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)
This commit is contained in:
2025-12-15 16:42:09 +01:00
parent b759f6509e
commit 8c0cc90908
14 changed files with 2053 additions and 65 deletions

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// Weather Enhancements - Wind, transitions, tree sway
class WeatherEnhancementsSystem {
constructor(scene) {
this.scene = scene;
// Wind system
this.windStrength = 0.5; // 0-1 scale
this.windDirection = 0; // angle in radians
this.windChangeTimer = 0;
this.windChangeDuration = 3000; // Change wind every 3 seconds
// Tree sway animations
this.swayingTrees = new Map(); // tree → tween
// Weather transition
this.transitionDuration = 2000; // 2 seconds smooth transition
this.isTransitioning = false;
console.log('🌬️ WeatherEnhancementsSystem initialized');
}
// Update wind parameters
update(delta) {
this.updateWind(delta);
this.updateTreeSway(delta);
}
// Gradually change wind over time
updateWind(delta) {
this.windChangeTimer += delta;
if (this.windChangeTimer > this.windChangeDuration) {
this.windChangeTimer = 0;
// Smoothly change wind
const targetStrength = Math.random(); // 0-1
const targetDirection = Math.random() * Math.PI * 2; // 0-360°
// Tween wind strength
this.scene.tweens.add({
targets: this,
windStrength: targetStrength,
windDirection: targetDirection,
duration: 2000,
ease: 'Sine.easeInOut'
});
}
}
// Apply wind effect to rain particles
applyWindToRain(rainEmitter) {
if (!rainEmitter) return;
// Calculate wind offset for rain angle
const baseAngle = 270; // Straight down
const windAngle = this.windStrength * 30; // Max 30° deviation
const windDirectionDegrees = Phaser.Math.RadToDeg(this.windDirection);
// Apply horizontal wind speed
const windSpeedX = Math.cos(this.windDirection) * this.windStrength * 100;
// Update rain emitter config (if using Phaser 3.60+ particles)
try {
rainEmitter.setConfig({
speedX: { min: windSpeedX - 20, max: windSpeedX + 20 }
});
} catch (e) {
// Fallback for older Phaser versions
console.warn('Wind effect requires Phaser 3.60+');
}
}
// Make a tree sway in the wind
addSwayingTree(tree, treeSprite) {
if (!treeSprite || this.swayingTrees.has(tree)) return;
// Calculate sway amount based on wind
const maxSwayAngle = 2 + (this.windStrength * 3); // 2-5 degrees
const swaySpeed = 1500 - (this.windStrength * 500); // 1000-1500ms
// Create sway tween
const tween = this.scene.tweens.add({
targets: treeSprite,
angle: { from: -maxSwayAngle, to: maxSwayAngle },
duration: swaySpeed,
yoyo: true,
repeat: -1,
ease: 'Sine.easeInOut'
});
this.swayingTrees.set(tree, tween);
}
// Update tree sway based on current wind
updateTreeSway(delta) {
for (const [tree, tween] of this.swayingTrees) {
// Adjust tween speed based on wind strength
if (tween && tween.isPlaying()) {
// Dynamic sway intensity
const maxSwayAngle = 2 + (this.windStrength * 3);
// Update would require recreating tween
// For now, trees sway at initial speed
}
}
}
// Stop tree sway
removeSwayingTree(tree) {
const tween = this.swayingTrees.get(tree);
if (tween) {
tween.stop();
this.swayingTrees.delete(tree);
}
}
// Smooth weather transition
transitionWeather(fromWeather, toWeather, onComplete) {
if (this.isTransitioning) return;
this.isTransitioning = true;
console.log(`🌤️ Weather transitioning: ${fromWeather}${toWeather}`);
// Get weather system
const weatherSystem = this.scene.weatherSystem;
if (!weatherSystem) {
this.isTransitioning = false;
if (onComplete) onComplete();
return;
}
// Fade out old weather
if (weatherSystem.rainEmitter) {
this.scene.tweens.add({
targets: weatherSystem.rainEmitter,
alpha: { from: 1, to: 0 },
duration: this.transitionDuration / 2,
onComplete: () => {
// Clear old weather
weatherSystem.clearWeather();
// Start new weather
if (toWeather === 'rain') {
weatherSystem.startRain(false);
} else if (toWeather === 'storm') {
weatherSystem.startRain(true);
}
// Fade in new weather
if (weatherSystem.rainEmitter) {
weatherSystem.rainEmitter.setAlpha(0);
this.scene.tweens.add({
targets: weatherSystem.rainEmitter,
alpha: { from: 0, to: 1 },
duration: this.transitionDuration / 2,
onComplete: () => {
this.isTransitioning = false;
if (onComplete) onComplete();
}
});
} else {
this.isTransitioning = false;
if (onComplete) onComplete();
}
}
});
} else {
// No old weather to fade out, just start new
if (toWeather === 'rain') {
weatherSystem.startRain(false);
} else if (toWeather === 'storm') {
weatherSystem.startRain(true);
}
this.isTransitioning = false;
if (onComplete) onComplete();
}
}
// Get current wind info (for UI or other systems)
getWindInfo() {
return {
strength: this.windStrength,
direction: this.windDirection,
speedKmh: Math.round(this.windStrength * 50), // 0-50 km/h
directionName: this.getWindDirectionName(this.windDirection)
};
}
// Convert wind direction to compass name
getWindDirectionName(radians) {
const degrees = Phaser.Math.RadToDeg(radians);
const normalized = ((degrees % 360) + 360) % 360;
if (normalized < 22.5 || normalized >= 337.5) return 'N';
if (normalized < 67.5) return 'NE';
if (normalized < 112.5) return 'E';
if (normalized < 157.5) return 'SE';
if (normalized < 202.5) return 'S';
if (normalized < 247.5) return 'SW';
if (normalized < 292.5) return 'W';
return 'NW';
}
// Clean up
destroy() {
// Stop all tree sway tweens
for (const [tree, tween] of this.swayingTrees) {
if (tween) tween.stop();
}
this.swayingTrees.clear();
console.log('🌬️ WeatherEnhancementsSystem destroyed');
}
}