PART 3: POLISH & EFFECTS - 100% COMPLETE! (Phase 29)
COMPLETED FEATURES: PART 1: IMMEDIATE INTEGRATION (30 min) - Crafting system integration verified - Created comprehensive test plans - INTEGRATION_TEST_PLAN.md - QUICK_START_TEST.md PART 3: POLISH & EFFECTS (2h 5min) - 100% DONE! Phase 5C: Lighting & Shadows (20 min) - LightingSystem.js (215 lines) - Dynamic player shadow with time-of-day opacity - Auto-torch at night (flickering effect) - Campfire creation API - Light source management Phase 5B: Enhanced Weather (25 min) - WeatherEnhancementsSystem.js (245 lines) - Dynamic wind system (strength + direction) - Wind affects rain particles - Tree sway animations - Smooth weather transitions (2s fade) - Wind info API (speed km/h, compass) Phase 5D: UI Polish (20 min) - UIPolishSystem.js (330 lines) - Fade in/out & slide animations - Button hover effects with sound - Tooltips (auto + manual, cursor follow) - Pulse, shake, flash animations - Typewriter text effect - Number counter animation - Smooth scroll support Phase 5E: Particle Effects (30 min) - ParticleEnhancementsSystem.js (450 lines) - Craft sparkles (golden burst) - Walk dust clouds (grass/dirt only) - Harvest bursts (crop-colored!) - Dig/till soil particles - Plant sparkles - Level up / damage / heal effects - Integrated with CraftingSystem & FarmingSystem STATS: - 4 new systems created (~1,240 lines) - 5 documentation files - 30+ new features - 7 files modified - Total time: 2h 35min GAME NOW HAS: - Dynamic shadows & lighting - Wind-affected weather - Complete UI animation toolkit - Enhanced particle effects for all actions Files modified: - index.html (4 new script tags) - GameScene.js (4 system initializations + update calls) - CraftingSystem.js (craft sparkles on completion) - FarmingSystem.js (dig/plant/harvest particles) - TASKS.md (Phase 29 updated) - FINAL_IMPLEMENTATION_ROADMAP.md (PART 3 100% complete)
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@@ -486,6 +486,24 @@ class GameScene extends Phaser.Scene {
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this.weatherSystem = new WeatherSystem(this);
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this.timeSystem = this.weatherSystem; // Alias
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// 💡 LIGHTING & SHADOW SYSTEM
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console.log('💡 Initializing Lighting & Shadow System...');
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this.lightingSystem = new LightingSystem(this);
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// Create player shadow
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if (this.player) {
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this.lightingSystem.createShadow(this.player, 12, 30, 15);
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this.lightingSystem.createPlayerTorch(this.player); // Auto-torch at night
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}
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// 🌬️ WEATHER ENHANCEMENTS SYSTEM
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console.log('🌬️ Initializing Weather Enhancements System...');
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this.weatherEnhancements = new WeatherEnhancementsSystem(this);
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// 🎨 UI POLISH SYSTEM
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console.log('🎨 Initializing UI Polish System...');
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this.uiPolish = new UIPolishSystem(this);
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this.statsSystem = new StatsSystem(this);
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this.inventorySystem = new InventorySystem(this);
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@@ -552,6 +570,10 @@ class GameScene extends Phaser.Scene {
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this.particleEffects = new ParticleEffects(this);
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this.particleEffects.createFallingLeaves();
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// ✨ PARTICLE ENHANCEMENTS SYSTEM
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console.log('✨ Initializing Particle Enhancements System...');
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this.particleEnhancements = new ParticleEnhancementsSystem(this);
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// Initialize Accessibility System
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console.log('♿ Initializing Accessibility System...');
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this.accessibilitySystem = new AccessibilitySystem(this);
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@@ -1549,6 +1571,19 @@ class GameScene extends Phaser.Scene {
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if (this.weatherSystem) {
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this.weatherSystem.update(delta);
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// Update Lighting (shadows, torches)
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if (this.lightingSystem) this.lightingSystem.update(delta);
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// Update Weather Enhancements (wind, tree sway)
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if (this.weatherEnhancements) {
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this.weatherEnhancements.update(delta);
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// Apply wind to rain if active
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if (this.weatherSystem.rainEmitter) {
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this.weatherEnhancements.applyWindToRain(this.weatherSystem.rainEmitter);
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}
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}
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// Concept Systems Updates
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if (this.zombieSystem) this.zombieSystem.update(this.time.now, delta);
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