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'); }); } }