Files
novafarma/EMERGENCY_SYSTEMS_RECOVERY/MasterWeatherSystem.js
2026-01-16 02:43:46 +01:00

488 lines
14 KiB
JavaScript

/**
* MasterWeatherSystem.js
*
* Complete weather & environmental particle system for DolinaSmrti
* Phase 1/2/Demo CORE SYSTEM - All biomes, all weather types
*
* Features:
* - Wind (grass, trees, hair movement)
* - Rain (drops, puddles, wetness)
* - Snow (flakes, accumulation, footprints)
* - Fire (flames, smoke, heat distortion)
* - Water (ripples, displacement, caustics)
*
* Style 32 Dark-Chibi Noir compatible
* Performance optimized for 60 FPS
*/
import WindFoliageSystem from './WindFoliageSystem.js';
export default class MasterWeatherSystem {
constructor(scene) {
this.scene = scene;
// Sub-systems
this.windSystem = null;
this.rainSystem = null;
this.snowSystem = null;
this.fireSystem = null;
this.waterSystem = null;
// Current weather state
this.currentWeather = 'clear'; // clear, rain, snow, storm
this.weatherIntensity = 0; // 0.0 - 1.0
this.transitionTime = 0;
// Biome-specific settings
this.biomeWeatherSettings = {
'grassland': {
allowedWeather: ['clear', 'rain', 'storm'],
defaultWind: 1.0
},
'desert': {
allowedWeather: ['clear', 'sandstorm'],
defaultWind: 1.5
},
'snow': {
allowedWeather: ['clear', 'snow', 'blizzard'],
defaultWind: 1.8
},
'swamp': {
allowedWeather: ['rain', 'fog'],
defaultWind: 0.3
},
'mountains': {
allowedWeather: ['clear', 'snow', 'storm'],
defaultWind: 2.0
},
'forest': {
allowedWeather: ['clear', 'rain'],
defaultWind: 0.8
},
'volcanic': {
allowedWeather: ['clear', 'ash_rain'],
defaultWind: 1.2,
constantFire: true
}
};
}
/**
* Initialize all weather systems
*/
init() {
console.log('🌦️ MasterWeatherSystem: Initializing...');
// Initialize Wind System (already implemented!)
this.windSystem = new WindFoliageSystem(this.scene);
this.windSystem.init();
// Initialize Rain System
this.initRainSystem();
// Initialize Snow System
this.initSnowSystem();
// Initialize Fire System
this.initFireSystem();
// Initialize Water Effects
this.initWaterSystem();
console.log('✅ MasterWeatherSystem: All systems ready!');
}
/**
* RAIN SYSTEM - Realistic rain with puddles
*/
initRainSystem() {
// Create rain drop texture (Style 32 noir)
const graphics = this.scene.add.graphics();
graphics.fillStyle(0xffffff, 0.6);
graphics.fillRect(0, 0, 2, 8); // Thin vertical drop
graphics.generateTexture('rainDrop', 2, 8);
graphics.destroy();
// Rain particle emitter
this.rainEmitter = this.scene.add.particles(0, 0, 'rainDrop', {
x: { min: 0, max: this.scene.cameras.main.width },
y: -20,
lifespan: 2000,
speedY: { min: 300, max: 500 },
speedX: { min: -20, max: 20 }, // Wind affects rain
scale: { start: 1, end: 0.8 },
alpha: { start: 0.6, end: 0.3 },
quantity: 2,
frequency: 20,
blendMode: 'ADD'
});
this.rainEmitter.stop(); // Start inactive
// Puddle system (appears after rain)
this.puddles = [];
console.log('💧 Rain system initialized');
}
/**
* SNOW SYSTEM - Falling snow with accumulation
*/
initSnowSystem() {
// Create snowflake texture (Style 32 - simple white dot with black outline)
const graphics = this.scene.add.graphics();
graphics.lineStyle(1, 0x000000, 1);
graphics.fillStyle(0xffffff, 0.9);
graphics.fillCircle(4, 4, 3);
graphics.strokeCircle(4, 4, 3);
graphics.generateTexture('snowflake', 8, 8);
graphics.destroy();
// Snow particle emitter
this.snowEmitter = this.scene.add.particles(0, 0, 'snowflake', {
x: { min: 0, max: this.scene.cameras.main.width },
y: -20,
lifespan: 8000,
speedY: { min: 20, max: 50 },
speedX: { min: -30, max: 30 }, // Wind drift
scale: { min: 0.5, max: 1.2 },
alpha: { start: 0.9, end: 0.6 },
rotate: { min: 0, max: 360 },
frequency: 100,
quantity: 1
});
this.snowEmitter.stop();
// Snow accumulation layer (white overlay on ground)
this.snowAccumulation = this.scene.add.rectangle(
0, 0,
this.scene.cameras.main.width,
this.scene.cameras.main.height,
0xffffff, 0
).setOrigin(0, 0).setDepth(-1);
console.log('❄️ Snow system initialized');
}
/**
* FIRE SYSTEM - Flames, smoke, heat distortion
*/
initFireSystem() {
// Create flame texture (orange-red gradient)
const graphics = this.scene.add.graphics();
graphics.fillStyle(0xff4500, 1);
graphics.fillCircle(8, 8, 6);
graphics.fillStyle(0xffaa00, 0.8);
graphics.fillCircle(8, 8, 4);
graphics.generateTexture('flame', 16, 16);
graphics.destroy();
// Create smoke texture (dark grey)
const smokeGraphics = this.scene.add.graphics();
smokeGraphics.fillStyle(0x333333, 0.4);
smokeGraphics.fillCircle(12, 12, 10);
smokeGraphics.generateTexture('smoke', 24, 24);
smokeGraphics.destroy();
// Fire sources (campfires, torches, etc.)
this.fireSources = [];
console.log('🔥 Fire system initialized');
}
/**
* Create fire source (campfire, torch, etc.)
* @param {number} x - X position
* @param {number} y - Y position
* @param {number} size - Fire size multiplier (0.5 - 2.0)
*/
createFireSource(x, y, size = 1.0) {
// Flame particles
const flameEmitter = this.scene.add.particles(x, y, 'flame', {
lifespan: 800,
speed: { min: 20, max: 60 },
angle: { min: 250, max: 290 }, // Upward
scale: { start: size, end: 0.1 },
alpha: { start: 1, end: 0 },
blendMode: 'ADD',
frequency: 50,
tint: [0xff4500, 0xff6600, 0xffaa00]
});
// Smoke particles
const smokeEmitter = this.scene.add.particles(x, y - 10, 'smoke', {
lifespan: 2000,
speed: { min: 10, max: 30 },
angle: { min: 260, max: 280 },
scale: { start: size * 0.5, end: size * 2 },
alpha: { start: 0.5, end: 0 },
frequency: 200
});
this.fireSources.push({
x, y, size,
flameEmitter,
smokeEmitter
});
return { flameEmitter, smokeEmitter };
}
/**
* WATER SYSTEM - Ripples, displacement, caustics
* (Integration with planned WaterPhysicsSystem)
*/
initWaterSystem() {
// Water ripple texture (Style 32 - concentric circles)
const graphics = this.scene.add.graphics();
graphics.lineStyle(2, 0x000000, 1);
graphics.strokeCircle(32, 32, 28);
graphics.lineStyle(1, 0x000000, 0.6);
graphics.strokeCircle(32, 32, 24);
graphics.generateTexture('waterRipple', 64, 64);
graphics.destroy();
// Ripple particle manager
this.rippleParticles = this.scene.add.particles(0, 0, 'waterRipple');
// Water zones (areas with water effects)
this.waterZones = [];
console.log('🌊 Water system initialized');
}
/**
* Create water ripple effect
* @param {number} x - X position
* @param {number} y - Y position
* @param {number} size - Ripple size
*/
createRipple(x, y, size = 1.0) {
const emitter = this.rippleParticles.createEmitter({
x, y,
lifespan: 1500,
speed: 0,
scale: { start: 0.1 * size, end: 2.0 * size },
alpha: { start: 0.7, end: 0 },
frequency: -1,
quantity: 1
});
emitter.explode(1);
this.scene.time.delayedCall(1500, () => {
emitter.stop();
this.rippleParticles.removeEmitter(emitter);
});
}
/**
* Set weather type
* @param {string} type - Weather type: 'clear', 'rain', 'snow', 'storm', 'blizzard'
* @param {number} intensity - Intensity 0.0 - 1.0
* @param {number} transitionTime - Transition duration in ms
*/
setWeather(type, intensity = 0.5, transitionTime = 2000) {
console.log(`🌦️ Weather changing to: ${type} (intensity: ${intensity})`);
this.currentWeather = type;
this.weatherIntensity = intensity;
this.transitionTime = transitionTime;
// Stop all current weather
this.rainEmitter.stop();
this.snowEmitter.stop();
// Start new weather
switch (type) {
case 'rain':
this.startRain(intensity);
break;
case 'snow':
this.startSnow(intensity);
break;
case 'storm':
this.startStorm(intensity);
break;
case 'blizzard':
this.startBlizzard(intensity);
break;
case 'clear':
this.clearWeather();
break;
}
}
/**
* Start rain weather
*/
startRain(intensity) {
this.rainEmitter.setFrequency(100 / intensity); // More intense = more frequent
this.rainEmitter.setQuantity(Math.ceil(intensity * 3));
this.rainEmitter.start();
// Adjust wind
this.windSystem.setWindStrength(0.8 + intensity * 0.5);
// Create puddles over time
this.scene.time.addEvent({
delay: 5000,
callback: () => this.createPuddle(),
loop: true
});
}
/**
* Start snow weather
*/
startSnow(intensity) {
this.snowEmitter.setFrequency(200 / intensity);
this.snowEmitter.setQuantity(Math.ceil(intensity * 2));
this.snowEmitter.start();
// Adjust wind (snow drifts more)
this.windSystem.setWindStrength(intensity * 1.2);
// Gradual snow accumulation
this.scene.tweens.add({
targets: this.snowAccumulation,
alpha: intensity * 0.3,
duration: 10000,
ease: 'Linear'
});
}
/**
* Start storm (heavy rain + strong wind)
*/
startStorm(intensity) {
this.startRain(intensity);
this.windSystem.setWindStrength(intensity * 2.0);
// Lightning flashes (TODO: add later)
}
/**
* Start blizzard (heavy snow + very strong wind)
*/
startBlizzard(intensity) {
this.startSnow(intensity);
this.windSystem.setWindStrength(intensity * 2.5);
// Reduce visibility
this.scene.tweens.add({
targets: this.scene.cameras.main,
alpha: 0.7,
duration: 2000,
yoyo: true,
repeat: -1
});
}
/**
* Clear all weather
*/
clearWeather() {
this.rainEmitter.stop();
this.snowEmitter.stop();
this.windSystem.setWindStrength(1.0);
// Fade out snow accumulation
this.scene.tweens.add({
targets: this.snowAccumulation,
alpha: 0,
duration: 5000
});
}
/**
* Create puddle after rain
*/
createPuddle() {
const x = Phaser.Math.Between(0, this.scene.cameras.main.width);
const y = Phaser.Math.Between(0, this.scene.cameras.main.height);
const puddle = this.scene.add.ellipse(x, y, 60, 30, 0x4682B4, 0.3);
puddle.setDepth(-2);
this.puddles.push(puddle);
// Puddles evaporate over time
this.scene.tweens.add({
targets: puddle,
alpha: 0,
duration: 30000,
onComplete: () => {
puddle.destroy();
this.puddles = this.puddles.filter(p => p !== puddle);
}
});
}
/**
* Set biome-specific weather
* @param {string} biomeName - Biome name
*/
setBiomeWeather(biomeName) {
const settings = this.biomeWeatherSettings[biomeName.toLowerCase()];
if (!settings) {
console.warn(`⚠️ Unknown biome: ${biomeName}`);
return;
}
// Set default wind for biome
this.windSystem.setBiomeWind(biomeName);
// Volcanic biome always has fire
if (settings.constantFire) {
this.createFireSource(100, 200, 1.5);
this.createFireSource(300, 250, 1.2);
}
console.log(`🌍 Biome weather set: ${biomeName}`);
}
/**
* Update all weather systems
* @param {number} delta - Time delta in ms
*/
update(delta) {
// Update wind system
if (this.windSystem) {
this.windSystem.update(delta);
}
// Update rain/snow particle positions based on wind
// ✅ NULL CHECK: Ensure emitter exists and has setSpeedX method
if (this.rainEmitter && this.rainEmitter.active && typeof this.rainEmitter.setSpeedX === 'function') {
const windInfluence = this.windSystem.wind.strength * 20;
this.rainEmitter.setSpeedX({ min: -windInfluence, max: windInfluence });
}
if (this.snowEmitter && this.snowEmitter.active && typeof this.snowEmitter.setSpeedX === 'function') {
const windInfluence = this.windSystem.wind.strength * 30;
this.snowEmitter.setSpeedX({ min: -windInfluence, max: windInfluence });
}
}
/**
* Cleanup
*/
destroy() {
if (this.windSystem) this.windSystem.destroy();
if (this.rainEmitter) this.rainEmitter.destroy();
if (this.snowEmitter) this.snowEmitter.destroy();
this.fireSources.forEach(fire => {
fire.flameEmitter.destroy();
fire.smokeEmitter.destroy();
});
this.puddles.forEach(puddle => puddle.destroy());
if (this.rippleParticles) this.rippleParticles.destroy();
}
}