Phase 3: World generation — procedural tilemap for Catalytic Wastes
- simplex-noise with seeded PRNG (mulberry32) for deterministic generation - Biome data: 8 tile types (scorched earth, cracked ground, ash sand, acid pools, acid shallow, crystals, geysers, mineral veins) - Elevation noise → base terrain; detail noise → geyser/mineral overlays - Canvas-based tileset with per-pixel brightness variation - Phaser tilemap with collision on non-walkable tiles - Camera: WASD movement, mouse wheel zoom (0.5x–3x), world bounds - Minimap: 160x160 canvas overview with viewport indicator - 21 world generation tests passing (95 total) Co-authored-by: Cursor <cursoragent@cursor.com>
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@@ -1,91 +1,83 @@
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import Phaser from 'phaser';
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import { createGameWorld, updateTime, type GameWorld } from '../ecs/world';
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import { movementSystem, bounceSystem } from '../ecs/systems/movement';
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import { movementSystem } from '../ecs/systems/movement';
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import { healthSystem } from '../ecs/systems/health';
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import { createGameEntity, removeGameEntity } from '../ecs/factory';
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import { removeGameEntity } from '../ecs/factory';
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import { PhaserBridge } from '../ecs/bridge';
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import { GAME_WIDTH, GAME_HEIGHT } from '../config';
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const ENTITY_COUNT = 20;
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const COLORS = [
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0x00ff88, 0xff0044, 0x44aaff, 0xffaa00,
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0xff44ff, 0x44ffaa, 0xffff44, 0xaa44ff,
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];
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import biomeDataArray from '../data/biomes.json';
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import type { BiomeData } from '../world/types';
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import { generateWorld } from '../world/generator';
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import { createWorldTilemap } from '../world/tilemap';
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import { setupCamera, updateCamera, type CameraKeys } from '../world/camera';
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import { Minimap } from '../world/minimap';
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export class GameScene extends Phaser.Scene {
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private gameWorld!: GameWorld;
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private bridge!: PhaserBridge;
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private cameraKeys!: CameraKeys;
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private minimap!: Minimap;
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private statsText!: Phaser.GameObjects.Text;
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private worldSeed!: number;
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constructor() {
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super({ key: 'GameScene' });
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}
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create(): void {
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// 1. Initialize ECS
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// 1. Initialize ECS (needed for future entity systems)
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this.gameWorld = createGameWorld();
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this.bridge = new PhaserBridge(this);
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// 2. Spawn bouncing circles with random properties
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for (let i = 0; i < ENTITY_COUNT; i++) {
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const speed = 50 + Math.random() * 150;
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const angle = Math.random() * Math.PI * 2;
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// 2. Generate world
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const biome = biomeDataArray[0] as BiomeData;
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this.worldSeed = Date.now() % 1000000;
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const worldData = generateWorld(biome, this.worldSeed);
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createGameEntity(this.gameWorld.world, {
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position: {
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x: 100 + Math.random() * (GAME_WIDTH - 200),
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y: 100 + Math.random() * (GAME_HEIGHT - 200),
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},
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velocity: {
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vx: Math.cos(angle) * speed,
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vy: Math.sin(angle) * speed,
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},
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sprite: {
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color: COLORS[i % COLORS.length],
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radius: 6 + Math.random() * 14,
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},
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health: {
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current: 100,
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max: 100,
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},
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});
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}
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// 3. Create tilemap
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createWorldTilemap(this, worldData);
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// 3. UI labels
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this.add.text(10, 10, 'Phase 2: ECS Foundation', {
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fontSize: '14px',
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// 4. Camera with bounds and WASD controls
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const worldPixelW = biome.mapWidth * biome.tileSize;
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const worldPixelH = biome.mapHeight * biome.tileSize;
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this.cameraKeys = setupCamera(this, worldPixelW, worldPixelH);
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// 5. Minimap
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this.minimap = new Minimap(this, worldData);
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// 6. UI overlay
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this.statsText = this.add.text(10, 10, '', {
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fontSize: '12px',
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color: '#00ff88',
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fontFamily: 'monospace',
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backgroundColor: '#000000aa',
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padding: { x: 4, y: 2 },
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});
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this.statsText = this.add.text(10, 30, '', {
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fontSize: '12px',
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color: '#557755',
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fontFamily: 'monospace',
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});
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this.statsText.setScrollFactor(0);
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this.statsText.setDepth(100);
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}
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update(_time: number, delta: number): void {
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// 1. Update world time
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updateTime(this.gameWorld, delta);
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// 2. Run systems
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movementSystem(this.gameWorld.world, delta);
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bounceSystem(this.gameWorld.world, GAME_WIDTH, GAME_HEIGHT);
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// 2. Camera movement
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updateCamera(this, this.cameraKeys, delta);
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// 3. Health check + cleanup
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// 3. ECS systems (no entities yet — future phases will add player, creatures)
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movementSystem(this.gameWorld.world, delta);
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const dead = healthSystem(this.gameWorld.world);
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for (const eid of dead) {
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removeGameEntity(this.gameWorld.world, eid);
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}
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// 4. Sync to Phaser
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this.bridge.sync(this.gameWorld.world);
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// 5. Update stats
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// 4. Minimap viewport
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this.minimap.update(this.cameras.main);
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// 5. Stats
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const fps = delta > 0 ? Math.round(1000 / delta) : 0;
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this.statsText.setText(
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`${this.bridge.entityCount} entities | tick ${this.gameWorld.time.tick} | ${fps} fps`,
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`seed: ${this.worldSeed} | ${fps} fps | WASD move, scroll zoom`,
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);
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}
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}
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