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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# 🎮 PHASE 1: PLAYER CONTROLS - Implementation Summary
**Date:** 2025-12-14 15:02
**Status:** Analysis Complete - Ready to Implement
---
## 📊 CURRENT STATE ANALYSIS
### Existing Player System:
- ✅ Grid-based movement (tile by tile)
- ✅ WASD + Arrow keys
- ✅ Gamepad support (basic)
- ✅ Virtual joystick (mobile)
- ✅ Animation system (4 directions)
- ❌ NO smooth movement
- ❌ NO sprint system
- ❌ NO acceleration/deceleration
- ❌ NO diagonal movement
### Issues Found:
1. **Grid-locked movement** - Player jumps from tile to tile
2. **No momentum** - Instant start/stop
3. **Basic animations** - Simple 4-direction only
4. **No sprint** - Single speed only
---
## 🎯 IMPLEMENTATION PLAN
### PHASE 1A: Smooth Movement System ⭐ PRIORITY
**Goal:** Replace grid-based with smooth pixel-based movement
**Changes:**
```javascript
// BEFORE (Grid-based):
moveToGrid(targetX, targetY) {
// Tween to grid position
this.scene.tweens.add({...});
}
// AFTER (Smooth velocity):
update(delta) {
// Apply velocity
this.sprite.x += this.velocity.x * delta;
this.sprite.y += this.velocity.y * delta;
// Acceleration
this.velocity.x = Phaser.Math.Linear(
this.velocity.x,
this.targetVelocity.x,
this.acceleration
);
}
```
**Implementation:**
1. Add velocity properties
2. Replace grid movement with pixel movement
3. Add acceleration/deceleration
4. Smooth turning
**Files to modify:**
- `src/entities/Player.js` (major refactor)
---
### PHASE 1B: Sprint System 🏃
**Goal:** Add sprint with Shift key
**Features:**
- Normal speed: 100 px/s
- Sprint speed: 200 px/s
- Energy drain (optional)
- Visual indicator
**Implementation:**
```javascript
// In update()
this.sprinting = this.keys.shift.isDown;
const maxSpeed = this.sprinting ? 200 : 100;
// Energy system (optional)
if (this.sprinting && this.moving) {
this.energy -= 0.1 * delta;
if (this.energy <= 0) this.sprinting = false;
}
```
---
### PHASE 1C: Animation Polish 🎨
**Goal:** Smooth animations with transitions
**Enhancements:**
1. **Walking animations** - 4 directions (already exists)
2. **Idle animations** - Breathing effect
3. **Sprint animations** - Faster frame rate
4. **Transition smoothing** - Blend between anims
**Implementation:**
```javascript
updateAnimation() {
const speed = Math.sqrt(
this.velocity.x ** 2 +
this.velocity.y ** 2
);
if (speed < 5) {
// Idle
this.sprite.play('protagonist_idle_' + this.direction, true);
} else if (this.sprinting) {
// Sprint (faster)
this.sprite.play('protagonist_walk_' + this.direction, true);
this.sprite.anims.msPerFrame = 80; // Faster
} else {
// Walk (normal)
this.sprite.play('protagonist_walk_' + this.direction, true);
this.sprite.anims.msPerFrame = 120; // Normal
}
}
```
---
### PHASE 1D: Enhanced Input 🎮
**Goal:** Better input handling
**Features:**
1. **Diagonal movement** - Combine inputs
2. **Input buffering** - Queue actions
3. **Deadzone** - Gamepad precision
4. **Key rebinding** - Custom controls (future)
**Implementation:**
```javascript
handleInput() {
let inputX = 0;
let inputY = 0;
// Collect all inputs
if (this.keys.up.isDown) inputY -= 1;
if (this.keys.down.isDown) inputY += 1;
if (this.keys.left.isDown) inputX -= 1;
if (this.keys.right.isDown) inputX += 1;
// Normalize diagonal
const length = Math.sqrt(inputX ** 2 + inputY ** 2);
if (length > 0) {
inputX /= length;
inputY /= length;
}
// Set target velocity
const maxSpeed = this.sprinting ? 200 : 100;
this.targetVelocity.x = inputX * maxSpeed;
this.targetVelocity.y = inputY * maxSpeed;
}
```
---
## ⚠️ IMPORTANT CONSIDERATIONS
### Grid vs Smooth Movement:
**Problem:** Current game uses **grid-based terrain system**!
- Terrain tiles are on grid
- Collision is grid-based
- Farming is grid-based
**Solutions:**
#### Option A: Full Smooth Movement
- Move player smoothly
- Keep terrain on grid
- Convert player position to grid for interactions
- **Pros:** Best feel
- **Cons:** More complex collision
#### Option B: Hybrid System
- Smooth movement between grid points
- Snap to grid for actions
- **Pros:** Simpler collision
- **Cons:** Less freedom
#### Option C: Enhanced Grid Movement
- Keep grid movement
- Add smooth tweens
- Improve animations
- **Pros:** Simple, works with terrain
- **Cons:** Not as smooth
---
## 🎯 RECOMMENDED APPROACH
**I recommend Option B: Hybrid System**
**Why:**
1. ✅ Maintains grid-based farming mechanics
2. ✅ Smooth player movement
3. ✅ Simple collision detection
4. ✅ Easy to implement
5. ✅ Best of both worlds
**How it works:**
```javascript
// Player moves smoothly in pixels
update() {
this.sprite.x += this.velocity.x * delta;
this.sprite.y += this.velocity.y * delta;
}
// Convert to grid for interactions
interact() {
const gridX = Math.floor(this.sprite.x / TILE_SIZE);
const gridY = Math.floor(this.sprite.y / TILE_SIZE);
this.terrainSystem.interactAt(gridX, gridY);
}
```
---
## 📋 IMPLEMENTATION CHECKLIST
### Step 1: Backup Current Code ✅
- [x] File already in git
### Step 2: Refactor Movement System
- [ ] Add velocity properties
- [ ] Remove grid tweens
- [ ] Implement smooth movement
- [ ] Add acceleration
### Step 3: Add Sprint
- [ ] Shift key detection
- [ ] Speed multiplier
- [ ] Energy system (optional)
- [ ] Visual feedback
### Step 4: Polish Animations
- [ ] Idle animations
- [ ] Sprint animation speed
- [ ] Smooth transitions
- [ ] Direction detection
### Step 5: Enhance Input
- [ ] Diagonal movement
- [ ] Input normalization
- [ ] Gamepad deadzone
- [ ] Input buffering
### Step 6: Testing
- [ ] Test all directions
- [ ] Test sprint
- [ ] Test gamepad
- [ ] Test farming (grid snapping)
- [ ] Performance check
---
## 🚀 READY TO IMPLEMENT?
**Next Steps:**
1. Confirm approach (Hybrid System recommended)
2. Start implementation
3. Test incrementally
4. Polish and refine
**Estimated Time:** 2-3 hours
**Shall we begin?** 🎮✨
---
*Waiting for confirmation to proceed...*