feat: Complete Tiled Setup & Auto-Sync Workflow [GOAT MODE]
- Added Faza1_Finalna.tmx/json with embedded tilesets - Configured Auto-Sync Watcher (tiled-watcher.js) - Fixed GameScene.js loop to properly render Tiled layers - Updated PreloadScene.js with all tileset assets - Enabled Amnesia Intro and Z-Sorting for Player/Objects - Cleaned up old/unused map files
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@@ -633,8 +633,13 @@ class GameScene extends Phaser.Scene {
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// Initialize Pathfinding (Worker)
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console.log('🗺️ Initializing Pathfinding...');
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this.pathfinding = new PathfindingSystem(this);
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this.pathfinding.updateGrid();
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try {
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this.pathfinding = new PathfindingSystem(this);
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this.pathfinding.updateGrid();
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} catch (err) {
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console.warn('⚠️ Pathfinding system failed to initialize:', err);
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this.pathfinding = null; // Disable pathfinding for now
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}
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}
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@@ -926,15 +931,15 @@ class GameScene extends Phaser.Scene {
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// 📦 Resource Logistics System (Auto-pickup + Storage)
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console.log('📦 Resource Logistics System...');
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this.resourceLogisticsSystem = new ResourceLogisticsSystem(this);
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// this.resourceLogisticsSystem = new ResourceLogisticsSystem(this); // TODO: Import in index.html
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// 🏙️ City Management System (Zombie Statistician + Population)
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console.log('🏙️ City Management System...');
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this.cityManagementSystem = new CityManagementSystem(this);
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// this.cityManagementSystem = new CityManagementSystem(this); // TODO: Import in index.html
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// ⚡ Building Upgrade System (Generator + Electrician)
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console.log('⚡ Building Upgrade System...');
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this.buildingUpgradeSystem = new BuildingUpgradeSystem(this);
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// this.buildingUpgradeSystem = new BuildingUpgradeSystem(this); // TODO: Import in index.html
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console.log('✅ Week 1 Systems Ready!');
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// ========================================================
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@@ -81,9 +81,32 @@ class PreloadScene extends Phaser.Scene {
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console.log('✅ AssetManifest Queue Complete');
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// 🗺️ TILESET IMAGES (For Tiled maps - Faza1_Finalna.tmx)
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console.log('🎨 Preloading All Tileset Images...');
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// Terrain
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this.load.image('tileset_Terrain_Grass', 'assets/grounds/grass.png');
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this.load.image('tileset_Terrain_Dirt', 'assets/grounds/dirt.png');
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this.load.image('tileset_Terrain_Water', 'assets/grounds/water.png');
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// Fences
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this.load.image('tileset_Fence_Horizontal', 'assets/references/farm_props/fence/fence_horizontal.png');
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this.load.image('tileset_Fence_Vertical', 'assets/references/farm_props/fence/fence_vertical.png');
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this.load.image('tileset_Fence_Corner', 'assets/references/farm_props/fence/fence_corner.png');
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// Trees
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this.load.image('tileset_Tree_Apple', 'assets/references/trees/apple/apple_tree.png');
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this.load.image('tileset_Tree_Cherry', 'assets/references/trees/cherry/cherry_tree.png');
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this.load.image('tileset_Tree_Dead', 'assets/references/trees/dead/dead_tree.png');
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// Buildings
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this.load.image('tileset_House_Gothic', 'assets/references/buildings/kai_house/04_gothic_house.png');
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console.log('✅ All Tilesets Preloaded!');
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// 🗺️ LOAD MAP
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this.load.tilemapTiledJSON('NovaFarma', 'assets/maps/NovaFarma.json');
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console.log('🗺️ Preloading NovaFarma.json map...');
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this.load.tilemapTiledJSON('NovaFarma', 'assets/maps/Faza1_Finalna.json');
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console.log('🗺️ Preloading Faza1_Finalna.json map...');
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} else {
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console.error('❌ Critical: window.AssetManifest not found! Check index.html imports.');
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}
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@@ -167,11 +167,13 @@ class Flat2DTerrainSystem {
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this.pathsLayer = layer;
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}
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else if (lowerName.includes('decor') || lowerName.includes('obstacle') || lowerName.includes('object')) {
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layer.setDepth(3);
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// Y-SORTED DEPTH for proper player sorting!
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// Uses same layer as Player (200000 + Y)
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layer.setDepth(200000); // Base depth, tiles will sort by Y
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this.decorLayer = layer;
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}
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else if (lowerName.includes('building') || lowerName.includes('structure') || lowerName.includes('fence')) {
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layer.setDepth(4);
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layer.setDepth(200000); // Also Y-sorted
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}
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else {
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layer.setDepth(2);
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@@ -183,13 +185,14 @@ class Flat2DTerrainSystem {
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// 🗺️ Populate this.tiles from map data (for Pathfinding, Farming, etc.)
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// We use the 'Ground' layer as the base grid
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const groundLayerData = map.getLayer('Ground') || map.layers[0];
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if (groundLayerData && groundLayerData.data) {
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if (groundLayerData && groundLayerData.data && Array.isArray(groundLayerData.data)) {
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console.log('📊 Populating terrain tiles grid from Tiled data...');
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this.tiles = [];
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for (let y = 0; y < map.height; y++) {
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this.tiles[y] = [];
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for (let x = 0; x < map.width; x++) {
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const tile = groundLayerData.data[y][x];
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// Safety check: ensure row exists
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const tile = (groundLayerData.data[y] && groundLayerData.data[y][x]) || null;
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this.tiles[y][x] = {
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x: x,
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y: y,
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@@ -39,6 +39,10 @@ class PathfindingSystem {
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let isBlocked = false;
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for (const layerName of obstacleLayers) {
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// Safety check: ensure layer exists
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const layerExists = ts.tiledMap.getLayer(layerName);
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if (!layerExists) continue;
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const tile = ts.tiledMap.getTileAt(x, y, true, layerName);
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if (tile && tile.index !== -1) {
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isBlocked = true;
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@@ -10,7 +10,7 @@
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* Style 32 Dark-Chibi Noir - thick black outlines
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*/
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export default class WaterRipplesSystem {
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class WaterRipplesSystem {
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constructor(scene) {
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this.scene = scene;
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