||||
try {
|
||||
// Tundra background
|
||||
if (this.textures.exists('tundra_bg')) {
|
||||
this.add.image(320, 180, 'tundra_bg').setOrigin(0.5);
|
||||
console.log('[IR:MainGame] tundra_bg added at (320,180)');
|
||||
} else {
|
||||
console.warn('[IR:MainGame] tundra_bg texture missing!');
|
||||
}
|
||||
this.bg = this.add.tileSprite(0, 0, 800, 600, 'tundra_tile_4').setOrigin(0);
|
||||
|
||||
// Tank
|
||||
this.tank = new Tank(this, 320, 180);
|
||||
@@ -85,9 +79,7 @@ export class MainGame extends Phaser.Scene {
|
||||
console.log('[IR:MainGame] Tank created at (320,180)');
|
||||
|
||||
// Turret
|
||||
this.turret = new Turret(this.tank, 320, 172);
|
||||
this._turretGfx = this.add.rectangle(320, 172, 8, 24, 0x445544);
|
||||
this._turretGfx.setOrigin(0.5);
|
||||
this.turret = new Turret(this ,this.tank, this.tank.x, this.tank.y);
|
||||
console.log('[IR:MainGame] Turret + rectangle created');
|
||||
|
||||
// Commander hatch
|
||||
@@ -160,7 +152,7 @@ export class MainGame extends Phaser.Scene {
|
||||
console.log('[IR:MainGame] Enemy projectile → tank overlap registered');
|
||||
|
||||
// Obstacle group — static cover and terrain features (4000x4000 map)
|
||||
this.obstacleGroup = this.physics.add.group({ maxSize: 500 });
|
||||
this.obstacleGroup = this.physics.add.staticGroup({ maxSize: 500 });
|
||||
this._spawnObstacles();
|
||||
// Projectile → obstacle: destroy projectile on contact with obstacle
|
||||
this.physics.overlap(this.projectileGroup, this.obstacleGroup, this._onPlayerProjHitObstacle, null, this);
|
||||
|
||||
@@ -23,6 +23,18 @@ export class PreloadScene extends Phaser.Scene {
|
||||
console.log('[IR:Preload] preload() started');
|
||||
this.load.image('tundra_bg', 'tundra_background.png');
|
||||
console.log('[IR:Preload] queued tundra_bg image load');
|
||||
|
||||
console.log ("[IR:Preload] loading tank assets");
|
||||
this.load.image('tank', 'assets/tanks/panzer_IV_top_hull.png');
|
||||
this.load.image('turret', 'assets/tanks/panzer_IV_top_turret.png');
|
||||
|
||||
console.log('[IR:Preload] load map assets');
|
||||
this.load.image('map', 'assets/maps/tundra_map.png');
|
||||
this.load.image('tundra_tile_1', 'assets/maps/tundra/ice_formation.png');
|
||||
this.load.image('tundra_tile_2', 'assets/maps/tundra/tree_stump.png');
|
||||
this.load.image('tundra_tile_3', 'assets/maps/tundra/ice_patch.png');
|
||||
this.load.image('tundra_tile_4', 'assets/maps/tundra/snow_ground.png');
|
||||
|
||||
this.load.on('loaderror', (file) => {
|
||||
console.error('[IR:Preload] LOAD ERROR:', file.key, file.url);
|
||||
});
|
||||
@@ -38,26 +50,6 @@ export class PreloadScene extends Phaser.Scene {
|
||||
// must be initialized for generateTexture() to produce valid output.
|
||||
const gfx = this.add.graphics();
|
||||
|
||||
// 32x48 green tank hull — with FRONT indicator (lighter stripe)
|
||||
// Front is the TOP of the sprite (0° rotation = facing up)
|
||||
gfx.fillStyle(0x556655, 1); // Dark green hull
|
||||
gfx.fillRect(0, 0, 32, 48);
|
||||
gfx.fillStyle(0x778877, 1); // Lighter green front stripe
|
||||
gfx.fillRect(8, 2, 16, 12); // Front indicator at top
|
||||
gfx.fillStyle(0x334433, 1); // Dark tracks on sides
|
||||
gfx.fillRect(0, 0, 6, 48); // Left track
|
||||
gfx.fillRect(26, 0, 6, 48); // Right track
|
||||
gfx.generateTexture('tank', 32, 48);
|
||||
console.log('[IR:Preload] generated texture "tank"');
|
||||
|
||||
// 8x24 dark green turret — distinct from hull
|
||||
gfx.clear();
|
||||
gfx.fillStyle(0x445544, 1); // Turret base
|
||||
gfx.fillRect(0, 0, 8, 24);
|
||||
gfx.fillStyle(0x667766, 1); // Gun barrel (lighter)
|
||||
gfx.fillRect(2, 0, 4, 8); // Barrel at front (top)
|
||||
gfx.generateTexture('turret', 8, 24);
|
||||
console.log('[IR:Preload] generated texture "turret"');
|
||||
|
||||
// 4x4 white projectile
|
||||
gfx.clear();
|
||||
|
||||
@@ -30,7 +30,7 @@ const gameConfig = {
|
||||
default: 'arcade',
|
||||
arcade: {
|
||||
gravity: { x: 0, y: 0 },
|
||||
debug: true,
|
||||
debug: false,
|
||||
},
|
||||
},
|
||||
scale: {
|
||||
|
||||
@@ -1,5 +1,7 @@
|
||||
const path = require('path');
|
||||
const HtmlWebpackPlugin = require('html-webpack-plugin');
|
||||
// 1. Require the plugin
|
||||
const CopyWebpackPlugin = require('copy-webpack-plugin');
|
||||
|
||||
module.exports = {
|
||||
entry: './src/main.js',
|
||||
@@ -28,6 +30,15 @@ module.exports = {
|
||||
new HtmlWebpackPlugin({
|
||||
template: 'index.html',
|
||||
}),
|
||||
// 2. Add the plugin with configuration patterns
|
||||
new CopyWebpackPlugin({
|
||||
patterns: [
|
||||
{
|
||||
from: 'assets', // Source directory of your assets
|
||||
to: 'assets' // Target folder inside 'dist'
|
||||
},
|
||||
],
|
||||
}),
|
||||
],
|
||||
devServer: {
|
||||
static: path.resolve(__dirname, 'dist'),
|
||||
|
||||
Reference in New Issue
Block a user