- 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
6.1 KiB
6.1 KiB
🎮 PHASE 1: PLAYER CONTROLS - Implementation Summary
Date: 2025-12-14 15:02
Status: Analysis Complete - Ready to Implement
📊 CURRENT STATE ANALYSIS
Existing Player System:
- ✅ Grid-based movement (tile by tile)
- ✅ WASD + Arrow keys
- ✅ Gamepad support (basic)
- ✅ Virtual joystick (mobile)
- ✅ Animation system (4 directions)
- ❌ NO smooth movement
- ❌ NO sprint system
- ❌ NO acceleration/deceleration
- ❌ NO diagonal movement
Issues Found:
- Grid-locked movement - Player jumps from tile to tile
- No momentum - Instant start/stop
- Basic animations - Simple 4-direction only
- No sprint - Single speed only
🎯 IMPLEMENTATION PLAN
PHASE 1A: Smooth Movement System ⭐ PRIORITY
Goal: Replace grid-based with smooth pixel-based movement
Changes:
// BEFORE (Grid-based):
moveToGrid(targetX, targetY) {
// Tween to grid position
this.scene.tweens.add({...});
}
// AFTER (Smooth velocity):
update(delta) {
// Apply velocity
this.sprite.x += this.velocity.x * delta;
this.sprite.y += this.velocity.y * delta;
// Acceleration
this.velocity.x = Phaser.Math.Linear(
this.velocity.x,
this.targetVelocity.x,
this.acceleration
);
}
Implementation:
- Add velocity properties
- Replace grid movement with pixel movement
- Add acceleration/deceleration
- Smooth turning
Files to modify:
src/entities/Player.js(major refactor)
PHASE 1B: Sprint System 🏃
Goal: Add sprint with Shift key
Features:
- Normal speed: 100 px/s
- Sprint speed: 200 px/s
- Energy drain (optional)
- Visual indicator
Implementation:
// In update()
this.sprinting = this.keys.shift.isDown;
const maxSpeed = this.sprinting ? 200 : 100;
// Energy system (optional)
if (this.sprinting && this.moving) {
this.energy -= 0.1 * delta;
if (this.energy <= 0) this.sprinting = false;
}
PHASE 1C: Animation Polish 🎨
Goal: Smooth animations with transitions
Enhancements:
- Walking animations - 4 directions (already exists)
- Idle animations - Breathing effect
- Sprint animations - Faster frame rate
- Transition smoothing - Blend between anims
Implementation:
updateAnimation() {
const speed = Math.sqrt(
this.velocity.x ** 2 +
this.velocity.y ** 2
);
if (speed < 5) {
// Idle
this.sprite.play('protagonist_idle_' + this.direction, true);
} else if (this.sprinting) {
// Sprint (faster)
this.sprite.play('protagonist_walk_' + this.direction, true);
this.sprite.anims.msPerFrame = 80; // Faster
} else {
// Walk (normal)
this.sprite.play('protagonist_walk_' + this.direction, true);
this.sprite.anims.msPerFrame = 120; // Normal
}
}
PHASE 1D: Enhanced Input 🎮
Goal: Better input handling
Features:
- Diagonal movement - Combine inputs
- Input buffering - Queue actions
- Deadzone - Gamepad precision
- Key rebinding - Custom controls (future)
Implementation:
handleInput() {
let inputX = 0;
let inputY = 0;
// Collect all inputs
if (this.keys.up.isDown) inputY -= 1;
if (this.keys.down.isDown) inputY += 1;
if (this.keys.left.isDown) inputX -= 1;
if (this.keys.right.isDown) inputX += 1;
// Normalize diagonal
const length = Math.sqrt(inputX ** 2 + inputY ** 2);
if (length > 0) {
inputX /= length;
inputY /= length;
}
// Set target velocity
const maxSpeed = this.sprinting ? 200 : 100;
this.targetVelocity.x = inputX * maxSpeed;
this.targetVelocity.y = inputY * maxSpeed;
}
⚠️ IMPORTANT CONSIDERATIONS
Grid vs Smooth Movement:
Problem: Current game uses grid-based terrain system!
- Terrain tiles are on grid
- Collision is grid-based
- Farming is grid-based
Solutions:
Option A: Full Smooth Movement
- Move player smoothly
- Keep terrain on grid
- Convert player position to grid for interactions
- Pros: Best feel
- Cons: More complex collision
Option B: Hybrid System
- Smooth movement between grid points
- Snap to grid for actions
- Pros: Simpler collision
- Cons: Less freedom
Option C: Enhanced Grid Movement
- Keep grid movement
- Add smooth tweens
- Improve animations
- Pros: Simple, works with terrain
- Cons: Not as smooth
🎯 RECOMMENDED APPROACH
I recommend Option B: Hybrid System
Why:
- ✅ Maintains grid-based farming mechanics
- ✅ Smooth player movement
- ✅ Simple collision detection
- ✅ Easy to implement
- ✅ Best of both worlds
How it works:
// Player moves smoothly in pixels
update() {
this.sprite.x += this.velocity.x * delta;
this.sprite.y += this.velocity.y * delta;
}
// Convert to grid for interactions
interact() {
const gridX = Math.floor(this.sprite.x / TILE_SIZE);
const gridY = Math.floor(this.sprite.y / TILE_SIZE);
this.terrainSystem.interactAt(gridX, gridY);
}
📋 IMPLEMENTATION CHECKLIST
Step 1: Backup Current Code ✅
- File already in git
Step 2: Refactor Movement System
- Add velocity properties
- Remove grid tweens
- Implement smooth movement
- Add acceleration
Step 3: Add Sprint
- Shift key detection
- Speed multiplier
- Energy system (optional)
- Visual feedback
Step 4: Polish Animations
- Idle animations
- Sprint animation speed
- Smooth transitions
- Direction detection
Step 5: Enhance Input
- Diagonal movement
- Input normalization
- Gamepad deadzone
- Input buffering
Step 6: Testing
- Test all directions
- Test sprint
- Test gamepad
- Test farming (grid snapping)
- Performance check
🚀 READY TO IMPLEMENT?
Next Steps:
- Confirm approach (Hybrid System recommended)
- Start implementation
- Test incrementally
- Polish and refine
Estimated Time: 2-3 hours
Shall we begin? 🎮✨
Waiting for confirmation to proceed...