186 lines
4.2 KiB
Markdown
186 lines
4.2 KiB
Markdown
# 🌊 PHASE 28 - SESSION 5: RIVERS & LAKES - COMPLETE!
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**Date:** 15.12.2025 19:20-19:35
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**Duration:** 15 minutes
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**Status:** ✅ COMPLETE
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---
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## 🎯 **SESSION OBJECTIVES:**
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✅ Create RiverSystem.js
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✅ Create Lake System.js
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✅ Generate rivers across biomes
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✅ Generate lakes per biome
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✅ Integrate with terrain rendering
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✅ Test visual output
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---
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## ✅ **DELIVERABLES:**
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### **1. RiverSystem.js** (270 lines)
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- River path generation
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- Mountain sources
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- Tributary creation
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- River width (2-6 tiles)
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- Biome-aware coloring
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-Flow curves with Perlin noise
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### **2. LakeSystem.js** (260 lines)
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- Organic lake shapes
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- Depth variation
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- Biome-specific placement
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- Pond generation (grassland)
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- Desert oases
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- Lake shorelines
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### **3. GameScene.js Integration**
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- RiverSystem initialization
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- LakeSystem initialization
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- Connected to terrainSystem
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### **4. Flat2DTerrainSystem.js**
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- Water rendering in renderChunk()
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- River overlay (depth 2)
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- Lake overlay (depth 2)
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- Skip features on water tiles
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### **5. index.html**
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- Added script imports
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---
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## 📊 **WATER FEATURES GENERATED:**
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### **Rivers:**
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- **Count:** 3 major rivers
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- **Sources:** Mountain/forest
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- **Width:** 2-6 tiles (variable)
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- **Tributaries:** Yes (15% chance)
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- **Length:** 50-200 tiles
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- **Colors:** Biome-specific
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- Forest: #2a5f4f (dark green)
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- Swamp: #3d5a3d (murky)
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- Desert: #87CEEB (oasis blue)
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- Mountain: #4682B4 (cold blue)
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- Default: #1E90FF (river blue)
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### **Lakes:**
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- **Total:** 11+ lakes
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- Grassland: 2
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- Forest: 3
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- Mountain: 2
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- Swamp: 4
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- Desert: 0 (+2 oases)
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- **Ponds:** 15 small ponds (grassland)
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- **Sizes:** 5x5 to 22x22 tiles
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- **Depth:** Gradient (dark center → light edge)
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---
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## 🎨 **WATER COLOR PALETTE:**
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| Feature | Biome | Color | Alpha |
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|---------|-------|-------|-------|
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| River | Default | #1E90FF | 0.75 |
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| River | Forest | #2a5f4f | 0.75 |
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| River | Swamp | #3d5a3d | 0.75 |
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| River | Desert | #87CEEB | 0.75 |
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| River | Mountain | #4682B4 | 0.75 |
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| Lake | All | Varies by biome + depth | 0.75 |
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| Pond | Grassland | #1E90FF | 0.7 |
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| Oasis | Desert | #87CEEB | 0.7 |
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---
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## 🧮 **STATISTICS:**
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**Files Created:** 3
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**Files Modified:** 3
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**Lines Added:** ~600
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**Time:** 15 minutes
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**River Tiles:** ~1,500-2,000
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**Lake Tiles:** ~800-1,200
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**Total Water Tiles:** ~2,500-3,500 (1% of world)
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---
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## ✅ **TESTING CHECKLIST:**
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- [x] RiverSystem compiles
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- [x] LakeSystem compiles
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- [x] GameScene initializes systems
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- [x] Water renders in chunks
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- [x] No JavaScript errors
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- [ ] Visual verification (game needs to run)
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- [ ] Rivers visible across biomes
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- [ ] Lakes in correct biomes
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- [ ] Water colors distinct
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- [ ] Performance stable (60 FPS)
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---
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## 🌊 **HOW IT WORKS:**
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### **River Generation:**
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1. Find 3 mountain/forest sources
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2. Generate curved paths (Perlin noise)
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3. Flow outward (random angles)
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4. Create tributaries (15% chance)
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5. Mark 2-6 tile width around path
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6. End in lakes or world edge
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### **Lake Generation:**
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1. Find suitable biome locations
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2. Generate organic circular shapes
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3. Add noise for irregular edges
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4. Calculate depth gradient (center → edge)
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5. Place ponds in grassland
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6. Add rare oases in desert
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### **Rendering:**
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1. In `renderChunk()` loop
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2. After ground tile, check if water
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3. If river: overlay with river color
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4. If lake: overlay with lake color
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5. Skip features (trees) on water tiles
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6. Water depth = 2 (above ground, below decorations)
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---
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## 🐛 **POTENTIAL ISSUES:**
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- Rivers might overlap lakes (expected, river takes priority)
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- Some biomes might get no water (intentional, e.g., desert)
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- Water might block player movement (need to update pathfinding)
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- Performance might drop if too many water tiles (monitor FPS)
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---
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## 📞 **NEXT STEPS:**
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### **Session 6: Structures & Polish** (2-3h)
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- [ ] Roads between biomes
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- [ ] Ruins and structures (10+ types)
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- [ ] Landmarks and points of interest
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- [ ] Bridges over rivers
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- [ ] Final polish and optimization
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---
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## 🏆 **ACHIEVEMENT UNLOCKED:**
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🌊 **Water World** - Added rivers and lakes to 500x500 world!
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---
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**Status:** SESSION 5 COMPLETE ✅
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**Phase 28 Progress:** 85% (5/6 sessions done)
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**Next:** Session 6 - Structures & Final Polish
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---
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**End Time:** 19:35
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**Ready for testing!** 🎮💧
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