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path: root/html/side-scrolling-rogue-thing/js/world.js
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// Color palettes and configurations
const NATURE_COLORS = {
    GREENS: [
        '#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
    ],
    TRUNK_COLORS: {
        LIGHT: '#664422',
        MEDIUM: '#553311',
        DARK: '#442200'
    }
};

const GRASS_CONFIG = {
    MIN_BLADES: 4,
    MAX_BLADES: 8,
    SPREAD_FACTOR: 0.7,
    RUSTLE_SPEED: 300,
    WAVE_SPEED: 1000,
    GLOW_SPEED: 500,
    BASE_BLADE_WIDTH: 5
};

const FIR_CONFIG = {
    ROW_COUNT: 40,
    FEATHERS_PER_ROW: 24,
    EDGE_FEATHER_COUNT: 40,
    FEATHER_WIDTH: 2,
    TAPER_POWER: 0.8,
    CENTER_NEEDLES: 5,     // Number of needles in center column
    NEEDLE_SPACING: 1.5,   // Spacing between center needles
    UPWARD_TILT: 0.1,     // Amount of upward tilt (in radians)
    ANGLE_VARIATION: 0.05, // Variation in needle angles
    LENGTH_MULTIPLIER: 0.8 // Base length multiplier for needles
};

// 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: 330,
        trunkHeight: 60,
        canopyRadius: 35,
        leafClusters: 5,
        canopyColor: '#33aa22', // Bright green
        trunkColor: '#664422'
    },
    MEDIUM: {
        type: 'maple',
        width: 130,
        height: 360,
        trunkHeight: 70,
        canopyRadius: 45,
        leafClusters: 6,
        canopyColor: '#228833', // Deep forest green
        trunkColor: '#553311'
    },
    LARGE: {
        type: 'maple',
        width: 160,
        height: 400,
        trunkHeight: 85,
        canopyRadius: 55,
        leafClusters: 7,
        canopyColor: '#115522', // Dark green
        trunkColor: '#553311'
    },
    BRIGHT: {
        type: 'maple',
        width: 140,
        height: 380,
        trunkHeight: 75,
        canopyRadius: 50,
        leafClusters: 6,
        canopyColor: '#44bb33', // Vibrant green
        trunkColor: '#664422'
    },
    SAGE: {
        type: 'maple',
        width: 150,
        height: 490,
        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,
        color: '#33aa55',
        shadowColor: '#229944'
    },
    SHORT: {
        type: 'grass',
        width: 20,
        height: 25,
        color: '#33bb66',
        shadowColor: '#22aa55'
    },
    GOLDEN_TALL: {
        type: 'grass',
        width: 30,
        height: 40,
        color: '#eebb33',
        shadowColor: '#cc9922'
    },
    GOLDEN_SHORT: {
        type: 'grass',
        width: 20,
        height: 25,
        color: '#ffcc44',
        shadowColor: '#ddaa33'
    },
    BLUE_TALL: {
        type: 'grass',
        width: 30,
        height: 40,
        color: '#44aaff',
        shadowColor: '#2299ff',
        glowing: true
    },
    BLUE_SHORT: {
        type: 'grass',
        width: 20,
        height: 25,
        color: '#55bbff',
        shadowColor: '#33aaff',
        glowing: true
    }
};

// Utility functions
const utils = {
    getRandomColorFromPalette: (palette, seed1, seed2) => {
        const colorIndex = Math.floor(seededRandom(seed1, seed2) * palette.length);
        return palette[colorIndex];
    },

    getBladeCount: (x, height) => {
        const randomValue = Math.abs(seededRandom(x, height));
        return GRASS_CONFIG.MIN_BLADES + 
            Math.round(randomValue * (GRASS_CONFIG.MAX_BLADES - GRASS_CONFIG.MIN_BLADES));
    },

    calculateTaper: (t) => Math.pow(1 - t, FIR_CONFIG.TAPER_POWER)
};

// 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();
};

class FirTreeRenderer {
    static renderTrunk(ctx, x, width, height, groundY, trunkColor) {
        const trunkWidth = width/4;
        const trunkHeight = height;
        
        ctx.fillStyle = trunkColor;
        ctx.fillRect(
            x - trunkWidth/2,
            groundY - trunkHeight,
            trunkWidth,
            trunkHeight
        );
        
        addHatchingPattern(ctx, x, groundY, trunkWidth, trunkHeight, trunkColor);
    }

    static renderCenterNeedles(ctx, x, rowY, taper, featherLength, greenColors) {
        for (let i = -FIR_CONFIG.CENTER_NEEDLES; i <= FIR_CONFIG.CENTER_NEEDLES; i++) {
            const offset = i * (FIR_CONFIG.NEEDLE_SPACING * 1.5);
            
            // Left needle
            FirTreeRenderer.renderSingleNeedle(
                ctx, x + offset, rowY, Math.PI, taper, featherLength, greenColors
            );
            
            // Right needle
            FirTreeRenderer.renderSingleNeedle(
                ctx, x + offset, rowY, 0, taper, featherLength, greenColors
            );
        }
    }

    static renderSingleNeedle(ctx, x, y, baseAngle, taper, length, colors) {
        const angleVar = Math.PI * 0.02;
        const angle = baseAngle + (angleVar * seededRandom(x, y) - angleVar/2);
        
        ctx.strokeStyle = utils.getRandomColorFromPalette(colors, x, y);
        ctx.beginPath();
        ctx.moveTo(x, y);
        ctx.lineTo(
            x + Math.cos(angle) * length * taper,
            y + Math.sin(angle) * length * taper
        );
        ctx.stroke();
    }

    static renderRowNeedles(ctx, x, rowY, rowWidth, featherCount, t, taper, featherLength, greenColors) {
        for (let i = 0; i < featherCount; i++) {
            const featherT = i / (featherCount - 1);
            const startX = x - rowWidth/2 + rowWidth * featherT;
            
            if (Math.abs(startX - x) < 1) continue;
            
            const relativeX = (startX - x) / (rowWidth/2);
            const baseAngle = relativeX < 0 ? Math.PI : 0;
            const upwardTilt = Math.PI * FIR_CONFIG.UPWARD_TILT * t;
            const angle = baseAngle + 
                (FIR_CONFIG.ANGLE_VARIATION * seededRandom(startX, rowY) - FIR_CONFIG.ANGLE_VARIATION/2) - 
                upwardTilt;
            
            const lengthMultiplier = FIR_CONFIG.LENGTH_MULTIPLIER + (1 - t) * 0.3;
            const finalLength = featherLength * lengthMultiplier * taper * 
                (0.9 + seededRandom(startX * rowY, rowY) * 0.2);
            
            ctx.strokeStyle = utils.getRandomColorFromPalette(greenColors, startX, rowY);
            ctx.beginPath();
            ctx.moveTo(startX, rowY);
            ctx.lineTo(
                startX + Math.cos(angle) * finalLength,
                rowY + Math.sin(angle) * finalLength
            );
            ctx.stroke();
        }
    }

    static renderEdgeNeedles(ctx, x, baseWidth, baseY, tipY, featherLength, greenColors) {
        for (let i = 0; i < FIR_CONFIG.EDGE_FEATHER_COUNT; i++) {
            const t = i / (FIR_CONFIG.EDGE_FEATHER_COUNT - 1);
            const taper = utils.calculateTaper(t);
            
            if (taper <= 0.1) continue;
            
            // Left edge
            FirTreeRenderer.renderEdgeNeedle(
                ctx, x, baseWidth, baseY, tipY, t, taper, 
                featherLength, Math.PI, greenColors, true
            );
            
            // Right edge
            FirTreeRenderer.renderEdgeNeedle(
                ctx, x, baseWidth, baseY, tipY, t, taper, 
                featherLength, 0, greenColors, false
            );
        }
    }

    static renderEdgeNeedle(ctx, x, baseWidth, baseY, tipY, t, taper, length, baseAngle, colors, isLeft) {
        const sign = isLeft ? -1 : 1;
        const needleX = x + sign * (baseWidth/2 * taper - (baseWidth/2 * taper) * t);
        const needleY = baseY - (baseY - tipY) * t;
        
        const upwardTilt = Math.PI * 0.1 * t;
        const angle = baseAngle + 
            (Math.PI * 0.05 * seededRandom(needleX, needleY) - Math.PI * 0.025) - 
            upwardTilt;
        
        ctx.strokeStyle = utils.getRandomColorFromPalette(colors, needleX, needleY);
        ctx.beginPath();
        ctx.moveTo(needleX, needleY);
        ctx.lineTo(
            needleX + Math.cos(angle) * length * taper * 1.2,
            needleY + Math.sin(angle) * length * taper * 1.2
        );
        ctx.stroke();
    }
}

// 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, color, shadowColor, glowing } = config;
    
    // Initialize or get grass state
    const stateKey = `grass_${x}`;
    if (!window.gameState.world.grassStates[stateKey]) {
        window.gameState.world.grassStates[stateKey] = GrassState.create(x, height);
    }
    const state = GrassState.validate(window.gameState.world.grassStates[stateKey]);
    
    // Update interaction
    const player = window.gameState.player;
    const distanceToPlayer = Math.abs(player.x + player.width / 2 - x);
    GrassState.update(state, distanceToPlayer, width);

    // Handle rendering
    setupGlowEffect(ctx, glowing, color, time);
    renderGrassBlades(ctx, state, x, width, height, groundY, time, color, shadowColor);
    resetGlowEffect(ctx, glowing);
};

const setupGlowEffect = (ctx, glowing, color, time) => {
    if (glowing) {
        ctx.save();
        ctx.shadowColor = color;
        ctx.shadowBlur = 10 + Math.sin(time/GRASS_CONFIG.GLOW_SPEED) * 3;
    }
};

const resetGlowEffect = (ctx, glowing) => {
    if (glowing) {
        ctx.restore();
    }
};

const renderGrassBlades = (ctx, state, x, width, height, groundY, time, color, shadowColor) => {
    const bladeWidth = width / GRASS_CONFIG.BASE_BLADE_WIDTH * 0.7;
    
    for (let i = 0; i < state.bladeCount; i++) {
        renderSingleBlade(
            ctx, i, state, x, width, height, groundY, time,
            bladeWidth, color, shadowColor
        );
    }
};

const renderSingleBlade = (
    ctx, index, state, x, width, height, groundY, time,
    bladeWidth, color, shadowColor
) => {
    const centerOffset = (index - (state.bladeCount - 1) / 2) * 
        (width * GRASS_CONFIG.SPREAD_FACTOR / state.bladeCount);
    const bladeX = x + centerOffset;
    
    const rustleOffset = Math.sin(time / GRASS_CONFIG.RUSTLE_SPEED + index) * 5 * state.rustleAmount;
    const baseWave = Math.sin(time / GRASS_CONFIG.WAVE_SPEED + index) * 2;
    
    drawBladeCurve(
        ctx, bladeX, groundY, height, rustleOffset, baseWave,
        bladeWidth, index % 2 === 0 ? color : shadowColor
    );
};

const drawBladeCurve = (
    ctx, bladeX, groundY, height, rustleOffset, baseWave,
    bladeWidth, color
) => {
    const cp1x = bladeX + rustleOffset + baseWave;
    const cp1y = groundY - height / 2;
    const cp2x = bladeX + rustleOffset * 1.5 + baseWave;
    const cp2y = groundY - height;
    
    ctx.fillStyle = color;
    ctx.beginPath();
    ctx.moveTo(bladeX, groundY);
    ctx.quadraticCurveTo(cp1x, cp1y, cp2x, cp2y);
    ctx.quadraticCurveTo(cp1x + bladeWidth, cp1y, bladeX + bladeWidth, groundY);
    ctx.fill();
};

// 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 };
};

class GrassState {
    static create(x, height) {
        return {
            rustleAmount: 0,
            rustleDecay: 0.95,
            bladeCount: utils.getBladeCount(x, height)
        };
    }

    static validate(state) {
        if (!state.bladeCount || state.bladeCount < GRASS_CONFIG.MIN_BLADES) {
            state.bladeCount = GRASS_CONFIG.MIN_BLADES;
        }
        return state;
    }

    static update(state, distanceToPlayer, interactionDistance) {
        if (distanceToPlayer < interactionDistance) {
            state.rustleAmount = Math.min(1, state.rustleAmount + 0.3);
        } else {
            state.rustleAmount *= state.rustleDecay;
        }
    }
}

const renderFirTree = (ctx, tree, groundY) => {
    const { x, config } = tree;
    const { width, height, canopyOffset, trunkColor, canopyColor } = config;
    
    // Setup
    const greenColors = NATURE_COLORS.GREENS.filter(color => color !== canopyColor);
    ctx.lineWidth = FIR_CONFIG.FEATHER_WIDTH;
    
    // Render trunk
    FirTreeRenderer.renderTrunk(
        ctx, x, width, height - (height - canopyOffset)/2, 
        groundY, trunkColor
    );
    
    const drawFeatheredTree = (baseWidth, baseY, tipY) => {
        const featherLength = baseWidth * 0.3;
        
        for (let row = 0; row < FIR_CONFIG.ROW_COUNT; row++) {
            const t = row / (FIR_CONFIG.ROW_COUNT - 1);
            const rowY = baseY - (baseY - tipY) * t;
            
            const taper = utils.calculateTaper(t);
            const rowWidth = baseWidth * taper;
            
            if (rowWidth < 2) continue;
            
            const featherCount = Math.max(2, Math.floor(FIR_CONFIG.FEATHERS_PER_ROW * taper));
            
            // Render center column of needles
            FirTreeRenderer.renderCenterNeedles(ctx, x, rowY, taper, featherLength, greenColors);
            
            // Render row needles
            FirTreeRenderer.renderRowNeedles(
                ctx, x, rowY, rowWidth, featherCount, t, 
                taper, featherLength, greenColors
            );
        }
        
        // Render edge needles
        FirTreeRenderer.renderEdgeNeedles(
            ctx, x, baseWidth, baseY, tipY, featherLength, greenColors
        );
    };

    // Draw complete tree
    drawFeatheredTree(
        width * 1.2,
        groundY - canopyOffset,
        groundY - height * 1.1
    );
};