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638a97108..ae7dd7797 100644 --- a/nova farma .tiled-session +++ b/nova farma .tiled-session @@ -3,15 +3,28 @@ "height": 4300, "width": 2 }, - "activeFile": "", + "activeFile": "assets/maps/game_map.tmx", "expandedProjectPaths": [ ], "file.lastUsedOpenFilter": "All Files (*)", "fileStates": { + "assets/maps/clean_assets.tsx": { + "scaleInDock": 0.12 + }, + "assets/maps/game_map.tmx": { + "scale": 0.6519375, + "selectedLayer": 1, + "viewCenter": { + "x": 387.3070654779025, + "y": 558.3357300354712 + } + } }, "openFiles": [ + "assets/maps/game_map.tmx" ], "project": "nova farma .tiled-project", "recentFiles": [ + "assets/maps/game_map.tmx" ] } diff --git a/scripts/generate_tiled_project.py b/scripts/generate_tiled_project.py index 1a3b8a56f..f0bf1dda9 100644 --- a/scripts/generate_tiled_project.py +++ b/scripts/generate_tiled_project.py @@ -1,127 +1,144 @@ -#!/usr/bin/env python3 -""" -🧱 GENERATE TILED TILESETS (TSX) -Creates .tsx files for all green-screened assets with transparency configured. -""" import os -from pathlib import Path -import glob +import xml.etree.ElementTree as ET +from xml.dom import minidom -# Constants -ASSET_ROOT = "assets" -TILESET_OUTPUT_DIR = "assets/maps/tilesets" -TRANSPARENT_COLOR = "00ff00" # Green Screen Color +# Configuration +ASSETS_DIR_REL = 'assets/DEMO_FAZA1' +MAPS_DIR = 'assets/maps' +TSX_NAME = 'clean_assets.tsx' +TMX_NAME = 'game_map.tmx' -# XML Templates -TSX_HEADER = """ - - -""" +# Layer Structure +LAYERS = [ + 'Water', + 'Ground_Dirt', + 'Decorations', + 'Buildings_Solid', + 'Foreground_Top', +] +OBJECT_LAYERS = ['Collision_Logic'] -TILE_TEMPLATE = """ - - -""" +BASE_DIR = os.getcwd() -TSX_FOOTER = """ -""" +def prettify(elem): + """Return a pretty-printed XML string for the Element.""" + rough_string = ET.tostring(elem, 'utf-8') + reparsed = minidom.parseString(rough_string) + return reparsed.toprettyxml(indent=" ") -def get_image_size(path): - # Try to get image dimensions without PIL to avoid dependency if possible, - # but since we already used PIL for green screen, we can use it here. - try: - from PIL import Image - with Image.open(path) as img: - return img.width, img.height - except Exception: - return 32, 32 # Default fallback - -def generate_tileset(directory, name_prefix): - """Generates a Collection of Images tileset for a directory""" +def generate_tileset(): + # Create root + # version=1.10 tiledversion=1.10.2 name=clean_assets tilewidth=256 tileheight=256 tilecount=? columns=0 + # Image Collection means columns=0 - # Find all PNGs - png_files = sorted(list(Path(directory).rglob("*.png"))) - if not png_files: - return False + # We scan for images to determine max dimensions? + # Or just set arbitrary? For image collection, tilewidth/height in header is usually max width? + + root = ET.Element('tileset', { + 'version': '1.10', + 'tiledversion': '1.11.0', + 'name': 'clean_assets', + 'tilewidth': '256', + 'tileheight': '256', + 'tilecount': '0', + 'columns': '0' + }) + + grid = ET.SubElement(root, 'grid', {'orientation': 'orthogonal', 'width': '1', 'height': '1'}) + + # Scan files + assets_full_path = os.path.join(BASE_DIR, ASSETS_DIR_REL) + tile_id = 0 + + print(f"Scanning {assets_full_path}...") + + for root_dir, dirs, files in os.walk(assets_full_path): + for f in files: + if f.lower().endswith('.png') or f.lower().endswith('.jpg'): + # Relative path from .tsx directory (assets/maps) to image + # .tsx is in assets/maps + # Image is in assets/DEMO_FAZA1/... + + # Abs path of image + img_abs = os.path.join(root_dir, f) + + # Rel path from BASE + # rel_from_base = os.path.relpath(img_abs, BASE_DIR) + + # Rel path from MAPS dir + rel_path = os.path.relpath(img_abs, os.path.join(BASE_DIR, MAPS_DIR)) + + # Create + tile_node = ET.SubElement(root, 'tile', {'id': str(tile_id)}) + + # + # We technically should read width/height, but Tiled often auto-detects if omitted or 0? + # Best to read it if possible, but for speed let's rely on Tiled. + # Actually, standard TMX requires image tag. + + ET.SubElement(tile_node, 'image', { + 'source': rel_path + # 'width': '?', 'height': '?' + }) + + tile_id += 1 + + root.set('tilecount', str(tile_id)) + + # Save + out_path = os.path.join(BASE_DIR, MAPS_DIR, TSX_NAME) + with open(out_path, 'w') as f: + f.write(prettify(root)) + print(f"Generated Tileset: {out_path} with {tile_id} tiles.") + return tile_id - tileset_name = f"{name_prefix}_{os.path.basename(directory)}" - tsx_content = TSX_HEADER.format( - name=tileset_name, - width=32, # Default (doesn't matter much for collection of images) - height=32, - count=len(png_files) - ) - - print(f"📦 Generating tileset: {tileset_name}.tsx ({len(png_files)} images)") - - for i, img_path in enumerate(png_files): - # Calculate relative path from tileset location to image - # Tiled needs relative paths - abs_img = img_path.resolve() - abs_tileset_dir = Path(TILESET_OUTPUT_DIR).resolve() +def generate_map(first_gid=1): + # + + root = ET.Element('map', { + 'version': '1.10', + 'tiledversion': '1.11.0', + 'orientation': 'orthogonal', + 'renderorder': 'right-down', + 'width': '50', + 'height': '50', + 'tilewidth': '16', + 'tileheight': '16', # User requested 16x16 + 'infinite': '0' + }) + + # + ET.SubElement(root, 'tileset', {'firstgid': '1', 'source': TSX_NAME}) + + # Data is empty CSV + # 50*50 = 2500 zeros + empty_csv = "0," * 2499 + "0" + + layer_id = 1 + for layer_name in LAYERS: + layer = ET.SubElement(root, 'layer', { + 'id': str(layer_id), + 'name': layer_name, + 'width': '50', + 'height': '50' + }) + data = ET.SubElement(layer, 'data', {'encoding': 'csv'}) + data.text = '\n' + empty_csv + '\n' + layer_id += 1 - try: - rel_path = os.path.relpath(abs_img, abs_tileset_dir) - except ValueError: - # Fallback if on different drives (unlikely here) - rel_path = str(abs_img) - - width, height = get_image_size(abs_img) + for obj_layer_name in OBJECT_LAYERS: + ET.SubElement(root, 'objectgroup', { + 'id': str(layer_id), + 'name': obj_layer_name + }) + layer_id += 1 - tsx_content += TILE_TEMPLATE.format( - id=i, - width=width, - height=height, - source=rel_path, - trans=TRANSPARENT_COLOR # THIS IS THE MAGIC PART! - ) + out_path = os.path.join(BASE_DIR, MAPS_DIR, TMX_NAME) + with open(out_path, 'w') as f: + f.write(prettify(root)) + print(f"Generated Map: {out_path}") - tsx_content += TSX_FOOTER - - # Save TSX - output_path = os.path.join(TILESET_OUTPUT_DIR, f"{tileset_name}.tsx") - with open(output_path, "w") as f: - f.write(tsx_content) - - return True - -def main(): - print("🧱 TILED TILESET GENERATOR") - print("=" * 50) - print(f"Target Transparency: #{TRANSPARENT_COLOR}") - print(f"Output Directory: {TILESET_OUTPUT_DIR}\n") - - os.makedirs(TILESET_OUTPUT_DIR, exist_ok=True) - - directories_to_process = [ - ("assets/PHASE_PACKS/0_DEMO", "DEMO"), - ("assets/PHASE_PACKS/1_FAZA_1", "FAZA1"), - ("assets/PHASE_PACKS/2_FAZA_2", "FAZA2"), - ("assets/sprites", "SPRITES"), - ("assets/crops", "CROPS"), - ("assets/characters", "CHARS") - ] - - total_generated = 0 - - for dir_path, prefix in directories_to_process: - if os.path.exists(dir_path): - # Process main directory - if generate_tileset(dir_path, prefix): - total_generated += 1 - - # Optionally process subdirectories as separate tilesets if needed - # For now, we put everything in one big tileset per main folder to be safe - # But "sprites" is huge, let's split sprites by immediate subdirectory - if "sprites" in dir_path: - for subdir in Path(dir_path).iterdir(): - if subdir.is_dir(): - generate_tileset(subdir, f"SPRITE_{subdir.name.upper()}") - - print("\n" + "=" * 50) - print(f"✅ Generated {total_generated} main tilesets + sub-tilesets.") - print("👉 Import these .tsx files into Tiled map to see automatic transparency!") - -if __name__ == '__main__': - main() +if __name__ == "__main__": + count = generate_tileset() + generate_map() diff --git a/scripts/main.cjs b/scripts/main.cjs index 325ba22d5..467612297 100644 --- a/scripts/main.cjs +++ b/scripts/main.cjs @@ -5,6 +5,9 @@ const { app, BrowserWindow, ipcMain } = require('electron'); const path = require('path'); const fs = require('fs'); +// CLEAN CONSOLE: Disable security warnings +process.env['ELECTRON_DISABLE_SECURITY_WARNINGS'] = 'true'; + let mainWindow; function createWindow() { diff --git a/scripts/slice_assets.py b/scripts/slice_assets.py index 24466564d..96f0469e6 100644 --- a/scripts/slice_assets.py +++ b/scripts/slice_assets.py @@ -28,6 +28,13 @@ INPUT_FILES = [ 'output_folder': 'assets/DEMO_FAZA1/Ground', 'mode': 'grid', 'grid_size': 256 + }, + { + 'path': '/Users/davidkotnik/.gemini/antigravity/brain/8233d64e-0c17-43b1-b8b5-fbc41754e56b/water_texture_noir_1769717283296.png', + 'prefix': 'water_tile', + 'output_folder': 'assets/DEMO_FAZA1/Environment', + 'mode': 'grid', + 'grid_size': 256 } ] diff --git a/src/scenes/GrassScene_Clean.js b/src/scenes/GrassScene_Clean.js index 4cf11fc21..6253e9aea 100644 --- a/src/scenes/GrassScene_Clean.js +++ b/src/scenes/GrassScene_Clean.js @@ -23,13 +23,24 @@ export default class GrassSceneClean extends Phaser.Scene { this.load.image('trnje', 'DEMO_FAZA1/Obstacles/trnje.png'); // Generated Assets (Slices) - this.load.image('tree_adult_0', 'DEMO_FAZA1/Trees/tree_adult_0.png'); - this.load.image('tree_adult_1', 'DEMO_FAZA1/Trees/tree_adult_1.png'); - this.load.image('dead_nature_0', 'DEMO_FAZA1/Environment/dead_nature_0.png'); // Stump - this.load.image('fence_sign_0', 'DEMO_FAZA1/Environment/fence_sign_0.png'); // Fence - // this.load.image('path_mud_0', 'DEMO_FAZA1/Ground/path_mud_0.png'); // Old single slice + // Trees + for (let i = 0; i <= 5; i++) this.load.image(`tree_adult_${i}`, `DEMO_FAZA1/Trees/tree_adult_${i}.png`); - // Tileset (Grid Slices) + // Environment (Dead Nature, Fence, Water) + for (let i = 0; i <= 8; i++) this.load.image(`dead_nature_${i}`, `DEMO_FAZA1/Environment/dead_nature_${i}.png`); + for (let i = 0; i <= 2; i++) this.load.image(`fence_sign_${i}`, `DEMO_FAZA1/Environment/fence_sign_${i}.png`); + for (let i = 0; i < 16; i++) this.load.image(`water_tile_${i}`, `DEMO_FAZA1/Environment/water_tile_${i}.png`); + + // Misc Env + this.load.image('sotor', 'DEMO_FAZA1/Environment/sotor.png'); + this.load.image('campfire', 'DEMO_FAZA1/Environment/taborni_ogenj.png'); + this.load.image('sign_danger', 'DEMO_FAZA1/Environment/sign_danger.png'); + + // Vegetation + const veg = ['bush_hiding_spot', 'drevo_faza_1', 'drevo_faza_2', 'drevo_srednje', 'drevo_veliko', 'grass_cluster_dense', 'grass_cluster_flowery', 'trava_sop']; + veg.forEach(k => this.load.image(k, `DEMO_FAZA1/Vegetation/${k}.png`)); + + // Ground (Path) for (let i = 0; i < 16; i++) { this.load.image(`path_tile_${i}`, `DEMO_FAZA1/Ground/path_tile_${i}.png`); } @@ -117,95 +128,176 @@ export default class GrassSceneClean extends Phaser.Scene { this.selectedTile = 'path_tile_0'; this.editorGroup = this.add.group(); // Saved tiles - // Toggle Key - this.input.keyboard.on('keydown-E', () => { - this.editorEnabled = !this.editorEnabled; - this.paletteContainer.setVisible(this.editorEnabled); - console.log("Editor Mode:", this.editorEnabled); - }); + // Initialize Default State + this.selectedTile = 'path_tile_0'; + this.editorEnabled = false; // UI Palette (Hidden by default) // FIX: Use viewport dimensions for UI const VIEW_W = this.scale.width; const VIEW_H = this.scale.height; - this.paletteContainer = this.add.container(0, 0).setScrollFactor(0).setVisible(false).setDepth(1000); + // --- EDITOR UI SETUP (Sidebar) --- + const SIDEBAR_W = 320; + const PALETTE_X = VIEW_W - SIDEBAR_W; - // Background for Palette (TOP OF SCREEN) - // Moved to y=100 so it covers top 0-200px - let bg = this.add.rectangle(VIEW_W / 2, 100, VIEW_W, 200, 0x000000, 0.7); - this.paletteContainer.add(bg); + // UI Container Group (for toggling visibility) + this.editorUI = this.add.group(); - // Generate Eraser Texture - let g = this.make.graphics().fillStyle(0xFF0000).fillRect(0, 0, 64, 64); - g.generateTexture('eraser_icon', 64, 64); - g.destroy(); + // 1. Sidebar Background + let sidebarBg = this.add.rectangle(PALETTE_X + SIDEBAR_W / 2, VIEW_H / 2, SIDEBAR_W, VIEW_H, 0x000000, 0.9) + .setScrollFactor(0).setDepth(2000); + this.editorUI.add(sidebarBg); - // Populate Palette - // 16 Path Tiles + Fence + Stump + Eraser + // 2. Layer Switcher (Top of Sidebar) + this.currentLayer = 'ground'; + const layerBtns = []; + + const createLayerBtn = (label, mode, y) => { + let txt = this.add.text(PALETTE_X + 20, y, label, { fontSize: '18px', color: '#888', fontStyle: 'bold' }) + .setScrollFactor(0).setDepth(2002).setInteractive({ useHandCursor: true }); + txt.on('pointerdown', () => { + this.currentLayer = mode; + layerBtns.forEach(b => b.setColor('#888')); + txt.setColor('#00ff00'); + console.log("Layer:", mode); + }); + this.editorUI.add(txt); + return txt; + }; + + layerBtns.push(createLayerBtn("[1] Ground", 'ground', 30)); + layerBtns.push(createLayerBtn("[2] Deco", 'deco', 60)); + layerBtns.push(createLayerBtn("[3] Build", 'building', 90)); + layerBtns[0].setColor('#00ff00'); // Default + + // 3. Palette Content (Scrollable) + const contentY = 140; // Below buttons + const itemContainer = this.add.container(PALETTE_X, contentY).setScrollFactor(0).setDepth(2001); + // Note: Containers can't be added to Groups in Phaser 3 easily for visibility toggling without recursion, + // so we handle itemContainer visibility manually. + + // Mask for scrolling + const maskShape = this.make.graphics(); + maskShape.fillStyle(0xffffff); + maskShape.fillRect(PALETTE_X, contentY, SIDEBAR_W, VIEW_H - contentY); + const mask = maskShape.createGeometryMask(); + itemContainer.setMask(mask); + + // Prepare Palette Items const paletteItems = []; for (let i = 0; i < 16; i++) paletteItems.push(`path_tile_${i}`); - paletteItems.push('fence_sign_0'); - paletteItems.push('eraser_icon'); + for (let i = 0; i < 16; i++) paletteItems.push(`water_tile_${i}`); + for (let i = 0; i <= 2; i++) paletteItems.push(`fence_sign_${i}`); + paletteItems.push('sign_danger'); + for (let i = 0; i <= 5; i++) paletteItems.push(`tree_adult_${i}`); + for (let i = 0; i <= 8; i++) paletteItems.push(`dead_nature_${i}`); + ['bush_hiding_spot', 'drevo_faza_1', 'drevo_faza_2', 'drevo_srednje', 'drevo_veliko', 'grass_cluster_dense', 'grass_cluster_flowery', 'trava_sop'].forEach(k => paletteItems.push(k)); + paletteItems.push('sotor', 'campfire', 'eraser_icon'); - let px = 100; - let py = 100; // TOP + // Grid Layout + let col = 0, row = 0; + const CELL_SZ = 90; + + // Selector Highlight (Border) + let selector = this.add.rectangle(0, 0, 80, 80).setStrokeStyle(4, 0x00ff00).setVisible(false); + itemContainer.add(selector); - const icons = []; // Store references for tinting - console.log("Palette View:", VIEW_W, VIEW_H); // Debug paletteItems.forEach((key) => { - let icon = this.add.image(px, py, key).setScale(0.3).setInteractive({ useHandCursor: true }); - icons.push(icon); // Track it + let ix = 50 + (col * CELL_SZ); + let iy = 50 + (row * CELL_SZ); + + let icon = this.add.image(ix, iy, key).setScale(0.3).setInteractive({ useHandCursor: true }); + itemContainer.add(icon); - icon.on('pointerover', () => { - if (this.selectedTile !== key) icon.setTint(0xFFFF00); // Yellow on hover - }); - icon.on('pointerout', () => { - if (this.selectedTile !== key) icon.clearTint(); // Clear if not selected - else icon.setTint(0x00FF00); // Keep Green if selected - }); icon.on('pointerdown', () => { this.selectedTile = key; - console.log("Selected Brush:", key); - // Visual feedback: Tint selected Green, clear others - icons.forEach(i => i.clearTint()); - icon.setTint(0x00FF00); + selector.setPosition(ix, iy).setVisible(true); + // Update Ghost + if (key === 'eraser_icon') { + this.ghostSprite.setVisible(false); + } else { + this.ghostSprite.setTexture(key); + this.ghostSprite.setScale(key.includes('path') || key.includes('water') ? 0.5 : 1.0); // Simple scaling logic + } }); - this.paletteContainer.add(icon); - px += 80; - if (px > VIEW_W - 100) { px = 100; py += 80; } // wrap + col++; + if (col >= 3) { col = 0; row++; } + }); + + // Scroll Logic + let scrollY = 0; + const MAX_SCROLL = Math.max(0, (row * CELL_SZ) + 150 - (VIEW_H - contentY)); + this.input.on('wheel', (ptr, gameObjs, dx, dy, dz) => { + if (this.editorEnabled && ptr.x > PALETTE_X) { + scrollY -= dy; + if (scrollY > 0) scrollY = 0; + if (scrollY < -MAX_SCROLL) scrollY = -MAX_SCROLL; + itemContainer.y = contentY + scrollY; + } + }); + + // 4. Ghost Cursor + this.ghostSprite = this.add.image(0, 0, this.selectedTile) + .setAlpha(0.6).setDepth(3000).setVisible(false); // Topmost + + // Toggle Visibility Helpers + const toggleEditor = (state) => { + this.editorEnabled = state; + this.editorUI.setVisible(state); + itemContainer.setVisible(state); + this.ghostSprite.setVisible(state && this.selectedTile !== 'eraser_icon'); + console.log("Editor:", state); + }; + toggleEditor(false); // Start hidden + + // Toggle Key + this.input.keyboard.on('keydown-E', () => { + toggleEditor(!this.editorEnabled); + }); + + this.input.on('pointermove', (pointer) => { + if (!this.editorEnabled) return; + + // Hide Ghost if over UI + if (pointer.x > PALETTE_X) { + this.ghostSprite.setVisible(false); + return; + } else if (this.selectedTile !== 'eraser_icon') { + this.ghostSprite.setVisible(true); + } + + // Snap calculation + const SNAP = 128; + const sx = Math.floor(pointer.worldX / SNAP) * SNAP + (SNAP / 2); + const sy = Math.floor(pointer.worldY / SNAP) * SNAP + (SNAP / 2); + this.ghostSprite.setPosition(sx, sy); }); // Painting Logic this.input.on('pointerdown', (pointer) => { if (!this.editorEnabled) return; - // Ignore clicks on UI (Check Y < 200) - if (pointer.y < 200) return; + // Ignore UI clicks + if (pointer.x > PALETTE_X) return; - // ERASER MODE: Handled via object clicks - if (this.selectedTile === 'eraser_icon') return; + // ERASER + if (this.selectedTile === 'eraser_icon') return; // Handled by object click - // Snap to Grid (128px for finer control, or 256px for full tiles) + // Snap const SNAP = 128; - const wx = pointer.worldX; - const wy = pointer.worldY; - const sx = Math.floor(wx / SNAP) * SNAP + (SNAP / 2); - const sy = Math.floor(wy / SNAP) * SNAP + (SNAP / 2); + const sx = Math.floor(pointer.worldX / SNAP) * SNAP + (SNAP / 2); + const sy = Math.floor(pointer.worldY / SNAP) * SNAP + (SNAP / 2); let placedStub = this.add.image(sx, sy, this.selectedTile); - placedStub.setInteractive(); // Enable erase interaction - - // Delete if clicked with eraser + placedStub.setInteractive(); placedStub.on('pointerdown', () => { - if (this.editorEnabled && this.selectedTile === 'eraser_icon') { - placedStub.destroy(); - // Prevent click propagation? - } + if (this.editorEnabled && this.selectedTile === 'eraser_icon') placedStub.destroy(); }); - if (this.selectedTile.includes('path')) { - placedStub.setDepth(-40); // Above ground - placedStub.setScale(0.5); + // Layer Logic + if (this.currentLayer === 'ground') { + placedStub.setDepth(-40); + placedStub.setScale(0.5); // Grid tiles } else { placedStub.setDepth(sy); // Y-sort // placedStub.setInteractive({ draggable: true }); // Draggable requires careful event handling vs eraser