- Overview
- Current Implementation
- Enhancement Goals
- Implementation Details
- Integration with Event System
- Technical Approach
- Testing Strategy
This document outlines the implementation plan for Phase 2.1: Triple Jump Refinement, which focuses on enhancing visual feedback and refining jump mechanics to create a more satisfying player experience. The refinements will leverage the existing Event System to ensure proper decoupling of components.
The current triple jump implementation includes:
- Basic color changes for each jump state (blue → green → yellow → red)
- Three distinct jump heights with increasing power
- Horizontal boost when jumping while moving
- "Coyote time" for more forgiving jump timing
- Event emission for jump and land events
- Jump counter UI that updates with each jump
The refinement phase aims to achieve the following:
-
Enhanced Visual Feedback:
- More dynamic color transitions between jump states
- Particle effects for jumps and landings
- Screen shake for powerful jumps (especially the third jump)
-
Improved Game Feel:
- Refined jump physics with better "weight" and responsiveness
- Jump buffering for more responsive controls
- Optimized jump detection and response timing
Currently, the player sprite changes color instantly when jumping:
- Ground state: Blue (0x0000FF)
- First jump: Green (0x00FF00)
- Second jump: Yellow (0xFFFF00)
- Third jump: Red (0xFF0000)
Implement a more dynamic color transition system:
- Gradual Color Transitions: Instead of instant color changes, implement a smooth transition between colors
- Intensity Based on Velocity: Vary color intensity based on player velocity (brighter at peak of jump)
- Pulse Effect: Add a subtle pulse effect when landing and when initiating a jump
- Create a
ColorManagerclass to handle color transitions - Implement a tween-based color transition system
- Connect color changes to jump events and velocity changes
- Add color pulse effects for jump and land events
Implement different particle effects for different actions:
-
Jump Particles:
- Small dust cloud when jumping from ground
- Energy particles for double jump (second jump)
- Burst effect for triple jump (third jump)
-
Landing Particles:
- Dust cloud proportional to landing velocity
- Impact ripple effect for high-velocity landings
-
Movement Particles:
- Subtle dust trail when moving quickly
- Create a
ParticleManagerclass to handle particle creation and lifecycle - Define particle configurations for each effect type
- Connect particle emission to player events (jump, land, move)
- Optimize particle rendering for performance
Implement contextual screen shake effects:
-
Jump Shake:
- No shake for first jump
- Subtle shake for second jump
- Stronger shake for third jump
-
Landing Shake:
- Intensity based on landing velocity
- Direction influenced by movement direction
- Create a
CameraManagerclass to handle screen effects - Implement a configurable screen shake system with:
- Intensity control
- Duration control
- Decay rate
- Connect screen shake to jump and land events
- Add options to disable screen shake for accessibility
Refine the jump physics for better game feel:
-
Jump Buffering:
- Allow jump input to be buffered for a short time (100ms)
- Execute jump when player lands if buffer is active
-
Variable Jump Height:
- Implement variable jump height based on button press duration
- Short press = shorter jump, long press = full height
-
Air Control Refinement:
- Improve mid-air steering for more responsive control
- Add subtle air resistance for more natural movement
-
Landing Recovery:
- Add a very brief (50-100ms) landing recovery state
- Visual squash effect on landing
- Enhance the
PlayerController.handleJumping()method with jump buffering - Implement variable jump height based on key press duration
- Refine air control parameters in
PlayerController.handleMovement() - Add landing recovery state and visual effects
The refinements will leverage the existing Event System for communication between components:
Add the following events to EventNames.js:
// Visual feedback events
PLAYER_JUMP_START: 'player:jumpStart',
PLAYER_JUMP_PEAK: 'player:jumpPeak',
PLAYER_JUMP_FALL: 'player:jumpFall',
PLAYER_LAND_IMPACT: 'player:landImpact',
// Camera effect events
CAMERA_SHAKE: 'camera:shake',
// Particle effect events
EMIT_PARTICLES: 'fx:emitParticles',PlayerControllerdetects jump/land actions and emits eventsParticleManagerlistens for events and creates appropriate particlesCameraManagerlistens for events and applies screen shakeColorManagerlistens for events and updates player color
Create the following new modules:
-
src/modules/effects/ParticleManager.js
- Handles creation and management of particle effects
- Provides configurable particle emitters for different effect types
-
src/modules/effects/CameraManager.js
- Manages camera effects including screen shake
- Provides configurable shake parameters
-
src/modules/effects/ColorManager.js
- Handles color transitions and effects for game objects
- Provides tween-based color manipulation
Integrate the new modules into the Game scene:
// In Game.js create() method
this.particleManager = new ParticleManager(this, this.eventSystem);
this.cameraManager = new CameraManager(this, this.eventSystem);
this.colorManager = new ColorManager(this, this.eventSystem);Enhance the PlayerController with:
- Jump buffering system
- Variable jump height
- Refined air control
- Additional event emissions for jump states
Test the refinements with the following approach:
-
Visual Feedback Testing:
- Verify color transitions are smooth and responsive
- Ensure particle effects appear at appropriate times
- Confirm screen shake intensity matches action magnitude
-
Physics Feel Testing:
- Test jump buffering in various scenarios
- Verify variable jump height works consistently
- Ensure air control feels responsive but not excessive
-
Performance Testing:
- Monitor frame rate during heavy particle emission
- Ensure particle system doesn't cause memory leaks
- Optimize effects for consistent performance
-
Integration Testing:
- Verify all components communicate properly via Event System
- Ensure no visual glitches when multiple effects trigger simultaneously