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novafarma/EXISTING_GAME_INTEGRATION_ANALYSIS.md

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🎮 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:

// 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

// 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:

// 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:

// 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:

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

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:

import SystemsTestScene from './scenes/SystemsTestScene.js';

scene: [BootScene, PreloadScene, SystemsTestScene, /* ...rest */]

Launch:

// 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:

// 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:

// 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:

# 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):

  1. Test Save/Load system
  2. Test Event system
  3. Test Town Growth logic
  4. Document any bugs found
  5. Create bug fix list

LATER (After API reset, with sprites):

  1. Generate remaining 15 sprites
  2. Add sprites to test scene
  3. Test visual interactions
  4. 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

// 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! 🚀