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
This commit is contained in:
2026-01-12 13:51:22 +01:00
parent 74cb5b0c24
commit 1b17e806ec
212 changed files with 1495 additions and 96480 deletions

View File

@@ -167,11 +167,13 @@ class Flat2DTerrainSystem {
this.pathsLayer = layer;
}
else if (lowerName.includes('decor') || lowerName.includes('obstacle') || lowerName.includes('object')) {
layer.setDepth(3);
// Y-SORTED DEPTH for proper player sorting!
// Uses same layer as Player (200000 + Y)
layer.setDepth(200000); // Base depth, tiles will sort by Y
this.decorLayer = layer;
}
else if (lowerName.includes('building') || lowerName.includes('structure') || lowerName.includes('fence')) {
layer.setDepth(4);
layer.setDepth(200000); // Also Y-sorted
}
else {
layer.setDepth(2);
@@ -183,13 +185,14 @@ class Flat2DTerrainSystem {
// 🗺️ Populate this.tiles from map data (for Pathfinding, Farming, etc.)
// We use the 'Ground' layer as the base grid
const groundLayerData = map.getLayer('Ground') || map.layers[0];
if (groundLayerData && groundLayerData.data) {
if (groundLayerData && groundLayerData.data && Array.isArray(groundLayerData.data)) {
console.log('📊 Populating terrain tiles grid from Tiled data...');
this.tiles = [];
for (let y = 0; y < map.height; y++) {
this.tiles[y] = [];
for (let x = 0; x < map.width; x++) {
const tile = groundLayerData.data[y][x];
// Safety check: ensure row exists
const tile = (groundLayerData.data[y] && groundLayerData.data[y][x]) || null;
this.tiles[y][x] = {
x: x,
y: y,