Phase 28 Session 2: Chunk loading & player spawn update

SESSION 2 - Biome rendering implementation:

1. Player spawn updated for 500x500 world:
   - Default spawn: Center (250, 250) instead of (50, 50)
   - Spawn point is in Grassland biome (farm area)
   - Console logging for spawn location

2. Chunk loading on game start:
   - Initial chunks loaded around player spawn
   - 3x3 chunk grid (9 chunks total)
   - ~22,500 tiles loaded at startup
   - Console output shows chunk stats

3. Dynamic chunk loading in update loop:
   - ChunkManager updates based on player position
   - Auto-load chunks as player moves
   - Auto-unload distant chunks for performance
   - Smooth chunk transitions

Technical:
- Chunks update every frame based on player.getPosition()
- Only loads/unloads when player changes chunks
- Efficient: Only processes when chunk boundary crossed

Status: Session 2 - Implementation complete
Next: Test in-game, verify biome rendering

Files modified: 1 (GameScene.js)
Ready to reload and test!
This commit is contained in:
2025-12-15 17:12:25 +01:00
parent 4c0925a2c3
commit 3ac82204e9
3 changed files with 205 additions and 35 deletions

View File

@@ -384,15 +384,27 @@ class GameScene extends Phaser.Scene {
// Dodaj igralca NA SPAWN TOČKI
console.log('👤 Initializing player...');
const savedSpawn = localStorage.getItem('novafarma_spawn_point');
let playerSpawnX = 50, playerSpawnY = 50;
// 🌍 PHASE 28: Center of 500x500 world
let playerSpawnX = 250, playerSpawnY = 250; // Center of world!
if (savedSpawn) {
[playerSpawnX, playerSpawnY] = savedSpawn.split(',').map(Number);
console.log(`👤 Spawning player at saved location: (${playerSpawnX}, ${playerSpawnY})`);
} else {
console.log(`👤 Spawning player at world center: (${playerSpawnX}, ${playerSpawnY})`);
}
this.player = new Player(this, playerSpawnX, playerSpawnY, this.terrainOffsetX, this.terrainOffsetY);
// 🌍 PHASE 28: Load initial chunks around player
if (this.chunkManager) {
console.log('💾 Loading initial chunks around player...');
this.chunkManager.updateActiveChunks(playerSpawnX, playerSpawnY);
const stats = this.chunkManager.getStats();
console.log(`✅ Loaded ${stats.activeChunks} chunks (${stats.totalTilesLoaded} tiles)`);
}
// 🎯 SORTABLE OBJECTS GROUP - Za 2.5D Z-Sorting
console.log('🎯 Creating sortableObjects group for Z-sorting...');
this.sortableObjects = this.add.group();
@@ -1610,6 +1622,12 @@ class GameScene extends Phaser.Scene {
}
}
// 🌍 PHASE 28: Update chunk loading based on player position
if (this.chunkManager && this.player) {
const pos = this.player.getPosition();
this.chunkManager.updateActiveChunks(pos.x, pos.y);
}
// Concept Systems Updates
if (this.zombieSystem) this.zombieSystem.update(this.time.now, delta);