Update GrassScene: S1 Max Logic, Infinite Grass mode, new assets (visoka_trava_v2), physics enabled. Time: 15:15

This commit is contained in:
2026-01-26 15:15:38 +01:00
parent d8f24f9588
commit 3b0c26fa5a
11 changed files with 367 additions and 102 deletions

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Width:  |  Height:  |  Size: 1.3 MiB

28
index.html Normal file
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<!DOCTYPE html>
<html lang="sl">
<head>
<meta charset="UTF-8">
<title>Nova Farma - Clean Start</title>
<style>
body {
margin: 0;
background: #000;
overflow: hidden;
}
canvas {
display: block;
image-rendering: unique; /* or pixelated */
}
</style>
</head>
<body>
<!-- Phaser Library -->
<script src="node_modules/phaser/dist/phaser.js"></script>
<!-- Game Entry -->
<script type="module" src="src/game.js"></script>
</body>
</html>

48
main.js Normal file
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const { app, BrowserWindow, ipcMain } = require('electron');
const path = require('path');
const fs = require('fs');
let mainWindow;
function createWindow() {
mainWindow = new BrowserWindow({
width: 1280,
height: 720,
webPreferences: {
nodeIntegration: true,
contextIsolation: false
},
backgroundColor: '#000000',
title: 'Mrtva Dolina - Death Valley'
});
mainWindow.loadFile('index.html');
mainWindow.webContents.openDevTools();
mainWindow.on('closed', () => {
mainWindow = null;
});
}
ipcMain.on('log-action', (event, message) => {
console.log('[LOG]', message);
});
app.whenReady().then(() => {
createWindow();
app.on('activate', () => {
if (BrowserWindow.getAllWindows().length === 0) {
createWindow();
}
});
// Handle security warnings
process.env['ELECTRON_DISABLE_SECURITY_WARNINGS'] = 'true';
});
app.on('window-all-closed', () => {
if (process.platform !== 'darwin') {
app.quit();
}
});

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import cv2
import numpy as np
import os
def remove_pink_bg():
input_path = '/Users/davidkotnik/.gemini/antigravity/brain/63340bd3-91a9-439d-b1d9-5692ce5adaea/visoka_trava_v2_pink_bg_1769436757738.png'
output_path = 'assets/DEMO_FAZA1/Vegetation/visoka_trava_v2.png'
# Ensure directory exists
os.makedirs(os.path.dirname(output_path), exist_ok=True)
# Read image
img = cv2.imread(input_path)
if img is None:
print(f"Error: Could not read {input_path}")
return
# Convert to RGBA
img = cv2.cvtColor(img, cv2.COLOR_BGR2BGRA)
# Define Magenta range (B, G, R) - standard magenta is (255, 0, 255) in BGR
# We'll allow a small tolerance to catch anti-aliasing edges
sensitivity = 20
lower_magenta = np.array([255 - sensitivity, 0, 255 - sensitivity])
upper_magenta = np.array([255, sensitivity, 255])
# Create mask
# Note: OpenCV reads as BGR, so Pink #FF00FF is (255, 0, 255)
# Using simple color thresholding
mask = cv2.inRange(img[:,:,:3], lower_magenta, upper_magenta)
# Invert mask (we want to keep non-magenta)
mask_inv = cv2.bitwise_not(mask)
# Apply mask to alpha channel
# Where mask is white (magenta pixels), alpha becomes 0
# But mask_inv is white for KEEP pixels.
# So we want Alpha to be 0 where mask is 255.
# Better approach:
# 1. Split channels
b, g, r, a = cv2.split(img)
# 2. Update alpha channel using the inverted mask
# If mask pixel is 255 (magenta), mask_inv is 0. We want alpha 0 there.
# If mask pixel is 0 (not magenta), mask_inv is 255. We want alpha 255 there.
# However, original alpha is 255 everywhere inside the image bounds.
# So we can just take bitwise_and or just set alpha to mask_inv.
img[:, :, 3] = mask_inv
# Optional: Basic edge smoothing/despiking if needed, but for pixel/vector art simple cut is often better.
# Save
cv2.imwrite(output_path, img)
print(f"Successfully saved transparent image to {output_path}")
if __name__ == "__main__":
remove_pink_bg()

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scripts/process_hay.py Normal file
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import cv2
import numpy as np
import os
def process_hay():
# Paths
input_path = 'assets/references/proizvodnja_sena.png'
output_dir = 'assets/DEMO_FAZA1/Items/Hay'
if not os.path.exists(output_dir):
os.makedirs(output_dir)
# Load image
img = cv2.imread(input_path)
if img is None:
print(f"Error: Could not load {input_path}")
return
# Convert to RGBA
img = cv2.cvtColor(img, cv2.COLOR_BGR2BGRA)
# Define Green Key (assuming bright green background)
# Range for Chroma Key Green in HSV is best, but BGR is fine for simple flat green
# Pure Green in BGR is (0, 255, 0)
# Using HSV for better masking
hsv = cv2.cvtColor(img[:,:,:3], cv2.COLOR_BGR2HSV)
# Mask for Green (Hue 35-85 approx for standard green screen)
lower_green = np.array([35, 50, 50])
upper_green = np.array([85, 255, 255])
mask = cv2.inRange(hsv, lower_green, upper_green)
# Invert mask (we want non-green parts)
mask_inv = cv2.bitwise_not(mask)
# Set Alpha channel based on mask
# Everything green becomes transparent
img[:, :, 3] = mask_inv
# Find contours of objects
# Use the mask_inv (where 255 is the object)
contours, _ = cv2.findContours(mask_inv, cv2.RETR_EXTERNAL, cv2.CHAIN_APPROX_SIMPLE)
print(f"Found {len(contours)} objects.")
count = 0
for cnt in contours:
x, y, w, h = cv2.boundingRect(cnt)
# Filter noise
if w < 10 or h < 10:
continue
# Crop
crop = img[y:y+h, x:x+w]
# Determine if it's a small pile or big bale based on size
# This is a heuristic. We'll label them by size.
area = w * h
label = "hay_piece"
# Save
output_filename = f"{output_dir}/hay_drop_{count}.png"
cv2.imwrite(output_filename, crop)
print(f"Saved {output_filename} (Size: {w}x{h})")
count += 1
if __name__ == "__main__":
process_hay()

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@@ -6,6 +6,13 @@ const config = {
height: window.innerHeight,
backgroundColor: '#1a1a1a', // Temno siva, da slika izstopa
parent: 'body',
physics: {
default: 'arcade',
arcade: {
debug: false,
gravity: { y: 0 }
}
},
scene: [GrassScene]
};

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@@ -1,35 +1,29 @@
export default class GrassScene extends Phaser.Scene {
constructor() {
super({ key: 'GrassScene' });
this.baseTime = 12; // Start at 12:00
this.baseTime = 12;
this.timeSpeed = 0.5;
this.playerSpeed = 200;
this.hayCount = 0;
}
preload() {
console.log("🌿 Loading Clean Assets...");
// 1. PATHS (Absolute from server root)
const PATHS = {
ground: '/assets/DEMO_FAZA1/Ground/',
veg: '/assets/DEMO_FAZA1/Vegetation/'
ground: 'assets/DEMO_FAZA1/Ground/',
veg: 'assets/DEMO_FAZA1/Vegetation/',
char: 'assets/references/',
items: 'assets/DEMO_FAZA1/Items/Hay/',
audio: 'assets/audio/_NEW/'
};
// 2. LOAD ASSETS
// Ground
this.load.image('ground_base', PATHS.ground + 'tla_trava_tekstura.png');
// Vegetation - Grass
this.load.image('grass_tuft', PATHS.veg + 'trava_sop.png');
this.load.image('grass_tall', PATHS.veg + 'visoka_trava.png');
this.load.image('hay_drop', PATHS.items + 'hay_drop_0.png');
this.load.image('kai', PATHS.char + 'kaj.png');
this.load.audio('step_grass', PATHS.audio + 'footstep_grass_000.ogg');
// Vegetation - Trees (All phases)
this.load.image('tree_f1', PATHS.veg + 'drevo_faza_1.png'); // Kalcek
this.load.image('tree_f2', PATHS.veg + 'drevo_faza_2.png'); // Mlado
this.load.image('tree_small', PATHS.veg + 'drevo_majhno.png');
this.load.image('tree_medium', PATHS.veg + 'drevo_srednje.png');
this.load.image('tree_large', PATHS.veg + 'drevo_veliko.png'); // Hero
// Error handling
this.load.on('loaderror', (file) => {
console.error('FAILED TO LOAD:', file.src);
});
@@ -38,127 +32,185 @@ export default class GrassScene extends Phaser.Scene {
create() {
const { width, height } = this.scale;
// 1. BACKGROUND (Tiling Sprite - Base Layer)
// 1. BACKGROUND
this.ground = this.add.tileSprite(0, 0, width, height, 'ground_base')
.setOrigin(0, 0);
// 2. VEGETATION GROUPS
this.grasses = [];
this.trees = [];
// 2. GROUPS
this.tallGrassGroup = this.physics.add.group();
this.hayGroup = this.physics.add.group();
// 3. GENERATE WORLD
this.generateGrass(width, height);
this.generateTrees(width, height);
this.allGrass = [];
// 4. DAY/NIGHT OVERLAY
// 3. GENERATE WORLD - ONLY GRASS
// "Vsa drevesa odstranjena. Samo trava ostane."
// "Nastavi neskončno travo čez celo mapo"
this.generateInfiniteGrass(width, height);
// 4. KAI (Player)
this.player = this.physics.add.sprite(width / 2, height / 2, 'kai');
this.player.setScale(0.5);
this.player.setOrigin(0.5, 0.92);
this.player.setCollideWorldBounds(true);
this.player.setDepth(this.player.y);
this.lastStepTime = 0;
// 5. INTERACTION LOGIC
this.physics.add.overlap(this.player, this.tallGrassGroup, this.handleMow, null, this);
this.physics.add.overlap(this.player, this.hayGroup, this.collectHay, null, this);
// Input
this.cursors = this.input.keyboard.createCursorKeys();
this.spaceKey = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.SPACE);
// 6. AMNESIA FADE IN
this.cameras.main.fadeIn(3000, 0, 0, 0);
// DYNAMIC VIGNETTE
const canvasTexture = this.textures.createCanvas('vignette_tex', width, height);
const ctx = canvasTexture.context;
const grd = ctx.createRadialGradient(width / 2, height / 2, height * 0.3, width / 2, height / 2, height * 0.8);
grd.addColorStop(0, "rgba(0,0,0,0)");
grd.addColorStop(1, "rgba(0,0,0,0.9)");
ctx.fillStyle = grd;
ctx.fillRect(0, 0, width, height);
canvasTexture.refresh();
this.vignette = this.add.image(width / 2, height / 2, 'vignette_tex')
.setScrollFactor(0)
.setAlpha(0)
.setDepth(8000);
// 7. DAY/NIGHT OVERLAY
this.dayNightOverlay = this.add.rectangle(0, 0, width, height, 0x000000, 0)
.setOrigin(0, 0)
.setDepth(9000); // Top layer
.setDepth(9000);
// 5. UI INFO
this.infoText = this.add.text(20, 20, 'Time: 12:00', {
fontFamily: 'monospace', fontSize: '24px', fill: '#ffffff', stroke: '#000000', strokeThickness: 4
// 8. UI INFO
this.infoText = this.add.text(20, 20, '', {
fontFamily: 'monospace', fontSize: '20px', fill: '#ffffff', stroke: '#000000', strokeThickness: 4
}).setDepth(10000);
this.inventoryText = this.add.text(width - 150, 20, 'Seno: 0', {
fontFamily: 'monospace', fontSize: '20px', fill: '#ffff00', stroke: '#000000', strokeThickness: 4
}).setDepth(10000);
}
generateGrass(w, h) {
// A) Small Tufts (Decoration) - High Density
// "Naključno razporedi trava_sop.png za vizualno gostoto"
for (let i = 0; i < 150; i++) {
let x = Phaser.Math.Between(0, w);
let y = Phaser.Math.Between(0, h);
generateInfiniteGrass(w, h) {
// "Density = 1.0f" -> High density, cover everything.
// We'll use a grid loop with some randomization offset
// Grass scale is 0.2, original image is ~512?
// 0.2 * 512 = ~100px width.
// Step size ~50px for overlap.
let tuft = this.add.image(x, y, 'grass_tuft');
tuft.setScale(0.3 + Math.random() * 0.2); // Random size
tuft.setAlpha(0.9);
tuft.setDepth(y); // Simple Y-sort
}
const stepX = 40;
const stepY = 30;
// B) Tall Grass (Interactive) - Medium Density
// "Postavi visoka_trava.png ... dodaj nežen sinusni efekt"
for (let i = 0; i < 40; i++) {
let x = Phaser.Math.Between(50, w - 50);
let y = Phaser.Math.Between(50, h - 50);
for (let y = 0; y < h; y += stepY) {
for (let x = 0; x < w; x += stepX) {
// Add some randomness
let gx = x + Phaser.Math.Between(-10, 10);
let gy = y + Phaser.Math.Between(-10, 10);
let grass = this.add.image(x, y, 'grass_tall');
grass.setScale(0.4);
grass.setOrigin(0.5, 1); // Pivot at bottom
grass.setDepth(y);
// create(x, y, key)
let grass = this.tallGrassGroup.create(gx, gy, 'grass_tall');
grass.setScale(0.2);
grass.setOrigin(0.5, 0.95);
grass.setDepth(gy + 1);
// Custom properties for wind animation
grass.swaySpeed = 0.002 + Math.random() * 0.001;
grass.swayOffset = Math.random() * 100;
this.grasses.push(grass);
this.allGrass.push(grass);
}
}
}
generateTrees(w, h) {
const treeTypes = ['tree_f1', 'tree_f2', 'tree_small', 'tree_medium', 'tree_large'];
for (let i = 0; i < 12; i++) {
let x = Phaser.Math.Between(50, w - 50);
let y = Phaser.Math.Between(50, h - 50);
// Randomly pick a growth stage
let type = Phaser.Math.RND.pick(treeTypes);
let tree = this.add.image(x, y, type);
tree.setOrigin(0.5, 0.9); // Pivot near bottom
tree.setDepth(y); // Sort by Y
// Scale adjustments to look good
if (type === 'tree_large') tree.setScale(0.8);
else if (type === 'tree_medium') tree.setScale(0.7);
else tree.setScale(0.6);
// Subtle sway for trees too
tree.swaySpeed = 0.0005 + Math.random() * 0.0005;
tree.swayOffset = Math.random() * 100;
this.trees.push(tree);
handleMow(player, grass) {
if (this.spaceKey.isDown) {
let hay = this.hayGroup.create(grass.x, grass.y + 10, 'hay_drop');
hay.setScale(0.6);
hay.setDepth(1);
hay.setAngle(Phaser.Math.Between(-20, 20));
grass.destroy();
const index = this.allGrass.indexOf(grass);
if (index > -1) this.allGrass.splice(index, 1);
}
}
collectHay(player, hay) {
hay.destroy();
this.hayCount++;
this.inventoryText.setText(`Seno: ${this.hayCount}`);
}
update(time, delta) {
// 1. WIND ANIMATION
// "Dodaj nežen sinusni efekt za plapolanje"
this.grasses.forEach(g => {
g.rotation = Math.sin((time * g.swaySpeed) + g.swayOffset) * 0.15; // Stronger sway for grass
});
// MOVEMENT LOGIC
let currentSpeed = this.playerSpeed;
let isMoving = false;
this.trees.forEach(t => {
t.rotation = Math.sin((time * t.swaySpeed) + t.swayOffset) * 0.02; // Very subtle for trees
});
// HIDING CHECK (Always effectively in grass in this mode, but let's check overlap technically)
let inTallGrass = this.physics.overlap(this.player, this.tallGrassGroup);
if (inTallGrass) {
currentSpeed *= 0.6;
// "Player.CharacterAlpha = 0.4f"
this.player.setAlpha(0.4);
if (this.vignette.alpha < 1) this.vignette.alpha += 0.05;
} else {
// If he mows a clearing, he becomes visible
this.player.setAlpha(1.0);
if (this.vignette.alpha > 0) this.vignette.alpha -= 0.05;
}
this.player.setVelocity(0);
if (this.cursors.left.isDown) {
this.player.setVelocityX(-currentSpeed);
this.player.setFlipX(true);
isMoving = true;
} else if (this.cursors.right.isDown) {
this.player.setVelocityX(currentSpeed);
this.player.setFlipX(false);
isMoving = true;
}
if (this.cursors.up.isDown) {
this.player.setVelocityY(-currentSpeed);
isMoving = true;
} else if (this.cursors.down.isDown) {
this.player.setVelocityY(currentSpeed);
isMoving = true;
}
// AUDIO
if (isMoving && inTallGrass) {
if (time > this.lastStepTime + 350) {
this.sound.play('step_grass', { volume: 0.4 });
this.lastStepTime = time;
}
}
// VISUALS
this.player.setDepth(this.player.y);
this.allGrass.forEach(g => { if (g.active) g.rotation = Math.sin((time * g.swaySpeed) + g.swayOffset) * 0.15; });
// 2. DAY/NIGHT CYCLE
this.baseTime += (delta * 0.001 * this.timeSpeed);
if (this.baseTime >= 24) this.baseTime = 0;
this.updateLighting(this.baseTime);
// Update UI
let hour = Math.floor(this.baseTime);
let minute = Math.floor((this.baseTime % 1) * 60).toString().padStart(2, '0');
this.infoText.setText(`Time: ${hour}:${minute}`);
this.infoText.setText(`Time: ${hour}:${minute}\n[Arrows] Premik\n[Space] Košnja`);
}
updateLighting(hour) {
let alpha = 0;
let color = 0x000000;
// Simple Day/Night Logic
if (hour >= 20 || hour < 5) {
alpha = 0.7; // Night
color = 0x000022;
} else if (hour >= 5 && hour < 8) {
alpha = 0.3; // Dawn
color = 0xFF4500;
} else if (hour >= 18 && hour < 20) {
alpha = 0.4; // Dusk
color = 0xFF4500;
} else {
alpha = 0; // Day
}
if (hour >= 20 || hour < 5) { alpha = 0.7; color = 0x000022; }
else if (hour >= 5 && hour < 8) { alpha = 0.3; color = 0xFF4500; }
else if (hour >= 18 && hour < 20) { alpha = 0.4; color = 0xFF4500; }
else { alpha = 0; }
this.dayNightOverlay.setFillStyle(color, alpha);
}
}