📚 DOCUMENTATION COMPLETE: AUDIO_ASSET_MANIFEST.md (61 files detailed) and VFX_IMPLEMENTATION_GUIDE.md (6 systems with code examples). Ready for asset production phase.

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# ✨ VFX & JUICE IMPLEMENTATION GUIDE
**Project:** Mrtva Dolina (DolinaSmrti)
**Last Updated:** 2026-01-05 19:28 CET
**Status:** 7/13 Complete (54%)
---
## ✅ **COMPLETED VFX (7/13)**
1.**Background Removal Automation** - Script ready (`batch_cleanup_all_assets.py`)
2.**Particle Library** - 6/6 sprites (smoke, dust, sparkle, blood, leaf, fire)
3.**Tool Swing Arc** - Visual feedback for tool usage
4.**Crop Growth Sparkle** - Growth stage transitions
5.**Dirt Particles** - Digging/hoeing feedback
6.**Water Splash** - Watering can effect
7.**Harvest Pop** - Crop collection feedback
---
## 🔴 **NEEDED VFX (6/13)**
### **1. Screen Shake System** 🔴
**Purpose:** Impact feedback for combat, explosions, building collapse
**Implementation:**
```javascript
class ScreenShakeSystem {
shake(duration, intensity) {
// Camera shake with decay
this.scene.cameras.main.shake(duration, intensity);
}
impactShake() {
this.shake(200, 0.01); // Heavy hit
}
explosionShake() {
this.shake(400, 0.015); // Explosion
}
subtleShake() {
this.shake(100, 0.005); // Tool use
}
}
```
**Triggers:**
- Zombie hit: 200ms, 0.008 intensity
- Raider attack: 250ms, 0.01 intensity
- Building collapse: 500ms, 0.02 intensity
- Tree falling: 300ms, 0.012 intensity
- Explosion/bomb: 400ms, 0.015 intensity
---
### **2. Flash Effects** 🔴
**Purpose:** State transitions, damage feedback, special events
**Types:**
- **Damage Flash:** Red (255, 0, 0), 100ms
- **Heal Flash:** Green (0, 255, 0), 150ms
- **Level Up Flash:** Gold (255, 215, 0), 300ms
- **Raid Warning:** Red pulse (255, 0, 0), 1000ms
- **Victory Flash:** white (255, 255, 255), 500ms
**Implementation:**
```javascript
class FlashSystem {
damageFlash() {
this.scene.cameras.main.flash(100, 255, 0, 0);
}
healFlash() {
this.scene.cameras.main.flash(150, 0, 255, 0);
}
levelUpFlash() {
this.scene.cameras.main.flash(300, 255, 215, 0);
}
raidWarningFlash() {
this.scene.cameras.main.flash(1000, 255, 0, 0, true); // Force visible
}
}
```
---
### **3. Floating Damage Numbers** 🔴
**Purpose:** Combat feedback showing exact damage/healing
**Specifications:**
- **Font:** Bold, 24px
- **Color Coding:**
- Damage: Red `#FF0000`
- Healing: Green `#00FF00`
- Critical: Yellow `#FFD700`
- XP Gain: Blue `#00BFFF`
- **Animation:** Float up 40px, fade out over 1second
- **Outline:** Black stroke, 3px
**Implementation:**
```javascript
class FloatingTextSystem {
showDamage(x, y, amount, isCrit = false) {
const color = isCrit ? '#FFD700' : '#FF0000';
const text = this.scene.add.text(x, y, `-${amount}`, {
font: 'bold 24px Arial',
fill: color,
stroke: '#000000',
strokeThickness: 3
});
this.scene.tweens.add({
targets: text,
y: y - 40,
alpha: 0,
duration: 1000,
onComplete: () => text.destroy()
});
}
showHeal(x, y, amount) {
// Similar with green color
}
showXP(x, y, amount) {
// Similar with blue color
}
}
```
---
### **4. Hit Stun/Knockback** 🔴
**Purpose:** Enemy reaction to damage
**Specifications:**
- **Hit Stun:** Freeze enemy for 100-200ms
- **Knockback:** Push enemy away from damage source
- Distance: 20-50px based on damage
- Duration: 300ms
- Ease: Quad.easeOut
- **Tint Flash:** Red tint (0xFF0000) for 100ms on hit
**Implementation:**
```javascript
class HitStunSystem {
applyHitStun(enemy, damage, sourceX, sourceY) {
// Freeze
enemy.setVelocity(0, 0);
// Red tint
enemy.setTint(0xFF0000);
this.scene.time.delayedCall(100, () => enemy.clearTint());
// Knockback
const angle = Phaser.Math.Angle.Between(sourceX, sourceY, enemy.x, enemy.y);
const knockbackForce = Math.min(50, damage * 2);
this.scene.tweens.add({
targets: enemy,
x: enemy.x + Math.cos(angle) * knockbackForce,
y: enemy.y + Math.sin(angle) * knockbackForce,
duration: 300,
ease: 'Quad.easeOut'
});
// Resume movement after 200ms
this.scene.time.delayedCall(200, () => enemy.resumeMovement());
}
}
```
---
### **5. Building Construction Progress** 🔴
**Purpose:** Visual feedback for building restoration
**Elements:**
- **Progress Bar:** Above building
- Width: 100px
- Height: 8px
- Background: Black `#000000`
- Fill: Green `#00FF00` → Yellow `#FFFF00` → Red (reverse, 100% = green)
- Border: 2px white
- **Particle Effects:**
- Dust clouds every 2 seconds during construction
- Hammer sparks (if NPC working)
- Completion burst (confetti/sparkles)
**Implementation:**
```javascript
class ConstructionVFX {
createProgressBar(building) {
const bar = this.scene.add.graphics();
building.progressBar = bar;
this.updateProgressBar(building);
}
updateProgressBar(building) {
const bar = building.progressBar;
bar.clear();
const progress = building.constructionProgress / 100;
const color = Phaser.Display.Color.Interpolate.ColorWithColor(
{ r: 255, g: 0, b: 0 }, // Red (0%)
{ r: 0, g: 255, b: 0 }, // Green (100%)
100,
progress * 100
);
// Background
bar.fillStyle(0x000000);
bar.fillRect(building.x - 50, building.y - 60, 100, 8);
// Progress
bar.fillStyle(Phaser.Display.Color.GetColor(color.r, color.g, color.b));
bar.fillRect(building.x - 50, building.y - 60, 100 * progress, 8);
// Border
bar.lineStyle(2, 0xFFFFFF);
bar.strokeRect(building.x - 50, building.y - 60, 100, 8);
}
completionBurst(x, y) {
// Confetti explosion
const particles = this.scene.add.particles('particle_sparkle');
const emitter = particles.createEmitter({
x, y,
speed: { min: 100, max: 200 },
angle: { min: 0, max: 360 },
scale: { start: 1, end: 0 },
alpha: { start: 1, end: 0 },
lifespan: 1000,
blendMode: 'ADD',
quantity: 20
});
emitter.explode();
this.scene.time.delayedCall(1500, () => particles.destroy());
}
}
```
---
### **6. Death Animations** 🔴
**Purpose:** Enemy/NPC death feedback
**Zombie Death:**
- Fade to black
- Scale down 50%
- Dust particle burst
- Blood splatter (optional, toggle)
- Duration: 800ms
**Raider Death:**
- Spin 180° while falling
- Fade out
- Weapon drop
- Duration: 1000ms
**Implementation:**
```javascript
class DeathAnimationSystem {
zombieDeath(zombie) {
// Particle burst
this.scene.vfxSystem.playParticleBurst(zombie.x, zombie.y, 'dust', 15);
// Fade + shrink
this.scene.tweens.add({
targets: zombie,
alpha: 0,
scale: 0.5,
tint: 0x000000,
duration: 800,
ease: 'Quad.easeIn',
onComplete: () => {
zombie.destroy();
this.dropLoot(zombie.x, zombie.y);
}
});
}
raiderDeath(raider) {
// Drop weapon
this.dropWeapon(raider.x, raider.y, raider.weaponType);
// Spin + fade
this.scene.tweens.add({
targets: raider,
angle: 180,
alpha: 0,
y: raider.y + 20,
duration: 1000,
ease: 'Quad.easeOut',
onComplete: () => {
raider.destroy();
}
});
}
}
```
---
## 📋 **VFX IMPLEMENTATION PRIORITIES**
1. **Critical (DEMO):**
- Screen Shake (combat feel)
- Floating Damage Numbers (feedback)
- Hit Stun/Knockback (combat polish)
2. **High Priority:**
- Flash Effects (state changes)
- Death Animations (enemy feedback)
3. **Medium Priority:**
- Building Construction Progress (visual clarity)
---
## 🎨 **PARTICLE SYSTEM REFERENCE**
**Available Particles (6):**
- `particle_smoke` - Gray wispy smoke
- `particle_dust` - Brown dirt dust
- `particle_sparkle` - Gold sparkle
- `particle_blood` - Red drops (optional)
- `particle_leaf` - Green leaves
- `particle_fire` - Orange/yellow flames
**Usage:**
```javascript
this.scene.vfxSystem.playParticleBurst(x, y, 'particleType', quantity);
```
---
## ✅ **COMPLETION CHECKLIST**
- [x] Particle library sprites
- [x] Tool swing arc
- [x] Crop growth sparkle
- [x] Dirt particles
- [x] Water splash
- [x] Harvest pop
- [x] Background removal automation
- [ ] Screen shake system
- [ ] Flash effects
- [ ] Floating damage numbers
- [ ] Hit stun/knockback
- [ ] Building construction progress
- [ ] Death animations
**Next Steps:** Implement remaining 6 VFX systems in `src/systems/VFXSystem.js`