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b/docs/KICKSTARTER_DEMO_ASSET_MANIFEST.md new file mode 100644 index 000000000..a3aaf9918 --- /dev/null +++ b/docs/KICKSTARTER_DEMO_ASSET_MANIFEST.md @@ -0,0 +1,235 @@ +# 🎯 KICKSTARTER DEMO - COMPLETE ASSET GENERATION MANIFEST + +**Status:** Ready for generation after API quota reset (01:19 CET) +**Total Assets:** 187 sprites in Style 32 (Dark-Chibi Noir) + +--- + +## 📋 **GENERATION CHECKLIST** + +### 🐞 **1. BUG SYSTEM (24 sprites)** + +**Common Bugs (6 sprites):** +- [ ] butterfly_common.png +- [ ] ladybug.png +- [ ] bee.png +- [ ] ant.png +- [ ] firefly.png (glowing effect) +- [ ] grasshopper.png + +**Uncommon Bugs (6 sprites):** +- [ ] monarch_butterfly.png +- [ ] dragonfly.png +- [ ] praying_mantis.png +- [ ] luna_moth.png (pale green) +- [ ] cicada.png +- [ ] japanese_beetle.png + +**Rare Bugs (6 sprites):** +- [ ] rainbow_beetle.png (iridescent) +- [ ] atlas_moth.png (large) +- [ ] orchid_mantis.png (pink/white) +- [ ] jewel_wasp.png (metallic green) +- [ ] hercules_beetle.png (horned) +- [ ] blue_morpho.png (electric blue) + +**Legendary Bugs (6 sprites):** +- [ ] golden_scarab.png (glowing gold) +- [ ] crystal_butterfly.png (translucent) +- [ ] phoenix_moth.png (fire effect) +- [ ] shadow_mantis.png (dark purple) +- [ ] rainbow_stag_beetle.png (prismatic) +- [ ] lunar_butterfly.png (moon glow) + +**Art Specs:** +- Style: Dark-Chibi Noir (Style 32) +- Size: 32x32px per bug +- View: Top-down or 3/4 view +- Details: Thick black outlines, chibi proportions, vibrant colors + +--- + +### 🔨 **2. TOOL SYSTEM (63 sprites)** + +**Tool Types (10):** +1. Hoe (Motika) +2. Watering Can (Zalivalka) +3. Axe (Sekira) +4. Pickaxe (Kramp) +5. Scythe (Kosa) +6. Hammer (Kladivo) +7. Fishing Rod (Ribiška palica) +8. Bug Net (Mreža za hrošče) +9. Sword (Meč) +10. Shovel (Lopata) + +**Tiers (6 per tool):** +- Tier 1: Basic (wood/iron) +- Tier 2: Steel +- Tier 3: Gold +- Tier 4: Emerald +- Tier 5: Diamond +- Tier 6: Ultimate (glowing) + +**Enchantment Glows (3 additional per tier 4+):** +- Red glow (Strength) +- Blue glow (Efficiency) +- Green glow (Fortune) + +**Total:** 10 tools × 6 tiers = 60 base + 3 enchanted variants = 63 sprites + +**Art Specs:** +- Style: Dark-Chibi Noir (Style 32) +- Size: 32x32px per tool +- View: Icon/inventory view +- Details: Thick outlines, tier progression visible (materials), glow effects for enchanted + +--- + +### 👨🔧 **3. IVAN BLACKSMITH NPC (6 sprites)** + +- [ ] ivan_portrait.png (64x64 face for dialogue) +- [ ] ivan_idle_down.png (32x32 sprite) +- [ ] ivan_idle_up.png +- [ ] ivan_idle_left.png +- [ ] ivan_idle_right.png +- [ ] ivan_working_animation.png (hammering at anvil) + +**Art Specs:** +- Style: Dark-Chibi Noir (Style 32) +- Character: Burly blacksmith, beard, leather apron, soot-covered +- Details: Muscular chibi proportions, thick outlines + +--- + +### 🏚️ **4. BLACKSMITH BUILDING (8 sprites)** + +**Ruined State (4 sprites):** +- [ ] blacksmith_ruined_32x32.png (collapsed roof) +- [ ] blacksmith_ruined_64x64.png +- [ ] blacksmith_ruined_96x96.png +- [ ] blacksmith_ruined_128x64.png + +**Restored State (4 sprites):** +- [ ] blacksmith_restored_32x32.png +- [ ] blacksmith_restored_64x64.png +- [ ] blacksmith_restored_96x96.png +- [ ] blacksmith_restored_128x64.png (full building) + +**Art Specs:** +- Style: Dark-Chibi Noir (Style 32) +- View: Top-down/isometric +- Details: Stone/brick, anvil visible, smoke from chimney (restored) + +--- + +### 🛠️ **5. REPAIR BENCH & UI (6 sprites)** + +- [ ] repair_bench_32x32.png (placeable object) +- [ ] repair_bench_64x32.png (wider version) +- [ ] anvil_icon.png (UI icon) +- [ ] hammer_icon.png (UI icon) +- [ ] enchantment_particle_red.png (16x16 glow) +- [ ] enchantment_particle_blue.png (16x16 glow) + +**Art Specs:** +- Style: Dark-Chibi Noir (Style 32) +- Details: Wooden workbench, tools scattered, post-apocalyptic feel + +--- + +### 🌾 **6. MISSING CROP SPRITES (3 sprites)** + +**Pumpkin Winter Stages:** +- [ ] pumpkin_winter_s2.png +- [ ] pumpkin_winter_s3.png +- [ ] pumpkin_winter_s6.png + +**Art Specs:** +- Match existing pumpkin sprites +- Winter palette: cool blue-white tones +- 32x32px, top-down view + +--- + +### 📦 **7. UI ICONS (Item Icons - 3 sprites)** + +- [ ] wood_icon.png (stack of logs) +- [ ] stone_icon.png (pile of rocks) +- [ ] bread_icon.png (loaf of bread) + +**Art Specs:** +- Style: Dark-Chibi Noir (Style 32) +- Size: 32x32px +- View: Icon/inventory view +- Details: Thick outlines, clear silhouette + +--- + +## 📊 **TOTAL SUMMARY** + +| Category | Sprites | Status | +|----------|---------|--------| +| Bugs | 24 | ⏳ Pending | +| Tools | 63 | ⏳ Pending | +| Ivan NPC | 6 | ⏳ Pending | +| Blacksmith Building | 8 | ⏳ Pending | +| Repair Bench & UI | 6 | ⏳ Pending | +| Missing Crops | 3 | ⏳ Pending | +| Item Icons | 3 | ⏳ Pending | +| **TOTAL** | **113** | **0% Complete** | + +--- + +## 🚀 **GENERATION SCRIPT** + +After API quota reset, run: + +```bash +# Navigate to project +cd /Users/davidkotnik/repos/novafarma + +# Run generation script (to be created) +python3 scripts/generate_kickstarter_demo_assets.py +``` + +--- + +## 🎨 **STYLE REFERENCE** + +**Style 32: Dark-Chibi Noir** +- Thick black outlines (2-3px) +- Chibi proportions (large head, small body) +- Post-apocalyptic garden aesthetic +- Flat design with clean edges +- Centered sprites +- High contrast colors +- 32x32px standard tile size +- Top-down or 3/4 isometric view + +--- + +## ⏰ **TIMELINE** + +- **API Quota Reset:** 01:19 CET +- **Est. Generation Time:** ~45 minutes (113 sprites) +- **Integration Time:** ~30 minutes (sprite loading, testing) +- **Total:** ~75 minutes to completion + +--- + +## ✅ **POST-GENERATION CHECKLIST** + +- [ ] All 113 sprites generated +- [ ] Sprites organized into proper folders +- [ ] Visual Asset Manager updated with new manifest +- [ ] Gallery view verified (no empty icons) +- [ ] Game integration tested +- [ ] Red/purple/green markers removed from maps +- [ ] Deep code scan complete +- [ ] **FINAL:** "ALL SYSTEMS INTEGRATED. KICKSTARTER BUILD READY." 🚀 + +--- + +**Prepared:** 2026-01-05 01:10 CET +**Ready for execution after quota reset** diff --git a/scripts/organize_faza1_assets.py b/scripts/organize_faza1_assets.py new file mode 100644 index 000000000..57cd7f140 --- /dev/null +++ b/scripts/organize_faza1_assets.py @@ -0,0 +1,95 @@ +#!/usr/bin/env python3 +""" +Organize Faza 1 Crop Assets +Copies generated sprites from brain folder to proper game asset structure +""" + +import os +import shutil +import re +from pathlib import Path + +# Source directory (brain conversation folder) +SOURCE_DIR = "/Users/davidkotnik/.gemini/antigravity/brain/eda9a368-77c1-4f9a-961e-2c9fce4e750e" + +# Destination base directory +DEST_BASE = "/Users/davidkotnik/repos/novafarma/assets/crops/faza1" + +# Crop mapping +CROPS = [ + "corn", "tomato", "carrot", "potato", "lettuce", "pumpkin" +] + +SEASONS = ["spring", "summer", "fall", "winter"] + +def parse_filename(filename): + """ + Parse sprite filename to extract crop, season, and stage + Example: carrot_spring_s3_1767563290519.png + Returns: (crop, season, stage) or None if not a crop sprite + """ + # Pattern: {crop}_{season}_s{stage}_{timestamp}.png + pattern = r"^(corn|tomato|carrot|potato|lettuce|pumpkin)_(spring|summer|fall|winter)_s(\d+)_\d+\.png$" + match = re.match(pattern, filename) + + if match: + crop, season, stage = match.groups() + return (crop, season, int(stage)) + + return None + +def organize_assets(): + """Copy and organize all crop sprites""" + + source_path = Path(SOURCE_DIR) + + if not source_path.exists(): + print(f"❌ Source directory not found: {SOURCE_DIR}") + return + + # Find all PNG files + png_files = list(source_path.glob("*.png")) + + print(f"🔍 Found {len(png_files)} PNG files") + print(f"📂 Organizing into: {DEST_BASE}\n") + + copied_count = 0 + skipped_count = 0 + + for png_file in png_files: + filename = png_file.name + parsed = parse_filename(filename) + + if parsed is None: + # Not a crop sprite, skip + skipped_count += 1 + continue + + crop, season, stage = parsed + + # Adjust crop name for folder (tomato -> tomatoes) + crop_folder = "tomatoes" if crop == "tomato" else crop + "s" if crop != "corn" else crop + + # Create destination path + dest_dir = Path(DEST_BASE) / crop_folder / season + dest_dir.mkdir(parents=True, exist_ok=True) + + # New filename: stage{N}.png + dest_filename = f"stage{stage}.png" + dest_path = dest_dir / dest_filename + + # Copy file + shutil.copy2(png_file, dest_path) + copied_count += 1 + + print(f"✅ {crop:8} | {season:6} | stage {stage} -> {dest_path.relative_to(DEST_BASE)}") + + print(f"\n" + "="*60) + print(f"📊 Summary:") + print(f" ✅ Copied: {copied_count} crop sprites") + print(f" ⏭️ Skipped: {skipped_count} non-crop files") + print(f" 📂 Destination: {DEST_BASE}") + print("="*60) + +if __name__ == "__main__": + organize_assets() diff --git a/src/systems/CropGrowthSeasonSystem.js b/src/systems/CropGrowthSeasonSystem.js new file mode 100644 index 000000000..683349401 --- /dev/null +++ b/src/systems/CropGrowthSeasonSystem.js @@ -0,0 +1,342 @@ +/** + * CROP GROWTH & SEASON SYSTEM + * Manages dynamic crop growth through 8 stages + 4 seasonal variations + * Integrates with Faza 1 crop sprites (corn, tomatoes, carrots, potatoes, lettuce, pumpkin) + */ + +class CropGrowthSeasonSystem { + constructor(scene) { + this.scene = scene; + + // Growth system constants + this.GROWTH_STAGES = 8; + this.SEASONS = ['spring', 'summer', 'fall', 'winter']; + + // Active crops in world + this.crops = new Map(); // cropId -> {type, stage, season, sprite, growthTimer} + + // Growth rates (minutes per stage in real time) + this.growthRates = { + corn: 5, + tomatoes: 4, + carrots: 3, + potatoes: 4, + lettuce: 2, + pumpkin: 6 + }; + + // Seasonal color tints (applied to environment, NOT crops) + this.seasonalTints = { + spring: 0x8BC34A, // Fresh green + summer: 0xFFC107, // Bright yellow-gold + fall: 0xFF9800, // Orange-amber + winter: 0x2196F3 // Cool blue + }; + + // Current season (synced with TimeSystem) + this.currentSeason = 'spring'; + + // Environment layer (sky/ambient tint) + this.environmentTint = null; + } + + /** + * Initialize system + */ + init() { + // Create environment tint overlay + this.createEnvironmentTint(); + + // Subscribe to season changes from TimeSystem + if (this.scene.time_system) { + this.scene.events.on('seasonChanged', this.onSeasonChange, this); + } + + console.log('🌱 CropGrowthSeasonSystem initialized'); + } + + /** + * Create environment tint overlay for seasonal color shifts + */ + createEnvironmentTint() { + // Create semi-transparent overlay + const width = this.scene.cameras.main.width; + const height = this.scene.cameras.main.height; + + this.environmentTint = this.scene.add.rectangle( + width / 2, + height / 2, + width * 2, // Make it larger to cover camera movement + height * 2, + this.seasonalTints[this.currentSeason], + 0.15 // 15% opacity + ); + + this.environmentTint.setScrollFactor(1); // Moves with camera + this.environmentTint.setDepth(1000); // Above most objects + this.environmentTint.setBlendMode(Phaser.BlendModes.MULTIPLY); + } + + /** + * Handle season change + */ + onSeasonChange(newSeason) { + console.log(`🍂 Season changing to: ${newSeason}`); + this.currentSeason = newSeason; + + // Animate environment tint transition + if (this.environmentTint) { + this.scene.tweens.add({ + targets: this.environmentTint, + tint: this.seasonalTints[newSeason], + duration: 2000, + ease: 'Sine.easeInOut' + }); + } + + // Update all existing crops to new season sprites + this.updateAllCropsForSeason(newSeason); + } + + /** + * Plant a crop + */ + plantCrop(x, y, cropType) { + const cropId = `crop_${Date.now()}_${Math.random()}`; + + // Load sprite for current season, stage 1 + const spritePath = this.getCropSpritePath(cropType, this.currentSeason, 1); + + // Create sprite + const sprite = this.scene.add.sprite(x, y, spritePath); + sprite.setDepth(2); // Above ground + + // Store crop data + this.crops.set(cropId, { + id: cropId, + type: cropType, + stage: 1, + season: this.currentSeason, + sprite: sprite, + growthTimer: 0, + x: x, + y: y + }); + + console.log(`🌱 Planted ${cropType} at ${x},${y}`); + + return cropId; + } + + /** + * Get crop sprite path based on type, season, and stage + */ + getCropSpritePath(cropType, season, stage) { + // Path: assets/crops/faza1/{type}/{season}/stage{N}.png + return `crops/faza1/${this.normalizeCropName(cropType)}/${season}/stage${stage}`; + } + + /** + * Normalize crop names to match folder structure + */ + normalizeCropName(cropType) { + const nameMap = { + 'tomatoes': 'tomatoes', + 'tomato': 'tomatoes', + 'carrots': 'carrots', + 'carrot': 'carrots', + 'potatoes': 'potatos', // Note: folder is 'potatos' not 'potatoes' + 'potato': 'potatos', + 'lettuce': 'lettuces', + 'pumpkin': 'pumpkins', + 'corn': 'corn' + }; + + return nameMap[cropType.toLowerCase()] || cropType.toLowerCase(); + } + + /** + * Update crop growth (called every frame or fixed interval) + */ + update(deltaTime) { + for (const [cropId, crop] of this.crops.entries()) { + // Don't grow if already at max stage or dead + if (crop.stage >= this.GROWTH_STAGES) { + continue; + } + + // Increment growth timer + crop.growthTimer += deltaTime / 1000; // Convert to seconds + + // Check if it's time to advance stage + const growthRate = this.growthRates[crop.type] || 5; + const secondsPerStage = growthRate * 60; // Convert to seconds + + if (crop.growthTimer >= secondsPerStage) { + this.advanceCropStage(cropId); + crop.growthTimer = 0; // Reset timer + } + } + } + + /** + * Advance crop to next growth stage + */ + advanceCropStage(cropId) { + const crop = this.crops.get(cropId); + if (!crop) return; + + // Advance stage + crop.stage = Math.min(crop.stage + 1, this.GROWTH_STAGES); + + // Update sprite + const newSpritePath = this.getCropSpritePath(crop.type, crop.season, crop.stage); + crop.sprite.setTexture(newSpritePath); + + console.log(`🌾 ${crop.type} advanced to stage ${crop.stage}`); + + // Special events + if (crop.stage === 6) { + // HARVEST READY + this.scene.events.emit('cropReady', { cropId, crop }); + + // Add visual indicator (glow effect) + this.addHarvestGlow(crop.sprite); + } + + if (crop.stage === 7) { + console.warn(`⚠️ ${crop.type} is overripe! Harvest soon or it will die.`); + } + + if (crop.stage === 8) { + console.log(`💀 ${crop.type} has died.`); + // Crop is now dead (stage 8) + } + } + + /** + * Add glow effect to harvest-ready crops + */ + addHarvestGlow(sprite) { + // Pulsing glow animation + this.scene.tweens.add({ + targets: sprite, + alpha: 0.7, + duration: 800, + yoyo: true, + repeat: -1, + ease: 'Sine.easeInOut' + }); + } + + /** + * Harvest a crop + */ + harvestCrop(cropId) { + const crop = this.crops.get(cropId); + if (!crop) return null; + + // Can only harvest at stage 6 (perfect) or 5-7 (acceptable) + if (crop.stage < 5 || crop.stage === 8) { + console.warn(`Cannot harvest ${crop.type} at stage ${crop.stage}`); + return null; + } + + // Calculate yield based on stage + let yield_quality = 1.0; + if (crop.stage === 6) { + yield_quality = 1.5; // Perfect harvest bonus + } else if (crop.stage === 7) { + yield_quality = 0.7; // Overripe penalty + } + + // Remove crop + crop.sprite.destroy(); + this.crops.delete(cropId); + + console.log(`✅ Harvested ${crop.type} with ${yield_quality}x quality`); + + return { + type: crop.type, + quality: yield_quality, + stage: crop.stage + }; + } + + /** + * Update all crops when season changes + */ + updateAllCropsForSeason(newSeason) { + for (const [cropId, crop] of this.crops.entries()) { + crop.season = newSeason; + + // Update sprite to new season + const newSpritePath = this.getCropSpritePath(crop.type, newSeason, crop.stage); + crop.sprite.setTexture(newSpritePath); + } + + console.log(`🍂 Updated ${this.crops.size} crops for ${newSeason}`); + } + + /** + * Get crop info + */ + getCropInfo(cropId) { + return this.crops.get(cropId); + } + + /** + * Save system state + */ + save() { + const cropsData = []; + + for (const [cropId, crop] of this.crops.entries()) { + cropsData.push({ + id: cropId, + type: crop.type, + stage: crop.stage, + season: crop.season, + growthTimer: crop.growthTimer, + x: crop.x, + y: crop.y + }); + } + + return { + currentSeason: this.currentSeason, + crops: cropsData + }; + } + + /** + * Load system state + */ + load(data) { + if (data.currentSeason) { + this.currentSeason = data.currentSeason; + this.onSeasonChange(this.currentSeason); + } + + if (data.crops) { + // Recreate crops + for (const cropData of data.crops) { + const spritePath = this.getCropSpritePath(cropData.type, cropData.season, cropData.stage); + const sprite = this.scene.add.sprite(cropData.x, cropData.y, spritePath); + sprite.setDepth(2); + + this.crops.set(cropData.id, { + ...cropData, + sprite: sprite + }); + } + } + + console.log(`📂 Loaded ${this.crops.size} crops`); + } +} + +// Export for use in GameScene +if (typeof module !== 'undefined' && module.exports) { + module.exports = CropGrowthSeasonSystem; +} diff --git a/tools/faza1_crop_catalog.html b/tools/faza1_crop_catalog.html new file mode 100644 index 000000000..dd0268502 --- /dev/null +++ b/tools/faza1_crop_catalog.html @@ -0,0 +1,344 @@ + + + +
+ + +Phase 1 Asset Generation Progress - Style 32 (Dark-Chibi Noir)
+