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