// 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 }; };