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