diff --git a/CLAUDE.md b/CLAUDE.md index c7e421f..7463c59 100644 --- a/CLAUDE.md +++ b/CLAUDE.md @@ -12,13 +12,13 @@ A hockey match engine simulation built with PhaserJS and TypeScript. The engine ```bash # Start development server (runs on port 3000) -npm run dev +pnpm run dev # Build for production -npm run build +pnpm run build # Preview production build -npm run preview +pnpm run preview ``` ## Coordinate System diff --git a/pnpm-lock.yaml b/pnpm-lock.yaml new file mode 100644 index 0000000..ea60f6c --- /dev/null +++ b/pnpm-lock.yaml @@ -0,0 +1,585 @@ +lockfileVersion: '9.0' + +settings: + autoInstallPeers: true + excludeLinksFromLockfile: false + +importers: + + .: + devDependencies: + '@types/node': + specifier: ^24.6.1 + version: 24.6.2 + phaser: + specifier: ^3.90.0 + version: 3.90.0 + typescript: + specifier: ^5.9.3 + version: 5.9.3 + vite: + specifier: ^5.4.11 + version: 5.4.20(@types/node@24.6.2) + +packages: + + '@esbuild/aix-ppc64@0.21.5': + resolution: {integrity: sha512-1SDgH6ZSPTlggy1yI6+Dbkiz8xzpHJEVAlF/AM1tHPLsf5STom9rwtjE4hKAF20FfXXNTFqEYXyJNWh1GiZedQ==} + engines: {node: '>=12'} + cpu: [ppc64] + os: [aix] + + '@esbuild/android-arm64@0.21.5': + 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'@rollup/rollup-linux-ppc64-gnu@4.52.3': + optional: true + + '@rollup/rollup-linux-riscv64-gnu@4.52.3': + optional: true + + '@rollup/rollup-linux-riscv64-musl@4.52.3': + optional: true + + '@rollup/rollup-linux-s390x-gnu@4.52.3': + optional: true + + '@rollup/rollup-linux-x64-gnu@4.52.3': + optional: true + + '@rollup/rollup-linux-x64-musl@4.52.3': + optional: true + + '@rollup/rollup-openharmony-arm64@4.52.3': + optional: true + + '@rollup/rollup-win32-arm64-msvc@4.52.3': + optional: true + + '@rollup/rollup-win32-ia32-msvc@4.52.3': + optional: true + + '@rollup/rollup-win32-x64-gnu@4.52.3': + optional: true + + '@rollup/rollup-win32-x64-msvc@4.52.3': + optional: true + + '@types/estree@1.0.8': {} + + '@types/node@24.6.2': + dependencies: + undici-types: 7.13.0 + + esbuild@0.21.5: + optionalDependencies: + '@esbuild/aix-ppc64': 0.21.5 + '@esbuild/android-arm': 0.21.5 + '@esbuild/android-arm64': 0.21.5 + '@esbuild/android-x64': 0.21.5 + '@esbuild/darwin-arm64': 0.21.5 + '@esbuild/darwin-x64': 0.21.5 + '@esbuild/freebsd-arm64': 0.21.5 + '@esbuild/freebsd-x64': 0.21.5 + '@esbuild/linux-arm': 0.21.5 + '@esbuild/linux-arm64': 0.21.5 + '@esbuild/linux-ia32': 0.21.5 + '@esbuild/linux-loong64': 0.21.5 + '@esbuild/linux-mips64el': 0.21.5 + '@esbuild/linux-ppc64': 0.21.5 + '@esbuild/linux-riscv64': 0.21.5 + '@esbuild/linux-s390x': 0.21.5 + '@esbuild/linux-x64': 0.21.5 + '@esbuild/netbsd-x64': 0.21.5 + '@esbuild/openbsd-x64': 0.21.5 + '@esbuild/sunos-x64': 0.21.5 + '@esbuild/win32-arm64': 0.21.5 + '@esbuild/win32-ia32': 0.21.5 + '@esbuild/win32-x64': 0.21.5 + + eventemitter3@5.0.1: {} + + fsevents@2.3.3: + optional: true + + nanoid@3.3.11: {} + + phaser@3.90.0: + dependencies: + eventemitter3: 5.0.1 + + picocolors@1.1.1: {} + + postcss@8.5.6: + dependencies: + nanoid: 3.3.11 + picocolors: 1.1.1 + source-map-js: 1.2.1 + + rollup@4.52.3: + dependencies: + '@types/estree': 1.0.8 + optionalDependencies: + '@rollup/rollup-android-arm-eabi': 4.52.3 + '@rollup/rollup-android-arm64': 4.52.3 + '@rollup/rollup-darwin-arm64': 4.52.3 + '@rollup/rollup-darwin-x64': 4.52.3 + '@rollup/rollup-freebsd-arm64': 4.52.3 + '@rollup/rollup-freebsd-x64': 4.52.3 + '@rollup/rollup-linux-arm-gnueabihf': 4.52.3 + '@rollup/rollup-linux-arm-musleabihf': 4.52.3 + '@rollup/rollup-linux-arm64-gnu': 4.52.3 + '@rollup/rollup-linux-arm64-musl': 4.52.3 + '@rollup/rollup-linux-loong64-gnu': 4.52.3 + '@rollup/rollup-linux-ppc64-gnu': 4.52.3 + '@rollup/rollup-linux-riscv64-gnu': 4.52.3 + '@rollup/rollup-linux-riscv64-musl': 4.52.3 + '@rollup/rollup-linux-s390x-gnu': 4.52.3 + '@rollup/rollup-linux-x64-gnu': 4.52.3 + '@rollup/rollup-linux-x64-musl': 4.52.3 + '@rollup/rollup-openharmony-arm64': 4.52.3 + '@rollup/rollup-win32-arm64-msvc': 4.52.3 + '@rollup/rollup-win32-ia32-msvc': 4.52.3 + '@rollup/rollup-win32-x64-gnu': 4.52.3 + '@rollup/rollup-win32-x64-msvc': 4.52.3 + fsevents: 2.3.3 + + source-map-js@1.2.1: {} + + typescript@5.9.3: {} + + undici-types@7.13.0: {} + + vite@5.4.20(@types/node@24.6.2): + dependencies: + esbuild: 0.21.5 + postcss: 8.5.6 + rollup: 4.52.3 + optionalDependencies: + '@types/node': 24.6.2 + fsevents: 2.3.3 diff --git a/src/config/constants.ts b/src/config/constants.ts index 94aa17a..56aa674 100644 --- a/src/config/constants.ts +++ b/src/config/constants.ts @@ -25,3 +25,6 @@ export const COLOR_GOAL_CREASE = 0x87ceeb; // Game settings export const FPS = 60; + +// Player movement +export const PLAYER_ROTATION_SPEED = 1; // radians per second diff --git a/src/entities/Player.ts b/src/entities/Player.ts index 85f9a6f..3920d4c 100644 --- a/src/entities/Player.ts +++ b/src/entities/Player.ts @@ -1,5 +1,5 @@ import Phaser from 'phaser'; -import { SCALE } from '../config/constants'; +import { SCALE, PLAYER_ROTATION_SPEED } from '../config/constants'; export type PlayerPosition = 'LW' | 'C' | 'RW' | 'LD' | 'RD' | 'G'; export type TeamSide = 'home' | 'away'; @@ -33,6 +33,9 @@ export class Player extends Phaser.GameObjects.Container { public state: PlayerState; private speedMultiplier: number = 1.0; + // Rotation (angle in radians, 0 = facing right) + private currentAngle: number = 0; + constructor( scene: Phaser.Scene, id: string, @@ -150,7 +153,7 @@ export class Player extends Phaser.GameObjects.Container { /** * Update player movement each frame */ - public update(_delta: number) { + public update(delta: number) { // Calculate distance to target const dx = this.targetX - this.gameX; const dy = this.targetY - this.gameY; @@ -162,16 +165,40 @@ export class Player extends Phaser.GameObjects.Container { return; } - // Calculate velocity based on speed attribute + // Calculate desired angle toward target + const targetAngle = Math.atan2(dy, dx); + + // Smoothly rotate toward target angle + const deltaSeconds = delta / 1000; + const maxRotation = PLAYER_ROTATION_SPEED * deltaSeconds; + + // Calculate shortest angular difference + let angleDiff = targetAngle - this.currentAngle; + // Normalize to [-PI, PI] + while (angleDiff > Math.PI) angleDiff -= Math.PI * 2; + while (angleDiff < -Math.PI) angleDiff += Math.PI * 2; + + // Apply rotation with limit + const rotationStep = Math.sign(angleDiff) * Math.min(Math.abs(angleDiff), maxRotation); + this.currentAngle += rotationStep; + + // Normalize current angle + while (this.currentAngle > Math.PI) this.currentAngle -= Math.PI * 2; + while (this.currentAngle < -Math.PI) this.currentAngle += Math.PI * 2; + + // Update visual rotation (convert to degrees, subtract 90 because 0 angle is up in Phaser) + this.setRotation(-this.currentAngle); + + // Calculate velocity based on current facing direction and speed attribute // speed attribute (0-100) maps to actual m/s (e.g., 80 -> 8 m/s) const baseSpeed = (this.attributes.speed / 10) * SCALE; // Convert to pixels/s const speed = baseSpeed * this.speedMultiplier; // Apply speed multiplier - // Normalize direction and apply speed - const dirX = dx / distance; - const dirY = dy / distance; + // Move in the direction the player is currently facing + const velX = Math.cos(this.currentAngle) * speed; + const velY = Math.sin(this.currentAngle) * speed; - this.body.setVelocity(dirX * speed, -dirY * speed); // Negative Y because screen coords + this.body.setVelocity(velX, -velY); // Negative Y because screen coords // Update game position based on physics body center const centerX = (this.scene.game.config.width as number) / 2;