Files
novafarma/docs/EXISTING_GAME_INTEGRATION_ANALYSIS.md
2026-01-20 01:05:17 +01:00

423 lines
10 KiB
Markdown

# 🎮 EXISTING GAME ANALYSIS - Integration Opportunities
**Created:** January 4, 2026 - 12:58 CET
**Purpose:** Identify what can be done WITHOUT waiting for sprites
---
## 📊 CURRENT GAME STATE
### **Existing Scenes:**
✅ BootScene.js
✅ PreloadScene.js
✅ DemoScene.js
✅ DemoSceneEnhanced.js
✅ GameScene.js (97KB! Main game)
✅ UIScene.js (101KB! UI layer)
✅ PrologueScene.js
✅ StoryScene.js
✅ TiledTestScene.js
✅ TownSquareScene.js
### **Existing Systems (src/systems/):**
✅ MiningSystem.js (476 lines) - ALREADY EXISTS!
✅ 143 total system files in directory
---
## 🔨 WHAT WE CAN DO **RIGHT NOW** (No sprites needed!)
### **1. INTEGRATE MASTER SYSTEMS MANAGER** ✅ Highest Priority
**Location:** GameScene.js or new MainGameScene.js
**What:** Add our MasterGameSystemsManager to existing game
**Steps:**
```javascript
// In GameScene.js create() method
import MasterGameSystemsManager from './systems/MasterGameSystemsManager.js';
this.masterSystems = new MasterGameSystemsManager(this);
```
**Benefits:**
- All 9 systems instantly available
- Cross-system events working
- Save/load infrastructure
- No sprites required!
**Testing:** Use console to test systems
```javascript
// In browser console
game.scene.scenes[0].masterSystems.sleepSystem.sleep()
game.scene.scenes[0].masterSystems.craftingSystem.canCraft('wooden_hoe')
```
---
### **2. TEST SLEEP SYSTEM** ✅ Can work with placeholders
**What:** Test sleep mechanics without bed sprites
**Approach:**
```javascript
// Use simple rectangle as placeholder bed
const placeholderBed = this.add.rectangle(400, 300, 64, 64, 0xff00ff);
placeholderBed.setInteractive();
placeholderBed.on('pointerdown', () => {
this.masterSystems.sleepSystem.sleep();
});
```
**Tests:**
- [ ] Energy depletes over time
- [ ] Can sleep at night (8 PM - 2 AM)
- [ ] Energy restores after sleep
- [ ] Dream/nightmare mechanics trigger
- [ ] Time advances 8 hours
- [ ] Wake up at correct time
**No sprites needed!** Just test functionality.
---
### **3. TEST CRAFTING SYSTEM** ✅ Console-based testing
**What:** Test recipe validation and crafting logic
**Approach:**
```javascript
// Console testing
const crafting = game.scene.scenes[0].masterSystems.craftingSystem;
// Test recipe checking
crafting.canCraft('wooden_hoe');
// Returns: {canCraft: false, reason: 'Missing ingredients', missingIngredients: [{item: 'wood', have: 0, need: 10}]}
// Mock giving player items
game.player.inventory.addItem('wood', 20);
game.player.inventory.addItem('rope', 5);
// Test crafting
crafting.craft('wooden_hoe', 1);
// Returns: {success: true, message: 'Crafting 1x Wooden Hoe... (5s)'}
// Wait 5 seconds...
// Check if item added to inventory
game.player.inventory.hasItem('wooden_hoe');
```
**Tests:**
- [ ] Ingredient validation works
- [ ] Crafting time calculation
- [ ] Queue system functions
- [ ] Item granted on completion
- [ ] Batch crafting works
**No sprites needed!** Pure logic testing.
---
### **4. TEST TOWN GROWTH LOGIC** ✅ Data-driven testing
**What:** Test population unlock requirements
**Approach:**
```javascript
const town = game.scene.scenes[0].masterSystems.townGrowthSystem;
// Check current population
console.log(`Population: ${town.population}/${town.maxPopulation}`);
// Check unlock requirements
town.populationSlots.forEach((slot, index) => {
if (!slot.unlocked) {
console.log(`Slot ${index}: ${JSON.stringify(slot.requirement)}`);
}
});
// Mock meeting requirements
game.player.farmLevel = 2;
game.player.money = 50000;
game.player.completedQuests.push('expand_town_1');
// Test unlock checking
const newUnlocks = town.checkPopulationUnlocks();
console.log(`New slots unlocked: ${newUnlocks}`);
```
**Tests:**
- [ ] Requirements validation works
- [ ] Population slots unlock correctly
- [ ] Services unlock at right population
- [ ] Town status updates (Village → City)
**No sprites needed!** Just logic testing.
---
### **5. CREATE SIMPLE TEST SCENE** ✅ Best Approach!
**What:** Create minimal test scene for system testing
**File:** `src/scenes/SystemsTestScene.js`
```javascript
import Phaser from 'phaser';
import MasterGameSystemsManager from '../systems/MasterGameSystemsManager.js';
export default class SystemsTestScene extends Phaser.Scene {
constructor() {
super({ key: 'SystemsTestScene' });
}
create() {
// Initialize master systems
this.masterSystems = new MasterGameSystemsManager(this);
// Mock player
this.player = {
energy: 100,
maxEnergy: 100,
money: 10000,
farmLevel: 1,
isMarried: false,
inventory: new Map(),
completedQuests: []
};
// Black background
this.cameras.main.setBackgroundColor('#000000');
// Draw test UI
this.createTestUI();
console.log('🧪 Systems Test Scene Loaded');
console.log('Access systems via: game.scene.scenes[0].masterSystems');
}
createTestUI() {
// Title
this.add.text(512, 50, 'SYSTEMS TEST SCENE', {
fontSize: '32px',
color: '#ffffff',
fontFamily: 'monospace'
}).setOrigin(0.5);
// Instructions
const instructions = [
'Test systems via browser console:',
'',
'const s = game.scene.scenes[0].masterSystems;',
's.sleepSystem.sleep();',
's.craftingSystem.canCraft("wooden_hoe");',
's.townGrowthSystem.population;',
'',
'Press ESC to return to main menu'
];
this.add.text(50, 150, instructions.join('\n'), {
fontSize: '16px',
color: '#00ff00',
fontFamily: 'monospace',
lineSpacing: 5
});
// ESC to exit
this.input.keyboard.on('keydown-ESC', () => {
this.scene.start('PreloadScene');
});
}
update(time, delta) {
// Update all systems
this.masterSystems.update(time, delta);
}
}
```
**Add to game.js:**
```javascript
import SystemsTestScene from './scenes/SystemsTestScene.js';
scene: [BootScene, PreloadScene, SystemsTestScene, /* ...rest */]
```
**Launch:**
```javascript
// In browser console
game.scene.start('SystemsTestScene');
```
**Benefits:**
- Test all systems in isolated environment
- No sprites required
- Console-based testing
- Can mock any data
---
### **6. SAVE/LOAD TESTING** ✅ Critical!
**What:** Test save/load for all systems
**Approach:**
```javascript
// Save
const saveData = game.scene.scenes[0].masterSystems.saveAllSystems();
console.log('Save Data:', saveData);
localStorage.setItem('game_save_test', JSON.stringify(saveData));
// Modify some state
game.player.money = 999999;
game.scene.scenes[0].masterSystems.townGrowthSystem.population = 20;
// Load
const loadedData = JSON.parse(localStorage.getItem('game_save_test'));
game.scene.scenes[0].masterSystems.loadAllSystems(loadedData);
// Verify
console.log('Money restored:', game.player.money);
console.log('Population restored:', game.scene.scenes[0].masterSystems.townGrowthSystem.population);
```
**Tests:**
- [ ] Save data structure valid
- [ ] All systems save correctly
- [ ] Load restores state
- [ ] No data loss
- [ ] Version compatibility
**Critical for production!**
---
### **7. EVENT SYSTEM TESTING** ✅ Test cross-system communication
**What:** Verify events fire correctly
**Approach:**
```javascript
// Listen for events
game.events.on('serviceUnlocked', (data) => {
console.log('🏛️ Service Unlocked:', data);
});
game.events.on('craftingCompleted', (data) => {
console.log('🔨 Crafting Complete:', data);
});
// Trigger events
game.scene.scenes[0].masterSystems.townGrowthSystem.population = 6;
game.scene.scenes[0].masterSystems.townGrowthSystem.updateTownServices();
// Should see 'serviceUnlocked' event
```
**Tests:**
- [ ] Events fire correctly
- [ ] Event data is complete
- [ ] Cross-system events work
- [ ] No event loops
---
### **8. PHASER INTEGRATION PRACTICE** ✅ Learn existing structure
**What:** Study existing GameScene.js to understand integration points
**View:**
```bash
# Check GameScene structure
cat src/scenes/GameScene.js | grep "create()" -A 50
cat src/scenes/GameScene.js | grep "update(" -A 20
```
**Learn:**
- How existing systems are initialized
- Where to add new system calls
- UI integration patterns
- Event handling approach
**Then:** Plan exact integration points for our 9 systems
---
## 📋 PRIORITY ACTION LIST (No sprites needed!)
### **IMMEDIATE (Next 30 min):**
1. ✅ Create SystemsTestScene.js
2. ✅ Add to game.js scenes array
3. ✅ Launch test scene
4. ✅ Test Sleep System (console)
5. ✅ Test Crafting System (console)
### **NEXT (After test scene works):**
6. ✅ Test Save/Load system
7. ✅ Test Event system
8. ✅ Test Town Growth logic
9. ✅ Document any bugs found
10. ✅ Create bug fix list
### **LATER (After API reset, with sprites):**
11. ⏰ Generate remaining 15 sprites
12. ⏰ Add sprites to test scene
13. ⏰ Test visual interactions
14. ⏰ Full integration into GameScene
---
## 🎯 TESTING GOALS
### **By End of Today:**
- [ ] All 9 systems tested in console
- [ ] Save/Load verified working
- [ ] Event system functional
- [ ] Bug list created
- [ ] Integration plan documented
### **Why This Matters:**
- Catch bugs BEFORE full integration
- Verify logic without visuals
- Prepare for smooth Phaser integration
- No wasted time waiting for API
---
## 💡 CONSOLE COMMANDS CHEAT SHEET
```javascript
// Quick access
const s = game.scene.scenes[0].masterSystems;
const p = game.player;
// Sleep System
s.sleepSystem.sleep();
s.sleepSystem.canSleepNow();
s.sleepSystem.getCurrentBedInfo();
// Crafting
s.craftingSystem.canCraft('wooden_hoe');
s.craftingSystem.craft('wooden_hoe', 1);
s.craftingSystem.getCraftingUIData();
// Bakery
s.bakerySystem.buyItem('fresh_bread', 5);
s.bakerySystem.getShopUIData();
// Town Growth
s.townGrowthSystem.population;
s.townGrowthSystem.getTownGrowthUIData();
// Save/Load
const save = s.saveAllSystems();
s.loadAllSystems(save);
// Status
s.getAllSystemsStatus();
```
---
**Created:** January 4, 2026 - 12:58 CET
**Status:** Ready to test! NO sprites needed! 🚀