Phase 28 Session 1: Foundation - BiomeSystem & ChunkManager
WORLD EXPANSION - Foundation systems created: 1. BiomeSystem.js (250 lines) - 5 biome definitions (Grassland, Forest, Desert, Mountain, Swamp) - 500x500 biome map generation - Region-based biome placement - Feature spawn probability per biome - Biome-specific tile coloring - Transition detection - Statistics tracking 2. ChunkManager.js (200 lines) - 50x50 tile chunk system - 3x3 chunk loading (9 active chunks) - Auto-load/unload based on player position - Performance optimization (loads 22,500 tiles vs 250,000) - 91% memory reduction - Chunk caching and statistics 3. Documentation - PHASE28_WORLD_EXPANSION_PLAN.md (complete roadmap) - PHASE28_SESSION1_LOG.md (progress tracking) Integration: - Both systems added to index.html - Ready for GameScene integration Next steps: - Initialize BiomeSystem in GameScene - Initialize ChunkManager in GameScene - Update Flat2DTerrainSystem for biome support - Expand world to 500x500 - Update camera bounds Status: Foundation complete (60% of Session 1) Time: 40 minutes Files: 5 created, 1 modified
This commit is contained in:
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docs/PHASE28_SESSION1_LOG.md
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# 🌍 PHASE 28 - SESSION 1 LOG
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**Date:** 15.12.2025 16:57
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**Session:** Foundation
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**Status:** IN PROGRESS ⚡
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---
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## ✅ **COMPLETED:**
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### **1. Planning** (5 min) ✅
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- Created `PHASE28_WORLD_EXPANSION_PLAN.md`
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- Defined 6-session roadmap
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- Specified biome details
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- Set technical architecture
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### **2. BiomeSystem.js** (15 min) ✅
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**File:** `src/systems/BiomeSystem.js` (250 lines)
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**Features:**
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- 5 biome definitions (Grassland, Forest, Desert, Mountain, Swamp)
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- Biome map generation (500x500)
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- Region-based biome placement
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- Feature spawn probability per biome
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- Tile color per biome
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- Biome transition detection
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- Statistics export
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**Biomes:**
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- **Grassland:** Green, 5% trees, farm area
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- **Forest:** Dark green, 60% trees, rainy
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- **Desert:** Tan, cacti, hot
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- **Mountain:** Gray, rocks, cold
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- **Swamp:** Dark green, fog, water
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### **3. ChunkManager.js** (15 min) ✅
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**File:** `src/systems/ChunkManager.js` (200 lines)
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**Features:**
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- 50x50 tile chunks
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- 3x3 chunk loading (9 chunks active)
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- Auto-load/unload based on player position
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- Chunk caching
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- Performance optimization
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- Statistics tracking
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**Performance:**
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- Only loads ~22,500 tiles at once (9 chunks)
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- Instead of all 250,000 tiles!
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- 91% memory reduction!
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### **4. Integration** (5 min) ✅
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- Added both systems to `index.html`
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- Scripts loaded in correct order
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---
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## ⏳ **NEXT STEPS:**
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### **Remaining for Session 1:**
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- [ ] Initialize BiomeSystem in GameScene
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- [ ] Initialize ChunkManager in GameScene
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- [ ] Update Flat2DTerrainSystem to support biomes
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- [ ] Update camera bounds to 500x500
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- [ ] Test with player spawning at center
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- [ ] Verify chunk loading works
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- [ ] Check FPS with larger world
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**Estimated:** 1-1.5 hours remaining
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---
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## 📊 **PROGRESS:**
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**Time Spent:** 40 minutes
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**Files Created:** 3
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**Lines of Code:** ~500
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**Systems:** 2 (BiomeSystem, ChunkManager)
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**Session 1 Progress:** 60% complete
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---
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**Next:** Integrate into GameScene and test!
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329
docs/PHASE28_WORLD_EXPANSION_PLAN.md
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# 🌍 PHASE 28: WORLD EXPANSION - Implementation Plan
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**Start Date:** 15.12.2025
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**Estimated Duration:** 10-20 hours
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**Status:** IN PROGRESS
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---
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## 📋 **PROJECT OVERVIEW**
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Transform the game from a small 100x100 farm to a massive explorable world with multiple biomes, rivers, roads, and points of interest.
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**Key Goals:**
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1. Expand map from 100x100 to 500x500 tiles (25x larger!)
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2. Implement 5 distinct biomes with unique features
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3. Add smooth biome transitions
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4. Create rivers, lakes, and natural features
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5. Implement chunk loading for performance
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6. Add roads, ruins, and landmarks
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---
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## 🎯 **SESSION BREAKDOWN**
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### **SESSION 1: FOUNDATION** (2-3h) - 15.12.2025 ✅ IN PROGRESS
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**Goal:** Set up core systems and expand world size
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**Tasks:**
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- [x] Create implementation plan document
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- [ ] Create BiomeSystem.js
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- [ ] Expand Flat2DTerrainSystem to support 500x500
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- [ ] Implement chunk loading system
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- [ ] Test performance with larger map
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- [ ] Update camera bounds
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**Deliverables:**
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- BiomeSystem.js (~300 lines)
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- Updated Flat2DTerrainSystem.js
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- ChunkManager.js (~200 lines)
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- 500x500 map generation working
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---
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### **SESSION 2: BIOMES - BASIC** (3-4h) - Future
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**Goal:** Implement first 2 biomes (Grassland, Forest)
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**Tasks:**
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- [ ] Grassland biome (current default)
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- [ ] Forest biome (dense trees, wildlife)
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- [ ] Biome data structures
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- [ ] Biome-specific tile generation
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- [ ] Biome boundaries and transitions
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**Deliverables:**
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- 2 working biomes
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- Smooth transitions between them
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---
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### **SESSION 3: BIOMES - ADVANCED** (3-4h) - Future
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**Goal:** Implement remaining 3 biomes
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**Tasks:**
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- [ ] Desert biome (sand, cacti, heat)
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- [ ] Mountain biome (rocks, caves, snow)
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- [ ] Swamp biome (water, fog, danger)
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**Deliverables:**
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- 5 total biomes functional
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- Unique visual identity for each
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---
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### **SESSION 4: WORLD FEATURES** (2-3h) - Future
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**Goal:** Add natural features (rivers, lakes)
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**Tasks:**
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- [ ] River generation algorithm
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- [ ] Lake placement system
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- [ ] Water flow simulation (visual)
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- [ ] Shoreline transition tiles
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**Deliverables:**
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- Realistic rivers crossing map
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- Natural-looking lakes
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---
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### **SESSION 5: STRUCTURES** (2-3h) - Future
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**Goal:** Add roads, paths, and ruins
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**Tasks:**
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- [ ] Road generation (connecting biomes)
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- [ ] Path network
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- [ ] Ruin structures (abandoned buildings)
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- [ ] Landmarks (towers, monuments)
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**Deliverables:**
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- Road system
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- 5-10 unique ruins
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- 3-5 landmarks
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---
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### **SESSION 6: POLISH & OPTIMIZATION** (1-2h) - Future
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**Goal:** Performance and visual polish
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**Tasks:**
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- [ ] Optimize chunk loading
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- [ ] Minimap for 500x500 world
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- [ ] Fog of war (unexplored areas)
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- [ ] Biome-specific weather
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- [ ] Performance profiling
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**Deliverables:**
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- Smooth 60 FPS on 500x500 map
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- Polished minimap
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- Complete world expansion
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---
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## 🏗️ **TECHNICAL ARCHITECTURE**
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### **1. BiomeSystem**
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```javascript
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class BiomeSystem {
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biomes = {
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grassland: { color, features, spawns },
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forest: { color, features, spawns },
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desert: { color, features, spawns },
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mountain: { color, features, spawns },
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swamp: { color, features, spawns }
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}
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getBiomeAt(x, y) // Returns biome type
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generateBiomeMap() // Perlin noise-based
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applyBiomeFeatures() // Trees, rocks, etc.
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}
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```
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### **2. ChunkManager**
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```javascript
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class ChunkManager {
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chunkSize = 50 // 50x50 tiles per chunk
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activeChunks = new Map()
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loadChunk(chunkX, chunkY)
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unloadChunk(chunkX, chunkY)
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updateActiveChunks(playerX, playerY)
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}
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```
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### **3. Expanded TerrainSystem**
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- Support 500x500 tiles
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- Biome-aware tile generation
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- Chunk-based rendering
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- LOD (Level of Detail) for distant chunks
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---
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## 📊 **TECHNICAL SPECS**
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### **Map Size:**
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- **Current:** 100x100 = 10,000 tiles
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- **New:** 500x500 = 250,000 tiles
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- **Increase:** 25x larger!
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### **Chunk System:**
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- **Chunk Size:** 50x50 tiles (2,500 tiles)
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- **Total Chunks:** 10x10 = 100 chunks
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- **Active Chunks:** ~9 (3x3 around player)
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- **Loaded Tiles:** ~22,500 at once (9 chunks)
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### **Performance Target:**
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- **FPS:** 60 stable
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- **Load Time:** <2 seconds
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- **Memory:** <500MB
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---
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## 🎨 **BIOME SPECIFICATIONS**
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### **1. Grassland** (Current Default)
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- **Color:** Green (#4a9d5f)
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- **Features:** Grass, flowers, small trees
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- **Weather:** Normal rainfall
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- **Spawns:** Farm animals, basic wildlife
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### **2. Forest** 🌲
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- **Color:** Dark green (#2d5016)
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- **Features:** Dense trees (60% coverage), bushes, mushrooms
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- **Weather:** More rain, shade
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- **Spawns:** Deer, bears, wolves
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- **Resources:** Wood (abundant), berries
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### **3. Desert** 🏜️
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- **Color:** Tan/sand (#d4c4a1)
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- **Features:** Sand, cacti, dead trees, rocks
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- **Weather:** Hot, no rain, sandstorms
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- **Spawns:** Scorpions, snakes, lizards
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- **Resources:** Stone, rare plants
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- **Hazard:** Heat damage without protection
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### **4. Mountain** ⛰️
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- **Color:** Gray/stone (#808080)
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- **Features:** Rocks, cliffs, snow (high altitude), caves
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- **Weather:** Cold, snow at peaks
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- **Spawns:** Mountain goats, eagles
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- **Resources:** Stone (abundant), ore, gems
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- **Hazard:** Cold damage at peaks
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### **5. Swamp** 🌿
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- **Color:** Dark green/brown (#3d5a3d)
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- **Features:** Water patches, fog, dead trees, vines
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- **Weather:** Foggy, humid
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- **Spawns:** Frogs, snakes, mosquitos, zombies (more)
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- **Resources:** Rare herbs, swamp plants
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- **Hazard:** Poison damage, slow movement
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---
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## 🗺️ **WORLD LAYOUT STRATEGY**
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### **Biome Distribution (500x500 map):**
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```
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[Mountain] [Mountain] [Forest] [Forest] [Grassland]
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[Mountain] [Forest] [Forest] [Grassland] [Grassland]
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[Forest] [Forest] [FARM] [Grassland] [Desert]
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[Swamp] [Forest] [Grassland] [Desert] [Desert]
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[Swamp] [Swamp] [Desert] [Desert] [Desert]
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```
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**Farm Location:** Center (250, 250) - always Grassland biome
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**Biome Sizes:** 100-150 tile radius
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**Transitions:** 20-30 tile gradual blend zones
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---
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## 🔧 **IMPLEMENTATION PRIORITIES**
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### **Critical (Must Have):**
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1. ✅ BiomeSystem core
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2. ✅ 500x500 map expansion
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3. ✅ Chunk loading
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4. ✅ 2 biomes (Grassland, Forest)
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### **High Priority:**
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5. Desert, Mountain, Swamp biomes
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6. Rivers and lakes
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7. Biome transitions
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### **Medium Priority:**
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8. Roads and paths
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9. Ruins and structures
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10. Minimap
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### **Low Priority:**
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11. Fog of war
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12. Biome-specific weather
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13. Advanced landmarks
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---
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## 📈 **SUCCESS METRICS**
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**Technical:**
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- [ ] 500x500 map loads successfully
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- [ ] 60 FPS maintained
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- [ ] No memory leaks
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- [ ] Smooth chunk loading
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**Gameplay:**
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- [ ] 5 distinct biomes visible
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- [ ] Smooth biome transitions
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- [ ] Rivers flow naturally
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- [ ] World feels explorable
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**Visual:**
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- [ ] Each biome has unique appearance
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- [ ] Transitions look natural
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- [ ] Features placed realistically
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- [ ] Professional quality
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---
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## ⚠️ **KNOWN CHALLENGES**
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1. **Performance:** 250k tiles is HUGE - need efficient chunk system
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2. **Transitions:** Making biome blends look natural
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3. **Rivers:** Pathfinding algorithm for natural flow
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4. **Balance:** Each biome must feel equally interesting
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5. **Generation:** Repeatable seed-based world gen
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---
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## 🚀 **GETTING STARTED (SESSION 1)**
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**Today's immediate tasks:**
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1. Create `BiomeSystem.js` skeleton
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2. Expand `Flat2DTerrainSystem` to 500x500
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3. Create `ChunkManager.js`
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4. Test with simple 2-biome setup
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5. Verify performance
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**Time:** 2-3 hours
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**Complexity:** High
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**Impact:** Foundation for entire expansion
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---
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## 📚 **RESOURCES**
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- **Perlin Noise:** For biome generation
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- **Phaser Tilemap:** Chunk management
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- **Minimap:** `MinimapSystem.js` (existing)
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- **Camera:** Update bounds to 500x500
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---
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**Ready to start Session 1!** 🚀
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Let's build this massive world! 🌍
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@@ -101,6 +101,8 @@
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<script src="src/systems/LightingSystem.js"></script> <!-- 💡 Lighting & Shadows -->
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<script src="src/systems/WeatherEnhancementsSystem.js"></script> <!-- 🌬️ Weather Enhancements -->
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<script src="src/systems/UIPolishSystem.js"></script> <!-- 🎨 UI Polish -->
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<script src="src/systems/BiomeSystem.js"></script> <!-- 🌍 Phase 28: Biomes -->
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<script src="src/systems/ChunkManager.js"></script> <!-- 💾 Phase 28: Chunk Loading -->
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<script src="src/systems/WorldEventSystem.js"></script>
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<script src="src/systems/QuestSystem.js"></script>
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<!-- DayNightSystem merged into WeatherSystem -->
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285
src/systems/BiomeSystem.js
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src/systems/BiomeSystem.js
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// BiomeSystem - Manages world biomes and generation
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class BiomeSystem {
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constructor(scene) {
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this.scene = scene;
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// World size
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this.worldWidth = 500;
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this.worldHeight = 500;
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// Biome map (500x500 grid of biome IDs)
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this.biomeMap = [];
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// Biome definitions
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this.biomes = {
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grassland: {
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id: 'grassland',
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name: 'Grassland',
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color: 0x4a9d5f,
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tileColor: '#4a9d5f',
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features: {
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trees: 0.05, // 5% tree coverage
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rocks: 0.02,
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flowers: 0.15
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},
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weather: 'normal',
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temperature: 20 // Celsius
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},
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forest: {
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id: 'forest',
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name: 'Forest',
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color: 0x2d5016,
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tileColor: '#2d5016',
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features: {
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trees: 0.60, // 60% tree coverage!
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rocks: 0.05,
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bushes: 0.20,
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mushrooms: 0.10
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},
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weather: 'rainy',
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temperature: 15
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},
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desert: {
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id: 'desert',
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name: 'Desert',
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color: 0xd4c4a1,
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tileColor: '#d4c4a1',
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features: {
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cacti: 0.08,
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rocks: 0.15,
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deadTrees: 0.03
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},
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weather: 'hot',
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temperature: 35
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},
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mountain: {
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id: 'mountain',
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name: 'Mountain',
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color: 0x808080,
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tileColor: '#808080',
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features: {
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rocks: 0.40,
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largeRocks: 0.20,
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snow: 0.10 // At peaks
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},
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weather: 'cold',
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temperature: -5
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},
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swamp: {
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id: 'swamp',
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name: 'Swamp',
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color: 0x3d5a3d,
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tileColor: '#3d5a3d',
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features: {
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water: 0.30,
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deadTrees: 0.25,
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vines: 0.15,
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fog: true
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},
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weather: 'foggy',
|
||||
temperature: 18
|
||||
}
|
||||
};
|
||||
|
||||
console.log('🌍 BiomeSystem initialized (500x500 world)');
|
||||
}
|
||||
|
||||
// Generate biome map using Perlin-like noise
|
||||
generateBiomeMap() {
|
||||
console.log('🌍 Generating biome map...');
|
||||
|
||||
this.biomeMap = [];
|
||||
|
||||
// Initialize empty map
|
||||
for (let y = 0; y < this.worldHeight; y++) {
|
||||
this.biomeMap[y] = [];
|
||||
for (let x = 0; x < this.worldWidth; x++) {
|
||||
this.biomeMap[y][x] = null;
|
||||
}
|
||||
}
|
||||
|
||||
// Center is always grassland (farm area)
|
||||
const centerX = Math.floor(this.worldWidth / 2);
|
||||
const centerY = Math.floor(this.worldHeight / 2);
|
||||
const farmRadius = 50; // 100x100 farm area
|
||||
|
||||
// Define biome centers (for now, simple regions)
|
||||
const biomeRegions = [
|
||||
{ biome: 'grassland', centerX: 250, centerY: 250, radius: 80 }, // Center (FARM)
|
||||
{ biome: 'forest', centerX: 150, centerY: 150, radius: 100 }, // Northwest
|
||||
{ biome: 'forest', centerX: 350, centerY: 150, radius: 80 }, // Northeast
|
||||
{ biome: 'desert', centerX: 400, centerY: 350, radius: 90 }, // Southeast
|
||||
{ biome: 'mountain', centerX: 100, centerY: 100, radius: 70 }, // Far northwest
|
||||
{ biome: 'swamp', centerX: 100, centerY: 400, radius: 80 } // Southwest
|
||||
];
|
||||
|
||||
// Fill biomes based on distance to region centers
|
||||
for (let y = 0; y < this.worldHeight; y++) {
|
||||
for (let x = 0; x < this.worldWidth; x++) {
|
||||
// Find closest biome region
|
||||
let closestBiome = 'grassland'; // Default
|
||||
let minDistance = Infinity;
|
||||
|
||||
for (const region of biomeRegions) {
|
||||
const dx = x - region.centerX;
|
||||
const dy = y - region.centerY;
|
||||
const distance = Math.sqrt(dx * dx + dy * dy);
|
||||
|
||||
if (distance < minDistance) {
|
||||
minDistance = distance;
|
||||
closestBiome = region.biome;
|
||||
}
|
||||
}
|
||||
|
||||
this.biomeMap[y][x] = closestBiome;
|
||||
}
|
||||
}
|
||||
|
||||
console.log('✅ Biome map generated!');
|
||||
}
|
||||
|
||||
// Get biome at specific coordinates
|
||||
getBiomeAt(x, y) {
|
||||
if (x < 0 || x >= this.worldWidth || y < 0 || y >= this.worldHeight) {
|
||||
return 'grassland'; // Default outside bounds
|
||||
}
|
||||
|
||||
return this.biomeMap[y][x] || 'grassland';
|
||||
}
|
||||
|
||||
// Get biome data
|
||||
getBiomeData(biomeId) {
|
||||
return this.biomes[biomeId] || this.biomes.grassland;
|
||||
}
|
||||
|
||||
// Check if feature should spawn at location
|
||||
shouldSpawnFeature(x, y, featureType) {
|
||||
const biomeId = this.getBiomeAt(x, y);
|
||||
const biomeData = this.getBiomeData(biomeId);
|
||||
|
||||
if (!biomeData.features[featureType]) return false;
|
||||
|
||||
const chance = biomeData.features[featureType];
|
||||
return Math.random() < chance;
|
||||
}
|
||||
|
||||
// Get tile color for biome
|
||||
getTileColor(x, y) {
|
||||
const biomeId = this.getBiomeAt(x, y);
|
||||
const biomeData = this.getBiomeData(biomeId);
|
||||
return biomeData.tileColor;
|
||||
}
|
||||
|
||||
// Apply biome-specific features during world generation
|
||||
applyBiomeFeatures(x, y) {
|
||||
const biomeId = this.getBiomeAt(x, y);
|
||||
const biomeData = this.getBiomeData(biomeId);
|
||||
|
||||
const features = [];
|
||||
|
||||
// Trees
|
||||
if (this.shouldSpawnFeature(x, y, 'trees')) {
|
||||
features.push({ type: 'tree', variant: Math.floor(Math.random() * 3) });
|
||||
}
|
||||
|
||||
// Rocks
|
||||
if (this.shouldSpawnFeature(x, y, 'rocks')) {
|
||||
features.push({ type: 'rock', size: Math.random() > 0.7 ? 'large' : 'small' });
|
||||
}
|
||||
|
||||
// Biome-specific features
|
||||
if (biomeId === 'forest') {
|
||||
if (this.shouldSpawnFeature(x, y, 'bushes')) {
|
||||
features.push({ type: 'bush' });
|
||||
}
|
||||
if (this.shouldSpawnFeature(x, y, 'mushrooms')) {
|
||||
features.push({ type: 'mushroom' });
|
||||
}
|
||||
} else if (biomeId === 'desert') {
|
||||
if (this.shouldSpawnFeature(x, y, 'cacti')) {
|
||||
features.push({ type: 'cactus' });
|
||||
}
|
||||
if (this.shouldSpawnFeature(x, y, 'deadTrees')) {
|
||||
features.push({ type: 'deadTree' });
|
||||
}
|
||||
} else if (biomeId === 'mountain') {
|
||||
if (this.shouldSpawnFeature(x, y, 'largeRocks')) {
|
||||
features.push({ type: 'boulder' });
|
||||
}
|
||||
} else if (biomeId === 'swamp') {
|
||||
if (this.shouldSpawnFeature(x, y, 'deadTrees')) {
|
||||
features.push({ type: 'deadTree' });
|
||||
}
|
||||
if (this.shouldSpawnFeature(x, y, 'vines')) {
|
||||
features.push({ type: 'vine' });
|
||||
}
|
||||
}
|
||||
|
||||
return features;
|
||||
}
|
||||
|
||||
// Get biome transitions (blend zones)
|
||||
getBiomeBlend(x, y, radius = 3) {
|
||||
// Check surrounding tiles for different biomes
|
||||
const centerBiome = this.getBiomeAt(x, y);
|
||||
const surroundingBiomes = new Set();
|
||||
|
||||
for (let dy = -radius; dy <= radius; dy++) {
|
||||
for (let dx = -radius; dx <= radius; dx++) {
|
||||
const biome = this.getBiomeAt(x + dx, y + dy);
|
||||
if (biome !== centerBiome) {
|
||||
surroundingBiomes.add(biome);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return {
|
||||
isTransition: surroundingBiomes.size > 0,
|
||||
mainBiome: centerBiome,
|
||||
nearbyBiomes: Array.from(surroundingBiomes)
|
||||
};
|
||||
}
|
||||
|
||||
// Get biome statistics (for debugging/UI)
|
||||
getBiomeStats() {
|
||||
const stats = {};
|
||||
|
||||
for (const biomeId in this.biomes) {
|
||||
stats[biomeId] = 0;
|
||||
}
|
||||
|
||||
for (let y = 0; y < this.worldHeight; y++) {
|
||||
for (let x = 0; x < this.worldWidth; x++) {
|
||||
const biome = this.getBiomeAt(x, y);
|
||||
stats[biome] = (stats[biome] || 0) + 1;
|
||||
}
|
||||
}
|
||||
|
||||
// Convert to percentages
|
||||
const total = this.worldWidth * this.worldHeight;
|
||||
for (const biomeId in stats) {
|
||||
stats[biomeId] = {
|
||||
tiles: stats[biomeId],
|
||||
percentage: ((stats[biomeId] / total) * 100).toFixed(1)
|
||||
};
|
||||
}
|
||||
|
||||
return stats;
|
||||
}
|
||||
|
||||
// Export biome map for debugging/visualization
|
||||
exportBiomeMap() {
|
||||
return {
|
||||
width: this.worldWidth,
|
||||
height: this.worldHeight,
|
||||
biomes: this.biomes,
|
||||
map: this.biomeMap
|
||||
};
|
||||
}
|
||||
|
||||
// Destroy
|
||||
destroy() {
|
||||
this.biomeMap = [];
|
||||
console.log('🌍 BiomeSystem destroyed');
|
||||
}
|
||||
}
|
||||
215
src/systems/ChunkManager.js
Normal file
215
src/systems/ChunkManager.js
Normal file
@@ -0,0 +1,215 @@
|
||||
// ChunkManager - Handles chunk-based terrain loading for large maps
|
||||
class ChunkManager {
|
||||
constructor(scene, chunkSize = 50) {
|
||||
this.scene = scene;
|
||||
this.chunkSize = chunkSize; // 50x50 tiles per chunk
|
||||
|
||||
// Active chunks (currently loaded)
|
||||
this.activeChunks = new Map(); // Key: "chunkX,chunkY", Value: chunk data
|
||||
|
||||
// Chunk load radius (how many chunks around player)
|
||||
this.loadRadius = 1; // Load 3x3 = 9 chunks at once
|
||||
|
||||
// Player position tracking
|
||||
this.lastPlayerChunkX = -1;
|
||||
this.lastPlayerChunkY = -1;
|
||||
|
||||
console.log(`💾 ChunkManager initialized (chunk size: ${chunkSize}x${chunkSize})`);
|
||||
}
|
||||
|
||||
// Get chunk coordinates from world coordinates
|
||||
worldToChunk(worldX, worldY) {
|
||||
return {
|
||||
chunkX: Math.floor(worldX / this.chunkSize),
|
||||
chunkY: Math.floor(worldY / this.chunkSize)
|
||||
};
|
||||
}
|
||||
|
||||
// Get chunk key string
|
||||
getChunkKey(chunkX, chunkY) {
|
||||
return `${chunkX},${chunkY}`;
|
||||
}
|
||||
|
||||
// Check if chunk is loaded
|
||||
isChunkLoaded(chunkX, chunkY) {
|
||||
return this.activeChunks.has(this.getChunkKey(chunkX, chunkY));
|
||||
}
|
||||
|
||||
// Load a single chunk
|
||||
loadChunk(chunkX, chunkY) {
|
||||
const key = this.getChunkKey(chunkX, chunkY);
|
||||
|
||||
// Already loaded
|
||||
if (this.activeChunks.has(key)) {
|
||||
return this.activeChunks.get(key);
|
||||
}
|
||||
|
||||
console.log(`📦 Loading chunk (${chunkX}, ${chunkY})`);
|
||||
|
||||
// Create chunk data
|
||||
const chunk = {
|
||||
chunkX,
|
||||
chunkY,
|
||||
key,
|
||||
tiles: [],
|
||||
objects: [], // Trees, rocks, decorations
|
||||
sprites: [] // Phaser sprites for this chunk
|
||||
};
|
||||
|
||||
// Generate or load chunk tiles
|
||||
const startX = chunkX * this.chunkSize;
|
||||
const startY = chunkY * this.chunkSize;
|
||||
|
||||
for (let y = 0; y < this.chunkSize; y++) {
|
||||
for (let x = 0; x < this.chunkSize; x++) {
|
||||
const worldX = startX + x;
|
||||
const worldY = startY + y;
|
||||
|
||||
// Get biome for this tile
|
||||
let biomeId = 'grassland';
|
||||
if (this.scene.biomeSystem) {
|
||||
biomeId = this.scene.biomeSystem.getBiomeAt(worldX, worldY);
|
||||
}
|
||||
|
||||
chunk.tiles.push({
|
||||
x: worldX,
|
||||
y: worldY,
|
||||
biome: biomeId
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
// Store chunk
|
||||
this.activeChunks.set(key, chunk);
|
||||
|
||||
// Render chunk (if terrain system available)
|
||||
if (this.scene.terrainSystem && this.scene.terrainSystem.renderChunk) {
|
||||
this.scene.terrainSystem.renderChunk(chunk);
|
||||
}
|
||||
|
||||
return chunk;
|
||||
}
|
||||
|
||||
// Unload a single chunk
|
||||
unloadChunk(chunkX, chunkY) {
|
||||
const key = this.getChunkKey(chunkX, chunkY);
|
||||
|
||||
if (!this.activeChunks.has(key)) return;
|
||||
|
||||
console.log(`📤 Unloading chunk (${chunkX}, ${chunkY})`);
|
||||
|
||||
const chunk = this.activeChunks.get(key);
|
||||
|
||||
// Destroy all sprites in chunk
|
||||
if (chunk.sprites) {
|
||||
chunk.sprites.forEach(sprite => {
|
||||
if (sprite && sprite.destroy) {
|
||||
sprite.destroy();
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
// Remove chunk
|
||||
this.activeChunks.delete(key);
|
||||
}
|
||||
|
||||
// Update active chunks based on player position
|
||||
updateActiveChunks(playerX, playerY) {
|
||||
const { chunkX, chunkY } = this.worldToChunk(playerX, playerY);
|
||||
|
||||
// Player hasn't changed chunks
|
||||
if (chunkX === this.lastPlayerChunkX && chunkY === this.lastPlayerChunkY) {
|
||||
return;
|
||||
}
|
||||
|
||||
console.log(`🔄 Player moved to chunk (${chunkX}, ${chunkY})`);
|
||||
|
||||
this.lastPlayerChunkX = chunkX;
|
||||
this.lastPlayerChunkY = chunkY;
|
||||
|
||||
// Determine which chunks should be loaded
|
||||
const chunksToLoad = new Set();
|
||||
|
||||
for (let dy = -this.loadRadius; dy <= this.loadRadius; dy++) {
|
||||
for (let dx = -this.loadRadius; dx <= this.loadRadius; dx++) {
|
||||
const targetChunkX = chunkX + dx;
|
||||
const targetChunkY = chunkY + dy;
|
||||
chunksToLoad.add(this.getChunkKey(targetChunkX, targetChunkY));
|
||||
}
|
||||
}
|
||||
|
||||
// Unload chunks that are too far
|
||||
const chunksToUnload = [];
|
||||
for (const [key, chunk] of this.activeChunks) {
|
||||
if (!chunksToLoad.has(key)) {
|
||||
chunksToUnload.push({ x: chunk.chunkX, y: chunk.chunkY });
|
||||
}
|
||||
}
|
||||
|
||||
chunksToUnload.forEach(({ x, y }) => this.unloadChunk(x, y));
|
||||
|
||||
// Load new chunks
|
||||
for (let dy = -this.loadRadius; dy <= this.loadRadius; dy++) {
|
||||
for (let dx = -this.loadRadius; dx <= this.loadRadius; dx++) {
|
||||
const targetChunkX = chunkX + dx;
|
||||
const targetChunkY = chunkY + dy;
|
||||
|
||||
if (!this.isChunkLoaded(targetChunkX, targetChunkY)) {
|
||||
this.loadChunk(targetChunkX, targetChunkY);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Force reload all chunks (for debugging)
|
||||
reloadAllChunks() {
|
||||
console.log('🔄 Reloading all chunks...');
|
||||
|
||||
const chunksToReload = [];
|
||||
for (const [key, chunk] of this.activeChunks) {
|
||||
chunksToReload.push({ x: chunk.chunkX, y: chunk.chunkY });
|
||||
}
|
||||
|
||||
// Unload all
|
||||
chunksToReload.forEach(({ x, y }) => this.unloadChunk(x, y));
|
||||
|
||||
// Reload based on player position
|
||||
if (this.scene.player) {
|
||||
const pos = this.scene.player.getPosition();
|
||||
this.updateActiveChunks(pos.x, pos.y);
|
||||
}
|
||||
}
|
||||
|
||||
// Get chunk at world position
|
||||
getChunkAt(worldX, worldY) {
|
||||
const { chunkX, chunkY } = this.worldToChunk(worldX, worldY);
|
||||
return this.activeChunks.get(this.getChunkKey(chunkX, chunkY));
|
||||
}
|
||||
|
||||
// Get statistics
|
||||
getStats() {
|
||||
return {
|
||||
activeChunks: this.activeChunks.size,
|
||||
chunkSize: this.chunkSize,
|
||||
loadRadius: this.loadRadius,
|
||||
maxChunks: Math.pow((this.loadRadius * 2 + 1), 2),
|
||||
totalTilesLoaded: this.activeChunks.size * this.chunkSize * this.chunkSize
|
||||
};
|
||||
}
|
||||
|
||||
// Destroy all chunks
|
||||
destroy() {
|
||||
console.log('💾 ChunkManager destroying all chunks...');
|
||||
|
||||
for (const [key, chunk] of this.activeChunks) {
|
||||
if (chunk.sprites) {
|
||||
chunk.sprites.forEach(sprite => {
|
||||
if (sprite && sprite.destroy) sprite.destroy();
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
this.activeChunks.clear();
|
||||
console.log('💾 ChunkManager destroyed');
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user