Initial commit: Add existing project files
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4 changed files with 1263 additions and 0 deletions
28
index.html
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28
index.html
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="UTF-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, user-scalable=no">
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<title>Pop! Pop! Pop!</title>
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<style>
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body {
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margin: 0;
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padding: 0;
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background-color: #f0f0f0;
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overflow: hidden;
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display: flex;
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justify-content: center;
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align-items: center;
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height: 100vh;
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width: 100vw;
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}
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canvas {
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display: block;
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}
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</style>
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</head>
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<body>
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<div id="game-container"></div>
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<script type="module" src="/src/main.ts"></script>
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</body>
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</html>
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1098
package-lock.json
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1098
package-lock.json
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19
package.json
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19
package.json
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{
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"name": "demo-pop-game",
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"version": "1.0.0",
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"description": "A simple pop game for toddlers",
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"type": "module",
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"scripts": {
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"dev": "npx vite --host",
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"build": "npx tsc && npx vite build",
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"preview": "npx vite preview"
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},
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"dependencies": {
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"phaser": "^3.80.1"
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},
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"devDependencies": {
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"@types/node": "^20.19.43",
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"typescript": "^5.9.3",
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"vite": "^5.4.21"
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}
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}
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118
src/main.ts
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118
src/main.ts
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import Phaser from 'phaser';
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// Simple Web Audio API helper for a "pop" sound
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const playPopSound = (scene) => {
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const audioCtx = scene.sound.context;
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const oscillator = audioCtx.createOscillator();
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const gainNode = audioCtx.createGain();
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oscillator.type = 'sine';
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oscillator.frequency.setValueAtTime(400, audioCtx.currentTime);
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oscillator.frequency.exponentialRampToValueAtTime(0.01, audioCtx.currentTime + 0.1);
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gainNode.gain.setValueAtTime(0.3, audioCtx.currentTime);
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gainNode.gain.exponentialRampToValueAtTime(0.01, audioCtx.currentTime + 0.1);
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oscillator.connect(gainNode);
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gainNode.connect(audioCtx.destination);
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oscillator.start();
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oscillator.stop(audioCtx.currentTime + 0.1);
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};
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class PopScene extends Phaser.Scene {
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constructor() {
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super('PopScene');
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}
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create() {
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// Fill the background with a soft color
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this.cameras.main.setBackgroundColor('#e0f7fa');
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// Spawn a circle every 1 second
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this.time.addEvent({
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delay: 1000,
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callback: this.spawnCircle,
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callbackScope: this,
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loop: true
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});
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}
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spawnCircle() {
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const x = Phaser.Math.Between(50, this.scale.width - 50);
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const y = Phaser.Math.Between(50, this.scale.height - 50);
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const radius = Phaser.Math.Between(30, 60);
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// Pick a random bright color (bulletproof method)
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const color = Math.floor(Math.random() * 0xffffff);
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// Create a graphics object for the circle
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const circle = this.add.graphics();
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circle.fillStyle(color, 1);
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circle.fillCircle(0, 0, radius);
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// We use a container to make the circle a single interactive object
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const container = this.add.container(x, y);
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container.add(circle);
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container.setSize(radius * 2, radius * 2);
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container.setInteractive(new Phaser.Geom.Circle(radius, radius, radius), Phaser.Geom.Circle.Contains);
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// Add a little "pulse" animation on spawn
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container.setScale(0);
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this.tweens.add({
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targets: container,
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scale: 1,
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duration: 300,
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ease: 'Back.easeOut'
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});
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// Handle click/touch
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container.on('pointerdown', () => {
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this.popCircle(container, circle, radius, color);
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});
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}
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popCircle(container, graphics, radius, color) {
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// 1. Play sound (with safety check for Web Audio API)
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try {
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playPopSound(this);
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} catch (e) {
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console.warn("Audio playback failed (user interaction might be required):", e);
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}
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// 2. Create "Confetti" particles
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// Instead of complex particles, let's just spawn a few small circles manually for the "vibe"
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for(let i = 0; i < 8; i++) {
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const p = this.add.circle(container.x, container.y, 5, color);
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this.tweens.add({
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targets: p,
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x: p.x + Phaser.Math.Between(-100, 100),
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y: p.y + Phaser.Math.Between(-100, 100),
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alpha: 0,
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duration: 500,
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onComplete: () => p.destroy()
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});
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}
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// 3. Destroy the circle
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container.destroy();
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}
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update() {
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// Optional: check if circles should disappear if not clicked
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}
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}
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const config = {
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type: Phaser.AUTO,
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width: window.innerWidth,
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height: window.innerHeight,
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parent: 'game-container',
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scene: [PopScene],
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physics: {
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default: 'arcade',
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arcade: { debug: false }
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}
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};
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new Phaser.Game(config);
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