🚀 Blueprint System, Dark Chibi Animals & Massive Reference Organization
FEATURES: ✅ Blueprint System: Auto-generated ghost/hologram items for building mode ✅ ItemManager: Logic for Item/Blueprint switching ✅ New Animals: Cow, Pig, Bear, Wolf (Dark Noir Chibi Style) ORGANIZATION: ✅ Flattened Reference Library: All 6k+ images in 'glavna_referenca' for easy review ✅ Cleanup: Empty 'ZA_PREGLED' and '_NESORTIRANO' sorted ✅ Unlocked: 'glavna_referenca' ready for manual editing STATUS: Ready for DEMO assembly!
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docs/systems/BLUEPRINT_SYSTEM.md
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docs/systems/BLUEPRINT_SYSTEM.md
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# 🏗️ BLUEPRINT SYSTEM & ITEM VISUALIZATION
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**Owner:** David Kotnik
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**Created:** 20.01.2026
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**Status:** Active
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---
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## 🎯 CORE CONCEPT
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The game uses a dual-visualization system for all items:
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1. **ITEMS (`assets/slike/items/`)**: Full-color, solid sprites. Used in Inventory, Shops, Drop Items.
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2. **BLUEPRINTS (`assets/slike/items/blueprints/`)**: Semi-transparent, holographic "ghost" versions. Used in Build Mode, Placement Preview.
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## 📂 FOLDER STRUCTURE
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The `blueprints/` folder **mirrors** the `items/` folder structure exactly.
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```
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assets/slike/items/
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├── tools/
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│ ├── axe.png (Original)
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│ └── hoe.png
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└── blueprints/ <-- AUTO-GENERATED MIRROR
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└── tools/
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├── axe.png (Ghost version)
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└── hoe.png
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```
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## 🤖 AUTO-GENERATION RULE
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**Agent Instruction:**
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When the User adds a new image to `items/`, you MUST immediately run:
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`python3 scripts/generate_blueprints.py`
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This script will seamlessly verify all items and generate missing blueprints.
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## 💻 CODING STANDARD (Clean Code)
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Logic must explicitly distinguish between **Inventory Context** and **Construction Context**.
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### ✅ CORRECT USAGE:
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```javascript
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import { ItemManager } from '../managers/ItemManager';
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const itemManager = new ItemManager(this);
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// 1. KAI OPENS BACKPACK (Inventory)
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// Use normal image
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const icon = itemManager.getItemImagePath('tools/axe.png', false);
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// 2. KAI IS BUILDING (Construction)
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// Use blueprint/ghost image
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const preview = itemManager.getItemImagePath('tools/axe.png', true);
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```
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### ❌ INCORRECT USAGE:
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- Hardcoding paths like `assets/slike/items/blueprints/...` manually.
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- Using opacity/alpha on normal sprites to simulate blueprints (Performance heavy, looks worse).
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- Checking for blueprints existence manually (Trust the auto-gen script).
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---
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*End of Protocol*
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