feat: Upgrade Editor to v2 (Sidebar, Layers, Ghost), Tiled Setup, Asset Integration

This commit is contained in:
2026-01-30 05:15:16 +01:00
parent c70e651020
commit 13d640e7a6
25 changed files with 870 additions and 180 deletions

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assets/.DS_Store vendored

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</layer>
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</data>
</layer>
<objectgroup id="6" name="Collision_Logic"/>
</map>

View File

@@ -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"
]
}

View File

@@ -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 = """<?xml version="1.0" encoding="UTF-8"?>
<tileset version="1.10" tiledversion="1.10.2" name="{name}" tilewidth="{width}" tileheight="{height}" tilecount="{count}" columns="0">
<grid orientation="orthogonal" width="1" height="1"/>
"""
TILE_TEMPLATE = """ <tile id="{id}">
<image width="{width}" height="{height}" source="{source}" trans="{trans}"/>
</tile>
"""
TSX_FOOTER = """</tileset>
"""
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"""
# Find all PNGs
png_files = sorted(list(Path(directory).rglob("*.png")))
if not png_files:
return False
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()
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)
tsx_content += TILE_TEMPLATE.format(
id=i,
width=width,
height=height,
source=rel_path,
trans=TRANSPARENT_COLOR # THIS IS THE MAGIC PART!
)
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")
# Layer Structure
LAYERS = [
'Water',
'Ground_Dirt',
'Decorations',
'Buildings_Solid',
'Foreground_Top',
]
OBJECT_LAYERS = ['Collision_Logic']
total_generated = 0
BASE_DIR = os.getcwd()
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
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=" ")
# 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()}")
def generate_tileset():
# Create <tileset> root
# version=1.10 tiledversion=1.10.2 name=clean_assets tilewidth=256 tileheight=256 tilecount=? columns=0
# Image Collection means columns=0
print("\n" + "=" * 50)
print(f"✅ Generated {total_generated} main tilesets + sub-tilesets.")
print("👉 Import these .tsx files into Tiled map to see automatic transparency!")
# We scan for images to determine max dimensions?
# Or just set arbitrary? For image collection, tilewidth/height in header is usually max width?
if __name__ == '__main__':
main()
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 id="X">
tile_node = ET.SubElement(root, 'tile', {'id': str(tile_id)})
# <image width="W" height="H" source="PATH"/>
# 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
def generate_map(first_gid=1):
# <map version="1.10" tiledversion="1.11.0" orientation="orthogonal" renderorder="right-down" width="50" height="50" tilewidth="16" tileheight="16" infinite="0" nextlayerid="7" nextobjectid="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'
})
# <tileset firstgid="1" source="clean_assets.tsx"/>
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
for obj_layer_name in OBJECT_LAYERS:
ET.SubElement(root, 'objectgroup', {
'id': str(layer_id),
'name': obj_layer_name
})
layer_id += 1
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}")
if __name__ == "__main__":
count = generate_tileset()
generate_map()

View File

@@ -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() {

View File

@@ -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
}
]

View File

@@ -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