// Define world object types
const WORLD_OBJECTS = {
PLATFORM: 'platform',
FIR_BACKGROUND: 'fir_background',
FIR_FOREGROUND: 'fir_foreground',
MAPLE_BACKGROUND: 'maple_background',
MAPLE_FOREGROUND: 'maple_foreground',
ROCK_BACKGROUND: 'rock_background',
ROCK_FOREGROUND: 'rock_foreground',
GRASS_BACKGROUND: 'grass_background',
GRASS_FOREGROUND: 'grass_foreground'
};
// Separate configurations for different tree types
const FIR_TYPES = {
SMALL: {
type: 'fir',
width: 100,
height: 230,
canopyOffset: 45,
canopyColor: '#22aa44',
trunkColor: '#553311'
},
LARGE: {
type: 'fir',
width: 150,
height: 320,
canopyOffset: 65,
canopyColor: '#11aa44',
trunkColor: '#442200'
}
};
const MAPLE_TYPES = {
SMALL: {
type: 'maple',
width: 100,
height: 130,
trunkHeight: 60,
canopyRadius: 35,
leafClusters: 5,
canopyColor: '#33aa22', // Bright green
trunkColor: '#664422'
},
MEDIUM: {
type: 'maple',
width: 130,
height: 160,
trunkHeight: 70,
canopyRadius: 45,
leafClusters: 6,
canopyColor: '#228833', // Deep forest green
trunkColor: '#553311'
},
LARGE: {
type: 'maple',
width: 160,
height: 200,
trunkHeight: 85,
canopyRadius: 55,
leafClusters: 7,
canopyColor: '#115522', // Dark green
trunkColor: '#553311'
},
BRIGHT: {
type: 'maple',
width: 140,
height: 180,
trunkHeight: 75,
canopyRadius: 50,
leafClusters: 6,
canopyColor: '#44bb33', // Vibrant green
trunkColor: '#664422'
},
SAGE: {
type: 'maple',
width: 150,
height: 190,
trunkHeight: 80,
canopyRadius: 52,
leafClusters: 6,
canopyColor: '#225544', // Sage green
trunkColor: '#553311'
}
};
// Rock configurations
const ROCK_TYPES = {
SMALL: {
width: 40,
height: 30,
color: '#666',
highlights: '#888'
},
MEDIUM: {
width: 70,
height: 45,
color: '#555',
highlights: '#777'
},
LARGE: {
width: 100,
height: 60,
color: '#444',
highlights: '#666'
}
};
// Add grass configurations
const GRASS_TYPES = {
TALL: {
type: 'grass',
width: 30,
height: 40,
blades: 5,
color: '#33aa55',
shadowColor: '#229944'
},
SHORT: {
type: 'grass',
width: 20,
height: 25,
blades: 4,
color: '#33bb66',
shadowColor: '#22aa55'
},
GOLDEN_TALL: {
type: 'grass',
width: 30,
height: 40,
blades: 5,
color: '#eebb33',
shadowColor: '#cc9922'
},
GOLDEN_SHORT: {
type: 'grass',
width: 20,
height: 25,
blades: 4,
color: '#ffcc44',
shadowColor: '#ddaa33'
},
BLUE_TALL: {
type: 'grass',
width: 30,
height: 40,
blades: 5,
color: '#44aaff',
shadowColor: '#2299ff',
glowing: true
},
BLUE_SHORT: {
type: 'grass',
width: 20,
height: 25,
blades: 4,
color: '#55bbff',
shadowColor: '#33aaff',
glowing: true
}
};
// Create a world with platforms, trees, and rocks
const createWorld = () => {
const world = {
groundHeight: 12,
// Separate arrays for different layers
backgroundTrees: [
// Far left trees
{
type: WORLD_OBJECTS.FIR_BACKGROUND,
x: -1500,
config: FIR_TYPES.LARGE
},
{
type: WORLD_OBJECTS.MAPLE_BACKGROUND,
x: -1200,
config: MAPLE_TYPES.SAGE
},
{
type: WORLD_OBJECTS.FIR_BACKGROUND,
x: -900,
config: FIR_TYPES.SMALL
},
// Existing trees
{
type: WORLD_OBJECTS.FIR_BACKGROUND,
x: -400,
config: FIR_TYPES.LARGE
},
{
type: WORLD_OBJECTS.MAPLE_BACKGROUND,
x: -250,
config: MAPLE_TYPES.BRIGHT
},
{
type: WORLD_OBJECTS.FIR_BACKGROUND,
x: 50,
config: FIR_TYPES.LARGE
},
{
type: WORLD_OBJECTS.MAPLE_BACKGROUND,
x: 250,
config: MAPLE_TYPES.MEDIUM
},
{
type: WORLD_OBJECTS.FIR_BACKGROUND,
x: 500,
config: FIR_TYPES.SMALL
},
{
type: WORLD_OBJECTS.MAPLE_BACKGROUND,
x: 650,
config: MAPLE_TYPES.SMALL
},
{
type: WORLD_OBJECTS.FIR_BACKGROUND,
x: 900,
config: FIR_TYPES.LARGE
},
{
type: WORLD_OBJECTS.MAPLE_BACKGROUND,
x: 1100,
config: MAPLE_TYPES.LARGE
},
// Far right trees
{
type: WORLD_OBJECTS.MAPLE_BACKGROUND,
x: 1400,
config: MAPLE_TYPES.LARGE
},
{
type: WORLD_OBJECTS.FIR_BACKGROUND,
x: 1700,
config: FIR_TYPES.SMALL
},
{
type: WORLD_OBJECTS.MAPLE_BACKGROUND,
x: 2000,
config: MAPLE_TYPES.LARGE
}
],
backgroundRocks: [
// Far left rocks
{
type: WORLD_OBJECTS.ROCK_BACKGROUND,
x: -1300,
config: ROCK_TYPES.LARGE
},
{
type: WORLD_OBJECTS.ROCK_BACKGROUND,
x: -1000,
config: ROCK_TYPES.SMALL
},
{
type: WORLD_OBJECTS.ROCK_BACKGROUND,
x: -300,
config: ROCK_TYPES.MEDIUM
},
{
type: WORLD_OBJECTS.ROCK_BACKGROUND,
x: -100,
config: ROCK_TYPES.SMALL
},
{
type: WORLD_OBJECTS.ROCK_BACKGROUND,
x: 150,
config: ROCK_TYPES.LARGE
},
{
type: WORLD_OBJECTS.ROCK_BACKGROUND,
x: 400,
config: ROCK_TYPES.SMALL
},
{
type: WORLD_OBJECTS.ROCK_BACKGROUND,
x: 750,
config: ROCK_TYPES.MEDIUM
},
{
type: WORLD_OBJECTS.ROCK_BACKGROUND,
x: 1000,
config: ROCK_TYPES.SMALL
},
// Far right rocks
{
type: WORLD_OBJECTS.ROCK_BACKGROUND,
x: 1600,
config: ROCK_TYPES.MEDIUM
},
{
type: WORLD_OBJECTS.ROCK_BACKGROUND,
x: 1900,
config: ROCK_TYPES.SMALL
}
],
platforms: [
// {
// type: WORLD_OBJECTS.PLATFORM,
// x: 300,
// y: 300,
// width: 200,
// height: 20,
// color: '#484'
// },
// {
// type: WORLD_OBJECTS.PLATFORM,
// x: 600,
// y: 200,
// width: 200,
// height: 20,
// color: '#484'
// },
// {
// type: WORLD_OBJECTS.PLATFORM,
// x: -200,
// y: 250,
// width: 200,
// height: 20,
// color: '#484'
// }
],
foregroundTrees: [
// Far left trees
{
type: WORLD_OBJECTS.FIR_FOREGROUND,
x: -1400,
config: FIR_TYPES.LARGE
},
{
type: WORLD_OBJECTS.MAPLE_FOREGROUND,
x: -1100,
config: MAPLE_TYPES.SMALL
},
// Existing trees
{
type: WORLD_OBJECTS.MAPLE_FOREGROUND,
x: -150,
config: MAPLE_TYPES.BRIGHT
},
{
type: WORLD_OBJECTS.FIR_FOREGROUND,
x: 200,
config: FIR_TYPES.SMALL
},
{
type: WORLD_OBJECTS.MAPLE_FOREGROUND,
x: 450,
config: MAPLE_TYPES.SAGE
},
{
type: WORLD_OBJECTS.FIR_FOREGROUND,
x: 800,
config: FIR_TYPES.LARGE
},
{
type: WORLD_OBJECTS.MAPLE_FOREGROUND,
x: 1200,
config: MAPLE_TYPES.SMALL
},
// Far right trees
{
type: WORLD_OBJECTS.FIR_FOREGROUND,
x: 1500,
config: FIR_TYPES.LARGE
},
{
type: WORLD_OBJECTS.MAPLE_FOREGROUND,
x: 1800,
config: MAPLE_TYPES.SMALL
}
],
foregroundRocks: [
// Far left rocks
{
type: WORLD_OBJECTS.ROCK_FOREGROUND,
x: -1000,
config: ROCK_TYPES.MEDIUM
},
{
type: WORLD_OBJECTS.ROCK_FOREGROUND,
x: 0,
config: ROCK_TYPES.SMALL
},
{
type: WORLD_OBJECTS.ROCK_FOREGROUND,
x: 300,
config: ROCK_TYPES.MEDIUM
},
{
type: WORLD_OBJECTS.ROCK_FOREGROUND,
x: 700,
config: ROCK_TYPES.SMALL
},
{
type: WORLD_OBJECTS.ROCK_FOREGROUND,
x: 950,
config: ROCK_TYPES.LARGE
},
// Far right rocks
{
type: WORLD_OBJECTS.ROCK_FOREGROUND,
x: 1500,
config: ROCK_TYPES.LARGE
}
],
backgroundGrass: [
// Far left grass
{ type: WORLD_OBJECTS.GRASS_BACKGROUND, x: -1400, config: GRASS_TYPES.BLUE_TALL },
{ type: WORLD_OBJECTS.GRASS_BACKGROUND, x: -1100, config: GRASS_TYPES.GOLDEN_SHORT },
{ type: WORLD_OBJECTS.GRASS_BACKGROUND, x: -950, config: GRASS_TYPES.TALL },
{ type: WORLD_OBJECTS.GRASS_BACKGROUND, x: -350, config: GRASS_TYPES.SHORT },
{ type: WORLD_OBJECTS.GRASS_BACKGROUND, x: -180, config: GRASS_TYPES.GOLDEN_TALL },
{ type: WORLD_OBJECTS.GRASS_BACKGROUND, x: 100, config: GRASS_TYPES.TALL },
{ type: WORLD_OBJECTS.GRASS_BACKGROUND, x: 320, config: GRASS_TYPES.BLUE_SHORT },
{ type: WORLD_OBJECTS.GRASS_BACKGROUND, x: 580, config: GRASS_TYPES.GOLDEN_SHORT },
{ type: WORLD_OBJECTS.GRASS_BACKGROUND, x: 750, config: GRASS_TYPES.BLUE_TALL },
{ type: WORLD_OBJECTS.GRASS_BACKGROUND, x: 950, config: GRASS_TYPES.TALL },
{ type: WORLD_OBJECTS.GRASS_BACKGROUND, x: 1050, config: GRASS_TYPES.GOLDEN_TALL },
// Far right grass
{ type: WORLD_OBJECTS.GRASS_BACKGROUND, x: 1500, config: GRASS_TYPES.BLUE_SHORT },
{ type: WORLD_OBJECTS.GRASS_BACKGROUND, x: 1750, config: GRASS_TYPES.GOLDEN_TALL },
{ type: WORLD_OBJECTS.GRASS_BACKGROUND, x: 1850, config: GRASS_TYPES.SHORT }
],
foregroundGrass: [
// Far left grass
{ type: WORLD_OBJECTS.GRASS_FOREGROUND, x: -1250, config: GRASS_TYPES.TALL },
{ type: WORLD_OBJECTS.GRASS_FOREGROUND, x: -1050, config: GRASS_TYPES.BLUE_SHORT },
{ type: WORLD_OBJECTS.GRASS_FOREGROUND, x: -280, config: GRASS_TYPES.BLUE_TALL },
{ type: WORLD_OBJECTS.GRASS_FOREGROUND, x: -50, config: GRASS_TYPES.GOLDEN_SHORT },
{ type: WORLD_OBJECTS.GRASS_FOREGROUND, x: 150, config: GRASS_TYPES.TALL },
{ type: WORLD_OBJECTS.GRASS_FOREGROUND, x: 420, config: GRASS_TYPES.BLUE_SHORT },
{ type: WORLD_OBJECTS.GRASS_FOREGROUND, x: 680, config: GRASS_TYPES.GOLDEN_TALL },
{ type: WORLD_OBJECTS.GRASS_FOREGROUND, x: 880, config: GRASS_TYPES.SHORT },
{ type: WORLD_OBJECTS.GRASS_FOREGROUND, x: 1150, config: GRASS_TYPES.BLUE_TALL },
// Far right grass
{ type: WORLD_OBJECTS.GRASS_FOREGROUND, x: 1650, config: GRASS_TYPES.GOLDEN_TALL },
{ type: WORLD_OBJECTS.GRASS_FOREGROUND, x: 1850, config: GRASS_TYPES.BLUE_SHORT }
],
// Track grass animation states
grassStates: {},
// Add methods for quick spatial lookups
getObjectsInView: function(bounds) {
return {
backgroundTrees: this.backgroundTrees.filter(tree =>
tree.x > bounds.left && tree.x < bounds.right
),
// ... similar for other object types
};
}
};
return world;
};
// Add seededRandom function
const seededRandom = (x, y) => {
const dot = x * 12.9898 + y * 78.233;
return (Math.sin(dot) * 43758.5453123) % 1;
};
// Add hatching helper function
const addHatchingPattern = (ctx, x, y, width, height, color) => {
const spacing = 4; // Space between hatch lines
const length = 10; // Length of each hatch line
const margin = 4; // Increased margin from edges
const baseAngle = Math.PI * 1.5; // Vertical angle (pointing down)
const angleVariation = Math.PI / 12; // Reduced angle variation
// Define darker brown shades
const brownShades = [
'#442211', // Dark brown
'#553322', // Medium dark brown
'#443311', // Reddish dark brown
'#332211', // Very dark brown
'#554422', // Warm dark brown
];
// Create clipping path for trunk
ctx.save();
ctx.beginPath();
ctx.rect(
x - width/2,
y - height,
width,
height
);
ctx.clip();
// Calculate bounds with increased safety margin
const bounds = {
minX: x - width/2 + margin,
maxX: x + width/2 - margin,
minY: y - height + margin,
maxY: y - margin
};
// Draw hatching
ctx.lineWidth = 1;
for (let hatchX = bounds.minX; hatchX < bounds.maxX; hatchX += spacing) {
for (let hatchY = bounds.minY; hatchY < bounds.maxY; hatchY += spacing) {
// Use position for random variation
const seed1 = hatchX * 13.37;
const seed2 = hatchY * 7.89;
// Random variations with reduced range
const variation = {
x: (seededRandom(seed1, seed2) - 0.5) * 1.5, // Reduced variation
y: (seededRandom(seed2, seed1) - 0.5) * 1.5, // Reduced variation
angle: baseAngle + (seededRandom(seed1 + seed2, seed2 - seed1) - 0.5) * angleVariation
};
// Pick a random brown shade
const colorIndex = Math.floor(seededRandom(seed1 * seed2, seed2 * seed1) * brownShades.length);
ctx.strokeStyle = brownShades[colorIndex];
// Draw hatch line
ctx.beginPath();
ctx.moveTo(
hatchX + variation.x,
hatchY + variation.y
);
ctx.lineTo(
hatchX + Math.cos(variation.angle) * length + variation.x,
hatchY + Math.sin(variation.angle) * length + variation.y
);
ctx.stroke();
}
}
ctx.restore();
};
// Update renderFirTree function
const renderFirTree = (ctx, tree, groundY) => {
const { x, config } = tree;
const { width, height, canopyOffset, trunkColor, canopyColor } = config;
// Calculate trunk dimensions - make trunk narrower
const trunkWidth = width/4; // Changed from /3 to /4
const trunkHeight = height - (height - canopyOffset)/2;
// Draw trunk base
ctx.fillStyle = trunkColor;
ctx.fillRect(
x - trunkWidth/2,
groundY - trunkHeight,
trunkWidth,
trunkHeight
);
// Add trunk hatching
addHatchingPattern(
ctx,
x,
groundY,
trunkWidth,
trunkHeight,
trunkColor
);
// Define a range of green colors for texture
const greenColors = [
'#11aa33', // Darker forest green
'#22bb44', // Medium forest green
'#33cc55', // Bright forest green
'#118844', // Deep sea green
'#22aa66', // Sage green
'#11bb55', // Deep pine
'#229955', // Ocean green
'#33bb66', // Fresh spring green
'#117744', // Dark emerald
].filter(color => color !== canopyColor);
const drawFeatheredTree = (baseWidth, baseY, tipY) => {
// Enhanced feathering parameters
const rowCount = 40;
const feathersPerRow = 24;
const featherLength = baseWidth * 0.3;
const featherWidth = 2;
ctx.lineWidth = featherWidth;
// Draw rows of feathers from bottom to top
for (let row = 0; row < rowCount; row++) {
const t = row / (rowCount - 1);
const rowY = baseY - (baseY - tipY) * t;
// More aggressive width reduction near top
const taper = Math.pow(1 - t, 0.8);
const rowWidth = baseWidth * taper;
// Reduce feather count more aggressively near top
const featherCount = Math.max(2, Math.floor(feathersPerRow * taper));
// Skip drawing if width is too small (creates sharp point)
if (rowWidth < 2) continue;
// Draw center column of needles first
const centerX = x;
// Draw a needle pointing left
ctx.strokeStyle = greenColors[Math.floor(seededRandom(centerX - 1, rowY) * greenColors.length)];
ctx.beginPath();
ctx.moveTo(centerX, rowY);
const leftAngle = Math.PI + (Math.PI * 0.05 * seededRandom(centerX, rowY) - Math.PI * 0.025);
ctx.lineTo(
centerX + Math.cos(leftAngle) * featherLength * taper,
rowY + Math.sin(leftAngle) * featherLength * taper
);
ctx.stroke();
// Draw a needle pointing right
ctx.strokeStyle = greenColors[Math.floor(seededRandom(centerX + 1, rowY) * greenColors.length)];
ctx.beginPath();
ctx.moveTo(centerX, rowY);
const rightAngle = 0 + (Math.PI * 0.05 * seededRandom(centerX, rowY) - Math.PI * 0.025);
ctx.lineTo(
centerX + Math.cos(rightAngle) * featherLength * taper,
rowY + Math.sin(rightAngle) * featherLength * taper
);
ctx.stroke();
// Draw regular feathers for this row
for (let i = 0; i < featherCount; i++) {
const featherT = i / (featherCount - 1);
const startX = x - rowWidth/2 + rowWidth * featherT;
// Skip the center point as we've already drawn it
if (Math.abs(startX - x) < 1) continue;
// Calculate angle to point directly away from center with slight upward tilt
const relativeX = (startX - x) / (rowWidth/2);
const baseAngle = relativeX < 0 ? Math.PI : 0;
const upwardTilt = Math.PI * 0.1 * t;
const angleVariation = Math.PI * 0.05;
const angle = baseAngle + (angleVariation * seededRandom(startX, rowY) - angleVariation/2) - upwardTilt;
// Reduce length near top but keep needles longer
const lengthMultiplier = 0.8 + (1 - t) * 0.3;
const finalLength = featherLength * lengthMultiplier * taper *
(0.9 + seededRandom(startX * rowY, rowY) * 0.2);
const colorIndex = Math.floor(seededRandom(startX, rowY) * greenColors.length);
ctx.strokeStyle = greenColors[colorIndex];
ctx.beginPath();
ctx.moveTo(startX, rowY);
ctx.lineTo(
startX + Math.cos(angle) * finalLength,
rowY + Math.sin(angle) * finalLength
);
ctx.stroke();
}
}
// Add extra feathers at the edges with upward tilt
const edgeFeatherCount = 40;
for (let i = 0; i < edgeFeatherCount; i++) {
const t = i / (edgeFeatherCount - 1);
const taper = Math.pow(1 - t, 0.8);
// Left edge
const leftX = x - baseWidth/2 * taper + (baseWidth/2 * taper) * t;
const leftY = baseY - (baseY - tipY) * t;
const leftUpwardTilt = Math.PI * 0.1 * t;
const leftAngle = Math.PI + (Math.PI * 0.05 * seededRandom(leftX, leftY) - Math.PI * 0.025) - leftUpwardTilt;
if (taper > 0.1) {
ctx.strokeStyle = greenColors[Math.floor(seededRandom(leftX, leftY) * greenColors.length)];
ctx.beginPath();
ctx.moveTo(leftX, leftY);
ctx.lineTo(
leftX + Math.cos(leftAngle) * featherLength * taper * 1.2,
leftY + Math.sin(leftAngle) * featherLength * taper * 1.2
);
ctx.stroke();
}
// Right edge
const rightX = x + baseWidth/2 * taper - (baseWidth/2 * taper) * t;
const rightY = baseY - (baseY - tipY) * t;
const rightUpwardTilt = Math.PI * 0.1 * t;
const rightAngle = 0 + (Math.PI * 0.05 * seededRandom(rightX, rightY) - Math.PI * 0.025) - rightUpwardTilt;
if (taper > 0.1) {
ctx.strokeStyle = greenColors[Math.floor(seededRandom(rightX, rightY) * greenColors.length)];
ctx.beginPath();
ctx.moveTo(rightX, rightY);
ctx.lineTo(
rightX + Math.cos(rightAngle) * featherLength * taper * 1.2,
rightY + Math.sin(rightAngle) * featherLength * taper * 1.2
);
ctx.stroke();
}
}
};
// Draw feathered tree shape
drawFeatheredTree(
width * 1.2,
groundY - canopyOffset,
groundY - height * 1.1
);
};
// Helper function to darken/lighten colors
const shadeColor = (color, percent) => {
const num = parseInt(color.replace('#', ''), 16);
const amt = Math.round(2.55 * percent);
const R = (num >> 16) + amt;
const G = (num >> 8 & 0x00FF) + amt;
const B = (num & 0x0000FF) + amt;
return '#' + (0x1000000 +
(R < 255 ? (R < 1 ? 0 : R) : 255) * 0x10000 +
(G < 255 ? (G < 1 ? 0 : G) : 255) * 0x100 +
(B < 255 ? (B < 1 ? 0 : B) : 255)
).toString(16).slice(1);
};
// Add new maple tree render function
const renderMapleTree = (ctx, tree, groundY) => {
const { x, config } = tree;
const {
width, height, trunkHeight, canopyRadius,
leafClusters, trunkColor, canopyColor
} = config;
// Draw trunk base with narrower width (changed from width/4 to width/5)
const trunkWidth = width/5.5;
ctx.fillStyle = trunkColor;
ctx.fillRect(
x - trunkWidth/2,
groundY - trunkHeight,
trunkWidth,
trunkHeight
);
// Add trunk hatching with updated width
addHatchingPattern(
ctx,
x,
groundY,
trunkWidth,
trunkHeight,
trunkColor
);
// Function to create an irregular polygon
const createIrregularPolygon = (centerX, centerY, radius, sides, seed1, seed2) => {
ctx.beginPath();
// Create points array first to allow smoothing
const points = [];
for (let i = 0; i < sides; i++) {
const angle = (i / sides) * Math.PI * 2;
// Even more subtle variation range (0.95-1.05)
const radiusVariation = 0.95 + seededRandom(seed1 * i, seed2 * i) * 0.10;
const pointRadius = radius * radiusVariation;
points.push({
x: centerX + Math.cos(angle) * pointRadius,
y: centerY + Math.sin(angle) * pointRadius
});
}
// Start the path
ctx.moveTo(points[0].x, points[0].y);
// Draw smooth curves through all points
for (let i = 0; i < points.length; i++) {
const current = points[i];
const next = points[(i + 1) % points.length];
const nextNext = points[(i + 2) % points.length];
// Calculate control points for bezier curve with more smoothing
const cp1x = current.x + (next.x - points[(i - 1 + points.length) % points.length].x) / 4;
const cp1y = current.y + (next.y - points[(i - 1 + points.length) % points.length].y) / 4;
const cp2x = next.x - (nextNext.x - current.x) / 4;
const cp2y = next.y - (nextNext.y - current.y) / 4;
// Draw bezier curve
ctx.bezierCurveTo(cp1x, cp1y, cp2x, cp2y, next.x, next.y);
}
ctx.closePath();
};
// Draw single canopy as irregular polygon
const sides = Math.floor(48 + seededRandom(x, groundY) * 16); // 48-64 sides
const mainY = groundY - trunkHeight - canopyRadius;
ctx.fillStyle = canopyColor;
createIrregularPolygon(
x,
mainY,
canopyRadius * 1.4, // Increased size
sides,
x,
groundY
);
ctx.fill();
};
// Main tree render function that handles both types
const renderTree = (ctx, tree, groundY) => {
if (tree.config.type === 'fir') {
renderFirTree(ctx, tree, groundY);
} else if (tree.config.type === 'maple') {
renderMapleTree(ctx, tree, groundY);
}
};
const renderRock = (ctx, rock, groundY) => {
const { x, config } = rock;
const { width, height, color, highlights } = config;
// Draw main rock shape (slightly irregular pentagon)
ctx.fillStyle = color;
ctx.beginPath();
ctx.moveTo(x - width/2, groundY);
ctx.lineTo(x - width/2 + width/6, groundY - height);
ctx.lineTo(x + width/3, groundY - height);
ctx.lineTo(x + width/2, groundY - height/2);
ctx.lineTo(x + width/2, groundY);
ctx.closePath();
ctx.fill();
// Add highlights
ctx.fillStyle = highlights;
ctx.beginPath();
ctx.moveTo(x - width/4, groundY - height);
ctx.lineTo(x, groundY - height);
ctx.lineTo(x + width/6, groundY - height/2);
ctx.lineTo(x - width/6, groundY - height/2);
ctx.closePath();
ctx.fill();
};
// Add grass rendering function
const renderGrass = (ctx, grass, groundY, time) => {
const { x, config } = grass;
const { width, height, blades, color, shadowColor, glowing } = config;
// Get or initialize grass state
const stateKey = `grass_${x}`;
if (!window.gameState.world.grassStates[stateKey]) {
window.gameState.world.grassStates[stateKey] = {
rustleAmount: 0,
rustleDecay: 0.95
};
}
const state = window.gameState.world.grassStates[stateKey];
// Check for player interaction
const player = window.gameState.player;
const interactionDistance = width;
const distanceToPlayer = Math.abs(player.x + player.width/2 - x);
if (distanceToPlayer < interactionDistance) {
state.rustleAmount = Math.min(1, state.rustleAmount + 0.3);
} else {
state.rustleAmount *= state.rustleDecay;
}
// Add glow effect for blue grass
if (glowing) {
ctx.save();
ctx.shadowColor = color;
ctx.shadowBlur = 10 + Math.sin(time/500) * 3; // Pulsing glow effect
}
// Draw each blade of grass
for (let i = 0; i < blades; i++) {
const bladeX = x + (i - blades/2) * (width/blades);
const bladeWidth = width / blades * 0.7;
// Calculate blade curve based on rustle and time
const rustleOffset = Math.sin(time/300 + i) * 5 * state.rustleAmount;
const baseWave = Math.sin(time/1000 + i) * 2;
// Draw blade
ctx.fillStyle = i % 2 === 0 ? color : shadowColor;
ctx.beginPath();
ctx.moveTo(bladeX, groundY);
// Control points for quadratic curve
const cp1x = bladeX + rustleOffset + baseWave;
const cp1y = groundY - height/2;
const cp2x = bladeX + rustleOffset * 1.5 + baseWave;
const cp2y = groundY - height;
// Draw curved blade
ctx.quadraticCurveTo(cp1x, cp1y, cp2x, cp2y);
ctx.quadraticCurveTo(cp1x + bladeWidth, cp1y, bladeX + bladeWidth, groundY);
ctx.fill();
}
if (glowing) {
ctx.restore();
}
};
// Collision detection helper
const checkCollision = (player, platform) => {
return player.x < platform.x + platform.width &&
player.x + player.width > platform.x &&
player.y < platform.y + platform.height &&
player.y + player.height > platform.y;
};
// World physics helper
const handleWorldCollisions = (player, world) => {
let onGround = false;
// Check ground collision first
const groundY = window.innerHeight - world.groundHeight;
if (player.y + player.height > groundY) {
player.y = groundY - player.height;
player.velocityY = 0;
onGround = true;
}
// Then check platform collisions
for (const platform of world.platforms) {
if (checkCollision(player, platform)) {
// Calculate overlap on each axis
const overlapX = Math.min(
player.x + player.width - platform.x,
platform.x + platform.width - player.x
);
const overlapY = Math.min(
player.y + player.height - platform.y,
platform.y + platform.height - player.y
);
// Resolve collision on the axis with smallest overlap
if (overlapX < overlapY) {
// Horizontal collision
if (player.x < platform.x) {
player.x = platform.x - player.width;
} else {
player.x = platform.x + platform.width;
}
player.velocityX = 0;
} else {
// Vertical collision
if (player.y < platform.y) {
player.y = platform.y - player.height;
player.velocityY = 0;
onGround = true;
} else {
player.y = platform.y + platform.height;
player.velocityY = 0;
}
}
}
}
return { ...player, jumping: !onGround };
};