task narejeni
This commit is contained in:
@@ -258,12 +258,11 @@ class GameScene extends Phaser.Scene {
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if (this.player) {
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const playerPos = this.player.getPosition();
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const cam = this.cameras.main;
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const visibleTiles = this.terrainSystem ? this.terrainSystem.visibleTiles.size : 0;
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const uiScene = this.scene.get('UIScene');
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if (uiScene && uiScene.debugText) {
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const activeCrops = this.terrainSystem && this.terrainSystem.cropsMap ? this.terrainSystem.cropsMap.size : 0;
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const dropsCount = this.interactionSystem && this.interactionSystem.drops ? this.interactionSystem.drops.length : 0;
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const dropsCount = this.lootSystem ? this.lootSystem.drops.length : 0;
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uiScene.debugText.setText(
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`FAZA 11 - Building\n` +
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@@ -1,5 +1,5 @@
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// Terrain Generator System
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// Generira proceduralni isometrični teren in skrbi za optimizacijo (Culling, Object Pooling)
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// Generira proceduralni isometrični teren in skrbi za optimizacijo (Tilemap + Culling)
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class TerrainSystem {
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constructor(scene, width = 100, height = 100) {
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this.scene = scene;
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@@ -14,30 +14,10 @@ class TerrainSystem {
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this.decorationsMap = new Map();
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this.cropsMap = new Map();
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this.visibleTiles = new Map();
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this.visibleDecorations = new Map();
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this.visibleCrops = new Map();
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// Pools
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this.tilePool = {
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active: [],
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inactive: [],
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get: () => {
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if (this.tilePool.inactive.length > 0) {
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const s = this.tilePool.inactive.pop();
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s.setVisible(true);
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return s;
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}
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const s = this.scene.add.sprite(0, 0, 'dirt');
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s.setOrigin(0.5, 0.5);
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return s;
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},
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release: (sprite) => {
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sprite.setVisible(false);
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this.tilePool.inactive.push(sprite);
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}
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};
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// Pool for Decorations (Trees, Rocks, etc.)
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this.decorationPool = {
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active: [],
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inactive: [],
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@@ -56,6 +36,7 @@ class TerrainSystem {
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}
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};
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// Pool for Crops
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this.cropPool = {
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active: [],
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inactive: [],
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@@ -74,14 +55,14 @@ class TerrainSystem {
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};
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this.terrainTypes = {
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WATER: { name: 'water', height: 0, color: 0x4444ff },
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SAND: { name: 'sand', height: 0.2, color: 0xdddd44 },
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GRASS_FULL: { name: 'grass_full', height: 0.35, color: 0x44aa44 },
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GRASS_TOP: { name: 'grass_top', height: 0.45, color: 0x66cc66 },
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DIRT: { name: 'dirt', height: 0.5, color: 0x8b4513 },
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STONE: { name: 'stone', height: 0.7, color: 0x888888 },
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PATH: { name: 'path', height: -1, color: 0xc2b280 },
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FARMLAND: { name: 'farmland', height: -1, color: 0x5c4033 }
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WATER: { name: 'water', height: 0, color: 0x4444ff, index: 0 },
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SAND: { name: 'sand', height: 0.2, color: 0xdddd44, index: 1 },
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GRASS_FULL: { name: 'grass_full', height: 0.35, color: 0x44aa44, index: 2 },
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GRASS_TOP: { name: 'grass_top', height: 0.45, color: 0x66cc66, index: 3 },
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DIRT: { name: 'dirt', height: 0.5, color: 0x8b4513, index: 4 },
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STONE: { name: 'stone', height: 0.7, color: 0x888888, index: 5 },
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PATH: { name: 'path', height: -1, color: 0xc2b280, index: 6 },
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FARMLAND: { name: 'farmland', height: -1, color: 0x5c4033, index: 7 }
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};
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this.offsetX = 0;
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@@ -89,25 +70,29 @@ class TerrainSystem {
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}
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createTileTextures() {
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// Flat Grid Look (No depth)
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// Create a single spritesheet for tiles (Tilemap Optimization)
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const graphics = this.scene.make.graphics({ x: 0, y: 0, add: false });
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const tileWidth = 48;
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const tileHeight = 24; // Just the diamond
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const tileHeight = 32; // 24 for iso + 8 depth
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const types = Object.values(this.terrainTypes);
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types.forEach((type) => {
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if (this.scene.textures.exists(type.name)) return;
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const graphics = this.scene.make.graphics({ x: 0, y: 0, add: false });
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const x = 0;
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const top = 0;
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const midX = 24;
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const midY = 12;
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const bottomY = 24;
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// Draw all tiles horizontally
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types.forEach((type, index) => {
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// Update index just in case
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type.index = index;
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const x = index * tileWidth;
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graphics.fillStyle(type.color);
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// Diamond Only
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// Draw Isometic Tile (Diamond + Thickness)
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const top = 0;
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const midX = x + 24;
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const midY = 12;
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const bottomY = 24;
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const depth = 8;
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// Top Face
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graphics.beginPath();
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graphics.moveTo(midX, top);
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graphics.lineTo(x + 48, midY);
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@@ -116,23 +101,52 @@ class TerrainSystem {
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graphics.closePath();
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graphics.fill();
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// Grid Stroke (Black/Dark)
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graphics.lineStyle(1, 0x000000, 0.3);
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// Add stroke to prevent seams/gaps (Robust Fix)
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graphics.lineStyle(2, type.color);
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graphics.strokePath();
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// Simple details
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// Thickness (Right)
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graphics.fillStyle(Phaser.Display.Color.IntegerToColor(type.color).darken(20).color);
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graphics.beginPath();
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graphics.moveTo(x + 48, midY);
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graphics.lineTo(x + 48, midY + depth);
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graphics.lineTo(midX, bottomY + depth);
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graphics.lineTo(midX, bottomY);
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graphics.closePath();
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graphics.fill();
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// Thickness (Left)
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graphics.fillStyle(Phaser.Display.Color.IntegerToColor(type.color).darken(40).color);
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graphics.beginPath();
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graphics.moveTo(midX, bottomY);
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graphics.lineTo(midX, bottomY + depth);
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graphics.lineTo(x, midY + depth);
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graphics.lineTo(x, midY);
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graphics.closePath();
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graphics.fill();
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// Detail (Grass)
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if (type.name.includes('grass')) {
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graphics.fillStyle(0x339933);
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for (let i = 0; i < 5; i++) {
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const rx = x + 10 + Math.random() * 28;
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const ry = 5 + Math.random() * 14;
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graphics.fillStyle(0x339933); // Darker green blades
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for (let i = 0; i < 15; i++) {
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const rx = x + 8 + Math.random() * 32;
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const ry = 4 + Math.random() * 16;
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graphics.fillRect(rx, ry, 2, 2);
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}
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}
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// Detail (Dirt)
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if (type.name.includes('dirt')) {
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graphics.fillStyle(0x5c4033);
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for (let i = 0; i < 8; i++) {
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const rx = x + 8 + Math.random() * 32;
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const ry = 4 + Math.random() * 16;
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graphics.fillRect(rx, ry, 2, 2);
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}
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}
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graphics.generateTexture(type.name, tileWidth, tileHeight);
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graphics.destroy();
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});
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graphics.generateTexture('terrain_tileset', tileWidth * types.length, tileHeight);
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graphics.destroy();
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}
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generate() {
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@@ -158,6 +172,7 @@ class TerrainSystem {
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hasCrop: false
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};
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// Vegetation logic (Rich World)
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if (x > 5 && x < this.width - 5 && y > 5 && y < this.height - 5) {
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let decorType = null;
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let maxHp = 1;
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@@ -168,23 +183,18 @@ class TerrainSystem {
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if (elevation > 0.6 && rand < 0.1) {
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decorType = 'bush';
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maxHp = 5;
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}
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// Trees - Volumetric
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else if (rand < 0.15) {
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} else if (rand < 0.15) { // Common trees
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decorType = 'tree';
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maxHp = 5;
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const sizeRand = Math.random();
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if (sizeRand < 0.2) scale = 0.8;
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else if (sizeRand < 0.8) scale = 1.0 + Math.random() * 0.3;
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else scale = 1.3;
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}
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// Rocks - Volumetric
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else if (rand < 0.18) {
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decorType = 'rock'; // 'rock' texture from TextureGenerator
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} else if (rand < 0.18) { // Rocks
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decorType = 'rock';
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maxHp = 8;
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scale = 1.5; // Big rocks
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}
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else if (rand < 0.19) {
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scale = 1.2 + Math.random() * 0.5;
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} else if (rand < 0.19) {
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decorType = 'gravestone';
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maxHp = 10;
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} else if (rand < 0.30) {
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@@ -216,6 +226,31 @@ class TerrainSystem {
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}
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console.log('✅ Terrain and decorations generated!');
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// --- TILEMAP IMPLEMENTATION (Performance) ---
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if (this.map) this.map.destroy();
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this.map = this.scene.make.tilemap({
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tileWidth: this.iso.tileWidth, // 48
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tileHeight: this.iso.tileHeight, // 24
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width: this.width,
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height: this.height,
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orientation: Phaser.Tilemaps.Orientation.ISOMETRIC
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});
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// 48x32 tileset
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const tileset = this.map.addTilesetImage('terrain_tileset', 'terrain_tileset', 48, 32);
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this.layer = this.map.createBlankLayer('Ground', tileset, this.offsetX, this.offsetY);
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for (let y = 0; y < this.height; y++) {
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for (let x = 0; x < this.width; x++) {
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const t = this.tiles[y][x];
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const typeDef = Object.values(this.terrainTypes).find(tt => tt.name === t.type);
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if (typeDef) {
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this.layer.putTileAt(typeDef.index, x, y);
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}
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}
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}
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this.layer.setDepth(0); // Ground level
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}
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damageDecoration(x, y, amount) {
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@@ -284,12 +319,13 @@ class TerrainSystem {
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setTileType(x, y, typeName) {
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if (!this.tiles[y] || !this.tiles[y][x]) return;
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this.tiles[y][x].type = typeName;
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const typeDef = Object.values(this.terrainTypes).find(t => t.name === typeName);
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if (!typeDef) return;
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const key = `${x},${y}`;
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if (this.visibleTiles.has(key)) {
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const sprite = this.visibleTiles.get(key);
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sprite.setTexture(typeName);
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this.tiles[y][x].type = typeName;
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// Tilemap update
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if (this.layer) {
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this.layer.putTileAt(typeDef.index, x, y);
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}
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}
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@@ -335,6 +371,7 @@ class TerrainSystem {
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}
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updateCulling(camera) {
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// Culling for Decorations & Crops (Tiles controlled by Tilemap)
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const view = camera.worldView;
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let buffer = 200;
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if (this.scene.settings && this.scene.settings.viewDistance === 'LOW') buffer = 50;
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@@ -358,27 +395,12 @@ class TerrainSystem {
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const startY = Math.max(0, minGridY);
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const endY = Math.min(this.height, maxGridY);
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const neededTileKeys = new Set();
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const neededDecorKeys = new Set();
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const neededCropKeys = new Set();
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for (let y = startY; y < endY; y++) {
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for (let x = startX; x < endX; x++) {
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const key = `${x},${y}`;
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const tile = this.tiles[y][x];
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// TILES
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if (tile) {
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neededTileKeys.add(key);
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if (!this.visibleTiles.has(key)) {
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const sprite = this.tilePool.get();
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sprite.setTexture(tile.type);
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const screenPos = this.iso.toScreen(x, y);
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sprite.setPosition(screenPos.x + this.offsetX, screenPos.y + this.offsetY);
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sprite.setDepth(this.iso.getDepth(x, y));
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this.visibleTiles.set(key, sprite);
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}
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}
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// DECORATIONS
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const decor = this.decorationsMap.get(key);
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@@ -390,14 +412,15 @@ class TerrainSystem {
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sprite.setPosition(screenPos.x + this.offsetX, screenPos.y + this.offsetY);
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if (decor.type.includes('house_sprite') || decor.type.includes('market') || decor.type.includes('structure')) {
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// Origin adjusted for volumetric sprites
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// Trees/Rocks usually look best with origin (0.5, 0.9) to sit on the ground
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if (decor.type.includes('house') || decor.type.includes('market') || decor.type.includes('structure')) {
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sprite.setOrigin(0.5, 0.8);
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} else {
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// Volumetric trees/rocks origin adjustment
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// Usually volumetric needed (0.5, 1) or slightly different?
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sprite.setOrigin(0.5, 0.9); // Slight tweak
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sprite.setOrigin(0.5, 0.9);
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}
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// Texture & Scale
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sprite.setTexture(decor.type);
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sprite.setScale(decor.scale || 1.0);
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@@ -415,6 +438,9 @@ class TerrainSystem {
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const screenPos = this.iso.toScreen(x, y);
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sprite.setPosition(screenPos.x + this.offsetX, screenPos.y + this.offsetY);
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sprite.setTexture(`crop_stage_${crop.stage}`);
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// Crop origin
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sprite.setOrigin(0.5, 1);
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// Crop depth
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sprite.setDepth(this.iso.getDepth(x, y) + 0.5);
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this.visibleCrops.set(key, sprite);
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}
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@@ -423,13 +449,6 @@ class TerrainSystem {
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}
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// Cleanup
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for (const [key, sprite] of this.visibleTiles) {
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if (!neededTileKeys.has(key)) {
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sprite.setVisible(false);
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this.tilePool.release(sprite);
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this.visibleTiles.delete(key);
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}
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}
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for (const [key, sprite] of this.visibleDecorations) {
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if (!neededDecorKeys.has(key)) {
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sprite.setVisible(false);
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Block a user