feat: introduce VFXSystem to centralize visual effect management and rendering, migrating absorption effects from UISystem and AbsorptionSystem.
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8 changed files with 188 additions and 107 deletions
40
src/main.js
40
src/main.js
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@ -14,6 +14,7 @@ import { DeathSystem } from './systems/DeathSystem.js';
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import { MenuSystem } from './systems/MenuSystem.js';
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import { RenderSystem } from './systems/RenderSystem.js';
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import { UISystem } from './systems/UISystem.js';
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import { VFXSystem } from './systems/VFXSystem.js';
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// Components
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import { Position } from './components/Position.js';
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@ -51,6 +52,7 @@ if (!canvas) {
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engine.addSystem(new SkillEffectSystem());
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engine.addSystem(new HealthRegenerationSystem());
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engine.addSystem(new DeathSystem());
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engine.addSystem(new VFXSystem());
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engine.addSystem(new RenderSystem(engine));
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engine.addSystem(new UISystem(engine));
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@ -82,25 +84,25 @@ if (!canvas) {
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let color, evolutionData, skills;
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switch (type) {
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case 'humanoid':
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color = '#ff5555'; // Humanoid red
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evolutionData = { human: 10, beast: 0, slime: -2 };
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skills = ['fire_breath'];
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break;
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case 'beast':
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color = '#ffaa00'; // Beast orange
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evolutionData = { human: 0, beast: 10, slime: -2 };
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skills = ['pounce'];
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break;
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case 'elemental':
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color = '#00bfff';
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evolutionData = { human: 3, beast: 3, slime: 8 };
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skills = ['fire_breath'];
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break;
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default:
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color = '#888888';
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evolutionData = { human: 2, beast: 2, slime: 2 };
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skills = [];
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case 'humanoid':
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color = '#ff5555'; // Humanoid red
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evolutionData = { human: 10, beast: 0, slime: -2 };
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skills = ['fire_breath'];
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break;
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case 'beast':
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color = '#ffaa00'; // Beast orange
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evolutionData = { human: 0, beast: 10, slime: -2 };
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skills = ['pounce'];
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break;
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case 'elemental':
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color = '#00bfff';
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evolutionData = { human: 3, beast: 3, slime: 8 };
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skills = ['fire_breath'];
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break;
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default:
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color = '#888888';
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evolutionData = { human: 2, beast: 2, slime: 2 };
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skills = [];
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}
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creature.addComponent(new Sprite(color, 10, 10, type));
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@ -7,10 +7,9 @@ export class AbsorptionSystem extends System {
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super('AbsorptionSystem');
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this.requiredComponents = ['Position', 'Absorbable'];
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this.priority = 25;
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this.absorptionEffects = []; // Visual effects
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}
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process(deltaTime, _entities) {
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process(_deltaTime, _entities) {
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const playerController = this.engine.systems.find(s => s.name === 'PlayerControllerSystem');
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const player = playerController ? playerController.getPlayerEntity() : null;
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@ -62,8 +61,7 @@ export class AbsorptionSystem extends System {
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}
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});
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// Update visual effects
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this.updateEffects(deltaTime);
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// NO LOCAL Update visual effects
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}
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absorbEntity(player, entity, absorbable, evolution, skills, stats, skillProgress) {
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@ -113,7 +111,10 @@ export class AbsorptionSystem extends System {
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// Visual effect
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if (entityPos) {
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this.addAbsorptionEffect(entityPos.x, entityPos.y);
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const vfxSystem = this.engine.systems.find(s => s.name === 'VFXSystem');
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if (vfxSystem) {
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vfxSystem.createAbsorption(entityPos.x, entityPos.y);
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}
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}
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// Mark as absorbed - DeathSystem will handle removal after absorption window
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@ -140,37 +141,5 @@ export class AbsorptionSystem extends System {
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}
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}
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addAbsorptionEffect(x, y) {
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for (let i = 0; i < 20; i++) {
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this.absorptionEffects.push({
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x,
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y,
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vx: (Math.random() - 0.5) * 200,
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vy: (Math.random() - 0.5) * 200,
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lifetime: 0.5 + Math.random() * 0.5,
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size: 3 + Math.random() * 5,
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color: `hsl(${120 + Math.random() * 60}, 100%, 50%)`
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});
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}
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}
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updateEffects(deltaTime) {
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for (let i = this.absorptionEffects.length - 1; i >= 0; i--) {
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const effect = this.absorptionEffects[i];
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effect.x += effect.vx * deltaTime;
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effect.y += effect.vy * deltaTime;
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effect.lifetime -= deltaTime;
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effect.vx *= 0.95;
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effect.vy *= 0.95;
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if (effect.lifetime <= 0) {
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this.absorptionEffects.splice(i, 1);
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}
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}
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}
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getEffects() {
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return this.absorptionEffects;
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}
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}
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@ -29,8 +29,8 @@ export class CombatSystem extends System {
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// Handle creature attacks
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const creatures = entities.filter(e =>
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e.hasComponent('AI') &&
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e.hasComponent('Combat') &&
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e !== player
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e.hasComponent('Combat') &&
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e !== player
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);
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creatures.forEach(creature => {
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@ -163,10 +163,9 @@ export class CombatSystem extends System {
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}
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}
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// If target is dead, emit event
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// If target is dead, let DeathSystem handle removal/deactivation
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if (health.isDead()) {
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this.engine.emit(Events.ENTITY_DIED, { entity: target });
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target.active = false;
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}
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// Apply knockback
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@ -35,9 +35,13 @@ export class DeathSystem extends System {
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}
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// Mark as inactive immediately so it stops being processed by other systems
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if (entity.active) {
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entity.active = false;
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entity.deathTime = Date.now(); // Set death time when first marked dead
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if (entity.active || !entity.deathTime) {
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if (entity.active) {
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entity.active = false;
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}
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if (!entity.deathTime) {
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entity.deathTime = Date.now(); // Set death time when first marked dead
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}
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}
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// Check if it's absorbable - if so, give a short window for absorption
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@ -1,4 +1,6 @@
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import { System } from '../core/System.js';
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import { Events } from '../core/EventBus.js';
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import { Palette } from '../core/Palette.js';
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export class ProjectileSystem extends System {
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constructor() {
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@ -54,16 +56,23 @@ export class ProjectileSystem extends System {
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const dy = targetPos.y - position.y;
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const distance = Math.sqrt(dx * dx + dy * dy);
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if (distance < 20) {
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if (distance < 8) {
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// Hit!
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const targetHealth = target.getComponent('Health');
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const damage = entity.damage || 10;
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targetHealth.takeDamage(damage);
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// If target is dead, mark it for immediate removal
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// Impact animation
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const vfxSystem = this.engine.systems.find(s => s.name === 'VFXSystem');
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const velocity = entity.getComponent('Velocity');
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if (vfxSystem) {
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const angle = velocity ? Math.atan2(velocity.vy, velocity.vx) : null;
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vfxSystem.createImpact(position.x, position.y, Palette.CYAN, angle);
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}
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// If target is dead, let DeathSystem handle removal/deactivation
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if (targetHealth.isDead()) {
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target.active = false;
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// DeathSystem will handle removal
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this.engine.emit(Events.ENTITY_DIED, { entity: target });
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}
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// Remove projectile
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@ -74,7 +83,7 @@ export class ProjectileSystem extends System {
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// Boundary check
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const canvas = this.engine.canvas;
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if (position.x < 0 || position.x > canvas.width ||
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position.y < 0 || position.y > canvas.height) {
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position.y < 0 || position.y > canvas.height) {
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this.engine.removeEntity(entity);
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}
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});
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@ -52,6 +52,7 @@ export class RenderSystem extends System {
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// Draw skill effects
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this.drawSkillEffects();
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this.drawVFX();
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}
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drawBackground() {
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@ -276,6 +277,29 @@ export class RenderSystem extends System {
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drawVFX() {
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const vfxSystem = this.engine.systems.find(s => s.name === 'VFXSystem');
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if (!vfxSystem) return;
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const ctx = this.ctx;
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const particles = vfxSystem.getParticles();
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particles.forEach(p => {
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ctx.fillStyle = p.color;
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// Fade based on lifetime for impact, or keep solid/flicker for absorption
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ctx.globalAlpha = p.type === 'impact' ? Math.min(1, p.lifetime / 0.3) : 0.8;
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// Snap to integers for pixel crispness
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const x = Math.floor(p.x);
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const y = Math.floor(p.y);
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const size = Math.floor(p.size);
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ctx.fillRect(x - size / 2, y - size / 2, size, size);
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});
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ctx.globalAlpha = 1.0;
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}
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drawHealthBar(health, sprite) {
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// Pixel art health bar
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const ctx = this.ctx;
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@ -381,15 +405,15 @@ export class RenderSystem extends System {
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ctx.save();
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switch (effect.type) {
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case 'fire_breath':
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this.drawFireBreath(ctx, effect);
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break;
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case 'pounce':
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this.drawPounce(ctx, effect);
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break;
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case 'pounce_impact':
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this.drawPounceImpact(ctx, effect);
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break;
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case 'fire_breath':
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this.drawFireBreath(ctx, effect);
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break;
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case 'pounce':
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this.drawPounce(ctx, effect);
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break;
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case 'pounce_impact':
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this.drawPounceImpact(ctx, effect);
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break;
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}
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ctx.restore();
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@ -67,7 +67,6 @@ export class UISystem extends System {
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// REMOVED drawStats and drawSkillProgress from active gameplay
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this.drawDamageNumbers();
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this.drawNotifications();
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this.drawAbsorptionEffects();
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}
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drawHUD(player) {
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@ -225,34 +224,5 @@ export class UISystem extends System {
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});
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}
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drawAbsorptionEffects() {
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const absorptionSystem = this.engine.systems.find(s => s.name === 'AbsorptionSystem');
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if (!absorptionSystem || !absorptionSystem.getEffects) return;
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const effects = absorptionSystem.getEffects();
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const ctx = this.ctx;
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effects.forEach(effect => {
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const alpha = Math.min(1, effect.lifetime * 2);
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// Glow effect
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ctx.shadowBlur = 10;
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ctx.shadowColor = effect.color;
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ctx.fillStyle = effect.color;
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ctx.globalAlpha = alpha;
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ctx.beginPath();
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ctx.arc(effect.x, effect.y, effect.size, 0, Math.PI * 2);
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ctx.fill();
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// Inner bright core
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ctx.fillStyle = 'rgba(255, 255, 255, 0.8)';
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ctx.beginPath();
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ctx.arc(effect.x, effect.y, effect.size * 0.5, 0, Math.PI * 2);
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ctx.fill();
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ctx.globalAlpha = 1.0;
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ctx.shadowBlur = 0;
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});
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}
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}
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104
src/systems/VFXSystem.js
Normal file
104
src/systems/VFXSystem.js
Normal file
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@ -0,0 +1,104 @@
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import { System } from '../core/System.js';
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import { Palette } from '../core/Palette.js';
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export class VFXSystem extends System {
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constructor() {
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super('VFXSystem');
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this.requiredComponents = [];
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this.priority = 40;
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this.particles = [];
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}
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process(deltaTime, _entities) {
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const playerController = this.engine.systems.find(s => s.name === 'PlayerControllerSystem');
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const player = playerController ? playerController.getPlayerEntity() : null;
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const playerPos = player ? player.getComponent('Position') : null;
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for (let i = this.particles.length - 1; i >= 0; i--) {
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const p = this.particles[i];
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// Update lifetime
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p.lifetime -= deltaTime;
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if (p.lifetime <= 0) {
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this.particles.splice(i, 1);
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continue;
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}
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// Behavior logic
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if (p.type === 'absorption' && playerPos) {
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// Attract to player
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const dx = playerPos.x - p.x;
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const dy = playerPos.y - p.y;
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const dist = Math.sqrt(dx * dx + dy * dy);
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if (dist > 5) {
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p.vx += (dx / dist) * 800 * deltaTime;
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p.vy += (dy / dist) * 800 * deltaTime;
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// Add some drag to make it smooth
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p.vx *= 0.95;
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p.vy *= 0.95;
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} else {
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// Arrived
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this.particles.splice(i, 1);
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continue;
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}
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} else {
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// Basic drag for impact particles
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p.vx *= 0.9;
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p.vy *= 0.9;
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}
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// Update position
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p.x += p.vx * deltaTime;
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p.y += p.vy * deltaTime;
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}
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}
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createImpact(x, y, color = Palette.WHITE, angle = null) {
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const count = 8;
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for (let i = 0; i < count; i++) {
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let vx, vy;
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if (angle !== null) {
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// Splash in the direction of hit + some spread
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const spread = (Math.random() - 0.5) * 2;
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const speed = 50 + Math.random() * 150;
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vx = Math.cos(angle + spread) * speed;
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vy = Math.sin(angle + spread) * speed;
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} else {
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vx = (Math.random() - 0.5) * 150;
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vy = (Math.random() - 0.5) * 150;
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}
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this.particles.push({
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x,
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y,
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vx,
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vy,
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lifetime: 0.2 + Math.random() * 0.3,
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size: 1 + Math.random() * 2,
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color: color,
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type: 'impact'
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});
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}
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}
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createAbsorption(x, y, color = Palette.CYAN) {
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for (let i = 0; i < 12; i++) {
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// Start with a small explosion then attract
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this.particles.push({
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x,
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y,
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vx: (Math.random() - 0.5) * 100,
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vy: (Math.random() - 0.5) * 100,
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lifetime: 1.5,
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size: 2,
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color: color,
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type: 'absorption'
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});
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}
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}
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getParticles() {
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return this.particles;
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}
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}
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