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Sleeping
Sleeping
| import Phaser from 'phaser'; | |
| import { MAX_LEVEL, GAME_WIDTH, GAME_HEIGHT, BORDER_OFFSET } from '../constants.js'; | |
| export default class PreloadScene extends Phaser.Scene { | |
| constructor() { | |
| super({ key: 'PreloadScene' }); | |
| } | |
| preload() { | |
| // Create loading screen | |
| const loadingText = this.add.text(GAME_WIDTH / 2 + BORDER_OFFSET, GAME_HEIGHT / 2 - 20, 'LOADING...', { | |
| fontSize: '16px', | |
| color: '#ffffff', | |
| fontFamily: 'monospace' | |
| }).setOrigin(0.5); | |
| const progressText = this.add.text(GAME_WIDTH / 2 + BORDER_OFFSET, GAME_HEIGHT / 2 + 10, '0%', { | |
| fontSize: '14px', | |
| color: '#ffffff', | |
| fontFamily: 'monospace' | |
| }).setOrigin(0.5); | |
| // Progress bar | |
| const progressBar = this.add.graphics(); | |
| const progressBox = this.add.graphics(); | |
| progressBox.fillStyle(0x222222, 0.8); | |
| progressBox.fillRect(GAME_WIDTH / 2 + BORDER_OFFSET - 80, GAME_HEIGHT / 2 + 30, 160, 20); | |
| // Update progress | |
| this.load.on('progress', (value) => { | |
| progressText.setText(Math.floor(value * 100) + '%'); | |
| progressBar.clear(); | |
| progressBar.fillStyle(0xffffff, 1); | |
| progressBar.fillRect(GAME_WIDTH / 2 + BORDER_OFFSET - 78, GAME_HEIGHT / 2 + 32, 156 * value, 16); | |
| }); | |
| this.load.on('complete', () => { | |
| progressBar.destroy(); | |
| progressBox.destroy(); | |
| loadingText.destroy(); | |
| progressText.destroy(); | |
| }); | |
| // Load title screen | |
| this.load.image('title', 'assets/title.png'); | |
| // Load game over screen | |
| this.load.image('game-over', 'assets/game-over.png'); | |
| // Load block sprite sheet (grayscale with depth) | |
| this.load.image('blocks-spritesheet', 'assets/blocks-sprite.png'); | |
| // Load crush animation sprite (40x8px = 5 frames of 8x8px) | |
| this.load.image('crush-spritesheet', 'assets/crush.png'); | |
| // Load bitmap font (Thick 8x8 from frostyfreeze) | |
| this.load.bitmapFont('pixel-font', 'assets/fonts/thick_8x8.png', 'assets/fonts/thick_8x8.xml'); | |
| // Load backdrops for all levels | |
| for (let i = 1; i <= MAX_LEVEL; i++) { | |
| this.load.image(`backdrop-${i}`, `assets/backdrops/level-${i}/backdrop.png`); | |
| } | |
| // Load music for all levels | |
| for (let i = 1; i <= MAX_LEVEL; i++) { | |
| this.load.audio(`music-${i}`, `assets/music/level-${i}/track.mp3`); | |
| } | |
| } | |
| create() { | |
| // Title image fills entire screen (256x224), offset by border | |
| const titleImage = this.add.image(BORDER_OFFSET, 0, 'title'); | |
| titleImage.setOrigin(0, 0); | |
| titleImage.texture.setFilter(Phaser.Textures.FilterMode.NEAREST); | |
| // "Press space to start" text - positioned in bottom third | |
| const startText = this.add.bitmapText(GAME_WIDTH / 2 + BORDER_OFFSET, GAME_HEIGHT * 0.7 + 20, 'pixel-font', 'PRESS SPACE TO START', 10).setOrigin(0.5); | |
| startText.texture.setFilter(Phaser.Textures.FilterMode.NEAREST); | |
| startText.setDepth(10); | |
| // Demo mode timer - start demo after 10 seconds of inactivity | |
| this.demoTimer = this.time.delayedCall(10000, () => { | |
| this.startDemoMode(); | |
| }); | |
| // Blinking effect for start text | |
| this.tweens.add({ | |
| targets: startText, | |
| alpha: 0.3, | |
| duration: 600, | |
| yoyo: true, | |
| repeat: -1 | |
| }); | |
| // Credits text - positioned below start text in bottom third | |
| const creditsText = this.add.bitmapText(GAME_WIDTH / 2 + BORDER_OFFSET, GAME_HEIGHT * 0.8 + 20, 'pixel-font', 'BY MARCO VAN HYLCKAMA VLIEG', 10).setOrigin(0.5); | |
| creditsText.texture.setFilter(Phaser.Textures.FilterMode.NEAREST); | |
| creditsText.setDepth(10); | |
| // Wait for space key to start | |
| this.input.keyboard.once('keydown-SPACE', () => { | |
| this.scene.start('ModeSelectScene'); | |
| }); | |
| } | |
| } | |