Initial commit: Naddie Jump — Monad Edition

This commit is contained in:
2026-05-23 15:33:42 +07:00
commit 7439f8f267
57 changed files with 2765 additions and 0 deletions

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src/entities/Player.js Normal file
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import { Physics } from 'phaser';
import {
GAME_WIDTH,
JUMP_VELOCITY,
SUPER_JUMP_VELOCITY,
ROCKET_VELOCITY,
PROPELLER_VELOCITY,
PLAYER_SPEED,
} from '../config/game.config.js';
export class Player extends Physics.Arcade.Sprite {
constructor(scene, x, y) {
super(scene, x, y, 'player_idle');
scene.add.existing(this);
scene.physics.add.existing(this);
this.setCollideWorldBounds(false);
this.setScale(0.45);
this.body.setSize(70, 90);
this.state = 'normal'; // normal, propeller, rocket, dead
this.propellerTimer = 0;
this.rocketTimer = 0;
}
update(cursors, wasd, touchLeft, touchRight, time, delta) {
if (this.state === 'dead') return;
let velocityX = 0;
if (cursors.left.isDown || wasd.left.isDown || touchLeft) velocityX = -PLAYER_SPEED;
if (cursors.right.isDown || wasd.right.isDown || touchRight) velocityX = PLAYER_SPEED;
this.setVelocityX(velocityX);
// Screen wrap
if (this.x < -this.width / 2) this.x = GAME_WIDTH + this.width / 2;
if (this.x > GAME_WIDTH + this.width / 2) this.x = -this.width / 2;
// Tilt sprite based on movement
if (velocityX < 0) {
this.setFlipX(true);
this.setAngle(-5);
} else if (velocityX > 0) {
this.setFlipX(false);
this.setAngle(5);
} else {
this.setAngle(0);
}
// Power-up timers
if (this.state === 'propeller') {
this.propellerTimer -= delta;
this.setVelocityY(PROPELLER_VELOCITY);
if (this.propellerTimer <= 0) this.endPowerUp();
} else if (this.state === 'rocket') {
this.rocketTimer -= delta;
this.setVelocityY(ROCKET_VELOCITY);
if (this.rocketTimer <= 0) this.endPowerUp();
}
}
jump(force = JUMP_VELOCITY) {
if (this.state === 'dead' || this.state === 'rocket' || this.state === 'propeller') return;
this.setVelocityY(force);
// Squash animation
this.scene.tweens.add({
targets: this,
scaleX: 0.55,
scaleY: 0.4,
duration: 80,
yoyo: true,
ease: 'Quad.easeOut',
});
}
startPropeller() {
if (this.state === 'dead') return;
this.state = 'propeller';
this.propellerTimer = 3500;
const oldHeight = this.displayHeight;
this.setTexture('player_propeller');
this.setScale(0.45);
this.body.setSize(70, 105);
this.y -= (this.displayHeight - oldHeight) / 2;
}
startRocket() {
if (this.state === 'dead') return;
this.state = 'rocket';
this.rocketTimer = 4000;
const oldHeight = this.displayHeight;
this.setTexture('player_rocket');
this.setScale(0.52);
this.body.setSize(55, 180);
this.y -= (this.displayHeight - oldHeight) / 2;
}
endPowerUp() {
const oldHeight = this.displayHeight;
this.state = 'normal';
this.setTexture('player_idle');
this.setScale(0.45);
this.body.setSize(70, 90);
this.setAngle(0);
this.y -= (this.displayHeight - oldHeight) / 2;
}
die() {
if (this.state === 'dead') return;
this.state = 'dead';
this.setTexture('player_dead');
this.setScale(0.4);
this.setAngle(0);
this.body.setSize(70, 90);
this.setVelocity(0, -250);
this.body.allowGravity = true;
}
}