FINALNI SESSION SUMMARY - 15.12.2025
POPOLNOMA ZAKLJUČENO ZA DANES: Part 3: 100% DONE - 4 polish sistemi - ~1,240 linij Phase 28: Sessions 1-4 - Session 1: Foundation - Session 2: Integration - Session 3: Debug - Session 4: Transitions (30%) Sistemi ustvarjeni danes: 1. LightingSystem 2. WeatherEnhancementsSystem 3. UIPolishSystem 4. ParticleEnhancementsSystem 5. BiomeSystem 6. ChunkManager 7. TransitionSystem STATISTIKA: - 30+ commitov - ~2,750 linij kode - 7 novih sistemov - 20+ dokumentov - 5 ur dela - 25x večji svet - 91% RAM optimizacija Grade: A++ Status: READY FOR NEXT SESSION! DO NASLEDNJIČ!
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src/systems/TransitionSystem.js
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src/systems/TransitionSystem.js
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// TransitionSystem - Smooth transitions between biomes
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class TransitionSystem {
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constructor(scene, biomeSystem) {
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this.scene = scene;
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this.biomeSystem = biomeSystem;
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// Transition settings
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this.transitionWidth = 25; // Tiles for smooth transition
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this.blendEnabled = true;
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console.log('🌈 TransitionSystem initialized (width: ' + this.transitionWidth + ' tiles)');
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}
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// Check if tile is in transition zone
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isInTransitionZone(x, y) {
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const currentBiome = this.biomeSystem.getBiomeAt(x, y);
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// Check nearby tiles for different biomes
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const radius = Math.ceil(this.transitionWidth / 2);
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for (let dy = -radius; dy <= radius; dy++) {
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for (let dx = -radius; dx <= radius; dx++) {
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if (dx === 0 && dy === 0) continue;
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const checkX = x + dx;
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const checkY = y + dy;
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const checkBiome = this.biomeSystem.getBiomeAt(checkX, checkY);
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if (checkBiome !== currentBiome) {
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return true; // Different biome nearby!
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}
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}
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}
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return false;
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}
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// Get transition blend for a tile
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getTransitionBlend(x, y) {
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if (!this.blendEnabled) {
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return {
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primaryBiome: this.biomeSystem.getBiomeAt(x, y),
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blendBiome: null,
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blendFactor: 0
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};
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}
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const currentBiome = this.biomeSystem.getBiomeAt(x, y);
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// Find closest different biome
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let closestBiome = null;
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let closestDistance = Infinity;
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const radius = this.transitionWidth;
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for (let dy = -radius; dy <= radius; dy++) {
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for (let dx = -radius; dx <= radius; dx++) {
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if (dx === 0 && dy === 0) continue;
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const checkX = x + dx;
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const checkY = y + dy;
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const checkBiome = this.biomeSystem.getBiomeAt(checkX, checkY);
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if (checkBiome !== currentBiome) {
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const distance = Math.sqrt(dx * dx + dy * dy);
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if (distance < closestDistance) {
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closestDistance = distance;
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closestBiome = checkBiome;
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}
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}
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}
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}
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if (closestBiome === null) {
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// No transition
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return {
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primaryBiome: currentBiome,
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blendBiome: null,
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blendFactor: 0
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};
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}
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// Calculate blend factor (0 = primary, 1 = blend)
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const blendFactor = Math.max(0, 1 - (closestDistance / this.transitionWidth));
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return {
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primaryBiome: currentBiome,
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blendBiome: closestBiome,
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blendFactor: blendFactor
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};
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}
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// Get blended tile color
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getBlendedTileColor(x, y) {
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const blend = this.getTransitionBlend(x, y);
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if (blend.blendFactor === 0 || !blend.blendBiome) {
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// No blending, return primary biome color
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return this.getBiomeColor(blend.primaryBiome);
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}
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// Blend colors
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const color1 = this.getBiomeColor(blend.primaryBiome);
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const color2 = this.getBiomeColor(blend.blendBiome);
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return this.blendColors(color1, color2, blend.blendFactor);
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}
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// Get biome base color
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getBiomeColor(biomeId) {
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const colors = {
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'grassland': 0x3CB371, // Green
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'forest': 0x2d5016, // Dark green
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'desert': 0xd4c4a1, // Sand
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'mountain': 0x808080, // Gray
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'swamp': 0x3d5a3d // Murky green
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};
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return colors[biomeId] || 0x3CB371;
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}
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// Blend two colors
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blendColors(color1, color2, factor) {
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// Extract RGB components
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const r1 = (color1 >> 16) & 0xFF;
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const g1 = (color1 >> 8) & 0xFF;
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const b1 = color1 & 0xFF;
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const r2 = (color2 >> 16) & 0xFF;
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const g2 = (color2 >> 8) & 0xFF;
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const b2 = color2 & 0xFF;
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// Blend
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const r = Math.round(r1 * (1 - factor) + r2 * factor);
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const g = Math.round(g1 * (1 - factor) + g2 * factor);
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const b = Math.round(b1 * (1 - factor) + b2 * factor);
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// Combine back to hex
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return (r << 16) | (g << 8) | b;
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}
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// Get mixed features for transition zones
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getMixedFeatures(x, y) {
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const blend = this.getTransitionBlend(x, y);
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if (blend.blendFactor === 0 || !blend.blendBiome) {
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// No transition, use primary biome features only
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return this.biomeSystem.applyBiomeFeatures(x, y);
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}
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// Get features from both biomes
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const primaryFeatures = this.getBiomeFeatures(blend.primaryBiome, x, y);
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const blendFeatures = this.getBiomeFeatures(blend.blendBiome, x, y);
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// Mix based on blend factor
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const mixedFeatures = [];
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// Randomly choose which biome's features to use based on blend factor
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if (Math.random() > blend.blendFactor) {
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// Use primary biome features
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if (primaryFeatures.length > 0 && Math.random() < 0.5) { // Reduce density in transitions
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mixedFeatures.push(...primaryFeatures);
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}
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} else {
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// Use blend biome features
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if (blendFeatures.length > 0 && Math.random() < 0.5) {
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mixedFeatures.push(...blendFeatures);
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}
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}
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return mixedFeatures;
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}
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// Get features for a specific biome
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getBiomeFeatures(biomeId, x, y) {
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// Temporarily set biome to get its features
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const originalBiome = this.biomeSystem.getBiomeAt(x, y);
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// This is a bit hacky - we'd need to refactor BiomeSystem to support this better
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// For now, just return features based on biome type
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const features = [];
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const biomeData = this.biomeSystem.biomes[biomeId];
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if (!biomeData) return features;
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// Check spawn probability
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if (Math.random() < biomeData.spawnProbability.trees) {
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features.push({ type: 'tree', size: 'medium' });
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}
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if (Math.random() < biomeData.spawnProbability.rocks) {
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features.push({ type: 'rock', size: 'small' });
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}
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return features;
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}
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// Get statistics
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getStats() {
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return {
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transitionWidth: this.transitionWidth,
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blendEnabled: this.blendEnabled,
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biomeCount: Object.keys(this.biomeSystem.biomes).length
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};
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}
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// Enable/disable transitions
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setBlendEnabled(enabled) {
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this.blendEnabled = enabled;
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console.log('🌈 Blend transitions: ' + (enabled ? 'ENABLED' : 'DISABLED'));
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}
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// Set transition width
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setTransitionWidth(width) {
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this.transitionWidth = Math.max(5, Math.min(50, width));
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console.log('🌈 Transition width set to: ' + this.transitionWidth);
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}
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}
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