slop game oder so
This commit is contained in:
@@ -0,0 +1,664 @@
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/**
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* Die eigentliche Spielszene: Arena, Präsident, Gegner, Projektile, Wellen und
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* Orbital-Befehle. Das HUD läuft als eigene Szene darüber (HudScene) und liest
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* seinen Zustand über `hudState()`.
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*
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* Zeitmessung: Alle Spielmechaniken verwenden `this.gameTime` (eigene Uhr, die nur
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* läuft, während die Szene aktiv ist). So laufen Abklingzeiten in der Pause nicht
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* weiter, und die gemeldete Spieldauer enthält keine Pausen.
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* @module scenes/GameScene
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*/
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import { COLORS, ENEMY_TYPES, FX, GAME, PLAYER, SCORING } from '../config.js';
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import { ORBITAL_TEXT, PLAYER_TEXT, PROPAGANDA, WAVE } from '../content/texts.js';
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import { SupplyPod, Turret } from '../entities/Deployables.js';
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import { Enemy } from '../entities/Enemy.js';
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import { Player } from '../entities/Player.js';
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import { ProjectilePool } from '../entities/ProjectilePool.js';
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import { clamp, directionFromKeys, distance, inCircle } from '../logic/math.js';
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import { createRng, randFloat, timeSeed } from '../logic/rng.js';
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import { ScoreKeeper, waveBonus } from '../logic/scoring.js';
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import { WaveDirector } from '../logic/waveDirector.js';
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import { spawnPointOnEdge } from '../logic/waves.js';
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import { formatMultiplier, formatSequence } from '../logic/format.js';
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import { buildArena } from '../systems/Arena.js';
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import { Effects } from '../systems/Effects.js';
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import { GroundMarker } from '../systems/GroundMarker.js';
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import { OrbitalSystem } from '../systems/OrbitalSystem.js';
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import { oncePerEvent } from '../systems/keyboard.js';
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import { TEXTURE_KEYS } from '../systems/Placeholders.js';
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/** Längere Frames (z. B. nach Tab-Wechsel) zählen nicht voll als Spielzeit. */
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const MAX_FRAME_MS = 100;
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/** Streuung der Mitglieder einer Spawn-Gruppe um ihren Spawnpunkt. */
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const SPAWN_SPREAD = 70;
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/** Kein Spawn näher als das am Präsidenten – sonst gäbe es unfaire Treffer aus dem Nichts. */
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const MIN_SPAWN_DISTANCE = 420;
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/** Ein Klick kurz vor Ende der Feuerpause wird nachgeholt (fühlt sich reaktionsschneller an). */
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const CLICK_BUFFER_MS = 180;
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const PLAYER_BULLET_POOL = 240;
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const ENEMY_BULLET_POOL = 280;
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const ENEMY_BULLET_RANGE = 950;
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/** Reichweitenzuschlag für Geschützprojektile über den Zielradius hinaus. */
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const TURRET_BULLET_EXTRA_RANGE = 80;
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const OPPOSITE_EDGE = Object.freeze({ north: 'south', south: 'north', east: 'west', west: 'east' });
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const FACTION_COLORS = Object.freeze({ swarm: COLORS.swarm, legion: COLORS.legion });
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const ORBITAL_COLORS = Object.freeze({ strike: COLORS.strike, supply: COLORS.supply, turret: COLORS.turret });
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export class GameScene extends Phaser.Scene {
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constructor() {
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super('Game');
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}
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create() {
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this.services = this.registry.get('services');
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this.rng = createRng(timeSeed());
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this.gameTime = 0;
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this.isOver = false;
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this.runToken = null;
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this.lowAmmoHinted = false;
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this.propagandaDeck = [];
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this.firePressedAt = -Infinity;
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this.services.api.startRun().then((token) => {
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this.runToken = token;
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});
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this.createArena();
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this.player = new Player(this, GAME.world.width / 2, GAME.world.height / 2);
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this.cameras.main.setBounds(0, 0, GAME.world.width, GAME.world.height);
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this.cameras.main.startFollow(this.player, true, GAME.cameraLerp, GAME.cameraLerp);
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this.enemies = this.physics.add.group();
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this.pods = this.physics.add.group();
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/** @type {Turret[]} */
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this.turrets = [];
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/** @type {{marker: GroundMarker, cfg: object}[]} */
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this.mortars = [];
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this.playerBullets = new ProjectilePool(this, TEXTURE_KEYS.bulletPlayer, PLAYER_BULLET_POOL, GAME.depth.projectiles);
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this.enemyBullets = new ProjectilePool(this, TEXTURE_KEYS.bulletEnemy, ENEMY_BULLET_POOL, GAME.depth.projectiles);
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this.effects = new Effects(this);
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this.score = new ScoreKeeper();
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this.healthBars = this.add.graphics().setDepth(GAME.depth.effects);
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this.enemyContext = {
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player: this.player,
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neighbors: [],
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rng: this.rng,
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fireBullet: (x, y, angle, speed, damage) => {
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this.enemyBullets.fire(x, y, angle, speed, damage, ENEMY_BULLET_RANGE);
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this.services.audio.play('enemy-shot');
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},
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spawnChildren: (mother, count) => this.spawnBrood(mother, count),
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scheduleMortar: (x, y, cfg) => this.scheduleMortar(x, y, cfg),
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};
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this.setupInput();
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this.orbital = new OrbitalSystem(this, {
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getPlayer: () => this.player,
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getAimPoint: () => this.aimPoint(),
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onImpact: (command, x, y) => this.onOrbitalImpact(command, x, y),
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onFeedback: (kind, command, remainingMs) => this.onOrbitalFeedback(kind, command, remainingMs),
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});
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this.waves = new WaveDirector({
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rng: this.rng,
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spawnGroup: (group, plan) => this.spawnGroup(group, plan),
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aliveCount: () => this.enemies.countActive(true),
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onWaveStart: (plan) => this.onWaveStart(plan),
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onWaveCleared: (n) => this.onWaveCleared(n),
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});
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this.setupCollisions();
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this.waves.start(this.gameTime);
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this.scene.launch('Hud');
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this.input.setDefaultCursor('none');
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this.game.events.on('blur', this.autoPause, this);
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this.events.once('shutdown', this.cleanup, this);
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this.services.audio.startMusic();
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}
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// ------------------------------------------------------------------ Aufbau
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createArena() {
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const { width, height } = GAME.world;
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this.physics.world.setBounds(0, 0, width, height);
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this.worldRect = new Phaser.Geom.Rectangle(0, 0, width, height);
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buildArena(this, this.rng);
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}
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setupInput() {
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// Bewegung wird pro Frame abgefragt (gehaltene Tasten). Einmalige Aktionen laufen
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// dagegen über keydown-Ereignisse: Phasers JustDown verliert Tastendrücke, die
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// innerhalb eines Frames gedrückt UND losgelassen werden (schnelles Antippen).
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this.keys = this.input.keyboard.addKeys('W,A,S,D,R,SPACE,ONE,TWO,THREE,ESC');
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/** @type {Set<string>} Seit dem letzten Frame angeforderte Aktionen. */
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this.pendingActions = new Set();
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const bindings = { ESC: 'pause', SPACE: 'dodge', R: 'reload', ONE: 'slot-0', TWO: 'slot-1', THREE: 'slot-2' };
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for (const [key, action] of Object.entries(bindings)) {
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this.input.keyboard.on(
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`keydown-${key}`,
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oncePerEvent((event) => {
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if (!event.repeat) this.pendingActions.add(action);
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}),
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);
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}
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this.input.on('pointerdown', (pointer) => {
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this.services.audio.unlock();
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if (pointer.leftButtonDown()) this.firePressedAt = this.gameTime;
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});
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this.input.on('wheel', (_pointer, _over, _dx, dy) => {
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if (dy !== 0 && this.player.cycleWeapon(dy > 0 ? 1 : -1)) this.services.audio.play('switch');
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});
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}
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setupCollisions() {
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this.physics.add.overlap(this.playerBullets.group, this.enemies, (a, b) => {
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const [bullet, enemy] = a instanceof Enemy ? [b, a] : [a, b];
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this.onBulletHitEnemy(bullet, enemy);
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});
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this.physics.add.overlap(
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this.player,
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this.enemyBullets.group,
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(a, b) => this.onEnemyBulletHitPlayer(a === this.player ? b : a),
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// Während der Rolle fliegen Projektile hindurch, statt verschluckt zu werden.
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() => !this.player.isDodging(this.gameTime),
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);
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this.physics.add.overlap(this.player, this.enemies, (a, b) => this.onEnemyContact(a === this.player ? b : a));
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this.physics.add.overlap(this.player, this.pods, (a, b) => this.onPickup(a === this.player ? b : a));
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}
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// ------------------------------------------------------------------ Hauptschleife
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update(_time, delta) {
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const dt = Math.min(delta, MAX_FRAME_MS);
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this.gameTime += dt;
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const now = this.gameTime;
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if (this.isOver) {
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this.player.move(now, { x: 0, y: 0 }, true);
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this.updateEnemies(now);
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this.updateProjectiles();
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return;
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}
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if (this.pendingActions.has('pause')) {
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this.pendingActions.clear();
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this.openPause();
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return;
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}
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this.orbital.update(now);
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this.updatePlayer(now);
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this.updateEnemies(now);
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this.updateDeployables(now);
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this.updateMortars(now);
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this.updateProjectiles();
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this.waves.update(now, dt);
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this.drawHealthBars();
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}
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updatePlayer(now) {
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const { keys, player } = this;
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const comboActive = this.orbital.isInputActive;
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// Während der Befehlseingabe dienen WASD als Richtungstasten, nicht zum Laufen.
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const move = comboActive
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? { x: 0, y: 0 }
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: directionFromKeys({ up: keys.W.isDown, down: keys.S.isDown, left: keys.A.isDown, right: keys.D.isDown });
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const actions = this.pendingActions;
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if (!comboActive && actions.has('dodge') && player.tryDodge(now, move)) {
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this.services.audio.play('dodge');
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this.effects.afterimage(player);
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this.effects.burst(player.x, player.y, COLORS.muted, 8);
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}
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player.move(now, move, comboActive);
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const aim = this.aimPoint();
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player.aimAt(aim.x, aim.y);
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player.weapons.forEach((_weapon, index) => {
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if (actions.has(`slot-${index}`) && player.switchWeapon(index)) this.services.audio.play('switch');
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});
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if (actions.has('reload') && player.weapon.startReload(now)) {
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this.services.audio.play('reload');
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}
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actions.clear();
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if (player.updateWeapons(now)) this.services.audio.play('reload-done');
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this.handleFiring(now);
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}
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handleFiring(now) {
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const { player } = this;
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const weapon = player.weapon;
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const def = weapon.def;
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const held = this.input.activePointer.leftButtonDown();
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const clicked = now - this.firePressedAt <= CLICK_BUFFER_MS;
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if (!(def.automatic ? held || clicked : clicked)) return;
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if (weapon.isEmpty) {
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// Waffe leer: automatisch zur Dienstpistole mit unbegrenzter Munition wechseln.
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const fallback = player.weapons.findIndex((w) => w.hasInfiniteReserve);
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if (fallback >= 0 && player.switchWeapon(fallback)) this.feedback(PLAYER_TEXT.outOfAmmo, 'warn');
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this.firePressedAt = -Infinity;
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return;
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}
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if (weapon.magazine === 0 && weapon.startReload(now)) this.services.audio.play('reload');
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const offsets = weapon.fire(now, this.rng);
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if (!offsets) return;
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this.firePressedAt = -Infinity;
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const muzzle = player.muzzlePosition();
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for (const offset of offsets) {
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this.playerBullets.fire(muzzle.x, muzzle.y, player.aimAngle + offset, def.bulletSpeed, def.damage, def.rangePx);
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}
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this.effects.muzzle(muzzle.x, muzzle.y, player.aimAngle);
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this.services.audio.play(`shot-${def.id}`);
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if (weapon.isReloading && weapon.reserve > 0) this.services.audio.play('reload');
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if (!weapon.hasInfiniteReserve && weapon.reserve === 0 && !this.lowAmmoHinted) {
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this.lowAmmoHinted = true;
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const supply = this.orbital.commands.find((c) => c.id === 'supply');
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this.feedback(PLAYER_TEXT.lowAmmo(supply ? formatSequence(supply.sequence) : ''), 'warn');
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}
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}
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updateEnemies(now) {
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const list = this.enemies.getChildren().slice();
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const ctx = this.enemyContext;
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ctx.neighbors = list;
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for (const enemy of list) {
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if (enemy.alive) enemy.step(now, ctx);
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}
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}
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updateDeployables(now) {
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const alive = this.enemies.getChildren().filter((e) => e.alive);
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for (let i = this.turrets.length - 1; i >= 0; i -= 1) {
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const turret = this.turrets[i];
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const running = turret.step(now, alive, (x, y, angle) => {
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this.playerBullets.fire(
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x,
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y,
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angle,
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turret.cfg.bulletSpeed,
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turret.cfg.bulletDamage,
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turret.cfg.range + TURRET_BULLET_EXTRA_RANGE,
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TEXTURE_KEYS.bulletTurret,
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);
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this.effects.muzzle(x, y, angle, COLORS.turretBullet);
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this.services.audio.play('turret-shot');
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});
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if (!running) {
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this.effects.burst(turret.x, turret.y, COLORS.turret, 14);
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turret.destroy();
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this.turrets.splice(i, 1);
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}
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}
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for (const pod of this.pods.getChildren().slice()) {
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if (!pod.tick(now)) pod.destroy();
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}
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}
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updateMortars(now) {
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for (let i = this.mortars.length - 1; i >= 0; i -= 1) {
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const { marker, cfg } = this.mortars[i];
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if (!marker.isDue(now)) {
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marker.update(now);
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continue;
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}
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marker.destroy();
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this.mortars.splice(i, 1);
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this.effects.explosion(marker.x, marker.y, cfg.radius, COLORS.mortar);
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this.services.audio.play('explosion-small');
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if (inCircle(this.player, marker, cfg.radius, PLAYER.radius)) this.damagePlayer(cfg.damage);
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}
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}
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updateProjectiles() {
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this.playerBullets.update(this.worldRect);
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this.enemyBullets.update(this.worldRect);
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}
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drawHealthBars() {
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const g = this.healthBars;
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g.clear();
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for (const enemy of this.enemies.getChildren()) {
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if (!enemy.alive || (enemy.hp >= enemy.maxHp && !enemy.isElite)) continue;
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const width = enemy.isElite ? 72 : 30;
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const height = enemy.isElite ? 7 : 4;
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const x = enemy.x - width / 2;
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const y = enemy.y - enemy.type.radius - 12;
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g.fillStyle(0x000000, 0.6);
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g.fillRect(x - 1, y - 1, width + 2, height + 2);
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g.fillStyle(enemy.isElite ? COLORS.gold : COLORS.hpBarLow, 1);
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g.fillRect(x, y, (width * enemy.hp) / enemy.maxHp, height);
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}
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}
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/** @returns {{x: number, y: number}} Mausposition in Weltkoordinaten. */
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aimPoint() {
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const point = this.input.activePointer.positionToCamera(this.cameras.main);
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return { x: point.x, y: point.y };
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}
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// ------------------------------------------------------------------ Gegner
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spawnGroup(group, plan) {
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let point = spawnPointOnEdge(group.edge, GAME.world, GAME.spawnMargin, this.rng);
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if (distance(point, this.player) < MIN_SPAWN_DISTANCE) {
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point = spawnPointOnEdge(OPPOSITE_EDGE[group.edge], GAME.world, GAME.spawnMargin, this.rng);
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}
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const margin = GAME.spawnMargin;
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for (let i = 0; i < group.count; i += 1) {
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const x = clamp(point.x + randFloat(this.rng, -SPAWN_SPREAD, SPAWN_SPREAD), margin, GAME.world.width - margin);
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const y = clamp(point.y + randFloat(this.rng, -SPAWN_SPREAD, SPAWN_SPREAD), margin, GAME.world.height - margin);
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this.spawnEnemy(group.type, x, y, { hpMultiplier: plan.hpMultiplier, speedMultiplier: plan.speedMultiplier });
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}
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const type = ENEMY_TYPES[group.type];
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if (type.tier === 'elite') {
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this.announce(WAVE.elite[type.id] ?? type.name, '', 'elite');
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this.services.audio.play('alarm');
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}
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}
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/**
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* @param {string} typeId
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* @param {number} x
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* @param {number} y
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* @param {{hpMultiplier?: number, speedMultiplier?: number, parent?: Enemy}} [options]
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* @returns {Enemy}
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*/
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spawnEnemy(typeId, x, y, options = {}) {
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const enemy = new Enemy(this, x, y, typeId, { now: this.gameTime, rng: this.rng, ...options });
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this.enemies.add(enemy);
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enemy.initBody();
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enemy.setAlpha(0);
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this.tweens.add({ targets: enemy, alpha: 1, duration: 250 });
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return enemy;
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}
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spawnBrood(mother, count) {
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const childType = mother.type.brood.childType;
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for (let i = 0; i < count; i += 1) {
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const angle = this.rng() * Math.PI * 2;
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const reach = mother.type.radius + ENEMY_TYPES[childType].radius;
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const child = this.spawnEnemy(childType, mother.x + Math.cos(angle) * reach, mother.y + Math.sin(angle) * reach, {
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hpMultiplier: mother.multipliers.hp,
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speedMultiplier: mother.multipliers.speed,
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parent: mother,
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});
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child.setAlpha(1);
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mother.childCount += 1;
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||||
}
|
||||
this.effects.burst(mother.x, mother.y, COLORS.swarm, 10);
|
||||
this.services.audio.play('brood');
|
||||
}
|
||||
|
||||
scheduleMortar(x, y, cfg) {
|
||||
const now = this.gameTime;
|
||||
this.mortars.push({ marker: new GroundMarker(this, x, y, cfg.radius, COLORS.mortar, now, now + cfg.delayMs), cfg });
|
||||
this.services.audio.play('mortar');
|
||||
}
|
||||
|
||||
/**
|
||||
* @param {Enemy} enemy
|
||||
* @param {number} amount
|
||||
* @param {number} hitX
|
||||
* @param {number} hitY
|
||||
*/
|
||||
damageEnemy(enemy, amount, hitX, hitY) {
|
||||
if (!enemy.alive) return;
|
||||
const killed = enemy.takeDamage(amount);
|
||||
this.effects.flash(enemy);
|
||||
this.effects.burst(hitX, hitY, FACTION_COLORS[enemy.type.faction], 4);
|
||||
this.services.audio.play(enemy.type.faction === 'legion' ? 'hit-metal' : 'hit-flesh');
|
||||
if (killed) this.killEnemy(enemy);
|
||||
}
|
||||
|
||||
/** @param {Enemy} enemy */
|
||||
killEnemy(enemy) {
|
||||
const now = this.gameTime;
|
||||
const previousMultiplier = this.score.multiplierAt(now);
|
||||
const result = this.score.registerKill(enemy.type.points, now);
|
||||
const label = result.multiplier > 1 ? `+${result.awarded} ${formatMultiplier(result.multiplier)}` : `+${result.awarded}`;
|
||||
this.effects.floatingText(enemy.x, enemy.y - enemy.type.radius, label);
|
||||
if (result.multiplier > previousMultiplier) {
|
||||
// Neue Multiplikatorstufe deutlich am Präsidenten melden – Belohnung soll man sehen.
|
||||
this.effects.floatingText(this.player.x, this.player.y - 48, `SERIE ${formatMultiplier(result.multiplier)}`, '#ffe28a', 26);
|
||||
}
|
||||
this.effects.burst(enemy.x, enemy.y, FACTION_COLORS[enemy.type.faction], enemy.isElite ? 40 : 12);
|
||||
if (enemy.isElite) this.effects.explosion(enemy.x, enemy.y, enemy.type.radius * 3, COLORS.gold);
|
||||
if (enemy.parentEnemy) enemy.parentEnemy.childCount = Math.max(0, enemy.parentEnemy.childCount - 1);
|
||||
this.services.audio.play(enemy.type.faction === 'legion' ? 'death-legion' : 'death-swarm');
|
||||
|
||||
// Körper sofort deaktivieren (zählt nicht mehr als lebend, keine Kollisionen),
|
||||
// die Grafik aber kurz ausblenden statt sie hart verschwinden zu lassen.
|
||||
enemy.disableBody(true, false);
|
||||
this.tweens.add({
|
||||
targets: enemy,
|
||||
alpha: 0,
|
||||
scale: 0.4,
|
||||
duration: 220,
|
||||
onComplete: () => enemy.destroy(),
|
||||
});
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------ Kollisionen
|
||||
|
||||
onBulletHitEnemy(bullet, enemy) {
|
||||
if (!bullet.active || !enemy.alive) return;
|
||||
this.playerBullets.kill(bullet);
|
||||
this.damageEnemy(enemy, bullet.damage, bullet.x, bullet.y);
|
||||
}
|
||||
|
||||
onEnemyBulletHitPlayer(bullet) {
|
||||
if (!bullet.active || this.isOver) return;
|
||||
this.enemyBullets.kill(bullet);
|
||||
this.damagePlayer(bullet.damage);
|
||||
}
|
||||
|
||||
/** @param {Enemy} enemy */
|
||||
onEnemyContact(enemy) {
|
||||
const now = this.gameTime;
|
||||
if (!enemy.alive || this.isOver || this.player.isDodging(now)) return;
|
||||
if (now - enemy.lastContactAt < enemy.type.contactCooldownMs) return;
|
||||
enemy.lastContactAt = now;
|
||||
this.damagePlayer(enemy.type.contactDamage);
|
||||
}
|
||||
|
||||
/** @param {SupplyPod} pod */
|
||||
onPickup(pod) {
|
||||
if (pod.collected || this.isOver) return;
|
||||
pod.collected = true;
|
||||
this.player.heal(pod.cfg.heal);
|
||||
this.player.refillAmmo();
|
||||
this.lowAmmoHinted = false;
|
||||
this.feedback(ORBITAL_TEXT.supplyPickup(pod.cfg.heal), 'ok');
|
||||
this.effects.burst(pod.x, pod.y, COLORS.supply, 20);
|
||||
this.services.audio.play('pickup');
|
||||
pod.destroy();
|
||||
}
|
||||
|
||||
/**
|
||||
* @param {number} amount
|
||||
* @returns {number} Tatsächlich erlittener Schaden.
|
||||
*/
|
||||
damagePlayer(amount) {
|
||||
const dealt = this.player.takeDamage(amount, this.gameTime);
|
||||
if (dealt <= 0) return 0;
|
||||
this.effects.flash(this.player);
|
||||
this.effects.shake('hit');
|
||||
this.services.audio.play('player-hit');
|
||||
if (SCORING.damageBreaksStreak) this.score.breakStreak();
|
||||
this.events.emit('player-damaged', dealt);
|
||||
if (!this.player.alive) this.onPlayerDeath();
|
||||
return dealt;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------ Orbital-Befehle
|
||||
|
||||
onOrbitalFeedback(kind, command, remainingMs) {
|
||||
const audio = this.services.audio;
|
||||
if (kind === 'step') audio.play('combo-step');
|
||||
else if (kind === 'fail') {
|
||||
audio.play('combo-fail');
|
||||
this.feedback(ORBITAL_TEXT.invalid, 'warn');
|
||||
} else if (kind === 'notReady') {
|
||||
audio.play('combo-fail');
|
||||
this.feedback(ORBITAL_TEXT.notReady(command.shortName, Math.ceil(remainingMs / 1000)), 'warn');
|
||||
} else if (kind === 'deploy') {
|
||||
audio.play('orbital-call');
|
||||
this.feedback(ORBITAL_TEXT.requested(command.shortName), 'ok');
|
||||
}
|
||||
}
|
||||
|
||||
onOrbitalImpact(command, x, y) {
|
||||
const center = { x, y };
|
||||
this.effects.explosion(x, y, command.radius, ORBITAL_COLORS[command.id] ?? COLORS.gold);
|
||||
this.services.audio.play(command.id === 'strike' ? 'explosion-big' : 'explosion-small');
|
||||
|
||||
for (const enemy of this.enemies.getChildren().slice()) {
|
||||
if (enemy.alive && inCircle(enemy, center, command.radius, enemy.type.radius)) {
|
||||
this.damageEnemy(enemy, command.damage, enemy.x, enemy.y);
|
||||
}
|
||||
}
|
||||
if (command.playerDamage > 0 && inCircle(this.player, center, command.radius, PLAYER.radius)) {
|
||||
if (this.damagePlayer(command.playerDamage) > 0 && command.id === 'strike') {
|
||||
this.feedback(ORBITAL_TEXT.selfHit, 'warn');
|
||||
}
|
||||
}
|
||||
if (command.id === 'supply' && !this.isOver) {
|
||||
const pod = new SupplyPod(this, x, y, command, this.gameTime);
|
||||
this.pods.add(pod);
|
||||
pod.initBody();
|
||||
}
|
||||
if (command.id === 'turret' && !this.isOver) {
|
||||
this.turrets.push(new Turret(this, x, y, command, this.gameTime));
|
||||
this.feedback(ORBITAL_TEXT.turretOnline, 'ok');
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------ Wellen
|
||||
|
||||
onWaveStart(plan) {
|
||||
const factionKey = plan.factions.length > 1 ? 'mixed' : plan.factions[0];
|
||||
this.announce(WAVE.incoming(plan.number), WAVE.factionLine[factionKey], 'wave');
|
||||
this.services.audio.play('wave-start');
|
||||
}
|
||||
|
||||
onWaveCleared(waveNumber) {
|
||||
const bonus = this.score.addBonus(waveBonus(waveNumber));
|
||||
const healed = this.player.heal(PLAYER.waveClearHeal);
|
||||
const lines = [WAVE.bonus(bonus)];
|
||||
if (healed > 0) lines.push(WAVE.heal(healed));
|
||||
lines.push(`„${this.nextPropaganda()}“`);
|
||||
this.announce(WAVE.cleared(waveNumber), lines.join('\n'), 'cleared');
|
||||
this.services.audio.play('wave-cleared');
|
||||
}
|
||||
|
||||
/** Propaganda ohne direkte Wiederholung: Stapel mischen und nacheinander ziehen. */
|
||||
nextPropaganda() {
|
||||
if (this.propagandaDeck.length === 0) {
|
||||
this.propagandaDeck = PROPAGANDA.slice();
|
||||
for (let i = this.propagandaDeck.length - 1; i > 0; i -= 1) {
|
||||
const j = Math.floor(this.rng() * (i + 1));
|
||||
[this.propagandaDeck[i], this.propagandaDeck[j]] = [this.propagandaDeck[j], this.propagandaDeck[i]];
|
||||
}
|
||||
}
|
||||
return this.propagandaDeck.pop();
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------ Meldungen
|
||||
|
||||
/**
|
||||
* Große Einblendung im HUD.
|
||||
* @param {string} title
|
||||
* @param {string} subtitle
|
||||
* @param {'wave'|'cleared'|'elite'} kind
|
||||
*/
|
||||
announce(title, subtitle, kind) {
|
||||
this.events.emit('announce', { title, subtitle, kind });
|
||||
}
|
||||
|
||||
/**
|
||||
* Kurze Statuszeile im HUD.
|
||||
* @param {string} text
|
||||
* @param {'ok'|'warn'} tone
|
||||
*/
|
||||
feedback(text, tone) {
|
||||
this.events.emit('feedback', { text, tone });
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------ Pause und Ende
|
||||
|
||||
openPause() {
|
||||
if (this.isOver || !this.scene.isActive()) return;
|
||||
this.scene.pause();
|
||||
this.scene.launch('Pause');
|
||||
}
|
||||
|
||||
autoPause() {
|
||||
// Fenster verliert den Fokus: lieber pausieren, als den Präsidenten allein zu lassen.
|
||||
if (this.scene.isActive() && !this.isOver) this.openPause();
|
||||
}
|
||||
|
||||
onPlayerDeath() {
|
||||
if (this.isOver) return;
|
||||
this.isOver = true;
|
||||
this.services.audio.play('player-death');
|
||||
this.services.audio.stopMusic();
|
||||
this.effects.explosion(this.player.x, this.player.y, 120, COLORS.crimson);
|
||||
this.player.setTint(0x555555);
|
||||
this.tweens.add({ targets: this.player, alpha: 0.3, duration: FX.deathDelayMs });
|
||||
this.time.delayedCall(FX.deathDelayMs, () => this.finish());
|
||||
}
|
||||
|
||||
finish() {
|
||||
const snapshot = this.score.snapshot(this.gameTime);
|
||||
const stats = {
|
||||
score: snapshot.score,
|
||||
wave: Math.max(1, this.waves.waveNumber),
|
||||
kills: snapshot.kills,
|
||||
bestStreak: snapshot.bestStreak,
|
||||
durationMs: this.gameTime,
|
||||
runToken: this.runToken,
|
||||
};
|
||||
this.scene.stop('Hud');
|
||||
this.scene.start('GameOver', stats);
|
||||
}
|
||||
|
||||
cleanup() {
|
||||
this.orbital?.destroy();
|
||||
this.game.events.off('blur', this.autoPause, this);
|
||||
this.input.setDefaultCursor('default');
|
||||
this.services.audio.stopMusic();
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------ HUD-Daten
|
||||
|
||||
/** Zustand für das HUD (wird jeden Frame von HudScene gelesen). */
|
||||
hudState() {
|
||||
const now = this.gameTime;
|
||||
const { player } = this;
|
||||
const weapon = player.weapon;
|
||||
return {
|
||||
hp: player.hp,
|
||||
maxHp: player.maxHp,
|
||||
dodge: player.dodgeReadiness(now),
|
||||
weaponIndex: player.weaponIndex,
|
||||
weapons: player.weapons.map((w) => ({ name: w.def.shortName, empty: w.isEmpty })),
|
||||
weaponName: weapon.def.name,
|
||||
magazine: weapon.magazine,
|
||||
magazineSize: weapon.def.magazineSize,
|
||||
reserve: weapon.reserve,
|
||||
reloading: weapon.isReloading,
|
||||
reloadProgress: weapon.reloadProgress(now),
|
||||
score: this.score.snapshot(now),
|
||||
wave: {
|
||||
number: this.waves.waveNumber,
|
||||
state: this.waves.state,
|
||||
enemies: this.waves.pendingEnemies + this.enemies.countActive(true),
|
||||
nextInMs: this.waves.intermissionRemaining(now),
|
||||
},
|
||||
orbital: this.orbital.hudState(now),
|
||||
over: this.isOver,
|
||||
};
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user