feat: Complete 2D Visual Overhaul - Isometric to Flat Top-Down

- NEW: Flat2DTerrainSystem.js (375 lines)
- NEW: map2d_data.js procedural map (221 lines)
- MODIFIED: GameScene async create, 2D terrain integration
- MODIFIED: Player.js flat 2D positioning
- MODIFIED: game.js disabled pixelArt for smooth rendering
- FIXED: 15+ bugs (updateCulling, isometric conversions, grid lines)
- ADDED: Phase 28 to TASKS.md
- DOCS: DNEVNIK.md session summary

Result: Working flat 2D game with Stardew Valley style!
Time: 5.5 hours
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2025-12-14 17:12:40 +01:00
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# 🏔️ HEIGHT SYSTEM & 2.5D TERRAIN IMPLEMENTATION PLAN
## 📋 OVERVIEW
Transforming flat pixel-art terrain into 2.5D with procedural hills and elevation.
---
## 🎯 PHASE 1: HEIGHT GENERATION (IMPLEMENTING NOW)
### Changes:
1. **Add height property to tiles** (already exists in terrainTypes)
2. **Generate height using 2nd Perlin noise layer**
3. **Visual height representation:**
- Tint (darker = lower, lighter = higher)
- Scale (higher tiles = slightly bigger)
- Y-offset (elevation visual)
### Code Changes:
**TerrainSystem.js - generateChunk():**
```javascript
// NEW: Height noise (separate from terrain type noise)
const heightNoise = this.noise.noise(x * 0.05, y * 0.05);
const elevationHeight = Math.floor((heightNoise + 1) * 2.5); // 0-5 range
// Store height in tile
this.tiles[y][x] = {
type: tileType,
height: elevationHeight, // NEW!
solid: false
};
```
**TerrainSystem.js - updateCulling() rendering:**
```javascript
// Apply visual height effects
const tile = this.tiles[y][x];
const height = tile.height || 0;
// 1. Tint (darker low, lighter high)
const tintValue = 0xffffff - (height * 0x111111);
sprite.setTint(tintValue);
// 2. Scale (subtle)
const scaleBonus = 1 + (height * 0.02);
sprite.setScale(scaleBonus);
// 3. Y-offset (elevation)
const yOffset = -(height * 4);
sprite.y += yOffset;
```
---
## 🎨 VISUAL RESULTS:
```
Before (Flat):
████████████
████████████
████████████
After (Hills):
▓▓▓▓ ← Height 4 (lighter, higher)
▒▒▒▒▒▒▒▒ ← Height 3
░░░░░░░░░░░░ ← Height 2
████████████ ← Height 0 (valleys, base)
```
---
## 🚀 NEXT STEPS (PHASE 2):
1. **Walkability constraints**
- Can't walk over height diff > 1
- Pathfinding with elevation
2. **Smooth transitions**
- Slope tiles between heights
- Gradient blending
3. **Cliff edges**
- Visual edge sprites
- Shadow effects
---
## 📊 CURRENT STATUS:
- ✅ TerrainTypes have height property
- ✅ Perlin noise available
- ⏳ Height generation (implementing)
- ⏳ Visual rendering (implementing)
- ❌ Walkability (Phase 2)
- ❌ Slope transitions (Phase 2)
---
**Implementation Date:** 2025-12-14
**Status:** In Progress
**Files Modified:** TerrainSystem.js