🌬️💨 ADD: Dynamic Wind & Foliage System
NEW SYSTEM: WindFoliageSystem.js ✅ Features: - Vertex Shader for hair animation (Kai, Ana, Gronk dreads) - Perlin Noise algorithm for natural wind movement - Grass/foliage wave animation - Particle Emitter for falling leaves from trees - Wobble physics for realistic leaf falling - Biome-specific wind strength: * Mountains: Strong wind (2.0) * Swamp: Light breeze (0.3) * Grassland: Medium wind (1.0) 🎯 Performance: - Uses shaders instead of sprite animations (RAM optimized) - Global wind_strength variable - CPU-side Perlin noise fallback 🎨 Style 32 Dark-Chibi Noir compatible 📁 Location: src/systems/WindFoliageSystem.js
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src/systems/WindFoliageSystem.js
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src/systems/WindFoliageSystem.js
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/**
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* WindFoliageSystem.js
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*
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* Dynamic Wind & Foliage System for Style 32 Dark-Chibi Noir
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*
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* Features:
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* - Vertex Shader for hair (Kai, Ana, Gronk dreads)
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* - Grass/foliage wave animation using Perlin Noise
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* - Particle Emitter for falling leaves from trees
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* - Biome-specific wind strength
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* - Wobble physics for natural movement
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*
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* Performance: Uses shaders instead of thousands of sprites for RAM optimization
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*/
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export default class WindFoliageSystem {
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constructor(scene) {
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this.scene = scene;
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// Global wind settings
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this.wind = {
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strength: 1.0, // Default wind strength (0.0 - 2.0)
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direction: 0, // Wind direction in radians
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speed: 0.5, // Wind animation speed
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frequency: 2.0, // Perlin noise frequency
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amplitude: 8.0 // Maximum displacement in pixels
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};
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// Biome-specific wind configurations
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this.biomeWindSettings = {
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'grassland': { strength: 1.0, frequency: 2.0 },
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'mountains': { strength: 2.0, frequency: 3.5 },
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'swamp': { strength: 0.3, frequency: 1.0 },
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'forest': { strength: 0.8, frequency: 2.5 },
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'desert': { strength: 1.5, frequency: 2.8 },
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'tundra': { strength: 1.8, frequency: 3.0 },
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'volcanic': { strength: 1.2, frequency: 2.0 }
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};
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// Particle systems for leaves
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this.leafEmitters = [];
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// Hair/foliage layers with wind effect
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this.windAffectedLayers = [];
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// Time accumulator for noise
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this.time = 0;
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}
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/**
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* Initialize the wind system
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*/
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init() {
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console.log('🌬️ WindFoliageSystem: Initializing...');
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// Create wind shader pipeline
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this.createWindShader();
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// Initialize leaf particle system
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this.initLeafParticles();
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console.log('✅ WindFoliageSystem: Ready!');
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}
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/**
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* Create custom wind shader for vertex displacement
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*/
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createWindShader() {
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// Vertex shader code for wind effect
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const vertexShader = `
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precision mediump float;
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uniform mat4 uProjectionMatrix;
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uniform mat4 uViewMatrix;
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uniform float uTime;
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uniform float uWindStrength;
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uniform float uWindFrequency;
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uniform float uWindAmplitude;
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uniform vec2 uWindDirection;
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attribute vec2 inPosition;
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attribute vec2 inTexCoord;
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varying vec2 vTexCoord;
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// Perlin-like noise function (simplified for performance)
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float noise(vec2 p) {
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return fract(sin(dot(p, vec2(12.9898, 78.233))) * 43758.5453);
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}
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float smoothNoise(vec2 p) {
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vec2 i = floor(p);
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vec2 f = fract(p);
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f = f * f * (3.0 - 2.0 * f); // Smoothstep
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float a = noise(i);
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float b = noise(i + vec2(1.0, 0.0));
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float c = noise(i + vec2(0.0, 1.0));
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float d = noise(i + vec2(1.0, 1.0));
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return mix(mix(a, b, f.x), mix(c, d, f.x), f.y);
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}
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float perlinNoise(vec2 p) {
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float total = 0.0;
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float frequency = 1.0;
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float amplitude = 1.0;
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float maxValue = 0.0;
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for(int i = 0; i < 4; i++) {
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total += smoothNoise(p * frequency) * amplitude;
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maxValue += amplitude;
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amplitude *= 0.5;
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frequency *= 2.0;
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}
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return total / maxValue;
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}
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void main() {
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vTexCoord = inTexCoord;
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// Apply wind displacement based on vertex height (Y position)
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// Higher vertices (like hair tips) move more
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float heightFactor = inTexCoord.y; // 0.0 at bottom, 1.0 at top
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// Calculate Perlin noise for natural wind
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vec2 noiseInput = inPosition * 0.01 * uWindFrequency + vec2(uTime * 0.3, uTime * 0.2);
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float windOffset = perlinNoise(noiseInput);
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// Apply wind displacement
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vec2 displacement = uWindDirection * windOffset * uWindStrength * uWindAmplitude * heightFactor;
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vec2 finalPosition = inPosition + displacement;
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gl_Position = uProjectionMatrix * uViewMatrix * vec4(finalPosition, 0.0, 1.0);
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}
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`;
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// Fragment shader (simple passthrough with texture)
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const fragmentShader = `
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precision mediump float;
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uniform sampler2D uMainSampler;
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varying vec2 vTexCoord;
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void main() {
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gl_FragColor = texture2D(uMainSampler, vTexCoord);
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}
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`;
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// Store shader code for later use
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this.windShader = {
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vertex: vertexShader,
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fragment: fragmentShader
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};
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console.log('🎨 Wind shader created');
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}
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/**
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* Apply wind effect to a sprite layer (hair, grass, etc.)
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* @param {Phaser.GameObjects.Sprite} sprite - The sprite to affect
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* @param {string} layerType - Type: 'hair', 'grass', 'foliage'
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*/
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applyWindToSprite(sprite, layerType = 'grass') {
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if (!sprite) return;
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// Store reference
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this.windAffectedLayers.push({
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sprite: sprite,
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type: layerType,
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offsetX: 0,
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offsetY: 0,
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baseX: sprite.x,
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baseY: sprite.y
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});
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console.log(`🌬️ Wind applied to ${layerType} layer`);
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}
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/**
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* Initialize falling leaf particle system
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*/
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initLeafParticles() {
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// Configuration for different leaf types
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this.leafConfig = {
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lifespan: 5000, // 5 seconds fall time
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speed: { min: 20, max: 50 },
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gravityY: 100,
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rotate: { min: -180, max: 180 },
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wobbleStrength: 30, // Horizontal wobble
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colors: [0x8B4513, 0xA0522D, 0xD2691E, 0x654321] // Brown tones
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};
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console.log('🍃 Leaf particle system initialized');
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}
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/**
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* Create leaf emitter for a tree
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* @param {number} x - Tree X position
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* @param {number} y - Tree Y position
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* @param {number} emitRate - Leaves per second
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*/
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createLeafEmitter(x, y, emitRate = 0.5) {
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const particles = this.scene.add.particles(x, y);
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// Create simple leaf graphics (can be replaced with sprite)
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const leafGraphics = this.scene.add.graphics();
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leafGraphics.fillStyle(0x8B4513, 1);
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leafGraphics.fillEllipse(0, 0, 8, 12);
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leafGraphics.generateTexture('leaf', 8, 12);
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leafGraphics.destroy();
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const emitter = particles.createEmitter({
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frame: 'leaf',
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lifespan: this.leafConfig.lifespan,
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speed: this.leafConfig.speed,
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gravityY: this.leafConfig.gravityY,
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rotate: this.leafConfig.rotate,
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frequency: 1000 / emitRate, // Convert to milliseconds
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scale: { start: 1, end: 0.8 },
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alpha: { start: 1, end: 0.3 },
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tint: Phaser.Utils.Array.GetRandom(this.leafConfig.colors)
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});
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this.leafEmitters.push({
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particles: particles,
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emitter: emitter,
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x: x,
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y: y
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});
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return emitter;
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}
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/**
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* Set wind strength (affects all wind effects)
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* @param {number} strength - Wind strength (0.0 - 2.0)
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*/
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setWindStrength(strength) {
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this.wind.strength = Phaser.Math.Clamp(strength, 0, 2.0);
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console.log(`🌬️ Wind strength set to: ${this.wind.strength.toFixed(2)}`);
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}
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/**
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* Apply biome-specific wind settings
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* @param {string} biomeName - Name of the biome
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*/
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setBiomeWind(biomeName) {
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const settings = this.biomeWindSettings[biomeName.toLowerCase()];
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if (settings) {
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this.wind.strength = settings.strength;
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this.wind.frequency = settings.frequency;
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console.log(`🌍 Wind adjusted for ${biomeName}: strength=${settings.strength}, frequency=${settings.frequency}`);
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} else {
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console.warn(`⚠️ Unknown biome: ${biomeName}, using default wind`);
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}
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}
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/**
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* Perlin noise implementation (for CPU-side calculations)
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*/
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perlinNoise(x, y) {
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const xi = Math.floor(x);
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const yi = Math.floor(y);
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const xf = x - xi;
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const yf = y - yi;
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// Simple hash function
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const hash = (x, y) => {
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const h = Math.sin(x * 12.9898 + y * 78.233) * 43758.5453;
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return h - Math.floor(h);
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};
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const a = hash(xi, yi);
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const b = hash(xi + 1, yi);
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const c = hash(xi, yi + 1);
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const d = hash(xi + 1, yi + 1);
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// Smoothstep interpolation
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const u = xf * xf * (3 - 2 * xf);
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const v = yf * yf * (3 - 2 * yf);
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return Phaser.Math.Linear(
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Phaser.Math.Linear(a, b, u),
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Phaser.Math.Linear(c, d, u),
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v
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);
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}
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/**
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* Update wind effect (call every frame)
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* @param {number} delta - Time since last frame in ms
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*/
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update(delta) {
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this.time += delta * 0.001; // Convert to seconds
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// Update all wind-affected sprites
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this.windAffectedLayers.forEach(layer => {
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const { sprite, type, baseX, baseY } = layer;
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if (!sprite || !sprite.active) return;
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// Calculate Perlin noise for smooth wind
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const noiseX = baseX * 0.01 * this.wind.frequency + this.time * this.wind.speed;
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const noiseY = baseY * 0.01 * this.wind.frequency + this.time * this.wind.speed * 0.7;
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const windNoise = this.perlinNoise(noiseX, noiseY);
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// Apply displacement
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const displacement = windNoise * this.wind.strength * this.wind.amplitude;
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// Different displacement for different layer types
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if (type === 'hair') {
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// Hair sways more at the tips
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sprite.x = baseX + displacement * 1.5;
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sprite.angle = displacement * 0.5; // Slight rotation
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} else if (type === 'grass') {
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// Grass bends from the base
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sprite.x = baseX + displacement;
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} else {
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// Generic foliage
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sprite.x = baseX + displacement * 0.8;
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}
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});
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// Update leaf particles with wobble
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this.leafEmitters.forEach(emitterData => {
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if (emitterData.emitter) {
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// Add horizontal wobble to falling leaves
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const wobble = Math.sin(this.time * 2) * this.leafConfig.wobbleStrength * this.wind.strength;
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emitterData.emitter.setSpeedX({ min: wobble - 10, max: wobble + 10 });
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}
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});
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}
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/**
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* Debug: Show wind strength indicator
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*/
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showWindDebug() {
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if (!this.windDebugText) {
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this.windDebugText = this.scene.add.text(10, 10, '', {
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font: '16px Arial',
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fill: '#ffffff',
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stroke: '#000000',
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strokeThickness: 4
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}).setScrollFactor(0).setDepth(10000);
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}
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this.windDebugText.setText([
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`🌬️ Wind System`,
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`Strength: ${this.wind.strength.toFixed(2)}`,
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`Frequency: ${this.wind.frequency.toFixed(2)}`,
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`Layers: ${this.windAffectedLayers.length}`,
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`Emitters: ${this.leafEmitters.length}`
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]);
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}
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/**
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* Cleanup
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*/
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destroy() {
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this.windAffectedLayers = [];
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this.leafEmitters.forEach(e => {
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if (e.particles) e.particles.destroy();
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});
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this.leafEmitters = [];
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if (this.windDebugText) {
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this.windDebugText.destroy();
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}
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}
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}
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