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)
326 lines
8.8 KiB
JavaScript
326 lines
8.8 KiB
JavaScript
// UI Polish System - Smooth transitions, animations, tooltips
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class UIPolishSystem {
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constructor(scene) {
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this.scene = scene;
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// Tooltip management
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this.currentTooltip = null;
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this.tooltipDelay = 500; // Show after 500ms hover
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this.tooltipTimer = null;
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// Button animations cache
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this.buttonAnimations = new Map();
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console.log('🎨 UIPolishSystem initialized');
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}
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// Fade in a UI element smoothly
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fadeIn(element, duration = 300, delay = 0) {
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if (!element) return;
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element.setAlpha(0);
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this.scene.tweens.add({
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targets: element,
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alpha: 1,
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duration: duration,
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delay: delay,
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ease: 'Power2'
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});
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}
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// Fade out a UI element
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fadeOut(element, duration = 300, onComplete = null) {
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if (!element) return;
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this.scene.tweens.add({
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targets: element,
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alpha: 0,
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duration: duration,
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ease: 'Power2',
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onComplete: onComplete
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});
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}
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// Slide in element from direction
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slideIn(element, direction = 'left', duration = 400, distance = 200) {
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if (!element) return;
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const startX = element.x;
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const startY = element.y;
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// Set starting position
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switch (direction) {
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case 'left':
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element.x -= distance;
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break;
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case 'right':
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element.x += distance;
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break;
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case 'top':
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element.y -= distance;
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break;
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case 'bottom':
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element.y += distance;
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break;
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}
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element.setAlpha(0);
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// Animate to original position
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this.scene.tweens.add({
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targets: element,
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x: startX,
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y: startY,
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alpha: 1,
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duration: duration,
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ease: 'Back.easeOut'
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});
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}
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// Add hover effect to button
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addButtonHover(button, scaleUp = 1.1, duration = 200) {
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if (!button || this.buttonAnimations.has(button)) return;
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const originalScale = button.scaleX || 1;
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// Mouse over
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button.on('pointerover', () => {
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this.scene.tweens.add({
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targets: button,
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scaleX: originalScale * scaleUp,
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scaleY: originalScale * scaleUp,
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duration: duration,
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ease: 'Back.easeOut'
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});
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// Play UI click sound
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if (this.scene.soundManager && this.scene.soundManager.beepUIClick) {
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this.scene.soundManager.beepUIClick();
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}
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});
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// Mouse out
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button.on('pointerout', () => {
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this.scene.tweens.add({
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targets: button,
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scaleX: originalScale,
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scaleY: originalScale,
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duration: duration,
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ease: 'Power2'
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});
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});
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this.buttonAnimations.set(button, { originalScale, scaleUp });
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}
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// Pulse animation (for important elements)
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pulse(element, minScale = 0.95, maxScale = 1.05, duration = 1000) {
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if (!element) return;
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return this.scene.tweens.add({
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targets: element,
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scale: { from: minScale, to: maxScale },
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duration: duration,
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yoyo: true,
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repeat: -1,
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ease: 'Sine.easeInOut'
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});
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}
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// Shake animation (for errors or attention)
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shake(element, intensity = 10, duration = 500) {
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if (!element) return;
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const originalX = element.x;
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this.scene.tweens.add({
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targets: element,
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x: originalX + intensity,
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duration: 50,
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yoyo: true,
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repeat: Math.floor(duration / 100),
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ease: 'Sine.easeInOut',
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onComplete: () => {
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element.x = originalX; // Reset to original position
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}
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});
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}
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// Show tooltip on hover
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showTooltip(x, y, text, options = {}) {
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// Clear existing tooltip
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this.hideTooltip();
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const {
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backgroundColor = '#000000',
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textColor = '#ffffff',
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padding = 10,
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fontSize = '14px',
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maxWidth = 200,
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offsetX = 10,
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offsetY = -30
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} = options;
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// Create tooltip background
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const bg = this.scene.add.rectangle(
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x + offsetX,
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y + offsetY,
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maxWidth,
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40,
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Phaser.Display.Color.HexStringToColor(backgroundColor).color,
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0.9
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);
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// Create tooltip text
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const tooltip = this.scene.add.text(
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x + offsetX,
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y + offsetY,
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text,
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{
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fontSize: fontSize,
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color: textColor,
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align: 'center',
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wordWrap: { width: maxWidth - padding * 2 }
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}
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);
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tooltip.setOrigin(0.5, 0.5);
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bg.setSize(tooltip.width + padding * 2, tooltip.height + padding * 2);
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// Create container
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this.currentTooltip = this.scene.add.container(0, 0, [bg, tooltip]);
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this.currentTooltip.setDepth(1000000); // Always on top
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// Fade in
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this.fadeIn(this.currentTooltip, 200);
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}
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// Hide current tooltip
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hideTooltip() {
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if (this.currentTooltip) {
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this.fadeOut(this.currentTooltip, 150, () => {
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this.currentTooltip.destroy();
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this.currentTooltip = null;
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});
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}
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}
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// Add tooltip to interactive object
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addTooltip(object, text, options = {}) {
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if (!object) return;
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let hoverTimer = null;
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object.on('pointerover', (pointer) => {
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// Delay tooltip appearance
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hoverTimer = this.scene.time.delayedCall(this.tooltipDelay, () => {
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this.showTooltip(pointer.worldX, pointer.worldY, text, options);
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});
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});
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object.on('pointerout', () => {
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// Cancel delayed tooltip
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if (hoverTimer) {
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hoverTimer.destroy();
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hoverTimer = null;
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}
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this.hideTooltip();
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});
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object.on('pointermove', (pointer) => {
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// Move tooltip with mouse
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if (this.currentTooltip) {
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this.currentTooltip.setPosition(
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pointer.worldX + 10,
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pointer.worldY - 30
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);
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}
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});
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}
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// Typewriter text effect
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typewriterText(textObject, fullText, speed = 50) {
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if (!textObject) return;
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textObject.setText('');
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let index = 0;
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const timer = this.scene.time.addEvent({
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delay: speed,
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callback: () => {
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if (index < fullText.length) {
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textObject.setText(textObject.text + fullText[index]);
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index++;
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} else {
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timer.destroy();
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}
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},
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loop: true
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});
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return timer;
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}
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// Number counter animation (for scores, resources)
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animateNumber(textObject, startValue, endValue, duration = 1000, prefix = '', suffix = '') {
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if (!textObject) return;
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const data = { value: startValue };
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this.scene.tweens.add({
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targets: data,
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value: endValue,
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duration: duration,
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ease: 'Power2',
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onUpdate: () => {
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textObject.setText(`${prefix}${Math.floor(data.value)}${suffix}`);
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}
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});
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}
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// Flash effect (for notifications)
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flash(element, color = 0xffffff, duration = 300) {
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if (!element) return;
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const originalTint = element.tint || 0xffffff;
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element.setTint(color);
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this.scene.tweens.add({
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targets: element,
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alpha: { from: 1, to: 0.5 },
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duration: duration / 2,
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yoyo: true,
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onComplete: () => {
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element.setTint(originalTint);
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}
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});
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}
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// Smooth scroll container (for long lists)
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enableSmoothScroll(container, scrollSpeed = 5) {
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if (!container || !this.scene.input.keyboard) return;
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const upKey = this.scene.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.UP);
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const downKey = this.scene.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.DOWN);
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this.scene.events.on('update', () => {
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if (upKey.isDown) {
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container.y += scrollSpeed;
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}
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if (downKey.isDown) {
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container.y -= scrollSpeed;
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}
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});
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}
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// Clean up
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destroy() {
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this.hideTooltip();
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this.buttonAnimations.clear();
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console.log('🎨 UIPolishSystem destroyed');
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}
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}
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