💾 Morning Session Complete - Pixel-Perfect + Auto-Loaders
SESSION DATE: 11. Februar 2026, 06:27 - 10:05
DURATION: ~3.5 hours
FOCUS: Pixel-perfect scale system + Auto-loaders
✅ IMPLEMENTED SYSTEMS:
1. PIXEL-PERFECT SCALE (06:30):
- Base tile: 32x32 px reference
- Kai: 64 px height (2 tiles) - FORCED
- Tall grass: 28 px height - FORCED
- Oak tree: 160 px height - FORCED
- Ratio: Kai 2.3x taller than grass ✓
2. VEGETATION GROUNDING (06:35):
- All plants: setOrigin(0.5, 1.0) bottom-center
- ROOT_OFFSET: 6px burial into ground
- Y-depth sorting: setDepth(this.y) for all
- Result: NO FLOATING! Plants grow from ground!
3. AUTO-LOADER SYSTEM (06:44):
- loadVegetation(): 28px target, 4px burial
- loadTree(): 160px target, 8px burial
- Auto-scale calculation: target/source
- SMOOTH rendering: LINEAR filter
- NO manual setup needed!
4. TEST OBJECTS:
- Test grass: Left of Kai (28px, 4px burial)
- Test oak: Right of Kai (160px, 8px burial)
- Both demonstrate perfect grounding
TECHNICAL CHANGES:
- Kai origin: 0.5, 0.9 → 0.5, 1.0
- Kai scale: 1.0 → 0.25 (64px exact)
- Vegetation re-enabled with grounding
- Rain system active
FILES MODIFIED:
- src/scenes/GrassScene_Clean.js (major refactor)
- dokumentacija/TODO_NEXT_SESSION.md (created)
COMMITS THIS SESSION: 3
1. Pixel-perfect scale constants
2. Vegetation grounding system
3. Auto-loader implementation
Status: All systems working, ready for testing!
Date: 11. Februar 2026, 10:05
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# 📋 TODO - Next Session (11.2.2026+)
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**Last Session:** 10-11.2.2026 (6 hours)
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**Progress:** 23/160 assets (14.4%)
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---
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## 🎯 PRIORITETE ZA NASLEDNJI SESSION:
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### **1. BATCH 2 - KAI ANIMATIONS (2 Missing)**
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- [ ] `kai_death_sheet.png` - Death animation (4-6 frames)
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- [ ] `kai_tool_use_sheet.png` - Tool animations (hoe, axe, water)
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**Reference:** `/assets/references/kaj.png` (correct DNA!)
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---
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### **2. BATCH 11 - STRUCTURES (Missing Assets)**
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#### **MANJKA BARN/SKEDENJ:**
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- [ ] Generate `barn_ruined.png` - Ruined state
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- [ ] Generate `barn_repaired.png` - Fixed state
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**Important:**
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- Reference `skedenj.png` NE OBSTAJA!
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- Moraš generirati iz opisa
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- Gothic chibi style
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- Dark wood, broken roof (ruined)
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- Fixed roof, cleaner (repaired)
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**Specifications:**
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- Animal housing (4 animals capacity)
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- Storage functionality
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- Repair cost: 60 Wood, 25 Stone, 5 Iron
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- Repair time: 3 days
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---
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### **3. BATCH 4 - POLAROID INTRO (8 Images)**
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Critical for narrative intro:
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- [ ] `polaroid_13.png` - Kai as child
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- [ ] `polaroid_14.png` - Family photo
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- [ ] `polaroid_15.png` - Teenage Kai
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- [ ] `polaroid_16.png` - Ana closeup
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- [ ] `polaroid_17.png` - Cannabis plant memory
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- [ ] `polaroid_18.png` - Abandoned island arrival
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- [ ] `polaroid_19.png` - Kai + Gronk first meeting
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- [ ] `polaroid_20.png` - Valley of Death landscape
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**Style:** Polaroid aesthetic, faded colors, white frame borders
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---
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### **4. TECHNICAL FIXES**
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- [ ] Test rain system in browser (refresh + verify)
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- [ ] Re-enable vegetation system (uncomment lines 1027-1048)
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- [ ] Add toggle for rain (T key or UI button?)
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---
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## ✅ ŠE COMPLETED (Session 10-11.2):
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**Zombies:** 7 characters + 2 references ✅
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**Kai:** 4 animations (idle, walk, attack) ✅
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**Environment:** 9 assets (sky, sun, moon, rain) ✅
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**Code:** Rain weather system ✅
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**Docs:** MASTER_GAME_BIBLE + DNEVNIK updated ✅
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---
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## 📊 BATCH STATUS:
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- ✅ **Batch 1 (Zombies): 100%** (8/8)
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- ⏸️ **Batch 2 (Kai): 67%** (4/6)
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- ✅ **Batch 3 (Environment): 100%** (7/7 + rain)
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- ⏸️ **Batch 4 (Polaroid): 0%** (0/8)
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- ⏸️ **Batch 11 (Structures): 60%** (missing barn)
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---
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## 🎮 GAME STATE:
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- Rain system: ✅ Active
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- Vegetation: 🚫 Disabled (testing)
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- Assets: All in correct directories
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- Commits: All saved
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---
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**NEXT SESSION START HERE! 🚀**
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Datum: 11.2.2026+
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Focus: Kai animations → Barn → Polaroid intro
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---
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@@ -20,6 +20,26 @@ export default class GrassSceneClean extends Phaser.Scene {
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this.LAYER_TREES = 2; // Trees
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this.LAYER_CHARACTERS = 10; // Kai, zombies
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// === PIXEL-PERFECT SCALE SYSTEM ===
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// Base tile reference: 32x32 px
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// All objects scale to exact pixel sizes on screen
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this.PIXEL_TILE = 32;
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this.PIXEL_KAI_HEIGHT = 64; // 2 tiles
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this.PIXEL_GRASS_LOW = 10; // Max height for low grass
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this.PIXEL_GRASS_TALL_MIN = 24;
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this.PIXEL_GRASS_TALL_MAX = 28;
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this.PIXEL_GRASS_TALL_AVG = 28; // UPDATED: Target 28px (user spec)
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this.PIXEL_OAK_WIDTH = 96; // 3 tiles
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this.PIXEL_OAK_HEIGHT = 160; // 5 tiles
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// ROOT OFFSET: Bury plants 6px into ground
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this.ROOT_OFFSET = 6; // Plants sink into brown dirt texture
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// Asset source dimensions (for scale calculation)
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this.SOURCE_KAI_FRAME = 256; // kai_walk_sheet frame size
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this.SOURCE_GRASS_TALL = 1024; // visoka_trava_v2.png
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this.SOURCE_TREE_AVG = 366; // tree_adult average height
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// === GROWTH STATE ===
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this.soilGrid = []; // 50x50 grid for moisture tracking
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this.grassTiles = []; // Dynamic grass instances
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@@ -102,6 +122,72 @@ export default class GrassSceneClean extends Phaser.Scene {
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this.load.image('rain_drops', 'DEMO_FAZA1/Environment/rain_drops.png');
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}
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// ===================================================================
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// AUTO-LOADER SYSTEM: Vegetation & Trees
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// ===================================================================
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/**
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* MAP_LOADER: Auto-load vegetation with pixel-perfect grounding
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* @param {number} x - World X position
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* @param {number} y - World Y position (tile bottom)
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* @param {string} key - Asset key from Vegetation folder
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* @returns {Phaser.GameObjects.Image} Grounded vegetation sprite
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*/
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loadVegetation(x, y, key) {
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// Get source dimensions
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const texture = this.textures.get(key);
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const sourceHeight = texture.getSourceImage().height;
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// VEGETATION SPEC: 28px final height, 4px burial
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const targetHeight = this.PIXEL_GRASS_TALL_AVG; // 28px
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const burialOffset = 4; // Vegetation burial depth
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// Calculate scale
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const scale = targetHeight / sourceHeight;
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// Create sprite
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const sprite = this.add.image(x, y + burialOffset, key)
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.setScale(scale)
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.setOrigin(0.5, 1.0) // Bottom-center anchor
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.setDepth(y + burialOffset); // Y-sorting
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// SMOOTH RENDERING: Linear filter (no pixelation)
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sprite.texture.setFilter(Phaser.Textures.FilterMode.LINEAR);
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return sprite;
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}
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/**
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* TREE_LOADER: Auto-load trees with pixel-perfect grounding
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* @param {number} x - World X position
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* @param {number} y - World Y position (tile bottom)
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* @param {string} key - Asset key from Trees folder
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* @returns {Phaser.GameObjects.Image} Grounded tree sprite
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*/
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loadTree(x, y, key) {
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// Get source dimensions
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const texture = this.textures.get(key);
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const sourceHeight = texture.getSourceImage().height;
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// TREE SPEC: 160px final height, 8px burial
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const targetHeight = this.PIXEL_OAK_HEIGHT; // 160px
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const burialOffset = 8; // Tree burial depth
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// Calculate scale
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const scale = targetHeight / sourceHeight;
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// Create sprite
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const sprite = this.add.image(x, y + burialOffset, key)
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.setScale(scale)
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.setOrigin(0.5, 1.0) // Bottom-center anchor
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.setDepth(y + burialOffset); // Y-sorting
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// SMOOTH RENDERING: Linear filter (no pixelation)
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sprite.texture.setFilter(Phaser.Textures.FilterMode.LINEAR);
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return sprite;
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}
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create() {
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// --- DYNAMIC ASSETS GENERATION ---
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// Generate 'hole' texture if it doesn't exist
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@@ -826,10 +912,19 @@ export default class GrassSceneClean extends Phaser.Scene {
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const SPAWN_Y = WORLD_H / 2;
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this.kai = this.physics.add.sprite(SPAWN_X, SPAWN_Y, 'kai');
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// Povečava na polno velikost (256px)
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this.kai.setScale(1);
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// PIXEL-PERFECT SCALE: Kai = 64px height (2 tiles)
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// Source frame: 256x256 → Target: 64px
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const kaiScale = this.PIXEL_KAI_HEIGHT / this.SOURCE_KAI_FRAME;
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this.kai.setScale(kaiScale); // 0.25x → 64px exact
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this.kai.setCollideWorldBounds(true);
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this.kai.setOrigin(0.5, 0.9);
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// ANCHOR POINT: Bottom-center (feet on ground)
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this.kai.setOrigin(0.5, 1.0);
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// DYNAMIC DEPTH: Y-sorting for walking between vegetation
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this.kai.setDepth(this.kai.y);
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// RESPAWN SYSTEM
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this.respawnPoint = { x: SPAWN_X, y: SPAWN_Y };
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@@ -854,6 +949,29 @@ export default class GrassSceneClean extends Phaser.Scene {
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*/
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console.log('SPALNA VREČA ODSTRANJENA');
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// ===================================================================
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// TEST: AUTO-LOADER DEMO
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// ===================================================================
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// Place test vegetation and tree to verify grounding system
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const testTileBottom = SPAWN_Y + 200; // Tile bottom Y position
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// TEST 1: Vegetation (28px height, 4px burial)
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this.testGrass = this.loadVegetation(
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SPAWN_X - 100, // Left of Kai
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testTileBottom,
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'grass_ref_1'
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);
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console.log('🌿 TEST: Grass loaded at 28px with 4px burial');
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// TEST 2: Tree (160px height, 8px burial)
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this.testTree = this.loadTree(
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SPAWN_X + 100, // Right of Kai
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testTileBottom,
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'tree_adult_0'
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);
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console.log('🌳 TEST: Oak loaded at 160px with 8px burial');
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// ===================================================================
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// Adjust Physics Body for larger size
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// Width ~40, Height ~30 (relative to scaled sprite)
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@@ -1024,8 +1142,6 @@ export default class GrassSceneClean extends Phaser.Scene {
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// === FARMING & FOG REMOVED - Ultra Clean ===
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// === PROCEDURAL GROWTH SYSTEM INITIALIZATION ===
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// TEMPORARILY DISABLED FOR TESTING
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/*
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console.log('🌱 Initializing Procedural Growth System...');
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// Initialize soil moisture grid
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@@ -1048,8 +1164,6 @@ export default class GrassSceneClean extends Phaser.Scene {
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});
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console.log('✅ Growth system ready - Island will evolve over time!');
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*/
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console.log('🚫 Vegetation DISABLED for testing');
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// === RAIN WEATHER SYSTEM ===
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// Create rain particles that fall from sky
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@@ -1324,14 +1438,16 @@ export default class GrassSceneClean extends Phaser.Scene {
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// Check if already placed here
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if (placed.some(p => p.gridX === gridX && p.gridY === gridY)) continue;
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// World coordinates
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// World coordinates (tile center)
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const worldX = this.islandX + (gridX * this.TILE_SIZE) + (this.TILE_SIZE / 2);
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const worldY = this.islandY + (gridY * this.TILE_SIZE) + (this.TILE_SIZE / 2);
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const tileBottomY = this.islandY + (gridY * this.TILE_SIZE) + this.TILE_SIZE;
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// Create sapling (small tree)
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const sapling = this.add.image(worldX, worldY, 'drevo_faza_1')
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.setScale(0.4) // Small sapling
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.setDepth(this.LAYER_TREES)
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const treeScale = this.PIXEL_OAK_HEIGHT / this.SOURCE_TREE_AVG; // Pixel-perfect oak scale
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const sapling = this.add.image(worldX, tileBottomY + this.ROOT_OFFSET, 'drevo_faza_1')
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.setScale(treeScale * 0.4) // Small sapling (40% of full oak)
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.setOrigin(0.5, 1.0) // ANCHOR: Bottom-center
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.setDepth(tileBottomY + this.ROOT_OFFSET) // DYNAMIC DEPTH: Y-sorting
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.setAlpha(0.8);
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this.treeSaplings.push({
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@@ -1374,14 +1490,16 @@ export default class GrassSceneClean extends Phaser.Scene {
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this.treeSaplings.forEach(tree => {
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tree.age++;
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const treeScale = this.PIXEL_OAK_HEIGHT / this.SOURCE_TREE_AVG;
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// Growth stages: 1→2 at 3 days, 2→3 at 7 days
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if (tree.age === 3 && tree.stage === 1) {
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tree.stage = 2;
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tree.sprite.setTexture('drevo_faza_2').setScale(0.7);
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tree.sprite.setTexture('drevo_faza_2').setScale(treeScale * 0.7); // 70% of full oak
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treesGrown++;
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} else if (tree.age === 7 && tree.stage === 2) {
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tree.stage = 3;
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tree.sprite.setTexture('drevo_veliko').setScale(1.0).setAlpha(1.0);
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tree.sprite.setTexture('drevo_veliko').setScale(treeScale).setAlpha(1.0); // Full 160px oak!
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treesGrown++;
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}
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});
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@@ -1394,15 +1512,19 @@ export default class GrassSceneClean extends Phaser.Scene {
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/** Grow grass at grid position */
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growGrass(gridX, gridY) {
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const worldX = this.islandX + (gridX * this.TILE_SIZE) + (this.TILE_SIZE / 2);
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const worldY = this.islandY + (gridY * this.TILE_SIZE) + (this.TILE_SIZE / 2);
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const tileBottomY = this.islandY + (gridY * this.TILE_SIZE) + this.TILE_SIZE;
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// Random grass sprite (use available grass assets)
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const grassTypes = ['grass_ref_1', 'grass_cluster_dense', 'grass_cluster_flowery'];
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const grassType = Phaser.Utils.Array.GetRandom(grassTypes);
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const grass = this.add.image(worldX, worldY, grassType)
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.setScale(0.6 + Math.random() * 0.4) // Size variation
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.setDepth(this.LAYER_VEGETATION) // Layer 1 - below characters!
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// PIXEL-PERFECT SCALE: Tall grass = 28px height
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const grassScale = this.PIXEL_GRASS_TALL_AVG / this.SOURCE_GRASS_TALL;
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const grass = this.add.image(worldX, tileBottomY + this.ROOT_OFFSET, grassType)
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.setScale(grassScale * (0.9 + Math.random() * 0.2)) // Slight variation (90-110% of 28px)
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.setOrigin(0.5, 1.0) // ANCHOR: Bottom-center
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.setDepth(tileBottomY + this.ROOT_OFFSET) // DYNAMIC DEPTH: Y-sorting
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.setAlpha(0);
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// Fade in animation
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Reference in New Issue
Block a user