Halloween Event (#2285)

## Description:

Changed theme colors for an "autumn" ambiance:

<img width="395" height="254" alt="image"
src="https://github.com/user-attachments/assets/67bd07d3-e74b-49e2-ba0b-c87958767d45"
/>

Changed structures pixel art:

<img width="756" height="605" alt="image"
src="https://github.com/user-attachments/assets/5158ae81-0641-413c-8862-367259496a9a"
/>


Change existing FX with new halloween-themed ones:


https://github.com/user-attachments/assets/fb99be49-43cd-4d85-ad77-8c153070edaf

Added new FX playing randomly on the map:


https://github.com/user-attachments/assets/16631113-77e6-4b8c-b1b6-c147f5f1d275

Added a couple of new emojis, which are used by the bots when attacked:
👻🎃

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

## Please put your Discord username so you can be contacted if a bug or
regression is found:

IngloriousTom
This commit is contained in:
DevelopingTom
2025-10-25 14:06:15 -07:00
committed by GitHub
parent 4ed1076166
commit b69adf70b3
28 changed files with 210 additions and 61 deletions
+77 -1
View File
@@ -13,7 +13,7 @@ import { AnimatedSpriteLoader } from "../AnimatedSpriteLoader";
import { conquestFxFactory } from "../fx/ConquestFx";
import { Fx, FxType } from "../fx/Fx";
import { nukeFxFactory, ShockwaveFx } from "../fx/NukeFx";
import { SpriteFx } from "../fx/SpriteFx";
import { FadeFx, MoveSpriteFx, SpriteFx } from "../fx/SpriteFx";
import { TargetFx } from "../fx/TargetFx";
import { TextFx } from "../fx/TextFx";
import { UnitExplosionFx } from "../fx/UnitExplosionFx";
@@ -21,6 +21,8 @@ import { Layer } from "./Layer";
export class FxLayer implements Layer {
private canvas: HTMLCanvasElement;
private context: CanvasRenderingContext2D;
private lastRandomEvent: number = 0;
private randomEventRate: number = 8;
private lastRefresh: number = 0;
private refreshRate: number = 10;
@@ -40,6 +42,14 @@ export class FxLayer implements Layer {
}
tick() {
if (!this.game.config().userSettings()?.fxLayer()) {
return;
}
this.lastRandomEvent += 1;
if (this.lastRandomEvent > this.randomEventRate) {
this.lastRandomEvent = 0;
this.randomEvent();
}
this.manageBoatTargetFx();
this.game
.updatesSinceLastTick()
@@ -116,6 +126,72 @@ export class FxLayer implements Layer {
this.allFx.push(textFx);
}
randomEvent() {
const randX = Math.floor(Math.random() * this.game.width());
const randY = Math.floor(Math.random() * this.game.height());
const ref = this.game.ref(randX, randY);
if (this.game.isOcean(ref) && !this.game.isShoreline(ref)) {
const animation = Math.floor(Math.random() * 4);
if (animation === 0) {
const fx = new SpriteFx(
this.animatedSpriteLoader,
randX,
randY,
FxType.Shark,
);
this.allFx.push(fx);
} else if (animation === 1) {
const fx = new SpriteFx(
this.animatedSpriteLoader,
randX,
randY,
FxType.Bubble,
);
this.allFx.push(fx);
} else if (animation === 2) {
const fx = new MoveSpriteFx(
new SpriteFx(
this.animatedSpriteLoader,
randX,
randY,
FxType.Tornado,
6000,
),
randX - 40,
randY,
0.1,
0.8,
);
this.allFx.push(fx);
} else if (animation === 3) {
const fx = new FadeFx(
new SpriteFx(
this.animatedSpriteLoader,
randX,
randY,
FxType.Tentacle,
),
0.1,
0.8,
);
this.allFx.push(fx);
}
} else {
const ghost = new FadeFx(
new SpriteFx(
this.animatedSpriteLoader,
randX,
randY,
FxType.MiniSmoke,
4000,
),
0.1,
0.8,
);
this.allFx.push(ghost);
}
}
onUnitEvent(unit: UnitView) {
switch (unit.type()) {
case UnitType.TransportShip: {