- 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
4.3 KiB
4.3 KiB
🏔️ 2.5D TERRAIN SYSTEM - COMPLETE DOCUMENTATION
📋 OVERVIEW
Complete 2.5D terrain system with procedural hills, height-based collision, and visual polish.
✅ PHASE 1: HEIGHT GENERATION & VISUALIZATION (COMPLETED)
Implementation:
- Height Generation: Perlin noise (0.05 frequency) generates smooth hills
- Height Range: 0-5 discrete levels
- Visual Effects:
- Tint:
0x666666(dark valleys) →0xffffff(bright peaks) - Scale:
1.0x→1.5x(50% size increase on peaks) - Y-Offset:
0px→-75px(massive elevation)
- Tint:
Code Location:
- Generation:
TerrainSystem.js-generateChunk()line ~504 - Visualization:
TerrainSystem.js-updateCulling()line ~1031
✅ PHASE 2: WALKABILITY CONSTRAINTS (COMPLETED)
Implementation:
- Height-Aware Collision: Can't walk over height difference > 1
- Cliff Detection: Checks
Math.abs(toHeight - fromHeight) > 1 - Console Feedback: Logs "🏔️ Blocked by cliff!"
Code Location:
- Collision Check:
TerrainSystem.js-isSolid(x, y, fromX, fromY)line ~1262
🎨 PHASE 3: VISUAL POLISH (OPTIONAL)
Planned Features:
1. Cliff Edge Sprites
// Detect cliff edges (height diff > 1)
if (heightDiff > 1) {
// Add cliff edge sprite between tiles
const edgeSprite = this.add.sprite(x, y, 'cliff_edge');
edgeSprite.setRotation(angleToNeighbor);
}
2. Shadow Effects
// Add shadow to lower tiles near cliffs
const shadowAlpha = Math.min(heightDiff * 0.2, 0.6);
const shadow = this.add.rectangle(x, y, tileWidth, tileHeight, 0x000000, shadowAlpha);
3. Gradient Blending
// Smooth color transitions between heights
const neighborAvgHeight = (h1 + h2 + h3 + h4) / 4;
const blendedTint = interpolateColor(currentTint, avgTint, 0.3);
🎮 USAGE
Reset World (New Seed):
// In browser console (F12):
localStorage.clear();
// Refresh → New procedural world with hills!
Test Height System:
const scene = window.gameState.gameScene;
const tile = scene.terrainSystem.getTile(50, 50);
console.log('Height:', tile.height); // 0-5
Test Collision:
1. Walk around the map
2. Try to climb steep hills (height diff > 1)
3. Console: "🏔️ Blocked by cliff!"
📊 CURRENT STATUS
| Feature | Status | Description |
|---|---|---|
| Height Generation | ✅ Complete | Procedural hills with Perlin noise |
| Visual Height | ✅ Complete | Tint + Scale + Y-offset |
| Walkability | ✅ Complete | Height-based collision |
| Cliff Edges | ⏳ Optional | Visual borders (Phase 3) |
| Shadows | ⏳ Optional | Shadow effects (Phase 3) |
| Gradients | ⏳ Optional | Smooth blending (Phase 3) |
🔧 CUSTOMIZATION
Adjust Height Intensity:
// In TerrainSystem.js - generateChunk()
const heightNoise = this.noise.noise(x * 0.05, y * 0.05);
const rawHeight = (heightNoise + 1) * 2.5; // Change 2.5 to 5.0 for more extreme (0-10 range)
Adjust Visual Effects:
// In TerrainSystem.js - updateCulling()
const tintValue = 0x666666 + (height * 0x333333); // Adjust contrast
const scaleBonus = 1.0 + (height * 0.1); // Adjust size (0.1 = 10% per level)
const elevationOffset = -(height * 15); // Adjust elevation (15px per level)
Adjust Walkability:
// In TerrainSystem.js - isSolid()
if (heightDiff > 1) { // Change to 2 for more permissive, 0 for stricter
return true; // Blocked
}
🐛 TROUBLESHOOTING
Hills not visible?
- Clear localStorage:
localStorage.clear() - Refresh page
- Check console for "🏔️ HEIGHT GENERATION" logs
Can walk through cliffs?
- Ensure player movement uses
terrainSystem.isSolid(x, y, fromX, fromY)with 4 parameters - Check console for "🏔️ Blocked by cliff!" messages
Tiles look glitchy?
- Reduce elevation offset (try
height * 10instead of* 15) - Reduce scale bonus (try
height * 0.05instead of* 0.1)
📚 FILES MODIFIED
src/systems/TerrainSystem.js- Height generation & visualizationdocs/HEIGHT_SYSTEM_PLAN.md- Implementation plandocs/2.5D_TERRAIN_GUIDE.md- This file
Implementation Date: 2025-12-14
Status: Phase 1-2 Complete, Phase 3 Optional
Author: Antigravity AI Assistant