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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@@ -77,6 +77,11 @@ class FarmingSystem {
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this.scene.soundManager.playDig();
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}
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// ✨ PARTICLE EFFECT - Dig particles
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if (this.scene.particleEnhancements) {
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this.scene.particleEnhancements.digParticles(screenPos.x, screenPos.y);
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}
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console.log(`✅ Tilled soil at (${gridX}, ${gridY})`);
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return true;
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}
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@@ -124,6 +129,12 @@ class FarmingSystem {
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this.scene.soundManager.playPlant();
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}
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// ✨ PARTICLE EFFECT - Plant sparkle
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if (this.scene.particleEnhancements) {
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const screenPos = this.scene.iso.toScreen(gridX, gridY);
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this.scene.particleEnhancements.plantSparkle(screenPos.x, screenPos.y);
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}
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console.log(`🌱 Planted ${cropType} at (${gridX}, ${gridY})`);
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return true;
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}
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@@ -197,6 +208,12 @@ class FarmingSystem {
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console.log(`🌾 Harvested ${crop.type}! (+${goldEarned} gold)`);
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// ✨ PARTICLE EFFECT - Harvest burst
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const screenPos = this.scene.iso.toScreen(gridX, gridY);
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if (this.scene.particleEnhancements) {
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this.scene.particleEnhancements.harvestBurst(screenPos.x, screenPos.y, crop.type);
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}
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// Show floating text
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if (this.scene.events) {
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this.scene.events.emit('show-floating-text', {
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