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
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# 🌍 PHASE 28 - SESSION 1 LOG
**Date:** 15.12.2025 16:57
**Session:** Foundation
**Status:** IN PROGRESS ⚡
---
## ✅ **COMPLETED:**
### **1. Planning** (5 min) ✅
- Created `PHASE28_WORLD_EXPANSION_PLAN.md`
- Defined 6-session roadmap
- Specified biome details
- Set technical architecture
### **2. BiomeSystem.js** (15 min) ✅
**File:** `src/systems/BiomeSystem.js` (250 lines)
**Features:**
- 5 biome definitions (Grassland, Forest, Desert, Mountain, Swamp)
- Biome map generation (500x500)
- Region-based biome placement
- Feature spawn probability per biome
- Tile color per biome
- Biome transition detection
- Statistics export
**Biomes:**
- **Grassland:** Green, 5% trees, farm area
- **Forest:** Dark green, 60% trees, rainy
- **Desert:** Tan, cacti, hot
- **Mountain:** Gray, rocks, cold
- **Swamp:** Dark green, fog, water
### **3. ChunkManager.js** (15 min) ✅
**File:** `src/systems/ChunkManager.js` (200 lines)
**Features:**
- 50x50 tile chunks
- 3x3 chunk loading (9 chunks active)
- Auto-load/unload based on player position
- Chunk caching
- Performance optimization
- Statistics tracking
**Performance:**
- Only loads ~22,500 tiles at once (9 chunks)
- Instead of all 250,000 tiles!
- 91% memory reduction!
### **4. Integration** (5 min) ✅
- Added both systems to `index.html`
- Scripts loaded in correct order
---
## ⏳ **NEXT STEPS:**
### **Remaining for Session 1:**
- [ ] Initialize BiomeSystem in GameScene
- [ ] Initialize ChunkManager in GameScene
- [ ] Update Flat2DTerrainSystem to support biomes
- [ ] Update camera bounds to 500x500
- [ ] Test with player spawning at center
- [ ] Verify chunk loading works
- [ ] Check FPS with larger world
**Estimated:** 1-1.5 hours remaining
---
## 📊 **PROGRESS:**
**Time Spent:** 40 minutes
**Files Created:** 3
**Lines of Code:** ~500
**Systems:** 2 (BiomeSystem, ChunkManager)
**Session 1 Progress:** 60% complete
---
**Next:** Integrate into GameScene and test!

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# 🌍 PHASE 28: WORLD EXPANSION - Implementation Plan
**Start Date:** 15.12.2025
**Estimated Duration:** 10-20 hours
**Status:** IN PROGRESS
---
## 📋 **PROJECT OVERVIEW**
Transform the game from a small 100x100 farm to a massive explorable world with multiple biomes, rivers, roads, and points of interest.
**Key Goals:**
1. Expand map from 100x100 to 500x500 tiles (25x larger!)
2. Implement 5 distinct biomes with unique features
3. Add smooth biome transitions
4. Create rivers, lakes, and natural features
5. Implement chunk loading for performance
6. Add roads, ruins, and landmarks
---
## 🎯 **SESSION BREAKDOWN**
### **SESSION 1: FOUNDATION** (2-3h) - 15.12.2025 ✅ IN PROGRESS
**Goal:** Set up core systems and expand world size
**Tasks:**
- [x] Create implementation plan document
- [ ] Create BiomeSystem.js
- [ ] Expand Flat2DTerrainSystem to support 500x500
- [ ] Implement chunk loading system
- [ ] Test performance with larger map
- [ ] Update camera bounds
**Deliverables:**
- BiomeSystem.js (~300 lines)
- Updated Flat2DTerrainSystem.js
- ChunkManager.js (~200 lines)
- 500x500 map generation working
---
### **SESSION 2: BIOMES - BASIC** (3-4h) - Future
**Goal:** Implement first 2 biomes (Grassland, Forest)
**Tasks:**
- [ ] Grassland biome (current default)
- [ ] Forest biome (dense trees, wildlife)
- [ ] Biome data structures
- [ ] Biome-specific tile generation
- [ ] Biome boundaries and transitions
**Deliverables:**
- 2 working biomes
- Smooth transitions between them
---
### **SESSION 3: BIOMES - ADVANCED** (3-4h) - Future
**Goal:** Implement remaining 3 biomes
**Tasks:**
- [ ] Desert biome (sand, cacti, heat)
- [ ] Mountain biome (rocks, caves, snow)
- [ ] Swamp biome (water, fog, danger)
**Deliverables:**
- 5 total biomes functional
- Unique visual identity for each
---
### **SESSION 4: WORLD FEATURES** (2-3h) - Future
**Goal:** Add natural features (rivers, lakes)
**Tasks:**
- [ ] River generation algorithm
- [ ] Lake placement system
- [ ] Water flow simulation (visual)
- [ ] Shoreline transition tiles
**Deliverables:**
- Realistic rivers crossing map
- Natural-looking lakes
---
### **SESSION 5: STRUCTURES** (2-3h) - Future
**Goal:** Add roads, paths, and ruins
**Tasks:**
- [ ] Road generation (connecting biomes)
- [ ] Path network
- [ ] Ruin structures (abandoned buildings)
- [ ] Landmarks (towers, monuments)
**Deliverables:**
- Road system
- 5-10 unique ruins
- 3-5 landmarks
---
### **SESSION 6: POLISH & OPTIMIZATION** (1-2h) - Future
**Goal:** Performance and visual polish
**Tasks:**
- [ ] Optimize chunk loading
- [ ] Minimap for 500x500 world
- [ ] Fog of war (unexplored areas)
- [ ] Biome-specific weather
- [ ] Performance profiling
**Deliverables:**
- Smooth 60 FPS on 500x500 map
- Polished minimap
- Complete world expansion
---
## 🏗️ **TECHNICAL ARCHITECTURE**
### **1. BiomeSystem**
```javascript
class BiomeSystem {
biomes = {
grassland: { color, features, spawns },
forest: { color, features, spawns },
desert: { color, features, spawns },
mountain: { color, features, spawns },
swamp: { color, features, spawns }
}
getBiomeAt(x, y) // Returns biome type
generateBiomeMap() // Perlin noise-based
applyBiomeFeatures() // Trees, rocks, etc.
}
```
### **2. ChunkManager**
```javascript
class ChunkManager {
chunkSize = 50 // 50x50 tiles per chunk
activeChunks = new Map()
loadChunk(chunkX, chunkY)
unloadChunk(chunkX, chunkY)
updateActiveChunks(playerX, playerY)
}
```
### **3. Expanded TerrainSystem**
- Support 500x500 tiles
- Biome-aware tile generation
- Chunk-based rendering
- LOD (Level of Detail) for distant chunks
---
## 📊 **TECHNICAL SPECS**
### **Map Size:**
- **Current:** 100x100 = 10,000 tiles
- **New:** 500x500 = 250,000 tiles
- **Increase:** 25x larger!
### **Chunk System:**
- **Chunk Size:** 50x50 tiles (2,500 tiles)
- **Total Chunks:** 10x10 = 100 chunks
- **Active Chunks:** ~9 (3x3 around player)
- **Loaded Tiles:** ~22,500 at once (9 chunks)
### **Performance Target:**
- **FPS:** 60 stable
- **Load Time:** <2 seconds
- **Memory:** <500MB
---
## 🎨 **BIOME SPECIFICATIONS**
### **1. Grassland** (Current Default)
- **Color:** Green (#4a9d5f)
- **Features:** Grass, flowers, small trees
- **Weather:** Normal rainfall
- **Spawns:** Farm animals, basic wildlife
### **2. Forest** 🌲
- **Color:** Dark green (#2d5016)
- **Features:** Dense trees (60% coverage), bushes, mushrooms
- **Weather:** More rain, shade
- **Spawns:** Deer, bears, wolves
- **Resources:** Wood (abundant), berries
### **3. Desert** 🏜️
- **Color:** Tan/sand (#d4c4a1)
- **Features:** Sand, cacti, dead trees, rocks
- **Weather:** Hot, no rain, sandstorms
- **Spawns:** Scorpions, snakes, lizards
- **Resources:** Stone, rare plants
- **Hazard:** Heat damage without protection
### **4. Mountain** ⛰️
- **Color:** Gray/stone (#808080)
- **Features:** Rocks, cliffs, snow (high altitude), caves
- **Weather:** Cold, snow at peaks
- **Spawns:** Mountain goats, eagles
- **Resources:** Stone (abundant), ore, gems
- **Hazard:** Cold damage at peaks
### **5. Swamp** 🌿
- **Color:** Dark green/brown (#3d5a3d)
- **Features:** Water patches, fog, dead trees, vines
- **Weather:** Foggy, humid
- **Spawns:** Frogs, snakes, mosquitos, zombies (more)
- **Resources:** Rare herbs, swamp plants
- **Hazard:** Poison damage, slow movement
---
## 🗺️ **WORLD LAYOUT STRATEGY**
### **Biome Distribution (500x500 map):**
```
[Mountain] [Mountain] [Forest] [Forest] [Grassland]
[Mountain] [Forest] [Forest] [Grassland] [Grassland]
[Forest] [Forest] [FARM] [Grassland] [Desert]
[Swamp] [Forest] [Grassland] [Desert] [Desert]
[Swamp] [Swamp] [Desert] [Desert] [Desert]
```
**Farm Location:** Center (250, 250) - always Grassland biome
**Biome Sizes:** 100-150 tile radius
**Transitions:** 20-30 tile gradual blend zones
---
## 🔧 **IMPLEMENTATION PRIORITIES**
### **Critical (Must Have):**
1. ✅ BiomeSystem core
2. ✅ 500x500 map expansion
3. ✅ Chunk loading
4. ✅ 2 biomes (Grassland, Forest)
### **High Priority:**
5. Desert, Mountain, Swamp biomes
6. Rivers and lakes
7. Biome transitions
### **Medium Priority:**
8. Roads and paths
9. Ruins and structures
10. Minimap
### **Low Priority:**
11. Fog of war
12. Biome-specific weather
13. Advanced landmarks
---
## 📈 **SUCCESS METRICS**
**Technical:**
- [ ] 500x500 map loads successfully
- [ ] 60 FPS maintained
- [ ] No memory leaks
- [ ] Smooth chunk loading
**Gameplay:**
- [ ] 5 distinct biomes visible
- [ ] Smooth biome transitions
- [ ] Rivers flow naturally
- [ ] World feels explorable
**Visual:**
- [ ] Each biome has unique appearance
- [ ] Transitions look natural
- [ ] Features placed realistically
- [ ] Professional quality
---
## ⚠️ **KNOWN CHALLENGES**
1. **Performance:** 250k tiles is HUGE - need efficient chunk system
2. **Transitions:** Making biome blends look natural
3. **Rivers:** Pathfinding algorithm for natural flow
4. **Balance:** Each biome must feel equally interesting
5. **Generation:** Repeatable seed-based world gen
---
## 🚀 **GETTING STARTED (SESSION 1)**
**Today's immediate tasks:**
1. Create `BiomeSystem.js` skeleton
2. Expand `Flat2DTerrainSystem` to 500x500
3. Create `ChunkManager.js`
4. Test with simple 2-biome setup
5. Verify performance
**Time:** 2-3 hours
**Complexity:** High
**Impact:** Foundation for entire expansion
---
## 📚 **RESOURCES**
- **Perlin Noise:** For biome generation
- **Phaser Tilemap:** Chunk management
- **Minimap:** `MinimapSystem.js` (existing)
- **Camera:** Update bounds to 500x500
---
**Ready to start Session 1!** 🚀
Let's build this massive world! 🌍