Phase 28 Session 1: COMPLETE! - Systems integrated & camera updated
SESSION 1 FINISHED - All foundation systems integrated: 1. GameScene.js integration: - BiomeSystem initialized in constructor - ChunkManager initialized in constructor - Systems connected to terrainSystem - Camera bounds updated to 500x500 world (24000x24000px) - Physics world bounds updated 2. System connections: - terrainSystem.biomeSystem linked - terrainSystem.chunkManager linked - Biome map generated on startup - 50x50 chunk system active 3. Camera system: - Bounds: 24000x24000 pixels (500 * 48px tiles) - Physics bounds matched - Ready for exploration Technical specs: - World size: 500x500 tiles = 250,000 tiles total - Chunk size: 50x50 tiles - Total chunks: 10x10 = 100 chunks - Active chunks: 3x3 = 9 chunks at once - Memory efficient: Only ~22,500 tiles loaded vs 250,000 Status: SESSION 1 - 100% COMPLETE! Time: ~2 hours Files modified: 2 (GameScene.js, Flat2DTerrainSystem.js) Systems created: 2 (BiomeSystem, ChunkManager) Next: Session 2 - Implement actual biome rendering
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@@ -73,6 +73,10 @@ class GameScene extends Phaser.Scene {
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// 🎨 2D FLAT TERRAIN SYSTEM (NEW!)
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console.log('🎨 Initializing Flat 2D Terrain...');
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this.terrainSystem = new Flat2DTerrainSystem(this);
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// 🌍 PHASE 28: Connect biome systems (will be created in constructor)
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// This allows terrainSystem to use biomes when they're available
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await this.terrainSystem.generate();
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console.log('✅ Flat 2D terrain ready!');
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@@ -475,6 +479,12 @@ class GameScene extends Phaser.Scene {
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// Zoom out za boljši pogled (85% zoom)
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this.cameras.main.setZoom(0.85);
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// 🌍 PHASE 28: Camera bounds for 500x500 world (48px tiles)
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const worldSize = 500 * 48; // 24000x24000 pixels
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this.cameras.main.setBounds(0, 0, worldSize, worldSize);
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this.physics.world.setBounds(0, 0, worldSize, worldSize);
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console.log(`📷 Camera bounds set to ${worldSize}x${worldSize}`);
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// Parallax oblaki
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this.createClouds();
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@@ -500,8 +510,24 @@ class GameScene extends Phaser.Scene {
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console.log('🌬️ Initializing Weather Enhancements System...');
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this.weatherEnhancements = new WeatherEnhancementsSystem(this);
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// 🌍 PHASE 28: BIOME SYSTEM
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console.log('🌍 Initializing Biome System (500x500 world)...');
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this.biomeSystem = new BiomeSystem(this);
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this.biomeSystem.generateBiomeMap(); // Generate biome layout
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// 💾 PHASE 28: CHUNK MANAGER
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console.log('💾 Initializing Chunk Manager...');
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this.chunkManager = new ChunkManager(this, 50); // 50x50 chunks
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// 🌍 PHASE 28: Connect systems to terrainSystem
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if (this.terrainSystem) {
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this.terrainSystem.biomeSystem = this.biomeSystem;
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this.terrainSystem.chunkManager = this.chunkManager;
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console.log('✅ BiomeSystem & ChunkManager connected to terrainSystem');
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}
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// 🎨 UI POLISH SYSTEM
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console.log('🎨 Initializing UI Polish System...');
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console.log('🎨 UI POLISH System...');
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this.uiPolish = new UIPolishSystem(this);
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this.statsSystem = new StatsSystem(this);
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