task narejeni

This commit is contained in:
2025-12-07 20:10:39 +01:00
parent 045bf24792
commit 4a0ca267ea
2 changed files with 114 additions and 96 deletions

View File

@@ -258,12 +258,11 @@ class GameScene extends Phaser.Scene {
if (this.player) {
const playerPos = this.player.getPosition();
const cam = this.cameras.main;
const visibleTiles = this.terrainSystem ? this.terrainSystem.visibleTiles.size : 0;
const uiScene = this.scene.get('UIScene');
if (uiScene && uiScene.debugText) {
const activeCrops = this.terrainSystem && this.terrainSystem.cropsMap ? this.terrainSystem.cropsMap.size : 0;
const dropsCount = this.interactionSystem && this.interactionSystem.drops ? this.interactionSystem.drops.length : 0;
const dropsCount = this.lootSystem ? this.lootSystem.drops.length : 0;
uiScene.debugText.setText(
`FAZA 11 - Building\n` +

View File

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